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Age of Mythology Heaven » Forums » Scenario Design » Can you make it so that if a unit kills something he gets stronger?
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Topic Subject:Can you make it so that if a unit kills something he gets stronger?
brianmyth
Mortal
posted 21 December 2019 08:48 AM EDT (US)         
I was wondering if it's possible to give a unit more attack or HP for killing a certain unit. And then could I make that same unit get even stronger by killing another unit? I do not want all of those types of units stronger, but just that single unit.

I am thinking about adding some Gaia units (lets say a few Kraken in this case) to defend an area, but I would like to add incentive for killing them. I want to make the killing unit a bit stronger. Nothing game breaking, but it would be cool.

Also, lets say, a trireme in this case, killed one Kraken and gained +1 to its attack. Would that affect how an upgrade such as "copper weapons" or "arrow ship cladding" works? I don't think it would because I just looked them up, and they increase stats by percentage. I just don't want a situation where a unit gets +1 or +2 attack from killing the Kraken only for that person to upgrade all his ships and then that ship not benefiting from the upgrade too. I want that unit to be a veteran/general or something I guess lol.
AuthorReplies:
nottud
Mortal
posted 21 December 2019 03:25 PM EDT (US)     1 / 6       
There is no way to modify the stats of a single unit in a controllable way that I know of except for a few rare exceptions (There are ways to make lifespan and LOS can be different for the same unit).
AOM_Scout
Mortal
posted 21 December 2019 04:14 PM EDT (US)     2 / 6       
ExperienceUnit proto flag gives Hydra ability for any units, so their attack will increase with every kill.

[This message has been edited by AOM_Scout (edited 12-21-2019 @ 04:15 PM).]

brianmyth
Mortal
posted 21 December 2019 10:38 PM EDT (US)     3 / 6       
@nottud - aww, that's a little disappointing. By lifespan I assume you mean like making mercenaries live longer, not actual health.

@AOM scout - the hydra ability isn't exactly what I was looking for but is very interesting and might work. I'm going to tinker with that and see if I can make it work after this. However, I assume using the "ExperienceUnit proto flag" trigger will affect every unit of that type from the very start of the game, so in this case, all the triremes would inherently have the hydra ability, which would be too overpowered in this scenario.

If you can choose to grant the hydra ability to one single target, that would probably work for my scenario, but even then I think I would run into the problem of needing that single unit alive at the start of the game in order to target it with the trigger, unless of course I could somehow trigger that upon death one of the Kraken. So if you only start the game with villagers, I don't think I could use that trigger at the start because I wouldn't have a target for the ability in editor mode.

These are my assumptions, but I will play-test a little when I get the chance.

If I am wrong or there is anything else I can do let me know!
scragins
Heretic of December
posted 22 December 2019 00:00 AM EDT (US)     4 / 6       
Not that it is what you want ideally but you could invoke bronze armour or use damage(/heal) units in area. This would be a bonus for only the units in the area but would be temporary.
brianmyth
Mortal
posted 22 December 2019 01:59 AM EDT (US)     5 / 6       
@scragins - that's pretty interesting and good to know. Can definitely be useful in other scenarios. I wonder if I can grant a buff like bronze armor but change it so that the units that were turned to bronze stayed that way for a certain period of time or permanently.
I assume all I can do is loop the trigger, but I think that would just re-cast the god power bronze armor in the same location over and over, which is not what I want

I had a couple alternatives in mind if I couldn't make a single unit stronger. I also thought about giving the player who killed the Kraken a Kraken of there own or granting them resources, or a godpower. The problem I seem to have is that I don't know if I'm able to have the game determine precisely what player killed the Kraken. I can make the trigger be that when that Kraken dies everyone gets a Kraken, but that defeats the purpose. I can choose a player to receives the benefits, but obviously I can't know what player it would be ahead of time.
scragins
Heretic of December
posted 23 December 2019 03:27 AM EDT (US)     6 / 6       
You can work out which player killed the kraken. If you track a stat such as unit killed count (I can elaborate more on this if needed). When the kraken (or any kraken depending on what you want) is killed you can check which player recently killed a unit and reward that player.
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