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Scenario Design
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Topic Subject: Have a Question? Post it here!
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posted 28 September 2015 03:38 PM EDT (US)   

Got a question? Need an answer?
Here is a list of common questions concerning AoM.


Upon playtesting a scenario in the editor, I lose within the first five seconds!
Easy to fix. Simply click on the "Scenario" tab in the editor, click on "Scenario Data" and uncheck the check box next to "Use victory conditions". Alternatively, you can place a unit of yours somewhere on the map, then place an enemy unit somewhere else on the map as well.

How come it seems like some units are missing in the list of protounits on a trigger?
To find out the proto name of a unit, have it selected in the editor and click on the "Cinematics" tab, then click "View animations." For a shortcut, just select the unit and press Alt+A.

How do I make units larger or smaller?
This is for The Titans users only. To enlarge a unit, select it and hold "K" on your keyboard. To make the unit smaller, hold "Shift + K".

How can I change the stats (attack/health/etc.) for a unit?
Easy. If you're a Titans user you can find the two triggers called "Modify Protounit" and "Set Tech Status". If you're running regular AoM, you will only have "Set Tech Status" available. You can set unit attributes with both these triggers.

How can I make units regenerate health?
First create a new trigger. Check the Active and Loop boxes. Pull the Priority cursor all the way to the right. Create a new condition Is Alive, select and set your desired unit. Add a condition Timer with a value of 1. Finally, add a Damage Unit effect, select your desired unit again and set the value to -1.

How can I have over 300 population?
Use the Modify Protounit effect to make a protounit have a population cost of a very extremely high number, like 999999999.0 . Make sure that it is a protounit that you can't normally get in-game by yourself. Then just place two of them somewhere on the map, and they will make the population for that player go to a negative number, and be infinite.

My triggers have stopped working!
Using Run immediately, quotations in chats, linking camera tracks, sound timers and decimals in conditions like timer and distance to unit affect this. If you are unsure about what the source is, outline what you did, and we can help.

The computer players aren't acting like computer players should!
You need to set AI for them. In the editor, click the "Scenario" tab, then "Player Data". There will be a button all the way to the right of the player slot to set the AI. It is reccomended you choose one of the "default" ais such as aomdefaultai.xs for AoM Vanilla, or aomxdefaultai.xs for The Titans.

I've seen people do these crazy camera angles that I can't seem to figure out how to do! Help!
A common question. Your camera must be unlocked and working first. It should be already by default. If it's not, press "Shift + Alt + C" to unlock it. To change the pitch of the camera, press "A" and "Z" or "Ctrl + Up Arrow" and "Ctrl + Down Arrow" on your keyboard to go up and down.

How do I add sound and dialogs in a scenario?
Like the dialogs in the campaigns, you can use the trigger effect "Play Dialog" to display text while on Cinematic Mode. You can type a text, include a sound, and a small image (portrait) "Sound filename" is a similar trigger effect, but not the main one used.

How can I give units animations like they do in the campaigns?
Select the unit in the editor, click on the "Cinematics" tab, then click "View animations." In the "Type" tab, find and click "Cinematic". In the "Anim Path:" tab is a list of animations that you can view for sampling. When you find the one you want, you can use its name with the "Set animation" trigger effect and be able to use it in-game.

Practical Guides
Scenario Design Library Articles
Scenario Design Dictionary
Shuch_ya_mouf's Ultimate Trigger Guide
Paperfriend's List of Guides
Making Quality Scenarios: Triggers
Making Quality Scenarios: Eyecandy
Nottud's Guide to the transform trigger
Campaign Dialogue List

Thread credits: Paperfriend + Yeebaago0on (FAQ), Eurotool (design), CeaseDaFire (maintenance), Reach (OP) 

Out Reach
The guy who writes the erotic fan fiction in Yeebaagoon's signature

[This message has been edited by Out Reach (edited 01-22-2019 @ 10:12 AM).]

posted 04 September 2017 11:54 AM EDT (US)     451 / 873  
I have a strange thing that happens with armys.
More exactly, I make that some units appear near a building when constructed (with the "v army deploy" effect).

first thing that seems to happen for all units: when we make "clear" option NOT checked (this option delete from the army all previous units from the army (?) ), the first time it is normal, but after, when a new unit appear it makes exactly like "change unit in himself" (so a sun ray appear on the pharaoh, the manor has a different texture... buildings stop training what they was training).

Second thing more strange, when one of the pharaoh created by this way was destroyed by a trigger, the new pharaoh were... pegasus !

any idea ?

I precise that it isn't a problem because when I make the option false (by default) it doesn't occur.
posted 07 September 2017 06:27 PM EDT (US)     452 / 873  
@Mazeppa: There's a little trick involving transforming units that carry resources into other units which will then contain this resource. You cannot use this trick to create a deer with literally infinite resources such as farms and fish. But you could create deers containing any other amount (up to I believe ~9,2*1018) of a specific resource (yes, the deer could also contain wood, gold or favor with this trick).

So if you want to create a deer containing 1 billion food, you'll need to task a villager to collect food from a farm. Use the modify protounit effect to modify the villager's food carry capacity to 1 billion. Set the Plow technology to active 100 million times so you only have to wait about 2 seconds instead of approximately 46 years until 1 billion food is gathered. After the food is gathered, transform the villager into a massively obese deer which will contain the 1 billion food.

@eine_gurkensalad: I've absolutely no clue what's going on with that. I've never seen or heard of those issues before, so I'm afraid I can't help with that. Better enable that Clear parameter from now on.

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posted 10 September 2017 01:12 PM EDT (US)     453 / 873  
I've now a quite big problem in my civ designing

We can see in the techtree that avery minor gods ("Age x minor god") makes other minor gods from the civ unobtainable (the tech) but also a tag "exclude" which seems to be a big problem.

I use for my new minor gods several other minor gods, but sometimes they are from a same civ so it doesn't work (for exemple set active age 3 dionysus and age 3 Aphrodite then age 3 aphrodite doesn't work).

How to work around this ??

I precise that I need this gods only for the upgrades they enable
posted 10 September 2017 03:03 PM EDT (US)     454 / 873  
Just copy the upgrades you need, give them another techtreex name and dbid (databaseIdentificationNumber) and use them this way. In PreReqs you can put in the other minor god which should have this upgrade too. Thus you wont need to break the order of excluding minor gods.

Azarath Metrion Zinthos

Steam: Order of Azarath
Discord: Azarath @
posted 10 September 2017 03:34 PM EDT (US)     455 / 873  
That's a very good idea !
But it is an online scenario so no possible mod...
Unless this cause absolutely never OoS (i doubt...)
posted 18 September 2017 03:40 PM EDT (US)     456 / 873  
Before doing all the bad modifications because of the minor god problem (we can't use several minor gods of an age+civilisation as mentionned before)

I would like to know if there is an issue to use it in editor, or simply an issue to enable different techs from different minor gods of an age of a civ (because this is the only thing I need).

I was also wondering if the "Player LOS change" effect is online compatible, because when we have teams it can give a LOS for one player and not for his team mate
posted 22 September 2017 02:29 PM EDT (US)     457 / 873  
I don't like to do that but I'm really in distress with it (the minor god problem)
Maybe no one replied because no one had the solution, but for now I don't know if we are in this case
So I don't know what to do :,/
Please a positive or negative answer will makes me happy :,)
posted 22 September 2017 08:16 PM EDT (US)     458 / 873  
I think you will need to set the technologies obtainable and units trainable that you want the player to be able to upgrade and train. To me this is what I would expect you to do from the start because it is not balanced than giving someone two minor gods and also allows for greater control.
posted 23 September 2017 01:38 AM EDT (US)     459 / 873  
I think I've already tested and it was impossible to enable a tech without the préreqs (and so the minor god).

But I May have not correctly tested. I will try.

Why is it not balanced ? (why "allows for greater control.")
posted 23 September 2017 06:34 AM EDT (US)     460 / 873  
I say more balanced because if you use research 2 minor gods that is stronger than one minor god that the other cigs would get. You would get greater control because you can choose wether or not they get tech A but not B whereas with a minor got they would get techs A and B bundled together. It gives you more control as the designer.
posted 23 September 2017 09:34 AM EDT (US)     461 / 873  
Up to know i was considering this.
Disable the Powers and give my powers
Unobtainable age 2 each time i set an additional minor god (because some units are improved by age)
Unobtainable tech from minor god as well as myth units when i don't need them

I TESTED it doesn't work only with set tech status obtainable.
I tried necropolis obtainable when the payer is age 2.
I tried to set obtainable and then available
Then because it didn't work i tried the same but a available a bit later
I also tried to set active and then obtainable and available
I finally tried active then Unobtainable then obtainable then available

Nothing works, just setting active the age of the corresponding minor god...

An idea ?
posted 01 October 2017 04:11 PM EDT (US)     462 / 873  
Can I give a unit like Chimera or Mummy in a scenario immunity to Medusas Petrify-Attack?

I remember that something like Hesperides God Power Blockade could be transferred into another unit through changing it (Unit Change?), but I'm not sure about this either.

Azarath Metrion Zinthos

Steam: Order of Azarath
Discord: Azarath @

[This message has been edited by Izalith (edited 10-01-2017 @ 04:12 PM).]

posted 01 October 2017 05:19 PM EDT (US)     463 / 873  
I did expériments with it and it doesn't work for moving units (the area is always at the location of the former tree)

Anyway this can't do anything for your stuff because medusas don't use any gp...

I think thé problem is to target the unit that have been pétrified... Then it is simple, you can change unit to himself it must work
posted 01 October 2017 08:40 PM EDT (US)     464 / 873  
a (timed) loop changing the unit to itself sounds pretty good o.o .. thx, I'll try that!

Azarath Metrion Zinthos

Steam: Order of Azarath
Discord: Azarath @
posted 02 October 2017 00:17 AM EDT (US)     465 / 873  
Well if you want your unit to attack it is a bad idea, because changing stops any action of the unit
posted 02 October 2017 00:27 AM EDT (US)     466 / 873  
You might be able to place a hero (a unit that cannot be turned to stone by Medusa) and then use the transform trigger to change that unit to whatever you want it to be. I think you can do something similar with villagers so you can have a unit that cannot be bolted. I have not tried to do this myself so you would need to check.
posted 02 October 2017 04:28 AM EDT (US)     467 / 873  
Is it possible only with the transform trigger ?
posted 02 October 2017 07:52 AM EDT (US)     468 / 873  
Maybe but I'm not even sure if it works. Nottud could probably be more insightful with answers than I am.

The transform trigger is different to a change unit type or change units in area. The transform trigger does not cancel the action of a unit the same way that change unit type does. The best example of this is that you can change the projectile of a unit using the transform trigger. I have experimented with the transform trigger and LOS. When a unit is transformed the LOS of the unit will be the same as before it was transformed. Some stats are maintained when a unit is transformed while others are not (total HP for example). I think being the target of a medusa special attack may be one of the stats (for lack of a better term) that is maintained when a unit is transformed.

I think change unit is similar to deleting a unit and spawning a new one on its location (that is damaged).
posted 02 October 2017 09:34 AM EDT (US)     469 / 873  
The transform trigger does not cancel the action of a unit the same way that change unit type does.

Well then it can also be possible to transform regularly a unit into himself no ?
posted 02 October 2017 10:42 AM EDT (US)     470 / 873  
With a few playtesting, I find that the only thing which works is to transform an anubite in himself during the petrifiying.
NOTE 1: seem to be that it must be looped (<1sec)
NOTE 2: this is aproblem because it STOPS the unit action (moving, attacking or special attack) (the transform trigger) :/
NOTE 3: all the medusas use their special attack (if looped) as they target several time the sae unit because it is cancelled
NOTE 4: weird effects on textures, if there is timer (let's say 100ms) the anubite can be transformer into stone but still alive. On the first petrifying it is doing a black texture for anubites but it might be a bug of my pc

@Izalith this things are very interesting but it isn't maybe what you searched at the beginning

I didn't test with other myth units
But the other tests I did was with:
unit not petrifyable=>unit petrifiable
the opposite
the final unit has the normal state at this regard (nothing diffeent as change unit here)
posted 02 October 2017 07:47 PM EDT (US)     471 / 873  
Wow, thx for all the testing!

I think the transform with keeping the petrified-texture was in some guide to get a stone-texture on other units.

In conclusion I dont think that this is possible now, so I'll make something else there.

On Transform-Maintenance I'm curious if anything else besides LOS might be kept from the unit it was before. But well, testing that would be a lot of work I'm not up to X_X

Azarath Metrion Zinthos

Steam: Order of Azarath
Discord: Azarath @
posted 02 October 2017 08:03 PM EDT (US)     472 / 873  
Yes I think Nottud wrote a guide on changing the texture of a unit using the transform trigger and either a medusa or the frost God power (they give different textures) in my scenario Three Witches I used the transform trigger to transform burning trees (from the Forrest fire God power) in to argus. The argus had the burnt tree texture, the lifespan of the burning tree and were also able to set other trees on fire.
posted 05 October 2017 07:26 AM EDT (US)     473 / 873  
What might be worth checking is if the unit goes into an action/state which you could query with kb commands and if so do a transform/change type/whatever to keep it from being petrified?
posted 05 October 2017 12:41 PM EDT (US)     474 / 873  
Is it an action to get pétrified ?
posted 05 October 2017 08:51 PM EDT (US)     475 / 873  


[This message has been edited by Zenophobia (edited 02-29-2094 @ 10:60 AM).]
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