This will show you how to make a conversation by using taunts. It is done by using triggers and AI script. The triggers will send signals to the AI and the other way around. This is needed because triggers can't detect taunts, but AI scripts can.
extract the files triggers.ai and triggers.per to the AI folder in the main folder of the game and the file Triggers_Vs_AI.scn in the scenario folder of the main folder of the game.
IN THE SCEN:
There will be a king who will ask you 2 questions. At the first question, you can answer with taunt 1,2 and 8. At the 2nd question, you can answer with taunt 1 and 2.
It will work best on fast speed, but it probably also works on slow or normal. I didn't test it for the conquerors and I don't think it will work.
Take a look at the triggers and the AI if you wanna learn how to do this. (The AI contains help).
Please tell me what you think about it and report any bugs.
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Triggers vs. Ai is a very helpful utility that adds an interesting new aspect to scenario design. It enables designers to make conversations with taunts, especially the "yes" and "no" taunt.
USEFULNESS: Very useful for any designer who wants to bring something out of the ordinary into his scenarios. It enables players to make yes-or-no choices, and therefore it can give them a feeling they are really part of the scenario, making decisions and facing the consequences. The scenario provides a sample mini-story with five different outcomes.
CREATIVITY/NOVELTY VALUE: This utility was ground-breaking at the time it was posted, and deserves no less than a top mark in this category. It was a trick that several people discovered independently from each other, and to my knowledge, Darkeagle was one of them.
INSTRUCTIONS: Making Ai and triggers communicate belongs to the more complicated tricks of Age of Kings. Luckily, the instructions are clear and comprehensible and explain the trick very well. Especially the explanations in the Ai file are very helpful, because they explain step-by-step what happens and what needs to be done.
OVERALL IMPRESSION/ SIGNIFICANCE: This is one of the top utilities that ever made it into the Blacksmith. It also goes along with a nice package: The scenario provides a playable little conversation scene with five different outcomes, depending on the answers the player gives. Although the utility is roughly two years old – almost an eternity in computer games – it still has a surprisingly fresh feel about it. There is no doubt about the significance this utility had for designers: Several design works in the Best of the Blacksmith already use this trick.