Posted on 07/07/07 @ 12:10 PM (updated 07/14/07
I made this campaign by assembling a few ideas.
||The Conquerors 1.0c
|Number of scenarios:
The first scenario is nearly playable, but I need to make the last trigger work.
The second scenario is completely playable.
The third is playable but must have some balance updates.
The forth is also nearly playable, and also needs a little trigger help,
The fifth is playable but is quite boring, so i'll work on making it longer and with more triggers.
The last is not playable, i need some AI help.
-In the first scenario I need help in making a trigger like this: (if you destroy one enemy unit of this sort, you will receive # gold)
-In the forth i need help in a trigger wich crashes, i want to make a trigger (if you kill that unit, this message will be sent, the screen will look this area and these trees will dissappear)
-In the last i made a scenario wich has the objectives (if an enemy unit comes here, you will lose the game)wich works, but i miss something that tells the enemy to recruit more soldiers before attacking; and to recruit more actively. In fact i see some barracks don't recruit anything.
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I moved the file from Single Player Scenarios.
I looked at your first and fourth scenario. The first does not play and the fourth crashes. We do not host unplayable and/or games that crash. Please update your campaign using the 'Update' button above your description.
First scenario, the player receives a defeat message at the game's start; the reason, trigger 'valeggio demolita' condition 0 should be 'Source Player 3' instead of Gaia. For the HP increase of the Teutonic Knights, trigger 'Potenziamenti' effect 2 should be Source Player 1 instead of Gaia. The player receives no victory signal, you can place a new trigger condition 0 to 10 Destroy Object, set objects the outposts, effect 0 Declare Victory Source Player 1. A simpler trigger, Condition 0, player defeated Source Player 2 effect 0, Declare Victory Source Player 1, will do the job too.
Now to your question, there is no condition like destroy enemy unit of this sort. You have to do a trigger for each enemy unit like condition Destroy Object (Set Object the unit) effect 0 Tribute, Source Gaia, Target player 1, gold, Quantity whatever. Easier would be some triggers for kill levels, Condition Accumulate Attribute, Kills, Source Player 1, Quantity whatever, effect 0, tribute gold.
Fourth scenario, the game crashes because you did not set an area or object for trigger 'capik' in various effects. The game engine tries to kill all Gaia objects, meaning all trees, which it cannot and the game crashes. You should not use 'Kill Object' for Gaia; it does not work on most objects. On trees, you get partly chopped trees and your units cannot pass, the correct effect is 'Remove Object'. To fix you can set the object, a tree in various effects to get a passage. Simpler, just one effect, Remove Object, Source Gaia, List Type Others, Type Other, Object list Tree A and set the area around those trees A. The player receives a victory signal at the bandit camp after killing the enemy units and destroying the barracks. You have to place a hold off unit, place it in the west between those houses. For victory, place a new trigger condition 'Bring Object to Area', set the trade cart and the area outside the forest in the southeast.
as far as I know, you can make acumulate atributes-->units killed(or something like that). You cant select a specific type of unit. You can also select each unit one by one with unit killed, but it is quite boring.-
unit killed(select unit)
Show instructions(message you want)
Change view(select the place that you want to be showed)
Remove object(Select this object)
--------Repeat this trigger as many time------------------as trees you want to take out---------
Last scenario, i'm sorry, i do not know nearly anything about AI signals.
Hope ive been useful
ok fixed the 1st and 4th scenario.
Need opinions on the other scenarios to make them longer, and also suggestions are welcome.