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Age of Empires III Discussion

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Age of Kings Heaven » Forums » Age of Empires III Discussion » AoE III scenario editor
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Topic Subject:AoE III scenario editor
kevo
Squire
(id: kevingamer prime)
posted 04-25-03 12:58 PM CT (US)         
For all those Scenario Designers out there, you should pop some of your ideas into this thread.

The AoeIII Scenairo editor shold be a pwerful editor with alot of new triggers. Here are some ideas that I thought of:

Trigger copying: You can now copy and paste triggers like in Warcraft. This can be used to help speed up ALOT of multiplayer creation.

Undo/redo: Made a mistake? No problem

Easy compacter triggers: Now, in the trigger section in which you fill in the player to be affected (i.e. player1, player2, Gaia etc...), you can chose 2 new options, 'All' and 'All non-gaia' Can speed up alot of things.

Activate Condition/effect: You can now activate a specific condition or effect. The condition/effect menu is catorgorized in subcatogories as triggers.

Distance to point: Just like in Aom, distance to point is when a unit appraches and the trigger is set off.

Basic Aom stuff: Army editors, sleeker interface......

Premade options

Easier AI editor: An easier way to make it, like triggers. Maybe text based like old AI in some spots, though.

Better trigger interface

Any ideas? Tell me!


»\/\\evo'_____________________________________
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[This message has been edited by kevingamer _AcX_ (edited 04-27-2003 @ 10:06 AM).]

AuthorReplies:
Knight_B
Squire
posted 04-25-03 04:36 PM CT (US)     1 / 10       
The thing I desire most in a future editor is to have more pre made Options in the editor. So that you can change more aspects of the game without coding or triggering or modding. And also an easy AI-editor where you don't has to code anything but just click your way to your own AI-script.

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Compa_Mighty
Squire
posted 04-25-03 06:58 PM CT (US)     2 / 10       
I totally agree about the AI editor, also we should have a RM editor that worked with parameters, have the same options, without having to type them, just adjust percentages and such (keeping the option of scripting for those who wanted.
kevo
Squire
(id: kevingamer prime)
posted 04-25-03 11:11 PM CT (US)     3 / 10       
...updated

»\/\\evo'_____________________________________
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"i get more IM's from AOL System Message than from everyone else"-Anonymous
drty_dee
Squire
posted 04-26-03 01:18 AM CT (US)     4 / 10       
New interface for creating triggers, not the list type which I find tedious. For complicated systems I draw a flowchart on paper to get things right .. why not something like that. A screen that you move symbols and connections around to create triggers that activate/deactivate one another. Would make complex scenarios of thousands of triggers much smoother.
toysoldiersnever
Squire
posted 04-26-03 09:19 AM CT (US)     5 / 10       
i wanna have more control of cliffs, or the ability to place them myself.

THERE HAVE GOT TO BE RUSSIANS ON THE GAME.
kevo
Squire
(id: kevingamer prime)
posted 04-27-03 10:06 AM CT (US)     6 / 10       
@ toysolider, you CAN place cliffs yourself

»\/\\evo'_____________________________________
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"i get more IM's from AOL System Message than from everyone else"-Anonymous
toysoldiersnever
Squire
posted 04-28-03 07:10 AM CT (US)     7 / 10       
" toysolider, you CAN place cliffs yourself "

yes and no. on the RMS i can, but no on the scenario editor. and on the cliff generation section theres no instructions for placing, its all random. and the scenario editor doesn┤t has the option for cliffs.


THERE HAVE GOT TO BE RUSSIANS ON THE GAME.
Antz
Squire
posted 04-28-03 09:27 AM CT (US)     8 / 10       
I want that it shall be similar to the AoC/K editor, but with some new triggers.

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Frogdude
Squire
posted 04-28-03 12:52 PM CT (US)     9 / 10       
Terrain editing with triggers, DEFINITELY! That way you could do cool stuff like shifting sands, hidden underwater paths that only appear once in a while, blizzards, floods, etc. Right now you have to use bridges, which not only give you a grand total of 2 terrains you can place, but the "water" is just like land.

FrogdudeTM
Math Expert
Avid Player of The Awesomest Game Ever
Frogdude
Squire
posted 04-28-03 12:54 PM CT (US)     10 / 10       
There should also be many more elevation levels, not just seven, and you should choose how steep the slope is, from gradual to cliff. So you could have a gently sloping rise from elevation 1 to 15, then an immense drop back to 1.

FrogdudeTM
Math Expert
Avid Player of The Awesomest Game Ever
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