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Age of Kings Heaven » Forums » Age of Empires III Discussion » The Scenario Editor Thread
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Topic Subject:The Scenario Editor Thread
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Angel Aro
Squire
(id: Cherub Aro)
posted 06-15-03 01:33 AM CT (US)         
What do you think should be included in a new scenario editor if ES was to make another? Give your suggestions for a new scenario editor in this thread. The suggestions can be new conditions, effects, terrain, or just your opinion on what would make a better scenario editor. Be sure to keep the discussions relating to the main topic of this thread.

Past Editor Opinion Threads:

The Scenario Designer's Wishlist posted 05/13/03 kevingamer _AcX_
AoE III Scenario Editor posted 04/25/03 by kevingamer _AcX_
The Scenario Editor - A powerhouse or a user-friendly tool? posted 01/09/03 by Darkmaster
The OFFICIAL Scenario Editor Thread posted 12/03/02 by CrystalCrown

Angel Aro
Age of Kings Heaven Angel | Empires Heaven Angel
Events:
AuthorReplies:
XxRangerxX
Squire
posted 05-20-04 01:38 AM CT (US)     76 / 153       
Dont know if its been mentioned or not, i dont intend to read all them reply's. but id like to see an indoor setting, for example a Tavern with a bar, some tables with people sitting at them, and whatever else you find in a tavern... i know this would be impossible for multiplayer but ited be good for campaigns
Lord Zanzurd
Squire
posted 05-20-04 04:34 PM CT (US)     77 / 153       
Great! I haven't read everything (I've got better things to do) but what I've seen is very good.

Cinematic Editor, same as AoM.

I think all the AoM triggers should be included, (except for Grant God Power etc.) plus some more.

ES has done well with in-game editors till now, but I think with all the triggers and functionalities mentioned in this thread, they might have to move on to a standalone Scen. Editor. That's what most games do these days anyway.

Keep working... Like to see ES incorporate these ideas, so we'll have to let them know soon...


Lord Zanzurd
Era Productions
"All animals are equal, but some are more equal than others" -Animal Farm, George Orwell
Viva la Sig!
zyxomma100
Squire
posted 05-26-04 09:52 AM CT (US)     78 / 153       
@ The_True_Deimos:
Uh... You do realize that it would be impossible to put "macros" like that, right? It would be the equivalent of having the game calculate (well, predict) the player's future actions and reponding appropriately. If you can't get the whole town to damage all at once, change the view several times and destroy it in sections. And if the town is that big, the Saboteur method would probably crash the game anyway.

zyxomma100- Age of Kings Heaven forumer
Proudly thwarting Dark_Aro's evil plans since 2002
"There is nothing more sad than watching a teutonic knight chasing a petard."
Blood_Axe_801
Squire
posted 06-19-04 05:26 PM CT (US)     79 / 153       
I don't know if anyone has ever played Empire Earth, But one feature that i like is that you can use the scroll wheel to zoom in to a different level of view. Even right down to point of where you can be at ground level and see like your units do.
AOC Freako
Squire
(id: aoc_freako)
posted 06-23-04 04:24 PM CT (US)     80 / 153       
They could put new unit-changed effects:

Change Object Speed
Change Object Icon
Change Object Armor

....I guess..?


¯¯¯¯¯¯¯¯ T H E F R E A K O ________
· Proud Forumer of AOKH ·
dewman
Squire
posted 07-02-04 06:47 PM CT (US)     81 / 153       
If you own Age of Empires II and The Conquerors, you should be able to use units and buildings from them in scenarios for Age of Empires III.

Current Campaign in progress: The Adventures of Xilgord (working title) (AOM:TT)
Count Belisarius
Squire
posted 07-03-04 03:51 AM CT (US)     82 / 153       
The warcraft editor is good, very good, how about making a better version but use that as a base or starting point.
HeroPatrick
Banned
posted 07-13-04 02:14 AM CT (US)     83 / 153       
In fact, Iam going to attempt to talk E. S. into creating AOE III!!!
Emperor Michael
Squire
posted 07-13-04 03:32 PM CT (US)     84 / 153       
You should be able to rename all objects, even ones not created at the beginning of the scenario.

>>>>>Emperor Michael<<<<<
Current Project(s):
A Viking's Saga (Age of Empires 2: The Conquerors Expainsion Campaign - 9%)
The Streets of Constantinople (Age of Empires 2: The Conquerors Expansion Campaign - 3%)
The Curse of the Ghost Ship (Age of Empires 2: The Conquerors Expansion Campaign - 1%)

[This message has been edited by Emperor Michael (edited 07-13-2004 @ 03:33 PM).]

terraformer
Squire
posted 07-15-04 12:28 PM CT (US)     85 / 153       
Many nice things have been said already, that can put ones imagination into motion ("what could I do with this?")

I make my suggestion also. Someone mentioned already this.
How about memory constants, or even a set variable function?
Yo could IE have a max_HP constant and manipulate it as u want. The Editor already has a unit select system, so when u typed max_HP the promgram would recognise which unit's stat this constant is pointing to.
Also u could be able to give each new unit created, a variable name. This would give a more dynamic aspect, so each unit could be a named "object" with some properties to be changed.
Many things can be done with such system.

Also some mathematical functions and operators would be handful.

And of course some string functions (IE find character in the string, or a raw of characters), which could be put in a "string operation" effect, activated when a new "send chat" condition is triggered. Very helpful when u have to give an answer for a riddle, or even "chat" with programed AI that can reply.

Knight of Valor
Squire
posted 07-19-04 10:38 AM CT (US)     86 / 153       
I think it would be cool if you could change the trigger system from drag and drop to scripted and then if you didnt want it scripted you could just change the interface back to drag and drop.
Because a scripted trigger system would have a lot more power than a drag and drop one.
aka the Pilot
Squire
posted 07-20-04 06:32 PM CT (US)     87 / 153       
I don't think this has been said yet...

A trigger that creates a whole wall the length you need it, not just single wall tiles.
Ever want to create a long stone wall or palisade with triggers? It's enough to drive you crazy...

AOC Freako
Squire
(id: aoc_freako)
posted 07-20-04 06:40 PM CT (US)     88 / 153       
All the "Change Object __" effects should change it completely, not just by adding.

Change Object Name (with 'Set Area') [Effect]
Change Object Armor (with 'Set Area') [Effect]
Change Object Range (with 'Set Area') [Effect]
Objects Not In Area [Condition]
Accumulate Attribute > Kill Ratio (accepting negative signs) [Condition]

*sigh*

If only I was creating Age of Empires III..


¯¯¯¯¯¯¯¯ T H E F R E A K O ________
· Proud Forumer of AOKH ·

[This message has been edited by aoc_freako (edited 07-20-2004 @ 06:42 PM).]

Lord Zanzurd
Squire
posted 07-24-04 05:22 PM CT (US)     89 / 153       
I want an almost complete programming-like interface with variables etc. so that the people who had the know-how could create amazing scenarios. For instance, for a scenario where player has to collect a gem, you could have a Boolean variable - Gem_Collected - and when you collect the gem, an effect sets the value to true. And yes, some aspects should be scripted, especially the trigger work.

Maybe they need to make it a standalone editor. Then they could have help files and trigger templates to help newbies get comfortable and learn quickly.


Lord Zanzurd
Era Productions
"All animals are equal, but some are more equal than others" -Animal Farm, George Orwell
Viva la Sig!
AOC Freako
Squire
(id: aoc_freako)
posted 07-29-04 02:52 PM CT (US)     90 / 153       
Maybe a change of the editor layout would work good. But I was also thinking there should be a new effect called "Change Resource Quantity" which allows you to, obviously, change the quantity of a tree, farm, gold mine, etc.

¯¯¯¯¯¯¯¯ T H E F R E A K O ________
· Proud Forumer of AOKH ·

[This message has been edited by aoc_freako (edited 07-29-2004 @ 02:53 PM).]

TOAO_Imperial_5
Squire
(id: DDRMAX2)
posted 07-30-04 09:43 PM CT (US)     91 / 153       

Quoted from aoc_freako:

Change Object Range (with 'Set Area')


I think that a "change object range" effect would mess up the game. (Imagine a feudal age archer shooting from one corner of the map to another lol)

Quote:

A trigger that creates a whole wall the length you need it, not just single wall tiles.
Ever want to create a long stone wall or palisade with triggers? It's enough to drive you crazy...


AGREED

EFFECT: Create Wall (It would let u choose which type of wall and it would let u drag the wall rather than having to do one single layer of wall per effect)

[This message has been edited by DDRMAX2 (edited 07-31-2004 @ 01:36 PM).]

AOC Freako
Squire
(id: aoc_freako)
posted 07-30-04 10:50 PM CT (US)     92 / 153       

Quote:

I think that a "change object range" effect would mess up the game.

Yea, you're right. But the scenario designer should use that effect wisely! But it could be good for eye-candy. Think about it.


¯¯¯¯¯¯¯¯ T H E F R E A K O ________
· Proud Forumer of AOKH ·
TOAO_Imperial_5
Squire
(id: DDRMAX2)
posted 07-31-04 01:31 PM CT (US)     93 / 153       

Quote:

Yea, you're right. But the scenario designer should use that effect wisely! But it could be good for eye-candy. Think about it.


Ya i get some pretty good ideas......but imagine wat a noob would do with that effect.....


Effect: Change object LOS (not sure aobut this one though)

Emperor Michael
Squire
posted 07-31-04 01:36 PM CT (US)     94 / 153       
There should be a limit on the change object LoS, or someone will abuse it and make one unit see 90% of a giant map or make a unit with 16 range not even see its targets due to -LoS modifications.

>>>>>Emperor Michael<<<<<
Current Project(s):
A Viking's Saga (Age of Empires 2: The Conquerors Expainsion Campaign - 9%)
The Streets of Constantinople (Age of Empires 2: The Conquerors Expansion Campaign - 3%)
The Curse of the Ghost Ship (Age of Empires 2: The Conquerors Expansion Campaign - 1%)
TOAO_Imperial_5
Squire
(id: DDRMAX2)
posted 07-31-04 01:39 PM CT (US)     95 / 153       

Quote:

There should be a limit on the change object LoS, or someone will abuse it and make one unit see 90% of a giant map or make a unit with 16 range not even see its targets due to -LoS modifications.


The same thing could be done with the Change object Range effect.....although there should be a limit to both of them (e.g. the range cannot be altered to more than a FU Elongbowman)
WLS_JOKER1
Squire
posted 07-31-04 06:33 PM CT (US)     96 / 153       
Hey Guys about the ghost units......

can you imagine a rpg where you create units almost everywhere.... then it would be kinda hard to see the ground they are standing on.

Also in Blood games. they usually have them coming out in one spot.... it would be hard to tell what units are there...

How about when you select the triggers it shows all the effects in it

Also allow units you make to be in build menus.

Activate animations of unit (dbz rpg lovers will like it)
Create goku and have a trigger do activate unit special animation # (whatever) and he goes super saiyan

Disable or activate technology
activate a technology when you get like 100 kills and then you can finally research

(going off topic)
I think they should make units and terrain made by the person sent automaticly

The Iconoclast
Squire
posted 09-06-04 00:04 AM CT (US)     97 / 153       
I'm sorry, but the location placing system for AOE and AOK just PISSED ME OFF!!!! I really like Starcraft's location placing/naming system...and I find it much easier to use. Also, I think it would be useful to modify unit names BEFORE the game starts. I'm not sure if this is already possible with a mod pack, but AOEIII should definitely have it.

And I hate the idea of turning map-making into a full blown programming language. Maybe it should have two different scripting methods...

AOC Freako
Squire
(id: aoc_freako)
posted 09-06-04 01:02 PM CT (US)     98 / 153       
Hey guys, I got an even better effect. And this can help prevent the effect list from clogging. It's called "Change Object Stats" so it could change all stats of an object, I mean all stats.

¯¯¯¯¯¯¯¯ T H E F R E A K O ________
· Proud Forumer of AOKH ·
Abyssmal Fiend
Squire
posted 09-06-04 02:25 PM CT (US)     99 / 153       
Heh..

I can image someone making a spearman walk around with 99 armor, 1,000 damage, and 10 health w/regen. That would be really ghetto.


Life... Dreams... Hope...
These things.. I am going to destroy!!

I will destroy everything... I will create a monument to non-existence!
-Kefka

These wounds won't seem to heal,This pain is just too real, There's just too much that time cannot erase...

gikid
Squire
posted 09-06-04 10:51 PM CT (US)     100 / 153       
Sorry if this has been said before but I think you should be able to have more than 200 units... Wait... Oh well who cares if the game lags/dies to much. LOL
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