I All,
Finally after asked a solutionhere without getting any results, I found myself the correct way to achieve this.
After various trials for replacing the standard wolves with white wolves on frozen maps, but unfortunately the AI (check my AI game version in my signature below) is unable to recognize that new Unit as a menace, so it simply ignore it, the only results was a single white wolf able to harrassing down an entire empire without being touched by AI' Units/Buildings, but I finally solved this with a tricky but working system!
I'm going to explain you in a short version and in a long detailed version the steps in order to get this working:
SHORT VERSION
Using an invisible unit that have as its own completion research an effect that automatically upgrade the Wolf Unit ID 126 int the new Snow Wolf I made, as a result like all the soldiers upgrade, the AI still recognize the first unit of that unit-line, as well in this way the AI will recognize the Snow Wolf auto-upgraded from the Unit ID 126 as a standard menace, and will react to eliminate this menace!
LONG DETAILED VERSION
Ok guys, I started by making a copy of all different kind of animals, and noted differences in the AI behavior interactions with the various animals:
-Copied Herdables Animals like Sheeps will be scout and brought to the AI's TC istantly like original herdables animals
-Copied Pacific Animals like Deers will be scout and hunted by AI 's Villagers for gathering food like the original deer does
-Copied Neutral Animals like Boars instead, will get the same behavior of the Iron Boar, so they attack every one in sight just like wolves, so the copied version of the boars turns into wolves with gatherable resources, I still didn't applyed this Guide Thread Solution upon them
-Copied Aggressive Animals like Wolves instead get the same behavior of the others wolves, the difference here is the Behavior of the AI Player that, like I said above, simply don't recognise the copied wolves as a menace (or simply they being completely ignored by AI Players) so a copied wolf can easily harrass and destroy a player without beig touched by AI Units/Buildings
Now, in order to avoid this HUGE issue, I worked on a tricky system that will grant the ai to recognize the new wolves and kill them normally, let go into deep step by step tutorial now:
1-Just Copy the Wolf Unit ID 126 to a new Unit ID (in my case will be ID 1016, henceforth I will use the ID that I used in my project, so don't warry if your new unit ID or Names don't match mine), change the graphics to the ones of the Snow Wolf and rename it "Snow Wolf"
2-Copy the OUTPOST building (ID 598) to a new Unit ID (in my case will be ID 1075) and changes its HP fromm 500 to 1
3-replace the standing graphic of the new OUTPOST ID 1075 with the graphic of the Hand Cannoneer's Projectile (Proj. ID 380, standing Graph. of the Proj. is 3396)
4-Set to -1 the Dying graphic and the Dead Unit ID of the new OUTPOST ID 1075, otherwise the new building can't be destroyed ( I don't know why this happen, but seems the best solution to avoiding it the dying and dead graphic)
5-Rename the new OUTPOST ID 1075 as "UP_TO_SNOW_WOLF" (I used this name, but you can obviously use whatever name you want)
6-Set the Terrain Foudation appearence of the "UP_TO_SNOW_WOLF" unit to -1 in order to prevent the environment change into the Random Map terrains
7-Create a new Research that will automatically upgrade the Wolf Unit ID 126 into the new "UP_TO_SNOW_WOLF" Unit ID 1075
____________________________________________________________________________________________________________________________
7.1-If you don't know how to do this follow this short tutorial:
7.2-Go into the Researches Tab (I use AGE 1.6, so maybe some tabs and string names could be different) and create a new Research, I will use Research ID 598, and call it "UP_TO_SNOW_WOLF" and leave untouched all the various valours and string as a defaut setting appears
7.3-Now go into the Techage tab and create a new effect for the research "UP_TO_SNOW_WOLF", in my case the new effect will be Techage ID 633, and inside the new added effect, selecting the "UPGRADE UNIT" in the side menu, now fill the effect's strings as follows:
--Unit ID = 126 (The standard Wolf)
--To Unit ID = 1016 (The New Snow Wolf)
7.4 return to the Research ID 598 "UP_TO_SNOW_WOLF" and insert the value 633 into the Techage ID string
In this way, if you place in the editor few Wolves ID 126 (the standard ones) and immediately put the unit ID 1075 "UP_TO_SNOW_WOLF" (will appear in the Building list, due it was copied on the basis of the Outpost), the wolves will automatically upgraded to the new Unit ID Snow Wolves, now recognized by AI players!
Still not ended here!
8-Now in order to get the "UP_TO_SNOW_WOLF" building id 1075 automatically deleted from the map once the game starts, just create another Research in the Research Tab, in my case it will be Research ID 599 called "KILL_UP_TO_SNOW_WOLF" and leave all the others strings and values untouched as standard
8.1-Now go into the Techage tab and create a new effect for the research "KILL_UP_TO_SNOW_WOLF", in my case the new effect will be Techage ID 634, and inside the new added effect, selecting the "Attibute Modifier(+/-)" in the side menu, now fill the effect's strings as follows:
--Unit ID = 1075 (UP_TO_SNOW_WOLF building ID)
--Class ID = just leave it as -1
--Attribute = 0 (means the HP amount)
--Value = set it as a negative number -5
In this way the building copied from the outpost with the -almost unperceptible to the human eyes- graphic of the HC's projectile will immediately and automatically being destroied and removed at the start of the game, but that single instant before being auto-removed by the tech's effect, will enough to make the auto-upgrade research apply on all the wolves on the map, as a result, all the wolves ID 126 turns into snow wolves ID 1016, and the AI Player will finally kill them as a standard wolf!
____________________________________________________________________________________________________________________________
Now, in order to automatically get the working snow wolves on the standard random maps and not only in editor scenario, I will bring you forth with the trick that make me really happy and proud of my self and inspired to wright this guide!
9-Copy the unit ID 1075 on a new unit ID (in my case will be Unit ID 1076) rename it "UP_TO_NOTHING" and set to -1 the string related to the Research completion, in this way it will be a blank unit without effects
10-Now in the step made at 8.1 above, just add a new effect in that techage "KILL_UP_TO_SNOW_WOLF" ID 634 and in this new copied effect replace the number 1075 with 1076 as follows:
--Unit ID = 1076 (UP_TO_NOTHING building ID)
--Class ID = just leave it as -1
--Attribute = 0 (means the HP amount)
--Value = set it as a negative number -5
11-Now open Turtle Pack and select the DRS editor, and here open the file where are stored the Random Maps Scripts (this file/s changes depending on your game version, so in my version it is "gamedata_x1.drs", so henceforth could be different files names allocations)
12-Click on the first file 54000.bina and click the side button to edit the file, scroll down as you will fing twice the ID constant of the OUTPOST, just copy them each time you encounter it and rename it as you wish (I renamed it as "UP_TO_NOTHING) and copy once again it by changing its name into you wish (my case is "UP_TO_SNOW_WOLF) and changes respectively the ID numer on the right side to 1076 and 1075
The code will be more or less in this way:
near the upper part of the list:
/* BUILDINGS */
#const ARCHERY_RANGE 87
#const BARRACKS 12
#const BLACKSMITH 103
#const CASTLE 82
#const FARM 50
#const HOUSE 70
#const MARKET 84
#const MONASTERY104
#const OUTPOST 598
#const STABLE101
#const TOWN_CENTER 109
#const WALL 117
#const WATCH_TOWER 79
#const UP_TO_NOTHING 1076
#const UP_TO_SNOW_WOLF 1075
and near the middle/end of the list:
#const NOBUNAGA 845
#const OAK_FOREST_TREE 349
#const OLD_STONE_HEAD 855
#const ONAGER 550
#const ORNLU_THE_WOLF 707
/* #const OUTPOST 598 */
/* #const UP_TO_NOTHING 1076 */
/* #const UP_TO_SNOW_WOLF 1075 */
#const PALADIN 569
#const PALISADE_WALL 72
#const PALM_FOREST_TREE 351
13-Now go to each Random Map Script that has a chance of FROZEN_MAP generation and inserts this code before all other objects generations, just immediately above the strings that announce the start of the objects generation like this:
/* ****************************************************** */
#include_drs land_and_water_resources.inc 54102
if FROZEN_MAP
create_object UP_TO_SNOW_WOLF
{
number_of_objects 1
min_distance_to_players 25
temp_min_distance_group_placement 20
}
else
create_object UP_TO_NOTHING
{
number_of_objects 1
min_distance_to_players 25
temp_min_distance_group_placement 20
}
endif
create_object SHEEP
{
number_of_objects 2
number_of_groups 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 35
min_distance_group_placement 5
}
create_object DEER
{
number_of_objects 4
group_variance 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 19
}
By using theUP_TO_NOTHING unit in this code, means that if the map was generated as FROZEN_MAP, the
UP_TO_SNOW_WOLF unit is used instead of UP_TO_NOTHING, and the wolves auto-upgrades to snow wolves in that FROZEN_MAP, else if the map is not FROZEN_MAP, the UP_TO_NOTHING unit will be used, and, due this units don't affect any unit with any tech effects, the wolvest remains standard on not frozen maps!
For the moment I made it only for Baltic RMS, but now I'm going to do it for all the other FROZEN_MAPs scripts
____________________________________________________________________________________________________________________________
RESULT of all this:
Making a building that, once created auto-upgrades standard wolves to snow wolves and then disappear immediately in a moment from the map, added this building in all the random maps needed, then, just when the game starts, the building is out of the sight of any players, so it cannot be making any account of everything about this mechanic, and even if it appears in sight of a player, it still unperceptible by human eye due its teeny tiny graphic!
____________________________________________________________________________________________________________________________
Also time agohere I aked how to start a game with a further unit/building just for a specific civilization as its own unique civ bonus, like I said in that thread incas starts with a free turkey or the italians in that video (post number 3 int that thread) starts with a tower, now I discover that, like Cysion told me, to changes xml files and change the scout to a new unit with annexed unit, but is a bit an unstable system, with this my guide you can achive it just creating the building UP_TO_SNOW_WOLF, removing its own research completion and set its dead unit ID to be the Turkey ID only for the INCAS CIV, then in the RMS set it spawned near TC for each player and you will have a free turkey that spawns only for Incas!
As well when I askedhere in the 3rd post how the italians got that free tower at the start of the game, in the case of that video was the RMS that directly spawns a free tower for EACH players, and not as Italians Civ Bonus, with the same trick of the turkey replaced by a tower, the italians can simply get a free starting tower as a civ bonus!
Sorry for the immense lenght of this Guide, but I really like long deep dtep by step tutorials and explanations like I've done here!
Thank you all for your patience and hope this could be helpful in some way!
Greetings,
AƒƒÄ the Cleric
__________________________________________________________________________________________________________________________________________
MY GAME VERSION:
Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
Finally after asked a solution
After various trials for replacing the standard wolves with white wolves on frozen maps, but unfortunately the AI (check my AI game version in my signature below) is unable to recognize that new Unit as a menace, so it simply ignore it, the only results was a single white wolf able to harrassing down an entire empire without being touched by AI' Units/Buildings, but I finally solved this with a tricky but working system!
I'm going to explain you in a short version and in a long detailed version the steps in order to get this working:
Using an invisible unit that have as its own completion research an effect that automatically upgrade the Wolf Unit ID 126 int the new Snow Wolf I made, as a result like all the soldiers upgrade, the AI still recognize the first unit of that unit-line, as well in this way the AI will recognize the Snow Wolf auto-upgraded from the Unit ID 126 as a standard menace, and will react to eliminate this menace!
Ok guys, I started by making a copy of all different kind of animals, and noted differences in the AI behavior interactions with the various animals:
-Copied Herdables Animals like Sheeps will be scout and brought to the AI's TC istantly like original herdables animals
-Copied Pacific Animals like Deers will be scout and hunted by AI 's Villagers for gathering food like the original deer does
-Copied Neutral Animals like Boars instead, will get the same behavior of the Iron Boar, so they attack every one in sight just like wolves, so the copied version of the boars turns into wolves with gatherable resources, I still didn't applyed this Guide Thread Solution upon them
-Copied Aggressive Animals like Wolves instead get the same behavior of the others wolves, the difference here is the Behavior of the AI Player that, like I said above, simply don't recognise the copied wolves as a menace (or simply they being completely ignored by AI Players) so a copied wolf can easily harrass and destroy a player without beig touched by AI Units/Buildings
Now, in order to avoid this HUGE issue, I worked on a tricky system that will grant the ai to recognize the new wolves and kill them normally, let go into deep step by step tutorial now:
1-Just Copy the Wolf Unit ID 126 to a new Unit ID (in my case will be ID 1016, henceforth I will use the ID that I used in my project, so don't warry if your new unit ID or Names don't match mine), change the graphics to the ones of the Snow Wolf and rename it "Snow Wolf"
2-Copy the OUTPOST building (ID 598) to a new Unit ID (in my case will be ID 1075) and changes its HP fromm 500 to 1
3-replace the standing graphic of the new OUTPOST ID 1075 with the graphic of the Hand Cannoneer's Projectile (Proj. ID 380, standing Graph. of the Proj. is 3396)
4-Set to -1 the Dying graphic and the Dead Unit ID of the new OUTPOST ID 1075, otherwise the new building can't be destroyed ( I don't know why this happen, but seems the best solution to avoiding it the dying and dead graphic)
5-Rename the new OUTPOST ID 1075 as "UP_TO_SNOW_WOLF" (I used this name, but you can obviously use whatever name you want)
6-Set the Terrain Foudation appearence of the "UP_TO_SNOW_WOLF" unit to -1 in order to prevent the environment change into the Random Map terrains
7-Create a new Research that will automatically upgrade the Wolf Unit ID 126 into the new "UP_TO_SNOW_WOLF" Unit ID 1075
___________________________________________________________________________
7.1-If you don't know how to do this follow this short tutorial:
7.2-Go into the Researches Tab (I use AGE 1.6, so maybe some tabs and string names could be different) and create a new Research, I will use Research ID 598, and call it "UP_TO_SNOW_WOLF" and leave untouched all the various valours and string as a defaut setting appears
7.3-Now go into the Techage tab and create a new effect for the research "UP_TO_SNOW_WOLF", in my case the new effect will be Techage ID 633, and inside the new added effect, selecting the "UPGRADE UNIT" in the side menu, now fill the effect's strings as follows:
--Unit ID = 126 (The standard Wolf)
--To Unit ID = 1016 (The New Snow Wolf)
7.4 return to the Research ID 598 "UP_TO_SNOW_WOLF" and insert the value 633 into the Techage ID string
In this way, if you place in the editor few Wolves ID 126 (the standard ones) and immediately put the unit ID 1075 "UP_TO_SNOW_WOLF" (will appear in the Building list, due it was copied on the basis of the Outpost), the wolves will automatically upgraded to the new Unit ID Snow Wolves, now recognized by AI players!
Still not ended here!
8-Now in order to get the "UP_TO_SNOW_WOLF" building id 1075 automatically deleted from the map once the game starts, just create another Research in the Research Tab, in my case it will be Research ID 599 called "KILL_UP_TO_SNOW_WOLF" and leave all the others strings and values untouched as standard
8.1-Now go into the Techage tab and create a new effect for the research "KILL_UP_TO_SNOW_WOLF", in my case the new effect will be Techage ID 634, and inside the new added effect, selecting the "Attibute Modifier(+/-)" in the side menu, now fill the effect's strings as follows:
--Unit ID = 1075 (UP_TO_SNOW_WOLF building ID)
--Class ID = just leave it as -1
--Attribute = 0 (means the HP amount)
--Value = set it as a negative number -5
In this way the building copied from the outpost with the -almost unperceptible to the human eyes- graphic of the HC's projectile will immediately and automatically being destroied and removed at the start of the game, but that single instant before being auto-removed by the tech's effect, will enough to make the auto-upgrade research apply on all the wolves on the map, as a result, all the wolves ID 126 turns into snow wolves ID 1016, and the AI Player will finally kill them as a standard wolf!
___________________________________________________________________________
Now, in order to automatically get the working snow wolves on the standard random maps and not only in editor scenario, I will bring you forth with the trick that make me really happy and proud of my self and inspired to wright this guide!
9-Copy the unit ID 1075 on a new unit ID (in my case will be Unit ID 1076) rename it "UP_TO_NOTHING" and set to -1 the string related to the Research completion, in this way it will be a blank unit without effects
10-Now in the step made at 8.1 above, just add a new effect in that techage "KILL_UP_TO_SNOW_WOLF" ID 634 and in this new copied effect replace the number 1075 with 1076 as follows:
--Unit ID = 1076 (UP_TO_NOTHING building ID)
--Class ID = just leave it as -1
--Attribute = 0 (means the HP amount)
--Value = set it as a negative number -5
11-Now open Turtle Pack and select the DRS editor, and here open the file where are stored the Random Maps Scripts (this file/s changes depending on your game version, so in my version it is "gamedata_x1.drs", so henceforth could be different files names allocations)
12-Click on the first file 54000.bina and click the side button to edit the file, scroll down as you will fing twice the ID constant of the OUTPOST, just copy them each time you encounter it and rename it as you wish (I renamed it as "UP_TO_NOTHING) and copy once again it by changing its name into you wish (my case is "UP_TO_SNOW_WOLF) and changes respectively the ID numer on the right side to 1076 and 1075
The code will be more or less in this way:
near the upper part of the list:
#const ARCHERY_RANGE 87
#const BARRACKS 12
#const BLACKSMITH 103
#const CASTLE 82
#const FARM 50
#const HOUSE 70
#const MARKET 84
#const MONASTERY104
#const OUTPOST 598
#const STABLE101
#const TOWN_CENTER 109
#const WALL 117
#const WATCH_TOWER 79
#const UP_TO_NOTHING 1076
#const UP_TO_SNOW_WOLF 1075
and near the middle/end of the list:
#const OAK_FOREST_TREE 349
#const OLD_STONE_HEAD 855
#const ONAGER 550
#const ORNLU_THE_WOLF 707
/* #const OUTPOST 598 */
/* #const UP_TO_NOTHING 1076 */
/* #const UP_TO_SNOW_WOLF 1075 */
#const PALADIN 569
#const PALISADE_WALL 72
#const PALM_FOREST_TREE 351
13-Now go to each Random Map Script that has a chance of FROZEN_MAP generation and inserts this code before all other objects generations, just immediately above the strings that announce the start of the objects generation like this:
#include_drs land_and_water_resources.inc 54102
if FROZEN_MAP
create_object UP_TO_SNOW_WOLF
{
number_of_objects 1
min_distance_to_players 25
temp_min_distance_group_placement 20
}
else
create_object UP_TO_NOTHING
{
number_of_objects 1
min_distance_to_players 25
temp_min_distance_group_placement 20
}
endif
create_object SHEEP
{
number_of_objects 2
number_of_groups 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 35
min_distance_group_placement 5
}
create_object DEER
{
number_of_objects 4
group_variance 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 19
}
By using the
For the moment I made it only for Baltic RMS, but now I'm going to do it for all the other FROZEN_MAPs scripts
___________________________________________________________________________
RESULT of all this:
Making a building that, once created auto-upgrades standard wolves to snow wolves and then disappear immediately in a moment from the map, added this building in all the random maps needed, then, just when the game starts, the building is out of the sight of any players, so it cannot be making any account of everything about this mechanic, and even if it appears in sight of a player, it still unperceptible by human eye due its teeny tiny graphic!
___________________________________________________________________________
Also time ago
As well when I asked
Sorry for the immense lenght of this Guide, but I really like long deep dtep by step tutorials and explanations like I've done here!
Thank you all for your patience and hope this could be helpful in some way!
Greetings,
AƒƒÄ the Cleric
MY GAME VERSION:
Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
[This message has been edited by AFFA the Cleric (edited 02-07-2017 @ 06:11 PM).]