SaintCurious
Squire
posted 11-21-19 07:27 PM
CT (US)
2 / 6
I FIGURED IT OUT EEeeeeeeeeeee!
It's so simple and its beautiful. It's game changing in terms of scenario design! You can basically emulate completely new civilizations!
1. You use the trigger Enable/Disable a unit to a player (eg Player 1), for example the Legionary.
2. Then there is an effect than lets you select where a unit is trained (From memory its called something like Change Training Building). You can select the unit (again say Legionary) from the unit list and then the building it is trained form (I chose the castle). There is a box where you can use a number to select where the unit icon appears on the side bar.
3. There is also an option to change an object description. So the Legionary doesn't have a description (this is the little blurb that appears on the sidebar when you hover your mouse over a unit or technology in a building's build menu, it will display the cost, the unit's strength and weaknesses etc) so you can create one. I added the cost of the unit and its strength and weaknesses.
4. There is an effect also to change a unit's cost. I made the Legionary in this case cost 60 food and 30 gold.
I will create a more comprehensive guide as I experiment but this is awesome.
Serchant92
Squire
posted 11-29-19 02:57 AM
CT (US)
3 / 6
I tried using the effect change train location but it doesnt work with me. However i bypassed it by using the effect modify attribute obejct and use the id of the building i want to train the unit. It also works with ai scripting when you use the ids of the buildings and units
Gaspar
Squire
posted 12-12-19 04:33 AM
CT (US)
6 / 6
Sounds great!
Although I'm contemplating using AGE 3 instead, it seems more convenient towards what I'd like to do.
Kind of waiting for some documentation to show me how to package an AGE mod with a campaign, or if that's even possible.