
Note that these credits only include people who helped me write this FAQ directly. Also note that AIs work for both Age of Kings and Age Of Kings: The Conquerors, no matter what the blcksmith has marked it as. One of them is the "Under the Fog" method. This one is the most useful when you want a man to change clothes or mount on to a horse. One version simply put is: you have spare units stored off to the side already renamed. To change the unit's appearance and keep its name, you remove the player's unit (you have a backup somewhere else on the map, to keep the player alive) and move the hidden units into place. Another (better) version is instead of just removing the unit and replacing, you have a unit standing right by where you are going to remove the player's unit (by his house or stable). Let's say that it is a Scout. Note: This same trick works for buildings, see question 75. A great article by Dark_Warrior_1_ can be found The available colors are: Note: To get the "-" sign into the Quantity box, go into any "Message" box or trigger name, enter a minus sign and copy & paste it into the quantity box. Highlight the subtraction symbol, right click, select copy out of the menu, go to the Quantity box and select paste (using the menu, once again). A57. It was recently found that it is possible to copy conditions and effects. Berserker Jerker has written a step-by-step guide on how to copy: Step 2: Click the first effect in the list. From the drop down menu choose create object, and set your parameters. IE Units-Knight-Player 1. Now delete this effect. You will now automatically have the next effect selected. Step 3: From the drop down menu choose task object. You shouldn't be able to see any of the options for this. Now click the drop down menu again and choose create object. Step 4: Click the next effect and repeat step 3. Keep doing this until you've done all the effects. Then simply click back to each effect in turn, and you'll see all the parameters already set, IE Units-Knight-Player 1, all you need to do is set the location for each create object effect. Once you’ve finished the process, just click the create new trigger, and your back to “un-copy mode” Another good point is: once in “copy mode” you can choose different things from the drop down menu, and the parameters will all ready be set IE Units-Knight-player 1. Very useful if you want to create a unit and change it’s attack and/or hp, you’ll just need to set the amount in the quantity box, and the area. It also works for conditions. However, creating 20 or so identical conditions is not that useful if you think about it. Unless it’s something like object in area, and you’re setting different area’s or something similar. -Thank you (again) Jerker, and whoever first discovered that trick. A thread about this: A58. Try using this type of trigger: - Thanks, bleedteal. A59. Sorry, but there is no possible way to do this. There is a tricky workaround, though: Have the unit walk over to the garrison-able structure and have the player select the structure. Then, before removing the unit, place a king BEHIND the structure and have him garrison inside the structure. Then, remove the unit. To un-garrison, have the player select the tower again, create the new unit (under different ownership), change its ownership, and remove the king from the tower. - DM Q60. a) .bmp files to? Q60. b) .rms files to? Q60. c) .per / .ai files to? Q60. d) .cpx / .cpn files to? Q60. e) .scx / .scn files to? Q60. f) .wav / .mp3 files to? A60. a) C:\Program Files\Microsoft Games\Age of Empires II A60. b) C:\Program Files\Microsoft Games\Age of Empires II\Random A60. c) C:\Program Files\Microsoft Games\Age of Empires II\AI A60. d) C:\Program Files\Microsoft Games\Age of Empires II\CAMPAIGN A60. e) C:\Program Files\Microsoft Games\Age of Empires II\Scenario A60. f) C:\Program Files\Microsoft Games\Age of Empires II\SOUND\Scenario A61.Sorry, but this is impossible, except for these instances contributed by Ana: B) The exceptions are the King unit, that does automatically seek to garrison inside a building, and Villagers will garrison when under attack. C) Garrisoning units into buildings before test/play, and to *remain inside* during game play can only be done in the Player One Position and Gaia. D) All other Computer Positions will eject or un-garrison units at the start of the game. I tested the limits of this in the past, and this is what I recall from those tests. 1) Gaia Units garrisoned into Gaia buildings will un-garrison upon capture by Player One. 2) Player One Units will remain inside until manually un-garrisoned. 3) Changing Ownership of Player One to Allied Player Units inside P1 Buildings will not eject the Units (P1 Building with Allied Units inside). 4) Changing Ownership of Player One Building to Allied Building with P1 Units inside will not eject P1 Units (Allied Building with P1 Units inside). 5) All other circumstances seem to eject or un-garrison the units right away. Thank you - Anastasia. A62. You are probably using a Monument. Instead, use an actual wonder. A: The reason object in area is not working for all villagers, is due to the fact there are 16 different types of villagers. Selecting “Villager” from the “unit list” means object in area will only detect idle villagers (nothing assigned to them, eg lumberjack). The solution is simple, use the “Object group” list instead, and select “Civilian” from the drop down menu. This will detect all villagers. A66. Loop the trigger that renames the villager. A67 a). Reinstall AoK. A67. b) Don't worry, files are not lost upon reinstallation. If you are paranoid, then you can back up the AoE II directory somewhere. A68. You can, but if you go back and look at the effect again after configuring it, it will reset (like the - sign). No work-around, besides "Don't select it.". Note: This only applies for gaia units found under the "other" tab. Triggers that remove / create gaia units (or animals), heroes or buildings will work as normal. Sadly, in AoK "Accumulate Attribute - Food Stockpile - Quantity: 0" won't work to detect when the player is out of food, as the triggers fire when the player has 0 food Trigger 2 (Loop to detect no food) Trigger 3 Trigger 4 A70. To make a unit that has no HP bar and is invincible, use this: So, if you were zombie-izing a champion, you would replace "*units full HP*" with 70, its full HP. Also, P.S.: Should you don't want to set up such a large number(1024) of trigger effects, you can ask the help of "timer" and "looping" options. Both methods will make the unit become invincible. (However, at some cases with the second solution, the unit or building won't have their hitpoint shown as 0/x.) You may want to refer to Q57 to help you get that many effects. (Don't make them A71. To prevent the computer-controlled players from resigning, use Also note that AIs work for both Age of Kings and Age Of Kings: The Conquerors, no matter what the blacksmith has marked it as. A72. To get sail-able water on to elevation, you first have to make an area of water (just on flat ground), and a hill. Next, mapcopy (if you don't know how to mapcopy, check A73. Yes, there is. To get the invincible unit effect without using a minus sign, use this trigger: Let's say you wanted to make a champion with Trigger 1: The bolded numbers have to be changed to affect different units. So, for a Trigger 2: Thanks to scenario_t_c for discovering the trick. A74. To show other people your work over the forums, you will have to upload it to a picture-hosting server like Before you can do that, you must convert the image from .BMP to .jpg. Simple open the file with MSPaint and Click Save As. There will be a bar on the bottom of the Save window that says save as .BMP. Switch it to .jpg. A75. Yes, the same way as cliffs. Mapcopy (if you are unfamiliar with mapcopying, see question 6) another building on to the one you want to be walkable, and remove it with triggers. You'll notice that you can't make the centre square of a building walkable, because you can't mapcopy on it, without erasing the original building.
Last Updated/Edited 12-23-06 -Anastasia
Q2. How can I place gold mines, forage bushes, yurts, stone mines, etc.?
Q3.Is there any way at all to rename units before they are created?
Q4. What is POREX and where can I get it?
Q5. What are TWAL / Port / Camel Scout / etc. and where can I get them?
Q6. What is map copy and how can I do it?
Q7. How can I make cliffs invisible?
Q8. How can I make cliffs walkable?
Q9. How can I make units look like they are sliding?
Q10. How do I make the light-from-window effect at night?
Q11. Why does a percentage (%) appear instead of my unit's name, in the grey info box?
Q12. How do I lower a unit's max HP / Attack?
Q13. What is the maximum number for...
Q14. How do you set a unit to "Defensive" stance?
Q15. How do you set a unit to the "No Attack Stance" stance?
Q16. I accidentally deleted the name of a trigger, and can’t seem to select it. How can I select it again?
Q17. People say that I should put a unit belonging to Player 1 in an allied transport ship, to avoid defeat during cut scenes. I cannot place a player 1 unit into an allied ship. How do I do this?
Q18. How can I make my scenario's starting position over the character, not over the transport in the corner?
Q19. How do I make non-player units walk in formation?
Q20. I can't select more than one unit with Change Object Name / Patrol / effect. How do you do it?
Q21. How do I do to stop the player from seeing his allies’ line of sight?
Q22. How can I let the player's units rest at inns in my scenario?
Q23. How do people make explosions in a scenario?
Q24. How do I let the player read signs in my scenario?
Q25. How can I change the color of the text in the effect "Display Instructions”?
Q26. How can I make text red without having a "
Q27. How can I freeze trade carts (stop them moving around on their own)?
Q28. How can I freeze kings (stop them garrisoning inside a building on their own)?
Q29. What is a string table?
Q30. I’ve placed some map revealers in the editor How do I remove them?
Q31. How do I make instructions appear in the Instructions menu?
Q32. How do I make walkable water?
Q33. Why can't I use bridge ends for walkable water?
Q34. How do people get rid of that ugly sand where land hits water? (Also: How do people get rid of that rigid edge where ice or snow hits water?)
Q35. How do I make (regular) units heal like a hero?
Q36. How do I make invisible farms?
Q37. How do you make palisade / stone / fortified walls with no big, flagged corners/ends?
Q38. How can I make waterfalls in my scenario?
Q39. How do I make 0-HP units? (Also: How do I make invincible units?)
Q40. What is the "Kill Ratio" condition?
Q41. How do I reward players for every kill they make?
Q42. How can I give the player resources without the message "GAIA tributed
Q43. How can I get text to appear in the center of the screen?
Q44. How do I take screenshots?
Q45. How do I make Objectives appear during the game?
Q46. How do I make a "Taunt AI"?
Q47. How can I let the player receive upgrades for money at a blacksmith?
Q48. How do I make my own random map script (RMS)?
Q49. What are the areas (size) of the different sized maps?
Q50. How do I submit things to the Blacksmith?
Q51. Why is my submission not showing up in the blacksmith?
Q52. How do I submit files to the blacksmith that are larger than 2 megabytes?
Q53. How do I set the population limit above 75 in the editor?
Q54. Immobile Units AI / Gold / Advanced is not working for a certain player. Why is this?
Q55. How do I make item lists below "Objectives"?
Q56. My map keeps freezing (crashing), and I'm not sure if it's due to triggers or the map. Help!
Q57. Is it possible to copy triggers, trigger conditions and/or trigger effects? If so, how's it done?
Q58. How do you make a death message appear for a single unit that hasn't been created yet?
Q59. How can I task units to garrison in buildings?
Q60. Where do I unzip / put files I’ve downloaded?
Q61. How do I prevent units from un-garrisoning at the beginning of the game?
Q62. How do I keep wonders from changing ownership when a unit of a different player comes near it?
Q63. How do I prevent the player's monks or missionaries from converting?
Q64. I was just working on my scenario for hours, and I forgot to save before I tested it. It crashed. Is there anything I can do to recover my work?
Q65: Why don't lumberjacks etc. count as villagers for the "Objects in area" trigger?
Q66. How do I stop villagers names from changing? i.e. I want it to be renamed "Bob" but it keeps changing when the player clicks on a tree. Help!
Q67. a) I downloaded a modpack and MPS crashed as it was uninstalling. How do I get rid of it?
Q67. b) But I don't want to lose my scenario / campaign / saved game files!
Q68. Why can't I create or remove gaia objects, with triggers?
Q69. How do I achieve the food trick? ( How do I make the player eat food until they reach 0, and die?
Q70. How can you make zombie / invincible / unkillable units?
Q71. How do I stop the computer players from automatically resigning after a few minutes of gameplay?
Q72. How do I get sailable water on to elevated land?
Q73. Is there a way to make units invincible without using a minus sign (-)?
Q74. So, I took a screenshot. How do I show it to other people?
Q75. Is possible to make buildings walkable?
Q76. Can I get the beta wooden water-gates and walls on to terrains becides water?
Q77. How do I make a player with no name (so it doesn't choose one if I leave it blank)?
Q N1: How can I quote / bold / fade / color / etc. on the forums?
Q N2.What do those abbreviations mean / stand for?
A1. Download
Warning: The “Task Object” solution causes the units to stay
A2. Click on the Units tab at the top of the editor. Select Gaia (Earth) in the players scroll menu and then click the "Others" tab. This is where you find rocks, flowers, plants, sea rocks, flags, cracks, broken carts, etc.
To recap: Editor => Units => Players - Gaia => Others
A3. Quick answer: No. There is no possible way to
For more on these methods, go
The last workaround is using the mysterious POREX mine. Simply task a villager (this workaround only work for them) to the mine (renamed) and it will turn invisible. Then task it to where ever you want it to appear. To make it reappear, task it to anything (i.e. wood chopping, berry gathering.)
Update: Berserker Jerker has developed another method for “hiding units in full view” of the player, using a bug that is related to Relic Carts. This article can be found at the
A4. Porex is a mysterious beta unit that looks like a gold mine and makes villagers become invisible when they gather it. They become visible if tasked to anything else. You can find it in this
A5. These are beta units. They where intended to be in the game but didn't make the final version. Some of them (like those listed above) are hidden in the game files and some show up when you open
A6. Map Copy is basically copy & paste for your scenario. To do it, click on the "Terrain" tab at the top of the editor. Once there, click on "Map Copy". Then set the area that you wish to copy by dragging a box around it with your curser. Finally, click
"Copy Selected Area" and choose where you want to copy the terrain to (and units and buildings).
To recap: Editor => Terrain => Map Copy - Set the Area = Copy Selected Area - Choose where to copy to.
While in there you may notice some other options such a "Change Player". To use that, after choosing the area, use the little scroll to select the player that you want to change the ownership of the map copied units to. This tool is useful when you realize that you have made a whole enemy town using Player 1 when you intended it to be Player 2.
Warning: Map copying rotates everything in one direction so it makes cliffs invisible and makes forests extremely uniform.
A7. To make cliffs invisible, place your cliffs, and simply rotate them in the "Units" section. (Select "Rotate" as the option). To check where you have already place invisible cliffs, hit Control + A; that command outlines everything on the map.
Note: To remove invisible cliffs, place new one over them and delete those, or do it in-game with by removing Gaia where the invisible cliffs are.
A8. To make cliffs walkable, you must place a building directly over them and remove it with triggers. To get the building on top of them, place the building first, and then drag the cliffs under it.
A9. Instead, of using the "Task Object" effect, use the "Unload" effect. (Created to task units out of ships) When the unload effect is used on land, the unit glides. You can combine this with the walkable cliffs to make a units appear to be falling off a cliff.
Note: You can stop units from "gliding" by tasking them to an actual object, instead of a location... even an allied one.
A10. To make this effect make sure that the player has seen the city or building that you are using the trick on, but has no units or map revealers round it. That makes it night (see through fog). To get the small specs of light to show up, research spies (with triggers) and use the "Place Foundation" effect by the windows with the source player being an enemy. You must first remove all buildings and units of every single player on the map, except for the 'survival' units, which keep each player away from the 'Player defeated'. This is really only useful for cut scenes. - Thank you crasher
A11. This is nothing to worry about; the game just cannot recognize changed names in that box. There is no workaround.
A12. There are two methods of lowering a unit's HP /Attack. The first one is unstable because if you look at the effect again, it resets itself. Basically, you must get a minus sign ( - ) into the "Quantity" box. But, the game doesn't allow you to type the minus sign directly into the box. To get a "-" sign into the Quantity box, go into any Message box or trigger name, enter a minus sign and copy & paste it into the quantity box. Highlight the subtraction symbol, right click, select "copy" out of the menu, go to the Quantity box and select paste (using the menu, once again).
The second method is much more stable and easier (but more complex to figure). There is a magic overflow number that, when reached (in the quantity box) it subtracts from the original HP/Attack number for the unit. The magic number is 65536. To indicate how much you want to lower the unit's attack or HP by, subtract that number from the magic number. For example: If I want to lower a unit's HP or attack by 20, I would type 65516 (65536 - 20). Thank you, CrystalCrown.
For more information on magic numbers go to
Q13. a) The characters that can be typed into a "Send Chat" effect?
Q13. b) The characters that can be typed into a "Display Instructions" effect?
Q13. c) The characters that can be typed into a "Change Object Name" effect?
Q13. d) "Change Units HP" or "Change Object Attack"?
A13. a) 63.
A13. b) 255
A13. c) 255
A13. d) 32767
All of this info was taken from
A14. You cannot set a unit on defensive stance with the editor, but heroes are automatically set on defensive at the beginning of the game, so you can use them and rename.
A15. You can set a unit to no attack stance by using the "Freeze Object" effect.
A16. Create a new trigger beneath the nameless one and delete it. That will leave you with the offending trigger selected; you can then add a name. If the trigger is in the middle of a series of triggers create a new trigger, and move this trigger to underneath the trigger with no name.
A17. To get the P1 unit into an ally's ship: Place a P1 transport in some water, (in a hidden place) and place a unit inside the transport. Then using triggers, change the ownership of the ship from P1 to an ally. Aoegolfer has informed me that changing the ownership to Gaia also works. This is useful when you must have cartography researched.
A18. Go to the "Options" tab at the top of the editor, go to the desired starting position and click on "Set Starting Position".
A19. You must use the "Patrol" effect rather than the "Task Object" effect. To prevent the units from going back and forth, when they reach their destination, change their ownership to a different player (of the same color, preferably) for
A20. To select more than one unit with an effect, IE “Patrol”, make sure that the player who owns those units is selected in the "Players" tab at the top of the editor. After making sure of that, just hold control and click on each of the units, or click and drag a box around the units.
A21. Under "Options" at the top of the editor, in the "Disable" part, click on technologies. Scroll down until you see "Cartography" and move it into the "Disabled" column.
A22. Use these triggers, to the letter:
Display As Objective: Yes/No
Starting State: On
Looping: Yes
------------------------------------------------------------ --
Condition0: Object Selected - The Inn Keeper
Effect0: Display Instructions - Inn Keeper: Would you like to rest at the Inn? If so, step
on the flag” (Or something of that sort it doesn’t really matter)
Effect1: Change Ownership - The Inn Keeper to player 1
Effect2: Change Ownership - The Inn Keeper from player 1 to whatever player it was.
Effect3: Activate Trigger - Trigger1
Trigger1
Display As Objective: Yes/No
Starting State: Off
Looping: Yes
------------------------------------------------------------ --
Condition0: Object in Area - Player 1’s Units - Quantity 1 - In the Area of the flag.
Effect0: Change Ownership - Your unit to an allied player.
Effect2: Change View - Any unexplored area
Effect3: Display Instructions- ZZZZzzzzzzzzzZZzzzzzzzZZZZZZZZzzzz……..
Effect4: Activate Trigger - Trigger2
Trigger2
Starting State: Off
Looping: Yes
Display As Objective: Yes/No
------------------------------------------------------------ ---
Effect0: Create Object - Monk (make sure its an allied player)- Somewhere near the Inn
Effect2: Task Object - Monk - From that Area to your unit that is resting
Effect3: Activate Trigger - Trigger3
Trigger3
Starting State: Off
Looping: No
Display As Objective: Yes/No
------------------------------------------------------------ ---
Condition0: Timer - 30 seconds (or however long you want the rest to be)
Effect0: Deactivate Trigger - Trigger2
Effect1: Remove Object - The monks from the area around the Inn
Effect2: Change Ownership - Your unit back to your possession.
Effect3: Change View - Back to the Inn
Effect4: Display Instructions - “(Your Characters name): I had better get going, thanks for the use of your Inn.
© Copyright 2002, Woad Creations.
- Thanks to Dark_Warrior_1_ of Woad Creations
A23. There are a few methods for making explosions in scenarios. The first and most obvious is the petard explosion. This is simple and easy to accomplish. Just create and
The best version (in my opinion) is to use Macaws or Hawks the same way as the petards. The benefit is: Hawks and Macaws make
The final version is using Demolition Ships. These give quite a good explosion, although this method can only be produced on water.
Another use of explosions is to make magical barriers with. Simply create and destroy them in a line, with a looping trigger that has no Conditions.
A24. To let the player read a sign when they select it, use this trigger:
Display As Objective: Yes / No
Starting State: On
Trigger Looping: Yes
----------------------------------------------------------
Condition0: Object Selected - The Sign
Condition1: Timer - Around 5
Effect0: Display Instructions - "Green Lake - EAST Groaning - NORTH
(Or what ever you want the sign to read)
To let the player read a sign when their unit gets near it, use this:
Trigger0
Display As Objective: Yes / No
Starting State: On
Trigger Looping: Yes
----------------------------------------------------------
Condition0: Bring Object to Area - Set Area - Around the sign (not too small)
Effect0: Display Instructions - "Green Lake - EAST Groaning - NORTH
(Or what ever you want the sign to read)
A25. To change the color, put this tag <
<
<
<
<
<
<
<
Note: GR
A26. That is a problem called the "red bug". Luckily a solution has been found: Type
<
[
[
[
[
<
A27. To freeze a trade cart, use a looping trigger with the "Task Object" effect set on the trade cart, but do not place a Location.
A29. No AI can overwrite the King's urge to seek cover in one of his castles or building. But, there are three other ways to freeze a king.
The first and most obvious is to use the "Task Object" effect and do not place a Location. This one gets the job done, but you cannot task the king anywhere else and his is completely frozen.
The second option is to make the king and his city separate players. The king will not garrison in an ally's buildings.
The final (and defiantly the best) solution is to use a Shah instead, and simply rename it. The Shah can be found under the "Heroes" tab under "Units". You can task him anywhere, like a normal unit, and does not have to stay perfectly still. Some people have said the Shah runs to his castle as well. For me, personally, the Shah works. This could be a problem with different game versions. IE if you have the latest “C” patch update for the AOK.
A29. Ensemble Studios used string tables in the campaigns that shipped with the game so they were able to write out the messages in different languages, without having to edit the campaign for each language. Ignore it as it is of no use to us. - Crystal Crown
A30. Press Ctrl + A on your keyboard to see the map revealers outlines in the editor. Then simply map copy terrain over them.
Note: Map revealers can’t be deleted with the delete function under the units tab.
A31. To make instructions appear in the "Instructions Menu" (at the start screen) in your campaign, no triggers are needed. Just click on the "Messages" tab at the top of the editor, select "Scenario Instructions" and type in your message.
Note: This is also where you type your Hints and Scouts messages.
A32. To get this effect, create and remove a middle section part of a bridge. This trick can be used for wading, crossing swamps, flooding (as it will change any terrain into water), magical warlocks, etc.
Note: The walkable water is not crossable by ships anymore.
A33. Bridge ends cannot be used for walkable water because when you "create & remove" them, they make desert terrain. This, by itself is a whole new trick. It can be used for getting rid of walkable water, a river drying up, ice or snow melting, etc.
A34. This trick is rightly called "shoreless water". To make shoreless water create & remove a bridge middle near the shore. This looks nice, but be sure to leave some normal shores in too, for variety.
A35.To make a unit heal like a hero, use this trigger:
Display as Objective: No
Starting State: On
Trigger Looping: Yes
--------------------------------------------------
Condition0: Timer - 1 ~ 3, controls how fast a unit recovers. The longer the time, the slower the unit recovers.
Effect0: Damage Object: - 1
Effect1: Damage Object: - (16777216 - MAX HP)
Effect2: Damage Object: (16777216 - MAX HP)
There is a thread about this:
-thanks again, scenario_t_c.
A36. There are several ways to achieve this. Rather than trying to explain here,
A37. To create walls with no corner or end pieces, simply remove them with triggers. Deleting or erasing them in the editor will not work.
If you do not have c-patch installed on your machine, you can remove the end pieces with "Erase Buildings" function under the Terrain tab to achieve the same effect.
A38. There are three nice, different methods of making waterfalls.
The first one is using cliffs. First add any trees or eye candy you will want around the waterfall. Then, make two rows of cliffs with the ends meeting, but do not quite connect them. Do this again on another row below the first. Now add shallow water between the cracks in the cliff and deep water at the bottom and top. Add sea rocks and plants. Voila!
The second way is to have water on elevated surfaces. This gives the appearance of a slow, downhill fall. There are two ways of getting elevated water: creating and removing many bridges on the elevation or map copying elevation on to water. Both work. Add sea rocks and maybe some shore less snow.
The final way looks like a rushing waterfall. Take a high elevation brush set on tiny, and click anywhere once. Then move the curser one square to the (straight) left and click again. This will give you a little chute on which to make your waterfall. Cover this chute and a small radius around the bottom (of the falls) with snow and soften the edges with the shore less water trick. Now it is just a matter of putting water at the top and bottom of the snow-chute. Also add some trees & eye candy on both sides. Add rocks and sea rocks to the bottom and top. Hint: Add another, smaller fall next to the first one. It gives a nice effect.
A nice example of the last option, by
*Note: Where I mention making shoreless water you can also copy the shoreless terrain from cheezy's monkey’s eye candy utility.
A39. To make units whose HP reads zero, but are still alive (Note: These units become invincible, as well) use either one of these triggers:
Display As Objective: Yes / No
Starting State: On / Off
Trigger Looping: No
---------------------------------------
Condition0:
Effect0: Change Object HP - (-*)
Effect1: Damage Object - (-1)
Effect 2: Change Object HP - (*)
* = the unit's maximum HP
OR:
Trigger0 -
Display As Objective: Yes / No
Starting State: On / Off
Trigger Looping: No
---------------------------------------
Condition0:
Effect0: Change Object HP - (-*)
Effect1: Damage Object - (-*)
Effect 2: Change Object HP - (*)
Effect 3: Damage Object - (*)
* = the unit's maximum HP
A40. Your kill ratio is the balance between how many kills you have and how many of your units have been killed. Having a high kill ratio means you have killed more than you have lost. Having a negative kill ratio means you have lost more than you have killed. If you have killed and lost the same amount of soldiers, your kill ratio is 0. See the pattern? To find your kill ratio, the computer subtracts your number of kills by your number of losses. i.e. : If you have killed 22 men and lost 4, your ratio is 18. If you have kill 60 and lost 100, your ratio is minus 40.
A41. For this, you will need to use "Kill Ratio", under the "Accumulate Attribute" condition. Basically, it is a process of rewarding the player when the ratio is (+) 1, and then resetting it to 0 until the next kill. Here is the trigger, the reward is 10 gold in this example:
Display as Objective: Yes / No
Trigger Starting State: On
Trigger Looping: Yes
------------------------------------------------------------ -------
Condition0: Accumulate Attribute ( 1 Kill Ratio: Player 1 )
Effect: Tribute ( 10 Gold: GAIA » Player 1 )
Effect: Create Object - Player One - Any Units - Location: Somewhere where the player will not notice.
Effect: Remove Object - Set area - Unit above
Also, see
Thanks, CC.
To prevent the tribute message, rather than having Gaia tribute resources to player 1, have the player tribute negative resources to gaia. (With a minus symbol)
- thanks again, CC.
A43. To get your text in the center of the display you must have patients. Just make a
Note: To get the text to appear in different (vertical) positions, set the value (0,1 or 2) in the small box in the "Display Instructions" effect.
This is how the different values appear:
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A44. To take a screenshot of what you are looking at press
Note: You must have The Conquerors Expansion to take map shots.
A45. Create a trigger and click on its name to get its options. You will notice that there is a check box marked "Display As Objective". Obviously, if you check this, that trigger will be "Displayed As An Objective".
Trigger example:
Display As Objective: Yes
Starting State: On / Off
Trigger Looping: No
-----------------------------------
Condition0: Destroy Object - Set Object - Enemy Castle
Effect0: Declare Victory: Player 1
This will display: "Raze the
Note: If you want something to be in the objectives menu never to be crossed out, (such as item lists or overall instructions), simply make a condition that is impossible to achieve.
A46. Check out this article:
A47. If you want the reward to be choices from +1 attack, +30 HP or +3 attack try this example:
Display as Objective: Yes / No
Starting State: On
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected - The Blacksmith
Effect 0: Display Instructions - "Smith: Hello! Would you like to buy some armor or weaponry?"
If so, select the
If not, select the
Effect 1: Activate Trigger - Trigger 1
------------------------------------------------------------ ----
------------------------------------------------------------ ----
Trigger 1:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Effect 0: Display Instructions - "Smith: All right! My prices are:
Sword Sharpening (+1 attack) - 100 gold (select
New Chest Plate (+ 30 HP): - 150 gold (select
Longer Jeweled Sword (+3 attack) - 200 gold (select
Effect: Deactivate Trigger - Trigger 2
Effect: Activate Trigger - Trigger 3
Effect: Activate Trigger - Trigger 4
Effect: Activate Trigger - Trigger 5
------------------------------------------------------------ ----
------------------------------------------------------------ ----
Trigger 2:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Effect: Deactivate Trigger - Trigger 1
Effect: Activate Trigger - Trigger 0
Effect: Display Instructions - Smith: *Sigh* Okay, see ya'. Business is slow today.
------------------------------------------------------------ ----
------------------------------------------------------------ ----
Trigger 3:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Condition 1: Accumulate Attribute - Gold Amount - 100 gold
Effect 0: Display Instructions - "Smith: Give me that for a sec.
Bzzzt! Clang! Clange! Chink! Bzzzt! Smith: Here ya go!
Effect 1: Tribute - Source Player - 1 |
Effect 2: Change Object Attack - Set Object: Player's Unit - Quantity: 1
Effect 3: Deactivate Trigger - Trigger 4
Effect 4: Deactivate Trigger - Trigger 5
Effect 5: Activate Trigger - Trigger 0
------------------------------------------------------------ ----
------------------------------------------------------------ ----
Trigger 4:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Condition 1: Accumulate Attribute - Gold Amount - 150 gold
Effect 0: Display Instructions - "Smith: Great Choice! Here. Brand New. Molded Yesterday!"
Effect 1: Tribute - Source Player - 1 |
Effect 2: Change Object HP - Set Object: Player's Unit - Quantity: 30
Effect 3: Deactivate Trigger - Trigger 3
Effect 4: Deactivate Trigger - Trigger 5
Effect 5: Activate Trigger - Trigger 0
------------------------------------------------------------ ----
------------------------------------------------------------ ----
Trigger 5:
Display as Objective: Yes / No
Starting State: Off
Trigger Looping: No
---------------------------------------
Condition 0: Object Selected -
Condition 1: Accumulate Attribute - Gold Amount - 100 gold
Effect 0: Display Instructions - "Smith: That’s an excellent choice. Worth all of it. Mighty heavy, but you look like a strong bloke."
Effect 1: Tribute - Source Player - 1 |
Effect 2: Change Object Attack - Set Object: Player's Unit - Quantity: 3
Effect 3: Deactivate Trigger - Trigger 3
Effect 4: Deactivate Trigger - Trigger 4
Effect 5: Activate Trigger - Trigger 0
Note: Any of the gold amounts, attack or HP increases, or "Smith:" text can be altered to fit your needs.
A48.There is an excellent document about RM scripting in the "docs" folder of your Conquerors disk called “rmsg.doc”. Other great articles, including
Q49. a) a tiny-size map?
Q49. b) a small-size map?
Q49. c) a medium-size map?
Q49. d) a large-size map?
Q49. e) a huge-size map?
Q49. f) a gigantic-size map?
A49. a) 72 x 72 Units.
A49. b) 96 x 96 Units.
A49. c) 120 x 120 Units.
A49. d) 144 x 144 Units.
A49. e) 200 x 200 Units.
A49. f) 255 x 255 Units.
A50. Go to the Blacksmith main page, and click on "Submit File". Fill out the form and choose the (zipped) file. Also, ensure you give your down load a
A51. Be patient. In general the Blacksmith is updated on a weekly basis. If you submitted more than a few weeks ago, contact Tanneur99.
A52. You need to get permission for files over 2 megabytes the Blacksmith, Contact Angle Aro or Angle Spineman.
A53. In AoK, this is not possible. You can create more units with the "Create Object" effect, though.
In AoK: TC, this is possible by simply altering the population limit under the players tab.
First, make sure that player's AI is set to the Immobile Units, under the players tab, choose personality, and select “Immobile units”.
Make sure that that player has at least one military unit (a spearman, for example)
A55. Use these triggers from
Trigger 0:
Displayer Objective = Yes
Objective message = Objectives
Objective String = 100
Starting state: on
Loop: off
----------------------------------------------------
Condition 0: Something that is impossible to do in the game
For Items:
Trigger 1:
Displayer Objective = Yes
Objective message = Items
Objective String = 85
Starting state: on
Loop: off
-----------------------------------------------------
Condition 0: Something that is impossible to do in the game
For Weapons & Shields:
Trigger 2:
Displayer Objective = Yes
Objective message = Weapons & shields
Objective String = 40
Starting state: on
Loop: off
---------------------------------------------------
Condition 0: Something that is impossible to do in the game
etc etc etc...
Go on as long as you want. Keep lowering the String.
Now if the game will start you will see this list in the scn objectives:
Objectives
Items
Weapons & Shields
Every time you want to add a new weapon you have to make sure you type in the Objective string a number under the
A56. Use this method to seek & destroy the problem:
OMG!!! I Copied a Trigger! (well, trigger effect, but still...!)
Display as Objective Yes/No
Starting State: Off (Activate when the unit is created.)
Looping: No
---------------------------------------------------------
Condition0: Timer 2 (just to be on the safe side)
Condition1: Own Fewer Objects - 0 (The unit must be unique to the player. Heroes work best.)
Effect0: Display Instructions - (Unit's Name): Comrades, I have been wounded.
(Or you can put something else of that nature.)
Note: You may have trouble when using sounds in .wav format, as AoK supports most, but not all of the different .wav codecs. If you find that you have a .wav file that AoK doesn't recognize, use
A63. Go to the "Options" tab and disable the Dark Age technology for that player.
A64. Yes, there is.
Starting State: Off
Looping: No
Display As Objective: No
Condition 1: Accumulate Attribute - Food - 1
Effect 1: Change Object Attack - 5
Effect 2: Activate Trigger 2
Starting State: On
Looping: Yes
Display As Objective: No
Effect 1: Activate Trigger 3
Effect 2: Activate Trigger 4
Starting State: Off
Looping: No
Display As Objective: No
Condition 1: Accumulate Attribute - Food - 1
Effect 1: Deactivate Trigger 3
Starting State: Off
Looping: No
Display As Objective: No
Effect 1: Set Object Attack (HERO UNIT) - -5
Effect 2: Activate Trigger 1
Effect 3: Deactivate Trigger 2
Display as Objective: Yes or No
Starting State: On or Off
Looping: No
--------------------------
Effect 0: Change Object HP - Quantity: - *units full HP*
Effect 1: Damage Object - Quantity: -70 - *units full HP*
Effect 2: Change Object HP - Quantity: 70 -*units full HP*
Effect 3: Damage Object - Quantity: - *units full HP*
Looping: on
Effect0 Damage object 2147483648
Effect1 Damage object 2147483648
Effect2 Damage object 2147483648
Effect3 Damage object 2147483648
Effect4 Damage object 2147483648
Effect5 Damage object 2147483648
Effect6 Damage object 2147483648
Effect7 Damage object 2147483648
Effect8 Damage object 2147483648
Effect9 Damage object 2147483648
.
.
.
Effect1023 Damage object 2147483648
Looping: off
Effect 1: Change object HP 65466 (65536 -
Effect 2: Damage object 4294967226 (4294967296 -
Effect 3: Change object HP
Effect 4: Damage object
Looping: off
Effect 1: Change object HP 65496 (65536 -
Effect 2: Damage object 4294967256 (4294967296 -
Effect 3: Change object HP
Effect 4: Damage object