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Topic Subject: Composite Editor
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posted 06-11-10 06:41 AM ET (US)   
) ) ) ) ) ) ) ) ) ) _ Composite Editor _ ( ( ( ( ( ( ( ( ( (


All the Composite Editor features you've come to know and love, just got better. Now joined by a whole new set of features that will increase your designing efficiency and awe your fans with even more awesomeness!

Interface enhancement including new tools for maximum productivity: Unit Identification, keyboard shortcuts... Now you can instantly paint straight lines, choose rotation before placement, place building foundations for any player AND MORE

Consult Help files (included in download) for more in-depth information.


To download Composite Editor 1.1,






, then immediately click "Download File".



The Improved Editor was getting old.
Chariots were pwning it.
The Market and Pit upgrades were not good enough.
It had a bad acronym.
There was only one choice left...
Upgrade to Composite Editor.


The purpose of Composite Editor is to provide designers of Age of Empires and Rise of Rome Expansion scenarios a tool to unlock the restrictions from the games' Scenario Builders, while the scenarios edited using Composite Editor are compatible with the original, unmodified ("vanilla") game. This allows the designer to ship the scenario or campaign without having to include a mod. Any feature that requires installing a mod to work is outside the scope of Composite Editor.

Current version: Composite Editor 1.1 For AoE and RoR (June 11, 2010) Download

Old version: Composite Editor 0.9 for AoE and RoR (June 2, 2009) Forum thread Download

Here are some selected topics from the Help files:
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

If you didn't use one of the links above,
(Download Composite Editor from Granary here
http://aoe.heavengames.com/dl-php/showfile.php?fileid=2309
)


Many thanks go to Trisolo aka Scenario_T_C for inspiring and making this possible with his awesome Enhanced Editor and AoedRoRd utilities!

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!          
The best stuff I made for Age of Empires:
 Composite Editor 1.1 Rated 5.0 ★ ★ ★ ★ ★ (Utility)
 Coke vs. Pepsi Rated 4.4 ★ ★ ★ ★ ⅖ (Multi player scenario)
 The Map of the World (Real world map)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

[This message has been edited by zapdotep (edited 03-30-2014 @ 03:05 AM).]

Replies:
posted 06-11-10 06:53 AM ET (US)     1 / 104  
It will probably take 1-2 months before it will be available.... But great work! It was quick made! Thought it would take much longer to make it!
posted 06-11-10 07:11 AM ET (US)     2 / 104  
I see TDA just now...

[This message has been edited by zapdotep (edited 06-11-2010 @ 09:00 PM).]

posted 06-11-10 07:12 AM ET (US)     3 / 104  
Yeah, 3 new files just came up, nothing more
posted 06-11-10 07:18 AM ET (US)     4 / 104  
Well, I think they're technically supposed to review all files before approving them... you know, check for malware, CoC violations, n00b attacks, etc.

[This message has been edited by zapdotep (edited 06-11-2010 @ 09:01 PM).]

posted 06-11-10 07:36 AM ET (US)     5 / 104  
then why is there an aok map in the granary?
posted 06-11-10 07:44 AM ET (US)     6 / 104  
Error?

[This message has been edited by zapdotep (edited 06-11-2010 @ 09:02 PM).]

posted 06-11-10 07:54 AM ET (US)     7 / 104  
It wasn't in the queue when this thread first went up for some reason.

The Dark Archer

"Try not to become a man of success but rather to become a man of value." - Albert Einstein
"I once met a girl who looked like a camel" - Rasteve
Death of the Morads | AoEH Design Series II | Out From the Cliffs
posted 06-11-10 07:57 AM ET (US)     8 / 104  
Oh my bad, that's because I made the thread first so I could link to it in the description

[This message has been edited by zapdotep (edited 06-11-2010 @ 09:04 PM).]

posted 06-11-10 08:13 AM ET (US)     9 / 104  
Ummm, which one is the one to install for all features? I mean, there is no readme.txt file or something like that
posted 06-11-10 08:15 AM ET (US)     10 / 104  
Open help.html
Click on "Using the Composite Editor: Install"

[This message has been edited by zapdotep (edited 06-11-2010 @ 09:05 PM).]

posted 06-11-10 08:18 AM ET (US)     11 / 104  
Says "Could not open the file!" when I press that

[This message has been edited by Basse (edited 06-11-2010 @ 08:19 AM).]

posted 06-11-10 08:25 AM ET (US)     12 / 104  
Web browser typically cannot browse zip file structure. You need to unzip it first.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Thanks Fruktfisk.

[This message has been edited by zapdotep (edited 06-17-2010 @ 05:54 PM).]

posted 06-11-10 08:26 AM ET (US)     13 / 104  
Nice work Zappy, can't wait to try this out! It seems as the editor has more functions added it also gets more complicated to install it too.

//The warrior of Isola

"I lack quotes that demonstrate Humor Intelligence or anything about me."

Pineapplefish
Cleidopus gloriamaris
posted 06-11-10 08:57 PM ET (US)     14 / 104  
Editor Basics: Scenario Builder: Keyboard Shortcuts

For Composite Editor Unit Category Keyboard Shortcuts, see:
Unit Tables: Composite Editor Unit Table (Sorry, only available via Granary due to large file size - download at: http://aoe.heavengames.com/dl-php/showfile.php?fileid=2309 )

General Use:
Ctrl + M: Go to Map
Ctrl + T: Go to Terrain
Ctrl + P: Go to Players
Ctrl + U: Go to Units
Ctrl + D: Go to Diplomacy
Ctrl + I: Go to Individual Victory
Ctrl + V: Go to Global Victory (While in Messages Ctrl + V is Paste)
Ctrl + O: Go to Options
Ctrl + W: Go to Messages
Ctrl + C: Go to Cinematics (While in Messages Ctrl + C is Copy)
Alt + Esc: Minimize (and/or Switch Windows)
Alt + F4: Quit (Warning: you will not be prompted to save)
F1: Help
Ctrl + A: Toggle Unit Boxes
Ctrl + B: Toggle Grid on/off


Other:

In Players, Units, Diplomacy, Individual Victory, and Options, pressing any of the number keys from 0 to 8 along the top of the keyboard (not the number pad) will switch to that player number. (Gaia is 0. Pressing 0 in Composite Editor will also jump to the Grass and Desert Patches category.)

In Players, pressing Tab will switch through the fields.

In Units, pressing a letter key will go to the first unit with a name starting with that letter, and pressing that letter repeatedly cycles through all the units with names starting with that letter.

In Messages:
Ctrl + Z: Undo/Redo (one step only)
Ctrl + C: Copy
Ctrl + V: Paste
Ctrl + X: Cut
Ctrl + M: New Line (same effect as Enter/Return)

[This message has been edited by zapdotep (edited 06-17-2010 @ 04:58 PM).]

posted 06-11-10 08:58 PM ET (US)     15 / 104  
Editor Basics: Where Files Go

Campaign files have either the *.cpn or *.cpx extensions. Place these files directly in the Campaign folder. It is usually located at C:\Program Files\Microsoft Games\Age of Empires\campaign, but can be in a different place if you installed the game somewhere other than the default location. AoE can play only *.cpn files, while RoR can play both *.cpn and *.cpx files. However, differences between AoE and RoR may detract from the experience when playing *.cpn campaigns in RoR.

Scenario files have either the *.scn or *.scx extensions. Place these files directly in the Scenario folder. It is usually located at C:\Program Files\Microsoft Games\Age of Empires\scenario, but can be in a different place if you installed the game somewhere other than the default location. AoE can play only *.scn files, while RoR can play both *.scn and *.scx files. However, differences between AoE and RoR may detract from the experience when playing *.scn scenarios in RoR.

[This message has been edited by zapdotep (edited 06-17-2010 @ 04:55 PM).]

posted 06-11-10 08:59 PM ET (US)     16 / 104  
Using the Composite Editor: Install

The way Composite Editor works is by replacing the main database of the game with an edited version, where new features and freedoms are unlocked.

Additional features in this version (1.1) make use of a modified graphic. For best results, please install this graphic before using Composite Editor.

There are sixteen replacement database files included in this version, eight for AoE and eight for RoR. They are stored in the folders “Composite Editor 1.1 AoE” and “Composite Editor 1.1 RoR,” respectively. Inside these folders are eight folders containing one replacement database each. Each database has a slightly different set of features.

(Scroll down past the Descriptions to read an easy way to install.)



Descriptions

There are different combinations (permutations?) of three sets of features, A, B and C.

Composite Editor features not covered by these sets are fully enabled in all the included empires.dat files.

Set A is placing building foundations using the Marker Tool. When enabled, moving the Marker for a building will place foundations for that building. When disabled, moving the Marker for a building will place buildings fully built.

Set B includes 'Actual Size' Boxes, Invisible Unit Control, Cliffs Control and Shallows Control. These features make lots of stuff look different, which can be annoying when making visuals, such as eye candy and terrain rendering.

Set C is snapping to the grid. When disabled, you can freely place units anywhere, except in the exact center pixel of an existing unit. When enabled, placing and moving both units and Markers snap to the grid, and units may be piled up with no limit on the same center pixel. Also, when snapping to grid is enabled, most Gaia units may still be placed anywhere, and are no longer prevented from piling up on the same center pixel. But they can also be made to snap to the grid. To make Gaia units snap to grid you have to first click on Move and then click on Place. This only works when snapping to grid is enabled.

Refer to the table below to find out which folder the empires.dat file you want to use is in.

Folder (Under Composite Editor 1.1 AoE or Composite Editor 1.1 RoR

A) Place Building Foundations

B) 'Actual Size' Boxes, Invisible Unit Control, Cliffs Control, Shallows Control

C) Snap to Grid

014_A

Yes

No

No

015_AB

Yes

Yes

No

016_ABC

Yes

Yes

Yes

017_B

No

Yes

No

018_BC

No

Yes

Yes

019_C

No

No

Yes

020_AC

Yes

No

Yes

021_O

No

No

No



~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

A Detailed Guide to Installing the Composite Editor
(How to Install the Enhanced Editor, by Ninetails - original available at:
http://aoe.heavengames.com/dl-php/showfile.php?fileid=2154
)
-edited with permission by zapdotep


1. Go into your AoE “data” folder (usually in “C:\Program Files\Microsoft Games\Age of Empires”) and create a new folder. Name it something like “Original Files


2. In your AoE “data” folder, look for “empires.dat,” then cut and paste the empires.dat file to the Original Files folder.


3. Now copy any one of the desired “empires.dat” files to the “data” folder.


4. Run Age of Empires. If you did it right you will be able to do much more stuff in the Scenario Builder. (Remember to save your work often)

5. When you're done editing your map and want to test it out, save it and quit AoE.


6. Replace the “empires.dat” that is now in the “data” folder with the original “empires.dat” that you put in your “Original Files” folder earlier.


7. Run Age of Empires and test out your creation.


The steps are the same for Rise of Rome expansion; just substitute “data2” for the “data” folder. You do not need to install it for AoE and RoR to use it with RoR. If you install it for RoR you can use it without installing it for AoE.

[This message has been edited by zapdotep (edited 09-14-2018 @ 09:13 PM).]

posted 06-11-10 09:00 PM ET (US)     17 / 104  
Using the Composite Editor: Install: Install Marker Graphic

Important: The Marker graphic must be installed in order for the Marker Tool to appear correctly.
An edited data resource file containing the Marker graphic is included with the latest version of Composite Editor (1.1-i).

Procedure:
These instructions assume you are installing on unmodified (“vanilla”) AoE / RoR and will replace the entire graphics data resource file. If you have modded your game graphics and want to keep the mod installed, then you should instead edit the graphic in yourself.

1. Go into your AoE “data” folder (usually in “C:\Program Files\Microsoft Games\Age of Empires”) and create a new folder. Name it something like “Original Files


2. In your AoE “data” folder, look for “graphics.drs,” then cut and paste the graphics.drs file to the Original Files folder.


3. Now copy the “graphics.drs” file from the “Composite Editor 1.1-i” folder to the “data” folder.

Notes:
- This only needs to be done once.
- Do not replace the the “graphics.drs” file in the “data2” folder.
- Installing this graphic will not affect normal gameplay. It is not necessary to restore the original graphics.drs to play.
- However, if you want to uninstall it for whatever reason, simply delete the edited “graphics.drs” file and then put back the original “graphics.drs” file.

[This message has been edited by zapdotep (edited 12-29-2019 @ 01:11 AM).]

posted 06-11-10 09:02 PM ET (US)     18 / 104  
Using the Composite Editor: Install: Custom Install Marker Graphic

It is recommended to use SLP Studio by Joseph Knight. Note: SLP Studio is a 16 bit program and thus may not be compatible with 64 bit operating systems. If you have to use a 64 bit system, you might want to try other programs such as Turtle Pack (note I've never tried it myself): discussion at AoEH.

Other programs may be used in the same way, but these instructions are tailored for SLP Studio. For how to use these other programs, consult their own documentation.

Download SLP Studio from Age of Empires Heaven

1. Make a backup copy of graphics.drs (usually located in C:\Program Files\Microsoft Games\Age of Empires\data)

2. Run SLP Studio

3. In SLP Studio, go File > Open... and navigate to and open graphics.drs

4. Select GRA00000.SLP and go to File > Replace File... and navigate to where you unzipped Composite Editor. Replace it with the GRA00000.SLP provided with Composite Editor.

Installing this graphic will not affect normal gameplay. It is not necessary to restore the original graphics.drs to play.

Here is an animation showing steps 2 - 4 of the procedure described above:

[This message has been edited by zapdotep (edited 09-14-2018 @ 08:55 PM).]

posted 06-11-10 09:03 PM ET (US)     19 / 104  
Using the Composite Editor: Features

Note: Refer to Using the Composite Editor: Install for information on which features are enabled in each included empires.dat file.

New features:
- Unit Identification
- - Keyboard shortcuts by unit category
- Marker Tool
- - Really easy to make straight lines of units in any direction
- - Choose rotation before placing many identical units
- - - Easier to make snow using beach articles
- - - Easier to spam big armies of units all facing the same direction (but please don't overdo it, because making too many units can crash the game)
- - Indirectly place units on restricted terrain such as Fog (with limitations)
- - Place building foundations
- - - Any building (except Laser Tower because it actually isn't a building)
- - - Any player
- - - Unlocked from grid
- 'Actual size' boxes (units have purple boxes around them showing their actual size – purple because it's visible on all terrains)
- Invisible Unit Control via Placeholders for both AoE and RoR [Invisible units revealed and can be moved (except Doppleganger)]
- - Placeholder graphics:
- - - Invisible Tree -> Jolly Roger
- - - (useless) Missile-mech_gun -> Wooden deer (This missile does not do anything)
- - - (useless) Lightning_Bolt -> Beta pine tree (This missile does not do anything)
- - - Fire -> Beta bridge
- - - Flare -> Beta berry bush
- - - Gaia beta Ruins -> Volcano
- - - Invisible Demon -> Sideways tree
- - - (useless) Doppleganger ("smoke") -> Beta log (Apparently it is impossible to place this unit)


Classic Features:
- All units unhidden
- Units can be placed on any terrain regardless of type (except for certain hidden terrains)
- Units unlocked from grid
- - Buildings unlocked from grid
- Units placeable to the edge of the map
- Units can be placed densely, overlapping and other effects
- Random generation of terrain units disabled
- - Direct painting of walkable water (shallows terrain without shallows units; looks identical to water except on minimap)
- - Simplified minimap painting (you don't have to delete random junk anymore)
- Random rotation of tree stump disabled (it won't jump anymore)
- Full dead unit control
- Full Shallows control
- Full Flag control
- Full Cliffs control
- - Toggle invisibility
- - Unlock hidden angle
- Full control of missiles (except for invisible missiles)
- All regular units and some other special units also have full control.
- Invisible Unit Control via Placeholders [Invisible units revealed and can be moved (except Doppleganger)]
- - Placeholder graphics:
- - - Fire -> Beta bridge
- - - Flare -> Beta berry bush
- - - Gaia beta Ruins -> Volcano
- - - Invisible Demon -> Sideways tree
- - - (useless) Doppleganger ("smoke") -> Beta log (Apparently it is impossible to place this unit)


("Full control" means you can freely place, move, rotate and delete a unit almost anywhere without restriction, down to one unit per pixel. Note some units have only one angle so there isn't anything to rotate. Units cannot be placed or moved onto certain hidden terrains.)

Remember to save your work often!

[This message has been edited by zapdotep (edited 09-14-2018 @ 09:18 PM).]

posted 06-11-10 09:04 PM ET (US)     20 / 104  
Using the Composite Editor: Features: Unit Identifier

Each and every unit has been given a unique name in the editor.

This solves the old problem where many units had the same name so it was hard to tell them apart.

Each name has a unique prefix to make possible the use of keyboard shortcuts to quickly access categories of units.

The prefix consists of a category character and a two-digit number. For example, Improved Bowman is “A02 Improved Bowman”. It is in “Category A: Foot Archers”, and it was assigned the number, “02”.

They have been made easy to find using the Composite Editor Unit Table. Just use the find feature of your browser (usually Ctrl+F) and type in a name or keyword.

Then, to find a unit by category in the Scenario Builder, go to Units, select the player you want, and then press the key for that category's character. Keep pressing the key until you get to the unit you want.

It is recommended to keep the Unit Table open and Alt+Tab between the game and the Unit Table when designing.

See also: Keyboard Shortcuts

[This message has been edited by zapdotep (edited 09-14-2018 @ 09:18 PM).]

posted 06-11-10 09:05 PM ET (US)     21 / 104  
Using the Composite Editor: Features: Marker Tool


Important: Please install the Marker graphic before using the Marker Tool. The Marker graphic must be installed in order for the Marker Tool to appear correctly.


Each unit has a corresponding Marker that appears directly below it in the units list. The Marker has the same name as the unit, except instead of a space between the prefix and name, there is the letter m.

Since the AoE/RoR scenario editor doesn't have undo, I recommend practicing using the Marker first before actually using it in any serious scenarios. When you do use it on a serious scenario, remember to save often.

The Marker makes it very easy to spam large numbers of units. Please exercise moderation and avoid placing too many units, especially if they are all in the same area. Placing too many units may cause the game to lag or even crash. You may be able to get away with more or less units depending on what kind of units they are. Purely eye candy units, such as rocks or grass clumps, are the safest. Units that have AI, such as soldiers or towers, are more likely to cause lag and possible crashing. Units that can shoot missiles are the worst.

To make straight lines of units in any direction, place a unit's Marker at one endpoint of the line you want. Then move the Marker slightly past the other endpoint. A line of units should appear between where you placed the Marker to where you moved it. Delete the Marker. It's OK to have several Markers in a scenario when editing it, but be sure to delete any Markers you place as soon as you're done using them, in order to avoid clutter and potential bugs. Do not leave any Markers on the map when you save a scenario.

Notice that the last “unit” is just a preview that is part of the Marker. It will disappear when the Marker is deleted.

Also, moving the Marker very short distances will cause units to be placed much closer together.

The Marker Tool also lets you choose the rotation angle before placing many identical units. Place a unit's Marker, select Rotate and click the Marker until the preview is at the desired angle. Then move the Marker to generate the units, and delete the Marker when done. You can do this outside the final area the units will be in, then move them into their final locations after deleting the Marker. This can be very useful when you want only one angle of a unit in large numbers, such as when using Beach Articles in RoR to make snow.

Note, some units have previews that rotate but they are not affected by the Marker's rotation, and instead appear randomly rotated.

Also, some units have previews that rotate but they do not actually have rotations and thus appear in only one angle.

It is also possible to place units on restricted terrains, such as Fog, if the restricted terrain is in between normal terrain. Place a unit Marker on normal terrain, then move it across the restricted terrain to the other side with normal terrain. A line of units should appear on the restricted terrain. Delete the Marker and all the extra units, leaving only the units in the location of the restricted terrain that you want.



Finally, the Marker Tool gives you the ability to place building foundations for any player. You can place foundations for any building, even ones you can't build normally like the Trade Workshop (except the Laser Tower, because is not really a building, and anyway, you shouldn't use the Laser Tower because it is known to cause the game to crash). Place a Marker for a building where you want the foundation and just move it slightly. Delete the Marker and any extra foundations that appeared. However, it is not possible to move building foundations. They would just turn into regular buildings if you move them.

Interestingly, computer players will build foundations that you place for them. For example, if you give a computer player a town center foundation and some villagers, one of them will build the town center. (Note: I haven't tested this yet, but I suspect you might need to put an entry for the building in the player's AI file in order to make it build the foundation.)

[This message has been edited by zapdotep (edited 09-14-2018 @ 09:10 PM).]

posted 06-11-10 09:06 PM ET (US)     22 / 104  
Using the Composite Editor: Features: Cliffs Control

Cliffs are actually special units. There are many different Cliffs units. The Cliffs brush under the Terrain option automatically chooses which cliff unit to use and what angle it is placed at. It is not possible to control this in the regular editor.

In Composite Editor the cliffs have been unlocked so they can be controlled fully.

To use Cliffs Control:

First, replace empires.dat with a Composite Editor empires.dat that features cliffs control. Then run the game and go into the Scenario Builder. Create a scenario or edit an existing one.

Cliffs can be placed in two different ways: the normal way using Terrain > Cliffs or using Units > Gaia > Cliffs.

When placing Cliffs via Units, they are often invisible. To toggle invisibility on or off, click Rotate, then rotate the cliff by clicking on its placeholder (arrow shadow).

With most of the cliffs units, right-clicking when rotating for the first time will make the cliff visible with a single click because the visible graphic is at the last angle.

Some of the cliffs have a hidden angle that you can unlock by rotating.

Remember to save your work often!

[This message has been edited by zapdotep (edited 09-14-2018 @ 09:12 PM).]

posted 06-11-10 09:07 PM ET (US)     23 / 104  
Known Issues

- The following units appear randomly rotated when placed using the Marker Tool: bowman, improved bowman, composite bowman, elephantarcher, fishing boat, fishing ship, trade boat, merchant ship, light transport, heavy transport, scout ship, war galley, trireme, ballista, arrow, alligator

- Walls appear randomly rotated. They change back to normal when you play.

- Some unit icons are different. They change back to normal when you play.

- Cliffs appear black on the minimap instead of brown. They change back to normal when you play.

- When cliffs or shallows rotation is enabled, cliffs or shallows come out on top of everything. They change back to normal when you play.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!          
The best stuff I made for Age of Empires:
 Composite Editor 1.1 Rated 5.0 ★ ★ ★ ★ ★ (Utility)
 Coke vs. Pepsi Rated 4.4 ★ ★ ★ ★ ⅖ (Multi player scenario)
 The Map of the World (Real world map)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

[This message has been edited by zapdotep (edited 06-12-2010 @ 04:02 AM).]

posted 06-11-10 11:21 PM ET (US)     24 / 104  
Unbeliveable and Gumble is unbeliveable. It ALMOST makes one want to talk in 1st person. This lattest advancement as such unbridable potential that thinking about half of the new possiblities in map design makes Gumble cry fire. Gumble is trying to lessen his use of AoE but to come and hit Gumble with this...

Just the snow and the building foundations alone....

Only one point: Make it a third item to place building foundations as 1 item rather than brushing them with the marker.

UN FREAKIN ASDALDJWAD....

Zappy you beauty

Well Done!

NEVER EVER LEAVE US!


EDIT: Wait a second, there is a problem with the building foundations they revert to being completed structures when the game starts. THATS NOT COOL. Whats up?

Too many people say far too much about Gumble. They also claim Gumble says far too much which isnt true.

One man's truth is another man's lie. Seek TRUTH to escape this moral mire.

'Experts' try to analyse human behaviour and the human condition and make grand conclusions. - Its the same as the guy who explains why a joke is funny and kills the joke.

[This message has been edited by Gumble (edited 06-11-2010 @ 11:45 PM).]

posted 06-11-10 11:47 PM ET (US)     25 / 104  
Did you move the building foundations? It is not possible to move building foundations. They would just turn into regular buildings if you move them.
Refer to "Using the Composite Editor: Features: Marker Tool" in the provided help, or view online at:
http://aoe.heavengames.com/cgi-bin/aoecgi/display.cgi?action=st&fn=4&tn=6295&st=20#post21

Older reference by Phatfish:
There's something about the foundations Trisolo mentioned before - you can't move them or they'll change back to their original full-build form.
Source:
http://aoe.heavengames.com/cgi-bin/aoecgi/display.cgi?action=st&fn=4&tn=5878&st=28#post29

[This message has been edited by zapdotep (edited 03-25-2019 @ 08:21 PM).]

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