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Mod Design and Discussion
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Topic Subject: Resource / Civil Header List
posted 01-02-06 04:06 PM CT (US)   
Resource / Civil Header List

0.¡@¡@Food Storage

  1. Wood Storage
  2. Stone Storage
  3. Gold Storage
  4. Population Headroom


  5. Captured Relics

  6. Goods

  7. Population
  8. Starting Population







  9. Kill
  10. Technologies Researched????





  11. Atonement(Boolean)
  12. Redemption(Boolean)



  13. Max Population


  14. Faith Recharging Rate
  15. Farm Food Amount
  16. Civilian Population


  17. Military Population???? / Food Bonus????
  18. Conversion Made???? / Wood Bonus????
  19. Stone Bonus????
  20. Razing ???? / Gold Bonus????
  21. Kill Ratio ????

  22. Tribute Fee



  23. Cartography(Boolean)


























  24. Conversion Resistance(Default:2)
  25. Trade Fee
  26. Research Rate







  27. Convert Ships(Boolean)

  28. Healing Rate
  29. Healing Range





  30. Self-Healing Rate - Berserker
  31. Dominant LOS - Celts (Boolean)





















































































  32. Spy(Boolean)








  33. Heresy(Boolean)
  34. Theocracy(Boolean)
  35. Crenellations(Boolean)

[This message has been edited by scenario_t_c (edited 01-02-2006 @ 04:13 PM).]

Replies:
posted 01-03-06 07:11 PM CT (US)     1 / 4  
You know what I think? Obviously somewhere ES has a structure that stores all the current player's data, and they just decided to be crazy lazy with the resource conditions/effects and just do an array-style index. I can see it now.

struct player_state
{
int food, wood, stone, gold;
int poplimit;
int blah1, blah2;
//and so on...
};

//now for, say, the accumulate attribute condition
{
int *pdata_array = (int*)current_player_data;

return (pdata_array[resource_index] >= amount_specified);
}

That's gotta be it, I've convinced myself. Now what we need to do is... uhh... check your email.


Creator of the AOK Trigger Studio, a work not in progress.
Wise men still seek Him.
posted 01-04-06 05:34 AM CT (US)     2 / 4  
...so your point is: we can create our own triggers, or tweak the already existing ones?
posted 01-04-06 10:07 AM CT (US)     3 / 4  
Just like mentioned in New AoK:TC Trigger Effect in future version of AoKTS.

However, it seems that some resources / civil headers cannot be tributed through triggers.
posted 01-05-06 08:09 AM CT (US)     4 / 4  
scenario_t_c, I must ask you something although not related to this topic. I recently re-installed my old copy of age of empires, and it hit me right away that some AoE objects can be placed very close together. In AoK, all objects are automaticly arranged in a pattern, one tile from each other. Thanks to AoKTS, we know that it is possible to place units on any coordinates. Do you think it we can place AoK units AoE-style (or AoKTS-style if you like) in the regular editor, by changing object data?
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