You must be logged in to post messages.
Please login or register

Mod Design and Discussion
Moderated by Sebastien, John the Late

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: How can start a game with a specific building
posted 06-05-13 05:06 PM CT (US)   
Sorry for the eventually misunderstanding of this topic's title, but i want to know how can i able a civ to start a game with a building, for example a market(like the AoFE Incan civ bonus "begin with a turkey")...

Thanks in advance!

[This message has been edited by AFFA the cleric (edited 06-05-2013 @ 05:09 PM).]

Replies:
posted 06-05-13 05:14 PM CT (US)     1 / 7  
create an invisible building that has annexed x2 invisible spawners.

Invisible Building is the head unit of:
1. Spawner should Stack Unit : Scout Cav
2. Spawner should Stack unit : Market
Both Spanwers Annexed to Invisi Building.

Go into your XML file

Change the Scout unit to the ID of the invisible building.

Start Game


Done


Note: ALL SPAWNERS SHOULD HAVE NEGATIVE HEALTH

[This message has been edited by AnimalMan (edited 06-05-2013 @ 05:16 PM).]

posted 06-05-13 05:36 PM CT (US)     2 / 7  
If you're checking in the FE data files, please check in the 2.2 ones, as the older ones had a bug on this behaviour (in certain situations, the game would crash)

You can check objects 888, 889 and 890 for this
posted 06-05-13 06:04 PM CT (US)     3 / 7  
@AnimalMan

Thanks, but i haven't the version with xml file, so it isn't possible to do... and another thing... if i do that you have say, the probability that the scout appear near a forest(especially in the Black forest map, that is my favourite ) cause the creation of the scout trapped in the forest, and same thing for the market...

@Cysion
Nice to meet you!
But your kind suggest is the same thing that animalman say...
________________________

So watch this video at 00:14 the guy say that the Italians start the game with watch tower... is the same thing of the incan turkey?
I don't think because the tower is much far to the scout and to any other units...

[This message has been edited by AFFA the cleric (edited 06-05-2013 @ 06:13 PM).]

posted 06-05-13 06:09 PM CT (US)     4 / 7  
The great cysion. First time here?
posted 06-05-13 09:46 PM CT (US)     5 / 7  
No, this isn't his first time here. Cysion has posted here several times.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´

[This message has been edited by Leif Ericson (edited 06-05-2013 @ 09:46 PM).]

posted 06-06-13 12:06 PM CT (US)     6 / 7  
Thanks, but i haven't the version with xml file, so it isn't possible to do...
You can use a civ bonus that upgrades the regular scout to the new invisble building unit.
posted 06-06-13 01:33 PM CT (US)     7 / 7  
Yes... but is the same thing, then with this your suggest i change the effect of the upgrade unit for the scouts upgrades, and i don't wan't a system with the annex unit etc... i prefere a way that for example enable a unit ID near my starting location by a techage with a specific effect like resource modifier.... i think... but i think also that this don't exist...

[This message has been edited by AFFA the cleric (edited 06-06-2013 @ 01:34 PM).]

Age of Kings Heaven » Forums » Mod Design and Discussion » How can start a game with a specific building
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Kings Heaven | HeavenGames