What you`ve done now is changed the cost of a Hoplite to 1 gold and the cost of a Einerjhar has been decreased too 2 gold. When you have killed some units your quest var should be different so: Trigger 2B With trigger 2B you made the questvar set go from 0 too 1 because you have killed more units now. when you are too lazy to make different army`s you can also make the enemy troops stronger! You can also use this one together with the army trigger. this is what you ment Nottud, issn`t it NOTE: For multiplayer RPG`s You have to deploy the army to a player, like for exemple player 1 and than convert the army to the enemy computer player. Because Army deploy will NOT work for cpu players in multiplayer. Of course you can also just insurt a lot of cinematic blocks or other invisseble items. Questions are welcome! [This message has been edited by Ilum Tupac (edited 03-31-2006 @ 11:20 AM).]
First we will classify all enemy units on the map into different groups depending on their strength. These groups will all get assigned a different amount of gold.
exemple
Let`s say we want our hero to attack armies of Hoplites and Einerjhar.
TRIGGER 1
NOTE: it is important to make the units cost of food/wood/favor EXACTLY 0.
Trigger 2
This is your starting setting
This is the hard part. We will now combine these two factors too select the enemy units. I`ve made a pictuire for the example.
Trigger 3
Trigger 3B
What you now have done is simple when your hero has killed enough units he will face better enemies.
Trigger 4B (optional)
Offcourse you can also use moddify protounit
Desinger of Kalos Design Studios
Creator of: Ilums Mythodea.
Currently working on: Generals of Osiris (MP-RPG)54%