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Scenario Design and Modding
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Topic Subject: Can you please recommend a tutorial or walkthrough for the Scenario Editor?
posted 06-15-19 03:09 AM ET (US)   
I know that the Scenario Editor is pretty straightforward, but I still would like to see if anyone has made a tutorial or instruction walkthrough for designing AOE scenarios, because there can be some important steps in making a scenario that works tolerably well (eg. setting victory conditions and designing the Bitmaps for the instruction screens). I know that some design tutorials have been made for AOE3, for example.

UPDATE:
I found a webpage with a collection of guides for the Scenario Editor here:
http://aoe.heavengames.com/siegeworkshop/mapdesignandtricks/

[This message has been edited by rakovsky (edited 10-04-2019 @ 08:42 PM).]

Replies:
posted 06-15-19 11:25 AM ET (US)     1 / 27  
This website has some nice guides in the Siege Workshop on the homepage, this one for examples: http://aoe.heavengames.com/siegeworkshop/usingtheeditor/
posted 06-15-19 04:42 PM ET (US)     2 / 27  
Excellent. Thanks!
posted 06-16-19 03:32 AM ET (US)     3 / 27  
I have not designed with the latest editor updates, but there were two bugs to watch out for with earlier versions of AoE DE:
- You cannot upload introduction maps in custom DE scenarios. The Cinematic menu is completely bugged. It is very frustrating because in the original game, introduction maps were an art of their own.
- Double-check and refresh all victory conditions for all players before you submit a scenario. There is (was?) a bug where victory conditions suddenly copied themselves to to other players.

My new double album, "Song Machine Vol. 1 and 2" with 24 of my songs is online now on Spotify, iTunes, Amazon and most other online services. Check it out, it's published under my name.
posted 06-26-19 10:26 PM ET (US)     4 / 27  
Basse and Ingman,
Thank you for your advice. I read the Siege Workshop page that you pointed to, and also designed and submitted a Scenario called "Land of Canaan Map with Indigenous Powers". It's based on one of the Real Maps in the database.

Let me please ask you two questions:
1) Can you keep an AI Player from appearing and from being listed? I think not. On the map that I made, I wanted to have a Player be White/Gray, and that means he must be #7. I didn't want any Players to be Green, which was Player #6. But if I choose that I want 6 Players, I can't use Gray Player #7. It seems that the only way to do this is to choose the option for "7 Players", but then find a way to immediately cancel its playing power, like making its only unit a flag or building.

2) Is there a good set of instructions for creating a BMP Story Map? I tried opening the "Default Map" file with Microsoft Paint, painting on part of it, saving it as a BMP file, and putting it into my Scenario. But after I did this, the natural brown land color in my saved map turns out looking like the purple fires of Tartarus when I look at the Story map in the game.

[This message has been edited by rakovsky (edited 06-26-2019 @ 10:28 PM).]

posted 06-27-19 11:27 AM ET (US)     5 / 27  
Unfortunately, both 1 and 2 are not possible.

You can only cause the green player to be instantly defeated by giving them a flag or wall piece. Alternatively, you can hide a live unit somewhere in an area of the map that players cannot access.

Instruction maps are bugged and don‘t work in AoE DE at all.
posted 06-27-19 11:55 PM ET (US)     6 / 27  
Thanks for replying, Ingo!
OK, I can work with #1 and the canceled player.
Regarding #2, I am using Windows 7's ROR HD (UPatch), so the DE map issue is not a problem. ROR HD is compatible with the original ROR files.
So I am looking for instructions on creating or editing BMP files that will work with regular AOE1: ROR.
posted 07-05-19 00:07 AM ET (US)     7 / 27  
Ingo,

Do you happen to know what the "Immortal" Strategy is for AIs in the Editor (as in "Immortal Rome")? Other possible choices for AI Strategies are: Deathmatch Carthage, Roman Siege, Phoenicia - Water, etc.

Also, I want to let you know that in a scenario I made, I set my Roman opponents to "Siege Weapon" and "Legion" and my Babylonian and Persian allies to "Deathmatch". I set all of them to "Aggressive" and the game difficulty to Medium, but for some reason, the Roman opponents grew much more stronger and fought much more aggressively. I don't know if it's because the Romans are a tougher AI civ or because picking unit Strategies makes the AI tougher than picking Deathmatch ones. Or maybe it's just the difficulty setting that I chose (Medium).
posted 07-05-19 04:25 AM ET (US)     8 / 27  
Hi rakowsky, I am not good with AI and PER files so I do not know which commands would solve that problem.

However, I can help as far as accessing and reading the AI files is concerned: In the original Rise of Rome, you should be able to see these Ai files in a subfolder, somewhere in your game folder. [EDIT: The folder is called "data2"]. I don't know if you can still do that with the HD version, as I don't have it.

In Age of Empires DE the AI files are unfortunately hidden.

I still have the old Ai files from the original RoR; I have been planning to upload them as a utility for scenario designers for a while - inspired by your question, I now did that and hope it will show in the Granary soon.

For now, here is an example of the Minoan Immortal AI file by Ensemble Studios:

------------------------------------------------------------
//Immortal Minoa.
//Version 1.0: August 5, 1997
//8 Juggernaughts, 8 Longbowman, 10 Helepolis, 4 Triremes
//Revision 1: 6/13/98: Age X-Pack changes; eliminated boats; replaced
//helepolis with massive cats; dropped clubmen; moved up alchemy & ballistics
//
//By Ensemble Studios

B109 Town_Center1 1 -1
U83 Man 4 109
B12 Barracks1 1 -1
T83 Man 1 109 2
T83 Man 1 109 2
T83 Man 1 109 2
T83 Man 1 109 2

C101 Tool_Age 1 109
B87 Range1 1 -1
U83 Man 2 109
T4 Soldier-Archer1 2 87 2
U83 Man 2 109
B84 Market1 1 -1
R81 Domestication 1 84
B50 Farm 1 -1
R16 Watch_Tower 1 68
T83 Man 2 109 2
B50 Farm 2 -1
B87 Range1 1 -1
R41 Leather_Armor_-_Archer 1 103

C102 Bronze_Age 1 109
R28 Wheel 1 84
B49 Siege_Workshop 1 -1
U35 Soldier-Catapult1 1 49
B50 Farm 1 -1
R56 Improved_bow 1 87
U35 Soldier-Catapult1 1 49
T5 Soldier-Archer2 2 87 3
R12 Sentry_Tower 1 68
R31 Plow 1 84
R107 Wood_Working 1 84
T5 Soldier-Archer2 2 87 2
R57 Composit_bow 1 87
B79 Watch_Tower 2 -1
B82 Government_Center 1 -1
T5 Soldier-Archer2 2 87 3
R32 Artisanship 1 84
B104 Temple1 1 -1
U125 Priest 1 104
R44 Scale_Armor_-_Archers 1 103
T5 Soldier-Archer2 2 87 3

C103 Iron_Age 1 109
R106 Ballistics 1 82
R37 Alchemy 1 82
U35 Soldier-Catapult1 1 49
U35 Soldier-Catapult1 1 49
R54 Heavy_Catapult 1 49
R110 Craftmanship 1 84
U35 Soldier-Catapult1 1 49
U35 Soldier-Catapult1 1 49
U35 Soldier-Catapult1 1 49
R24 Polytheism 1 104
R35 Engineering 1 82
R49 Chain_Mail_-_Archers 1 103
U35 Soldier-Catapult1 1 49
U125 Priest 2 104
R36 Massive-Catapults 1 49
U35 Soldier-Catapult1 5 49

B276 Wonder 1 -1

//End

[This message has been edited by Ingo van Thiel (edited 07-05-2019 @ 11:35 AM).]

posted 07-05-19 12:16 PM ET (US)     9 / 27  
That was a good idea to upload the .ai files, Ingo.
May I suggest that you upload the ones for the Original AOE1 1.0c (not ROR)? It is the data file for "Deathmatch Carthage" with the Original AOE1 that was in question for me.

For some reason the scenario came packed with the Death Match Carthage AI file. I figured that the scenario's AI file was some kind of Update, so I saved it over the one in my own Data file. Then I had second thoughts, but it was too late.
==========================================================

Another Question: I think that in AOE1, unlike in AOE3, you can't design a trigger sending AI troops to a specific location, right?

One of the new things I think about AOE1 is actually the simplicity of scenario design. The more options and text commands, the more confusing and daunting things can get.

[This message has been edited by rakovsky (edited 07-05-2019 @ 12:18 PM).]

posted 07-05-19 03:56 PM ET (US)     10 / 27  
Yeah I'll just approve that and leave it for Ingo to update it if he wishes.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
posted 07-06-19 02:01 AM ET (US)     11 / 27  
The colors that work in MS Paint's standard color palette in order to create a BMP Story Map are: White, Yellow, Dark Red, Light Blue, Lavender.

Dark Grey switches to Orange-Red;
Dark Green switches to Blue;
Light Brown switches to Dark Blue;
Light Green switches to Brown;
Pink and Blue switch to Light Brown;
Regular Red switches to Black;
There is no Green that can be produced using the Paint palette.

[This message has been edited by rakovsky (edited 07-15-2019 @ 11:28 PM).]

posted 07-06-19 05:45 AM ET (US)     12 / 27  
May I suggest that you upload the ones for the Original AOE1 1.0c (not ROR)? It is the data file for "Deathmatch Carthage" with the Original AOE1 that was in question for me.
Actually, the file you are looking for is in the zip file I uploaded. Carthage, Palmyra, Rome and Macedonia did not exist in the original Age of Empires, and were all first introduced with AoE: Rise of Rome in 1998.

For your convenience, I also copy and paste the Death Match Carthage ai file here:

-------------------------------------------------
//Death Match Carthage.ai
//7/18/1998
//24 Helepolis; 12 armored elephants; 4-5 villagers
//20 Soldiers deployed in 16 minutes
//8/10/1998: added shields for armored elephant
//By Ensemble Studios


//Quick, Threaded Research to the Iron Age
B109 Town_Center1 1 -1
U83 Man 5 109
T83 Man 4 109 1
B12 Barracks1 1 -1

C101 Tool_Age 1 109
B87 Range1 1 -1
B84 Market1 1 -1

C102 Bronze_Age 1 109
B82 Government_Center 1 -
B49 Siege_Workshop 1 -1

C103 Iron_Age 1 109

//High Priority build Items
R106 Ballistics 1 82
B101 Stable1 1 -1
U46 Soldier-Elephant 2 101
R37 Alchemy 1 82
B101 Stable1 1 -1
R42 Leather_Armor_Mounted 1 103
B49 Siege_Workshop 1 -1
B101 Stable1 1 -1
U46 Soldier-Elephant 2 101
R35 Engineering 1 82
R45 Scale_Armor_-_Cavalry 1 103
R107 Wood_Working 1 84
R32 Artisanship 1 84
R110 Craftmanship 1 84
U11 Soldier-Balista 2 49
B101 Stable1 1 -1
U46 Soldier-Elephant 2 101
B49 Siege_Workshop 1 -1
U11 Soldier-Balista 4 49
R27 Helepolis 1 49
R47 Bronze_Shield 1 103
R117 Iron_Shield 1 103
R125 Armored Elephants 1 101

//Low Priority Build Items
R12 Sentry_Tower 1 68
U11 Soldier-Balista 4 49
R16 Watch_Tower 1 68
U11 Soldier-Balista 4 49
U46 Soldier-Elephant 2 101
R28 Wheel 1 84
B87 Range1 1 -1
U11 Soldier-Balista 4 49
U46 Soldier-Elephant 2 101
R15 Guard_Tower 1 68
B109 Town_Center1 1 -1
U11 Soldier-Balista 4 49
U46 Soldier-Elephant 2 101
B79 Watch_Tower 2 -1
U11 Soldier-Balista 4 49
U46 Soldier-Elephant 2 101
R2 Catapult_Tower 1 68
B79 Watch_Tower 19 -1

//End

[This message has been edited by Ingo van Thiel (edited 07-06-2019 @ 05:46 AM).]

posted 07-06-19 05:52 AM ET (US)     13 / 27  
Another Question: I think that in AOE1, unlike in AOE3, you can't design a trigger sending AI troops to a specific location, right?
You are right. In general, triggers do not exist in AoE1 and were first introduced with AoE2: The Age of Kings.
One of the new things I think about AOE1 is actually the simplicity of scenario design. The more options and text commands, the more confusing and daunting things can get.
Fully agree, I loved the AoE editor for this very simplicity. I also loved the Age of Kings editor which was a little more complex, but it had triggers and was still quite simple and intuitive to use. AoE3 and many other games became much more complex and that turned me off.

[This message has been edited by Ingo van Thiel (edited 07-06-2019 @ 05:54 AM).]

posted 07-06-19 08:44 AM ET (US)     14 / 27  
I now also uploaded the PER files, both the originals and some modified files by me.
posted 07-15-19 02:57 PM ET (US)     15 / 27  
INGO,
Thanks for posting the original AOE Deathmatch Carthage file. I replied to you here:
http://aoe.heavengames.com/cgi-bin/aoecgi/display.cgi?action=st&fn=4&tn=6463&st=2#post3
posted 07-19-19 04:48 PM ET (US)     16 / 27  
There seems to be a weird glitch where the Players get shuffled if you set the Human Player to be from 2 to 8. The Human Player switches Civilizations with Player 1.
(Example: if you set Player 1 ("Bob") to Computer & Egypt, Player 2 to Computer & Rome, and Player 3 to Human & Phoenicia with special Individual Victory conditions,
then in Single Player, Player 1 becomes Rome, Player 2 gets the name "Bob" and becomes Egypt, and you stay up as Player 3 & Phoenicia.)
=======================================================

Ingo,
If you give me your email, I can email you (or anyone else who is interested) a copy of my scenario. That way in case I don't make it further in the campaign you can upload it to the Granary. Plus, you can run it and see if it works OK.
Peace.

[This message has been edited by rakovsky (edited 07-19-2019 @ 08:07 PM).]

posted 07-20-19 07:52 AM ET (US)     17 / 27  
Hi rakovsky, I’m sorry but playtesting is not my scene... As for uploading scenarios, Im a regular forumer like you so I have no moderating powers about Granary uploads.

You can upload your scenario yourself with your forum ID but it needs to be approved by a moderator before it shows up.

Fisk, can you help?

[This message has been edited by Ingo van Thiel (edited 07-20-2019 @ 07:54 AM).]

posted 07-20-19 08:39 AM ET (US)     18 / 27  
Help with what? Playtesting? I mean you could always send me the file to the email in my profile and I might take a look if I get some time on my hands. No promises though.

Or are you talking about granary uploads? Then sure, I'll try to approve any new files ASAP, and if you nudge me at the forums I'll probably be bit faster. We don't really mind if you upload your unfinished works, so that might be an effective way to find someone to playtest your scenario Rakovsky. I'm sure you've seen the "submit file" button in the granary?

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
posted 07-20-19 08:09 PM ET (US)     19 / 27  
OK, thanks, guys. I meant emailing it, but it sounds like uploading it would be fine too, and then I could Update it if needed.
posted 07-21-19 02:53 AM ET (US)     20 / 27  
Also regarding the bug when the human player color is not set to blue, it is a strictly cosmetic issue. It'll affect the displayed names and civs in among other things the diplomacy screen, but in all functional matters the game works as intended.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
posted 07-25-19 02:29 PM ET (US)     21 / 27  
Fisk,
I want to give you a heads-up that I uploaded the Gethsemane scenario that I mentioned a few days ago. In case there are problems with it, it's OK, let me know and I will try to fix them.
posted 07-26-19 03:14 AM ET (US)     22 / 27  
Hey Rakovsky, I approved your scenario and did a quick test, and as of now everything seems to work as intended. Were you going to add some additional challenges on which you would like the scenario to be tested? If so it might be a good idea to modifiy the upload description to include what you would want a playtester to give feedback on.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
posted 07-26-19 02:03 PM ET (US)     23 / 27  
Fisk,
Great, thanks. I thought of a way to solve the issue with the map exploration.

[This message has been edited by rakovsky (edited 07-26-2019 @ 02:20 PM).]

posted 08-12-19 10:05 PM ET (US)     24 / 27  
I just uploaded my second mission, Conversions and Catacombs of Rome. I was careful in recreating the map, roads, and walls of first century Rome.
posted 09-12-19 09:31 PM ET (US)     25 / 27  
I just submitted my third scenario for Rise of Rome, called "Abgar V's Mesopotamian Campaign". Abgar V was the king of Edessa in 49 AD and there are legends about Jesus writing to him. So the scenario that I submitted is the third one that I have uploaded for a campaign of 5-8 scenarios that I hope to finish.

One of my main dilemmas was how to address the fact that you are playing as Palmyra/Edessa but one of your goals is to capture buildings, which requires the Monotheism technology. I turned on the Full Tech Tree to allow Monotheism, but that also lets the player do weird things that Palmyra/Edessa wouldn't, like train elephant units. I could have switched to a civilization that has monotheism like Rome, but that could also have a downside in that Rome locks units like advanced cavalry that are helpful to taking down your Parthian opponent, which relies on cavalry. Plus, pumping out Roman infantry is not very historical either for Palmyra/Edessa.

I also found a webpage with a collection of guides for the Scenario Editor here:
http://aoe.heavengames.com/siegeworkshop/mapdesignandtricks/
posted 09-04-20 03:52 PM ET (US)     26 / 27  
There seems to be a weird glitch where the Players get shuffled if you set the Human Player to be from 2 to 8. The Human Player switches Civilizations with Player 1.
(Example: if you set Player 1 ("Bob") to Computer & Egypt, Player 2 to Computer & Rome, and Player 3 to Human & Phoenicia with special Individual Victory conditions,
then in Single Player, Player 1 becomes Rome, Player 2 gets the name "Bob" and becomes Egypt, and you stay up as Player 3 & Phoenicia.)
Great catch. This is something that infuriated me, as I liked to test complex AI unit interactions with the color contrast or Red and Blue. All of the player characteristics get shuffled like this. So for example, if you set human player 3 to post-iron age, the AI units for player 2 will end up with full upgrades for their units.
posted 09-07-20 10:54 AM ET (US)     27 / 27  
I was eventually able to figure it out with repeated testing.
The Editor assigns Player 1 to Blue, Player 2 to Red, Player 3 to Yellow. If you set Player 3 in the Editor to Human, place 10 units for him and give him 10 wood and special VCs and name him John, then in the game, Player 1 becomes Yellow, gets the 10 wood and VCs, is named John, and gets the 10 units.

But when it comes to two other fields, the civilization and age fields, they are assigned differently. So IIRC, in the example above, if you gave the Blue Player 1 in the Editor Greek Stone Age and make Player 3 human, then when you load up the game, the human player gets called Player 1 and gets yellow and gets the Stone Age Greek civilization.

In the official game campaigns and in most amateur scenarios that is not a problem because the human player is usually labeled as player one blue in that editor so that when you go to play a game you usually get the blue player and so whatever you put in the editor is the same as what shows up during gameplay. But when I make single-player scenarios I like to give the players the same kind of uniform colors that they would have in history. So for instance red is a color classical associated with the Romans, where as their main competitor at the time was the parthian and the parthian tended to be more purple or blue compared to the Romans this is not an issue as to the purple, because there's no purple color for players in Age of Empires, but I like to assign blue to the Parthians and red to the Romans
Age of Empires Heaven » Forums » Scenario Design and Modding » Can you please recommend a tutorial or walkthrough for the Scenario Editor?
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