Ingo van Thiel
Clubman
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.
rakovsky
Clubman
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.
rakovsky
Clubman
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).
Ingo van Thiel
Clubman
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.
rakovsky
Clubman
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.
rakovsky
Clubman
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.
rakovsky
Clubman
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.
rakovsky
Clubman
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