 Heavens Design Pages
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Frequently Asked Questions
How can I put gold mines, stone mines and gazelles in
scenarios?
In the Scenario Editor, click players and choose Gaia player. You
will find in this list gold mines, roads, elephants, berry bushes,
fish and other things. If you put "normal" units or
buildings,
then they will be in the human player's possesion once he finds
it/them
during the scenario.
What is the grid and how can I use it?
By pressing Ctrl-B, you will turn on/off the grid. Useful sometime
for easier placements. The grid is divided in tiles. A tile is the
size of a single block of wall.
I need wonder(s) in my scenario, but only as decoration. Why the
countdown always start?
Because the Global Victory Condition is set to standard. Choose
another
option. Conquest is usually the best option unless you plan something
special as your victory condition.
How do I rename the heroes, and create new units?
You can't create new units but you can rename any unit by editing
the language.dll files with a Hex Editor. The two files that contain
the game text are language.dll for AoE and languagex.dll for RoR.
Make a copy of them to work on first, and Be Very Careful! Always
overtype, never delete, and do not type over the dots, as they will
simply come out as underscores. Used carefully, you can rename your
heroes and other items to add extra atmosphere to a scenario. Then
simply copy your originals to a safe place and replace them with the
ones you have edited to see your changes. Although the idea has been
around for a long time, Conan of Cimmeria was the first ever campaign
on the Granary to actually use it.
Everything is done perfectly, why does my computer player not
build a wonder?
You have to select None as his .CTY file. The default.cty does not
have an emplacement for a wonder.
I've created a custom scenario, but I don't know how to put my
map
into it Put the map you made into your AOE directory. Open the
scenario
editor and load the scenario that you want to add the map into. Click
on the cinematics tab on the top of the screen. Find the scenario
instruction map button and click on it. You will be presented with
a list of all available maps. Find the map you wish to insert into
your scenario and click on it. Resave your scenario. That's all there
is to it.
How do I make the Computer ask for tribute?
Make a custom .PER file with the following lines in it:
124 * //SNTributeAmount
125 * //SNTributeChatFrequency
126 * //SNTributeChatRandomness
127 * //SNTributeTimeout
128 * //SNTributePlayer
129 * //SNTributeSuccessOutcome
130 * //SNTributeFailureOutcome
132 * //SNTributePersistence
133 * //SNTributeRevokeOnAttack
* = Value See the .PER file
section for more information.
I want the computer player(s) to bring back artifact(s) to his
home town. Why does he let them sit there when he finds them?
The problem is that the only action the cpu will do with artifacts
is to move them back to their town center. So, if there is
no town center for that civ, the artifacts won't be moved. The only
tweaks you can do in the .per files is to increase Artifact Defend
Priority and Artifact Return Distance. The latter determines how many
tiles away from the town center the cpu will place the artifacts.
Okay, but I WANT him to win as soon as he bring back the
artifacts
to a location, using "Bring Object to Area" victory
condition.
How can I do this?
I understand your problem exactly, as I ran into it myself. As
described
above, the computer player will not understand the "Bring Object
to Area" victory condition, only moving them close to his town
center. So, if there is no town center for that civ, the artifacts
won't be moved, and the "Bring Object to Area" becomes
useless.
The only fix is to put a town center in the area you need the
artifacts
moved to. This was the only way I found to fix this in my scenario,
although I wasn't happy with having to give that civ a town center,
but, those are the breaks! Make sure the value of Artifact Return
Distance of the .per file is inside the intended victory area.
-thanks
to Eggman
What the heck's a flare? And Invisible Demons?
FLARES: When you are attacked by a ranged combat unit, a flare is
dropped to show where the enemy is. (note: attack ground does not
drop flares) The flare was left in the editor to allow an area to
be explored when the scenario begins. DEMONS: Simply units that are
invisible until they attack, they are usable by the computer AI only
pretty much because a human can't find them to order them around.
-Thanks to Timotron (Ensemble Studios) Basically the flare was left
as a way to give the computer players a "Seeing Eye". What
I mean by this, if you are designing a scenario and have player
building
all over the map, the flare will give the computer player a little
more smarts to find the building or area. Put the flare by/on the
map position you want the computer player to find. (Please note the
flare is invisible on the map) -Thanks to Archangel (Ensemble
Studios)
How do I change a civilization name?
You have to save your scenario as a campaign. Then exit the scenario
builder, and run it like a real campaign. This is the only time the
name change will show up in the little "unit box" in the
lower left hand corner.
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