Search
Recent Forum posts
RockNRoR : mod to improve AI and add ... (229 replies)
Posted 15 hours ago by MrElephant
Map options (New)
Posted 2 days ago by alemanparsons
Remove / copy map (New)
Posted 2 days ago by alemanparsons
Change missionary attributes (1 reply)
Posted 4 weeks ago by Fisk
David Saga II Three Roads to Hebron ... (19 replies)
Posted 4 weeks ago by EarlSmithIII
Designer Bio: PhatFish (1 reply)
Posted 4 weeks ago by Zarrr
Why am I getting a low disk space message ... (New)
Posted 1 month ago by St_Ives
Palmyran Guide links to wrong page ... (4 replies)
Posted 2 months ago by chab
Another Christmas gift (5 replies)
Posted 2 months ago by Fisk
Broken images on AoE Heaven (4 replies)
Posted 2 months ago by Grandy02
Latest Files
Poll
Advertisement
Random Screenshot
  • Age_of_Empires_-_W32_-_Battle.png
  • History Tidbits
    Loading Quotes...
    HeavenGames
    Using the Editor

    Heaven’s Community Pages

    Using the Editor

    Using the scenario builder – The scenario builder lets you create randomly generated or custom maps for up to eight players.

    1. On the Age of Empires menu, click Scenario Builder.

    2. To create a scenario, click Create Scenario.

    – To edit a scenario, click Edit Scenario, and then select the scenario to edit.

    3. Customize the scenario map, terrain, players, units, diplomacy, victory conditions, options, messages, and cinematics as explained in the following sections.

    4. To begin playing your customized scenario, click Menu, and then click Test. This option lets you play through the scenario you have created or edited without leaving the scenario builder. To return to the scenario builder after testing your scenario, click Menu, and then click Quit Game.

    – To save the scenario, click Menu, and then click Save or Save As.

     

    Customizing your map

    Customize the map — Create randomly generated or custom maps.

    You can create randomly generated or custom maps. To customize the map:

    1. In the scenario builder, click Map.

    2. Select the Map:

    · Blank Map displays the default terrain, with no resources (food, wood, stone, or gold). If you select Blank Map, select the Default Terrain (the map background).

    · Random Map displays a random distribution of land, water, and resources. If you select Random Map, select the Map Type (the distribution of water and land).

    · Seed Map displays a random distribution of land, water, and resources based on the seed (number) you type. For example, if you type 532, the same map always appears. If you select Seed Map, select the Map Type (the distribution of water and land) and type the Seed number. You can type any five-digit number up to 99999.

    3. Select the Map Size. The larger the map, the longer the game.4 Click Generate Map to display the map.

    4. Click Generate Map to display the map.

     

    Customizing the terrain

    Customize the terrain — Place resources, elevation, cliffs, forests, and water.

    You can fine-tune the map terrain, including elevation and cliffs.

    To customize the terrain:

    1. In the scenario builder, click Terrain.2 Select the Brush Type:

    · Map lets you paint background terrain (grass, forest, water, etc.). If you select Map, select the Terrain to paint and the Brush Size (area to paint).

    · Elevation lets you paint hills. If you select Elevation, select the elevation to paint and the Brush Size (area to paint). The larger the elevation number, the higher the elevation. Water can only be painted on flat terrain.

    · Cliffs lets you paint cliffs. Cliffs should only be placed on flat terrain (Elevation 2). Placing cliffs on higher elevations creates breaks between the cliffs that villagers and military units may have difficulty moving through. If you place cliffs on higher elevation, level the terrain after you have placed the cliffs.

    3. To paint a single area of terrain or elevation, click a location on the map. To paint cliffs or a large area of terrain or elevation, drag the mouse. To delete cliffs, right-click and drag the mouse over existing cliffs.

     

    Customizing players

    Customize the players — Choose the starting age, starting stockpiles, civilization, starting technology level, and computer personality individually for each player.

    You can choose the number of players, starting age, starting stockpiles, civilization, starting technology level, and computer personality for each player.

    To customize the players:

    1. In the scenario builder, click Players.

    2. Select the Number of Players.

    3. Select the player number to customize.

    4. Select the player’s Starting Age.

    – The player starts the game at the beginning of the selected age, with all technology research in the previous age(s) completed. For example, if the starting age is Bronze Age, all Stone Age and Tool Age technologies are complete. If the starting age is Post-Iron Age, the player starts at the end of the Iron Age, with all Stone, Tool, Bronze, and Iron Age research complete.

    5. Type the amount of Food, Stone, Wood, and Gold the player has at the beginning of the game.

    6. If you want to replace the civilization name with a unique name, type a Tribe Name. The tribe name replaces the civilization name only when the scenario is played as part of a campaign.

    7. Select the Player Type. If you select Computer, the position is played by the computer. If you select Either, the position can be played by a human or by the computer (if it is not filled by a human).

    8. Select the player’s Civilization. Each civilization has special skills and can research different technologies. More than one player can choose the same civilization.

    9. Select the City Plan – Where on the map the computer constructs each building. To let the computer design its own city plan, select Default. Advanced players can customize the city plans by using a text editor to edit the .cty files in the Data folder where Age of Empires is installed. The city plan (.cty file) you want to include in your scenario must be located in the Data folder where Age of Empires is installed.

    10. Select the Strategy – Which buildings, military units, boats, and technologies the computer builds. You must select a strategy for each player.

    – Many of the strategies are designed specifically for (and named after) the campaign scenarios. The name of the other strategies indicates the primary unit the computer player uses to attack and the age in which the attack occurs. For example, Archers Bronze indicates that the computer player attacks with archers in the Bronze Age. For more information about the strategies, refer to the Strattyp.doc file in the Docs folder on the Age of Empires disc.

    – Advanced players can customize the strategy by using a text editor to edit the .ai files in the Data folder where Age of Empires is installed. The content of the .ai files is explained in the Stratsmp.doc file in the Docs folder on the Age of Empires disc. The strategy (.ai file) you want to include in your scenario must be located in the Data folder where Age of Empires is installed.

    11. Select the Personality of the computer player. For most situations, you can choose Aggressive or Passive.Many of the personality choices are designed specifically for campaign scenarios. Advanced players can customize the personality files by using a text editor to edit the .per files in the Data folder where Age of Empires is installed. The content of the .per files is explained in the Persnlty.doc file in the Docs folder on the Age of Empires disc. The personality (.per file) you want to include in your scenario must be located in the Data folder where Age of Empires is installed.

     

    Placing Units

    Place buildings, villagers, military units, and boats for each player.

    You can place buildings, villagers, military units, and boats for each player, as well as world (Gaia) objects such as trees, resources, Artifacts, Discoveries, Ruins, and terrain accents such as bones, grass clumps, etc.

    If you do not place any units on the map for a particular player, a Town Center and three villagers appear in a random location on the map at the beginning of the game each time you play the scenario.

    To place down units:

    1. In the scenario builder, click Units.

    2. To place buildings, villagers, military units, and boats for a particular player, select or type the player number.To place world objects that are not associated with a particular player, click Gaia.

    3. To place an item on the map, click Place, click an item in the list box, and then click a location on the map. The item appears in red if you are not allowed to place it in a location, such as on top of another item. If the Starting Age (under Players) is more advanced than the Stone Age, duplicate units may appear in the list because of upgrades. Duplicate units are identical.

    – To delete an item on the map, click Delete, and then click the item to delete.

    – To move an item on the map, click Move, click the item to move, and then drag it to a new location.

    – To rotate a villager, military unit, or boat, click Rotate, and then click the unit to rotate. Right-click to rotate in the opposite direction. You cannot rotate buildings or other immobile objects.

    – To select all objects so you can see how much space they occupy, press CTRL+A.

    – To turn on the tile grid, press CTRL+B.

     

    Diplomacy settings

    Customize diplomacy — Choose whether players are allies, neutral, or enemies.

    You can determine the diplomatic stance of players (ally, neutral, or enemy) and choose whether any players pursue allied victory.

    To customize diplomacy:

    1. In the scenario builder, click Diplomacy.

    2. Select the player to customize.

    3. Select the player’s diplomatic stance toward each of the other players:

    · Ally – Military units do not attack other players’ buildings, villagers, military units, or boats.

    · Neutral – Military units attack all buildings and military units (but not villagers) who enter their sight.

    · Enemy – Military units attack all buildings, military units, and villagers who enter their sight.4 Select whether any players pursue an allied victory. For allied victory, any player who achieves the victory condition wins the game for all mutually allied players.

    Global Victory Conditions

    Customize the global victory conditions:

    · Specify one or more victory conditions that all players must achieve.

    Global victory conditions apply to all players. A scenario can have more than one global victory condition, in which case you must specify whether players must achieve one or all of the global victory conditions to win the game. For allied victory, all allies must work as a team to achieve their global victory condition(s). Allies must work together to control the designated number of Ruins, Artifacts, or Discoveries, but only one ally must explore the specified percentage of the map.

    In addition to global victory conditions, you can also assign individual victory conditions to each player, as explained in the following section. The interaction between global and individual victory conditions is also explained in that section.

    To customize the global victory conditions:

    1. In the scenario builder, click Global Victory.

    2. Click the victory condition(s) that players must achieve to win the game.

    · Standard – The game is won by the standard victory conditions (Conquest, Wonders, Artifacts, or Ruins).

    · Conquest – The first civilization (or team) to destroy all opponents’ villagers, military units, boats, and buildings (excluding walls) wins the game.

    · Score – The game is won by the first civilization (or team) to achieve the specified score. Wonders, Artifacts, and Ruins add points to your score.

    · Time Limit – The game is won by the civilization (or team) to achieve the highest score within the specified time.

    · Custom – Choose your own victory condition:

    – – Conquest –The first civilization (or team) to destroy all opponents’ villagers, military units, boats, and buildings (excluding walls) wins the game.

    – – Exploration – The first civilization (or team) to explore the specified percentage of the map wins the game. An allied victory is achieved when any one of the allies explores the specified amount.

    – – Ruins – The first civilization (or team) to control the designated number of Ruins wins the game. The game ends immediately. There is no countdown clock. An allied victory is achieved when the Ruins are owned by any of the allies.

    – – Artifacts – The first civilization (or team) to control the designated number of Artifacts wins the game. The game ends immediately. There is no countdown clock. An allied victory is achieved when the Artifacts are owned by any of the allies. Discoveries – The first civilization (or team) to locate the specified number of Discoveries wins the game.

    – – Discoveries are natural sites of significance represented by a white horse etched into the ground. Discoveries only appear in a scenario when they are a possible victory condition. To locate the Discovery, move a unit near it. A colored flag indicates which civilizations have located the Discovery. More than one civilization can locate a Discovery.

    3. To allow players to achieve any one of the victory conditions you selected, click Any One. To require players to achieve all of the victory conditions you selected, click All.

    Pages: 1 2

    Advertisement
    © HeavenGames. All Rights Reserved. Please read our Disclaimer & Privacy Statement. © Microsoft Age of Empires.