You must be logged in to post messages.
Please login or register

AoE/RoR Modding and Discussion
Moderated by Suppiluliuma, PhatFish, Fisk, EpiC_Anonymous, Epd999

Hop to:    
Welcome! You are not logged in. Please Login or Register.11 replies
Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » Option to prevent unit from being convertable?
Bottom
Topic Subject:Option to prevent unit from being convertable?
tanksarevictory
Clubman
posted 11-25-18 10:09 PM ET (US)         
After not playing this game for at least a year, I've kinda came back to it and wanting to have some fun modding.

Is there anyway in Advanced Genie Editor to make a unit 'unconvertable' like the town center and wonder, or is it hardcoded into the game?
AuthorReplies:
chab
Clubman
posted 11-26-18 04:13 PM ET (US)     1 / 11       
completely hardcoded, like conversion resistances
tanksarevictory
Clubman
posted 11-26-18 09:14 PM ET (US)     2 / 11       
ahhh i thought so...

ok.... another question i want to ask is if you can make units able to regenerate themselves
chab
Clubman
posted 11-27-18 12:03 PM ET (US)     3 / 11       
not impossible... but that would need to code this in a mod.
tanksarevictory
Clubman
posted 11-27-18 05:15 PM ET (US)     4 / 11       
ok

sorry for all the questions but i have one more question to ask

I made a copy of the ballista tower and changed its attack and hitpoints in AGE but in game the tower doesn't attack automatically like the ballista tower and you have to manually right click the enemy to make it attack. This is also the case in my Rise of the Empires mod, where the catapult tower only attacks if you right click an enemy.

Why is it doing this and is there a way to make my new tower(s) attack by itself like a normal tower?
chab
Clubman
posted 11-28-18 11:57 AM ET (US)     5 / 11       
yeah towers are sh*tty in AOE/ROR.
If you want a tower unit for scenarios, you can do
- Do not use the 'tower' class, it's not supported
- Do not use a building unit ! Use a "living unit" and give it a speed=0

I'm not sure of this cause I did not try such things for a while, just try with different configurations.
What is sure is that tower behaviors are hardcoded in many places in the game, that's why it is difficult to add custom ones.
For example, if it's a building I think it will never auto-attack units (or even defend itself ?)
pate623
Clubman
posted 11-29-18 12:38 PM ET (US)     6 / 11       
To make a new unit for scenarios all you need to do after duplicating the original tower is to change your new tower class from (class 3 Buildings) to (class 0 archers).
This will keep the building repairable with villagers, has the same hill bonus as the towers, has the damage reduction (*5) as all other buildings and is able to auto target enemies.
It however will not work well as a buildable unit, as soon as the building foundation is placed the tower converts into a ready unit with 1 HP and starts to shoot enemies. [I tested this all with UPatch modding system]

Using task swap group could solve the problem, but i wasn't able to find a solution by using it.

EDIT:

i forgot that there is three other towers in the game (Laser Tower, Zenobia's Tower and Mirror tower).
Laser tower has Class 0 (Archer) and thus can not be used, but the other two towers have the building class and can be used.

These two units can't be built by the villagers, but the Watch Tower can be upgraded to either one of these buildings and it will keep working as intended giving two customizable towers for your mod.

I managed to make mod with all four normal towers + Working Catapult Tower that has one upgrade available. [Made with UPatch]

[This message has been edited by pate623 (edited 11-29-2018 @ 03:06 PM).]

tanksarevictory
Clubman
posted 11-29-18 03:39 PM ET (US)     7 / 11       
I've noticed the same thing with my catapult tower - it will already become a 1HP building as soon as you place it.

I could look at modding either the mirror tower or zenobias tower but both of those towers are used in the campaign and i don't really want to edit one of them.

Can I have a look at your mod and see what you did?
pate623
Clubman
posted 11-30-18 09:02 AM ET (US)     8 / 11       
you don't need to remove the Zenobia's tower or the mirror tower from the campaigns to make the towers work.
New turrets with archer class will do just fine for the camping purposes.

I uploaded the mod and some info with it into the Miscellaneous section, it hasn't show up there yet.
The file ID is 2718
The_Patriarck
Clubman
posted 12-04-18 12:04 PM ET (US)     9 / 11       
Problem (maybe): Unit classes other than Buildings and Walls can be converted from a distance by Priests. Keep that in mind if you intend to use said units in RM/DM games. (I don't remember if Unit Type is relevant for this situation)
tanksarevictory
Clubman
posted 12-05-18 04:00 PM ET (US)     10 / 11       
I have just noticed that as well - the Priests are converting the tower from a distance because the tower is not classed as a building but another unit so the Priests are converting the unit as if it were a normal unit

Well I guess I will have to figure out something on how to fix this - I'm still waiting on pate623's tower mod which hasn't been moderated yet and isn't showing in the downloads page.
The_Patriarck
Clubman
posted 12-06-18 09:43 AM ET (US)     11 / 11       
Just as a tip: I dabbled in the subject the other day and found you can upgrade a class0 tower to a class3 tower to make it act as a real tower; however, I noticed the tower wasn't working properly when the player already had the technology researched when starting the game (I used Tool Age to upgrade the tower). I might investigate further, but I figured on dropping the subject since I don't have an end goal for it.
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Empires Heaven | HeavenGames