Intermediate Scenario Design Part 1
Posted: Tue Aug 10, 2010 9:55 pm
Since my last written part of scenario design, I have realized that some questions have arisen about some triggers. I will write them out here.
I will go through some special features I did in my scenario the War of the Five Indias. I hope that I can help some people who are doing projects with similar triggers or enlighten new ideas. Anyways, here I will embark upon answering how to limit walls and buildings, how to create special consulates, and reveal some special triggers such as Armored Elephants and an extra End Game Triggers. I will warn you that the first part looks a bit complicated written out.
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How to make a Build Limit on buildings & Walls
Here I will attempt to show a simply complex way to show how to limit buildings which have no build limit assigned to them. This will also work on units and the like. Grab some good tasting food first and enjoy!
1st Trigger:
Trigger Name: LimitWalls1a (Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector >= 120
Player Unit Count --> Player 1 --> WallStraight1 >= 120
Player Unit Count --> Player 1 --> WallStraight2 >= 120
Player Unit Count --> Player 1 --> WallStraight3 >= 120
Player Unit Count --> Player 1 --> WallStraight4 >= 120
Player Unit Count --> Player 1 --> WallStraight5 >= 120
Effects:
Forbid and Disable Unit --> Player 1 --> WallConnector
Forbid and Disable Unit --> Player 1 --> WallStraight1
Forbid and Disable Unit --> Player 1 --> WallStraight2
Forbid and Disable Unit --> Player 1 --> WallStraight3
Forbid and Disable Unit --> Player 1 --> WallStraight4
Forbid and Disable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1b
Pictures of this:
http://i402.photobucket.com/albums/pp10 ... 1281458371
http://i402.photobucket.com/albums/pp10 ... 1281458861
http://i402.photobucket.com/albums/pp10 ... 1281459024
2nd Trigger:
Trigger Name: LimitWalls1b (NOT Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR NOT box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector < 120
Player Unit Count --> Player 1 --> WallStraight1 < 120
Player Unit Count --> Player 1 --> WallStraight2 < 120
Player Unit Count --> Player 1 --> WallStraight3 < 120
Player Unit Count --> Player 1 --> WallStraight4 < 120
Player Unit Count --> Player 1 --> WallStraight5 < 120
Effects:
Unforbid and Enable Unit --> Player 1 --> WallConnector
Unforbid and Enable Unit --> Player 1 --> WallStraight1
Unforbid and Enable Unit --> Player 1 --> WallStraight2
Unforbid and Enable Unit --> Player 1 --> WallStraight3
Unforbid and Enable Unit --> Player 1 --> WallStraight4
Unforbid and Enable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1a
Pictures of this:
http://i402.photobucket.com/albums/pp10 ... 1281459118
http://i402.photobucket.com/albums/pp10 ... 1281459173
http://i402.photobucket.com/albums/pp10 ... 1281459245
--------------------------------------------------------------------------------------
This is used to forbid walls once you reach a limit of at least 120. It doesn't work in exacts, as you can see, but it is an easy pattern that you can follow yourself. Simply, the wall icon for building dissapears from your build list. It does not go red as the other things would in a real game. However, if you want more walls from Extensive Fortifications, this is what you should do.
How do I get more build limit on my buildings then? I tried modify protounit for barracks and stables and that doesn't work, but it works for outposts. Why? If you want extensive fortifications to give you 160 wall build limit, the following is how you would do it. Also, before I explain this, just know that modifying the build limit only works for units who have a build limit, so we modify the build limit by doing this.
--------------------------------------------------------------------------------------
Use of Extensive Fortifications
3rd Trigger:
Trigger Name: ExtensiveFortifications1 (Active, Run Immediately, Medium Priority)
Conditions: Tech Status Equals --> OR box checked --> ALL PLAYER 1 --> HCExtensiveFortifications, HCXPExtensiveFortificationsAztec, YPHCExtensiveFortificationsIndians
Effects:
Disable Trigger: LimitWalls1a
Disable Trigger: LimitWalls1b
Fire Event: LimitWalls1C
Unforbid and Enable Unit --> Player 1 --> WallConnector
Unforbid and Enable Unit --> Player 1 --> WallStraight1
Unforbid and Enable Unit --> Player 1 --> WallStraight2
Unforbid and Enable Unit --> Player 1 --> WallStraight3
Unforbid and Enable Unit --> Player 1 --> WallStraight4
Unforbid and Enable Unit --> Player 1 --> WallStraight5
4th Trigger:
Trigger Name: LimitWalls1C (NOT Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector >= 160
Player Unit Count --> Player 1 --> WallStraight1 >= 160
Player Unit Count --> Player 1 --> WallStraight2 >= 160
Player Unit Count --> Player 1 --> WallStraight3 >= 160
Player Unit Count --> Player 1 --> WallStraight4 >= 160
Player Unit Count --> Player 1 --> WallStraight5 >= 160
Effects:
Forbid and Disable Unit --> Player 1 --> WallConnector
Forbid and Disable Unit --> Player 1 --> WallStraight1
Forbid and Disable Unit --> Player 1 --> WallStraight2
Forbid and Disable Unit --> Player 1 --> WallStraight3
Forbid and Disable Unit --> Player 1 --> WallStraight4
Forbid and Disable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1D
5th Trigger:
Trigger Name: LimitWalls1D (NOT Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR NOT box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector < 160
Player Unit Count --> Player 1 --> WallStraight1 < 160
Player Unit Count --> Player 1 --> WallStraight2 < 160
Player Unit Count --> Player 1 --> WallStraight3 < 160
Player Unit Count --> Player 1 --> WallStraight4 < 160
Player Unit Count --> Player 1 --> WallStraight5 < 160
Effects:
Unforbid and Enable Unit --> Player 1 --> WallConnector
Unforbid and Enable Unit --> Player 1 --> WallStraight1
Unforbid and Enable Unit --> Player 1 --> WallStraight2
Unforbid and Enable Unit --> Player 1 --> WallStraight3
Unforbid and Enable Unit --> Player 1 --> WallStraight4
Unforbid and Enable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1C
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This will have to be done for every player. If an Iroquois is the the game, you will also have to make an extra trigger for their second extensive Fortifications card, or an extra two, depending on if both the cards have been shipped. This card is HCXPExtensiveFortifications2, and you could rename the trigger ExtensiveForificationsIro1. Then for a combined trigger have the Tech Status Equals: HCExtensiveFortifications and HCXPExtensiveForifications2, and setting the wall build limit to 200. Also you would have to make LimitWalls1E & F (For Iro Extensive Fortifications 2) and G & H (For Both Extensive Fortification Cards).
--------------------------------------------------------------------------------------
Stables can go too
Further if we want to do limiting of stables, say 5, we put it like this, in a much simpler form.
6th Trigger:
Trigger Name: LimitStables1a (Active, Run Immediately, Medium-High Priority)
Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> Stable >= 5
Player Unit Count --> Player 1 --> (xp)Corral >= 5
Player Unit Count --> Player 1 --> ypCaravanseri >= 5
Effects:
Forbid and Disable Unit --> Player 1 --> Stable
Forbid and Disable Unit --> Player 1 --> (xp)Corral
Forbid and Disable Unit --> Player 1 --> ypCaravanseri
Fire Event: LimitStables1b
7th Trigger:
Trigger Name: LimitStables1b (NOT Active, Run Immediately, Medium-High Priority)
Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> Stable < 5
Player Unit Count --> Player 1 --> (xp)Corral < 5
Player Unit Count --> Player 1 --> ypCaravanseri < 5
Effects:
Unforbid and Enable Unit --> Player 1 --> Stable
Unforbid and Enable Unit --> Player 1 --> (xp)Corral
Unforbid and Enable Unit --> Player 1 --> ypCaravanseri
Fire Event: LimitStables1a
--------------------------------------------------------------------------------------
Though complex, these trigger are simple. I hope I have answered questions concerning these, and I must say that this is almost enough to digest for one part of a guide.
I am done writing for the day, and I hope I answered some vital questions.
regards,
murdilator
I will go through some special features I did in my scenario the War of the Five Indias. I hope that I can help some people who are doing projects with similar triggers or enlighten new ideas. Anyways, here I will embark upon answering how to limit walls and buildings, how to create special consulates, and reveal some special triggers such as Armored Elephants and an extra End Game Triggers. I will warn you that the first part looks a bit complicated written out.
--------------------------------------------------------------------------------------
How to make a Build Limit on buildings & Walls
Here I will attempt to show a simply complex way to show how to limit buildings which have no build limit assigned to them. This will also work on units and the like. Grab some good tasting food first and enjoy!
1st Trigger:
Trigger Name: LimitWalls1a (Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector >= 120
Player Unit Count --> Player 1 --> WallStraight1 >= 120
Player Unit Count --> Player 1 --> WallStraight2 >= 120
Player Unit Count --> Player 1 --> WallStraight3 >= 120
Player Unit Count --> Player 1 --> WallStraight4 >= 120
Player Unit Count --> Player 1 --> WallStraight5 >= 120
Effects:
Forbid and Disable Unit --> Player 1 --> WallConnector
Forbid and Disable Unit --> Player 1 --> WallStraight1
Forbid and Disable Unit --> Player 1 --> WallStraight2
Forbid and Disable Unit --> Player 1 --> WallStraight3
Forbid and Disable Unit --> Player 1 --> WallStraight4
Forbid and Disable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1b
Pictures of this:
http://i402.photobucket.com/albums/pp10 ... 1281458371
http://i402.photobucket.com/albums/pp10 ... 1281458861
http://i402.photobucket.com/albums/pp10 ... 1281459024
2nd Trigger:
Trigger Name: LimitWalls1b (NOT Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR NOT box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector < 120
Player Unit Count --> Player 1 --> WallStraight1 < 120
Player Unit Count --> Player 1 --> WallStraight2 < 120
Player Unit Count --> Player 1 --> WallStraight3 < 120
Player Unit Count --> Player 1 --> WallStraight4 < 120
Player Unit Count --> Player 1 --> WallStraight5 < 120
Effects:
Unforbid and Enable Unit --> Player 1 --> WallConnector
Unforbid and Enable Unit --> Player 1 --> WallStraight1
Unforbid and Enable Unit --> Player 1 --> WallStraight2
Unforbid and Enable Unit --> Player 1 --> WallStraight3
Unforbid and Enable Unit --> Player 1 --> WallStraight4
Unforbid and Enable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1a
Pictures of this:
http://i402.photobucket.com/albums/pp10 ... 1281459118
http://i402.photobucket.com/albums/pp10 ... 1281459173
http://i402.photobucket.com/albums/pp10 ... 1281459245
--------------------------------------------------------------------------------------
This is used to forbid walls once you reach a limit of at least 120. It doesn't work in exacts, as you can see, but it is an easy pattern that you can follow yourself. Simply, the wall icon for building dissapears from your build list. It does not go red as the other things would in a real game. However, if you want more walls from Extensive Fortifications, this is what you should do.
How do I get more build limit on my buildings then? I tried modify protounit for barracks and stables and that doesn't work, but it works for outposts. Why? If you want extensive fortifications to give you 160 wall build limit, the following is how you would do it. Also, before I explain this, just know that modifying the build limit only works for units who have a build limit, so we modify the build limit by doing this.
--------------------------------------------------------------------------------------
Use of Extensive Fortifications
3rd Trigger:
Trigger Name: ExtensiveFortifications1 (Active, Run Immediately, Medium Priority)
Conditions: Tech Status Equals --> OR box checked --> ALL PLAYER 1 --> HCExtensiveFortifications, HCXPExtensiveFortificationsAztec, YPHCExtensiveFortificationsIndians
Effects:
Disable Trigger: LimitWalls1a
Disable Trigger: LimitWalls1b
Fire Event: LimitWalls1C
Unforbid and Enable Unit --> Player 1 --> WallConnector
Unforbid and Enable Unit --> Player 1 --> WallStraight1
Unforbid and Enable Unit --> Player 1 --> WallStraight2
Unforbid and Enable Unit --> Player 1 --> WallStraight3
Unforbid and Enable Unit --> Player 1 --> WallStraight4
Unforbid and Enable Unit --> Player 1 --> WallStraight5
4th Trigger:
Trigger Name: LimitWalls1C (NOT Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector >= 160
Player Unit Count --> Player 1 --> WallStraight1 >= 160
Player Unit Count --> Player 1 --> WallStraight2 >= 160
Player Unit Count --> Player 1 --> WallStraight3 >= 160
Player Unit Count --> Player 1 --> WallStraight4 >= 160
Player Unit Count --> Player 1 --> WallStraight5 >= 160
Effects:
Forbid and Disable Unit --> Player 1 --> WallConnector
Forbid and Disable Unit --> Player 1 --> WallStraight1
Forbid and Disable Unit --> Player 1 --> WallStraight2
Forbid and Disable Unit --> Player 1 --> WallStraight3
Forbid and Disable Unit --> Player 1 --> WallStraight4
Forbid and Disable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1D
5th Trigger:
Trigger Name: LimitWalls1D (NOT Active, Run Immediately, Medium-High Priority)
***Conditions: Player Unit Count --> OR NOT box checked --> All Player 1:
Player Unit Count --> Player 1 --> WallConnector < 160
Player Unit Count --> Player 1 --> WallStraight1 < 160
Player Unit Count --> Player 1 --> WallStraight2 < 160
Player Unit Count --> Player 1 --> WallStraight3 < 160
Player Unit Count --> Player 1 --> WallStraight4 < 160
Player Unit Count --> Player 1 --> WallStraight5 < 160
Effects:
Unforbid and Enable Unit --> Player 1 --> WallConnector
Unforbid and Enable Unit --> Player 1 --> WallStraight1
Unforbid and Enable Unit --> Player 1 --> WallStraight2
Unforbid and Enable Unit --> Player 1 --> WallStraight3
Unforbid and Enable Unit --> Player 1 --> WallStraight4
Unforbid and Enable Unit --> Player 1 --> WallStraight5
Fire Event: LimitWalls1C
--------------------------------------------------------------------------------------
This will have to be done for every player. If an Iroquois is the the game, you will also have to make an extra trigger for their second extensive Fortifications card, or an extra two, depending on if both the cards have been shipped. This card is HCXPExtensiveFortifications2, and you could rename the trigger ExtensiveForificationsIro1. Then for a combined trigger have the Tech Status Equals: HCExtensiveFortifications and HCXPExtensiveForifications2, and setting the wall build limit to 200. Also you would have to make LimitWalls1E & F (For Iro Extensive Fortifications 2) and G & H (For Both Extensive Fortification Cards).
--------------------------------------------------------------------------------------
Stables can go too
Further if we want to do limiting of stables, say 5, we put it like this, in a much simpler form.
6th Trigger:
Trigger Name: LimitStables1a (Active, Run Immediately, Medium-High Priority)
Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> Stable >= 5
Player Unit Count --> Player 1 --> (xp)Corral >= 5
Player Unit Count --> Player 1 --> ypCaravanseri >= 5
Effects:
Forbid and Disable Unit --> Player 1 --> Stable
Forbid and Disable Unit --> Player 1 --> (xp)Corral
Forbid and Disable Unit --> Player 1 --> ypCaravanseri
Fire Event: LimitStables1b
7th Trigger:
Trigger Name: LimitStables1b (NOT Active, Run Immediately, Medium-High Priority)
Conditions: Player Unit Count --> OR box checked --> All Player 1:
Player Unit Count --> Player 1 --> Stable < 5
Player Unit Count --> Player 1 --> (xp)Corral < 5
Player Unit Count --> Player 1 --> ypCaravanseri < 5
Effects:
Unforbid and Enable Unit --> Player 1 --> Stable
Unforbid and Enable Unit --> Player 1 --> (xp)Corral
Unforbid and Enable Unit --> Player 1 --> ypCaravanseri
Fire Event: LimitStables1a
--------------------------------------------------------------------------------------
Though complex, these trigger are simple. I hope I have answered questions concerning these, and I must say that this is almost enough to digest for one part of a guide.
I am done writing for the day, and I hope I answered some vital questions.
regards,
murdilator