
I have not had the opportunity to put any serious time into the AoK editor, so I was hoping someone can tell me (perhaps someone who has had a few scenarios under his/her belt) what is doable short of having the actual game source code. My question is that if something "can't" be done.does that mean it "can't" be done with strict use of the AoK editor and without integrating some third party development tools into the picture? The reason I am asking is because I really do have a gifted and ambitious team of scriptors who play around with C coding and script hacking.etc.ĭid Ensemble go out of their way to make it difficult (if not impossible) to accomplish certain desired additions or changes to this game? This is an honest and straight forward question I assure you. I've read various postings around this thread and hear a lot about what "can't" be done. I keep hearing about how we can't change names of heroes and such. Thank you so much for the feedback thus far. "Speak only well of people and you need never whisper." - a little fortune cookie wisdom I can't promise that we can give you exactly what you want, but we will work hard at anything worthwhile and theoretically feasible. So what do you say fellows? What would you like to see? Be as crazy as you want to be. It is entirely possible that we may be able to give you what you want or something that you never would have thought of but very cool nonetheless. I see this is a very active community and the last thing I want to do is put lots of man hours into a campaign that has already been done or isn't necessarily wanted. Anyway, I thought you guys could help me by telling me what kind of "Skirmish Maps" and/or "Campaigns" you would love to play. I have convinced most of my fellow members of this team that Ensemble's Age Of Kings would be an excellent game to create maps and campaigns for as they have perhaps the most powerful and user-friendly editors in the business. I and a team of very gifted scriptors who I have worked with for several months on creating skirmish maps and campaigns for Warzone 2100 (a 3D RTS game created by Pumpkin Studios) are near completion with our project for the Warzone 2100 community. I've been more active in the "Strategies" and "Knights of the Round Table" forum than here. They won't attack each other, because they are still the same player ID in the game, but they will operate as autonomous bases choosing their own targets, etc.I'm kind of new around here. So if you place two factories at different ends of the map they will work like two separate scavenger players. With the Ultimate Scavenger Mod, each scavenger factory acts like a separate base. They should also have 4 or more derricks and sufficient power generators to make them work. On high oil maps, give them additional factories in different locations around the map. They should be in a position where they won't get attacked for the first few minutes of the game. On low oil maps, scavengers should have one factory, one power generator and ideally 2 or more derricks. So always make sure they have some land to get to the main part of the map and reach any enemy bases. If you put Scavengers on an island surrounded by water, they will still produce land units and clog up their base. Remember that scavengers don't have hovercraft so most of their units can only travel across land. A scavenger factory (to build more units).A scavenger power plant (to turn oil in to power).



A scavenger-owned oil derrick (to produce oil).Minimum requirementsįor scavengers to actually do something when people play your map, you should ensure that the scavengers have at least the following structures: This is then automatically converted to the relevant scavengerPlayer based on the number of other players defined on the map when you publish your map. Scavenger buildings and units must be set to player "S" in FlaME.
