Thank you for the videos, very helpful! Two questions though, is there a way to create a count "up" timer instead of countdown? Essentially a way to time how long it would take to complete objective 1, pause the timer, start objective 2 and start the timer again. Second, is there a way to counter specific units in an army group instead of the total number of units belonging to a player. Thank you!
Thank you for these videos! They are very useful. How do I get my custom campaign xml file recognised by the game? I created a file and some levels but the 'custom campaign' button in the main menu is greyed out.
Thank you so much for this series, incredibly helpful as a returning player. I’m wondering if it is possible to design a map that is randomized every game, but always has some consistent patterns? For example I would like to generate a map that is consistently a group of large islands like the Archipelago map, but able to add my own triggers. Not sure if this is possible, but any tips are greatly appreciated.
@@atlas2049 Indeed it is possible. You could even make a duplicate random map of the archipelago and then add triggers to it. But this is direct xs scripting so expert level stuff.
@@nottudI can grant resources to player 2 if player 1 has an amount stockpiled but struggling to do both ways round! In EE there were Quest Var Copy and Set effects 🧐
@@louise_4444 You need to hold a shared count and then set the resources to that shared count. Then next iteration look at the player's difference in resources to the shared count and update the shared totals by the total delta for each player and set the new values. As I said though there is an issue where double spending could occur sending it negative but if you allow the shared total to be negative then you could effectively have a "debt" system where player's resources would stay at zero until the debt is paid off. The other option would be to split the total between the players which would eliminate the double spending issue but stops gameplay of having a "producer" player and a spending player ruining the concept.
I just can't figure out how to play sound files in my cinematics. I'm using the "Sound: Play Sound File" trigger, and try browse, but nothing is appearing when I browse to my file. I also try to put in the path to my sound file, but I cant hear anything when I play the sound file. How on earth are you supposed to play these sound files?
Here's the list of sound files, paste any of these in for a valid sound to play: aom.heavengames.com/retold/scenario-design/basics/aom-retold-sounds-list/
Thank you for the videos, very helpful! Two questions though, is there a way to create a count "up" timer instead of countdown? Essentially a way to time how long it would take to complete objective 1, pause the timer, start objective 2 and start the timer again. Second, is there a way to counter specific units in an army group instead of the total number of units belonging to a player. Thank you!
Countup is easy, just set values to 0 for start and 30 for stop. Army size needs databases or kbquery with xscode.
Thank you for these videos! They are very useful. How do I get my custom campaign xml file recognised by the game? I created a file and some levels but the 'custom campaign' button in the main menu is greyed out.
Thank you so much for this series, incredibly helpful as a returning player.
I’m wondering if it is possible to design a map that is randomized every game, but always has some consistent patterns? For example I would like to generate a map that is consistently a group of large islands like the Archipelago map, but able to add my own triggers. Not sure if this is possible, but any tips are greatly appreciated.
@@atlas2049 Indeed it is possible. You could even make a duplicate random map of the archipelago and then add triggers to it. But this is direct xs scripting so expert level stuff.
@@Yeebaagooon Good to know, thank you for your response!
I believe the limit on counters is 3.
How do you set a trigger to share resources in teams?
Ooooh challenging one. You can pass around based on difference for each player but can be tricky to prevent double spending.
@@nottudI can grant resources to player 2 if player 1 has an amount stockpiled but struggling to do both ways round! In EE there were Quest Var Copy and Set effects 🧐
@@louise_4444 You need to hold a shared count and then set the resources to that shared count. Then next iteration look at the player's difference in resources to the shared count and update the shared totals by the total delta for each player and set the new values. As I said though there is an issue where double spending could occur sending it negative but if you allow the shared total to be negative then you could effectively have a "debt" system where player's resources would stay at zero until the debt is paid off.
The other option would be to split the total between the players which would eliminate the double spending issue but stops gameplay of having a "producer" player and a spending player ruining the concept.
@@nottud Thank you, was much easier when Shared Resources were an option in multiplayer :D
I just can't figure out how to play sound files in my cinematics. I'm using the "Sound: Play Sound File" trigger, and try browse, but nothing is appearing when I browse to my file. I also try to put in the path to my sound file, but I cant hear anything when I play the sound file. How on earth are you supposed to play these sound files?
Here's the list of sound files, paste any of these in for a valid sound to play:
aom.heavengames.com/retold/scenario-design/basics/aom-retold-sounds-list/
Have updated the guide to explain how to populate the sound list.