Post by Brad on Aug 20, 2022 9:29:15 GMT
I was hoping to produce a guide of the scenario editor and edit this existing post as I go along, with suggestions from the Empire Earth community. So by far, I am no expert with the editor, but I hope to expand my skills. I have produced a map following guidelines, but getting the triggers both efficient and the AI to behave correctly has been somewhat challenging. I have been messaging people for support, but people live busy lives.
#1 - The Plan
Before touching the Editor, you need to think about a plan. You can create a plan with physical pen and paper or as a document on your computer. You need to think about what is achievable in the Editor as you do not want to plan something you cannot achieve. You need to decide if your Scenario will be based on actual history or of your own lore and lore history. Usually Scenarios based on actual history tend to be best, but not always.
Please be motivated and determined to complete your goal, with a project which is achievable. A workload that you will be able to complete in time.
#1.1 - The Research
If your Scenario will be based on actual history, you need to research into the history and decide how that can be placed into the Scenario Editor.
#2 - Map Design
Once you have done all the planning, you can move on to designing your scenario. There are different map generations to choose from. Ideally, I would go with Blank Map and handcraft your world.
First, design the map. The land. The water. The cliffs. The cliff paths. The elevation. You can place down texture for where your trees will be placed - variant of Grass.
#3 - Starting Potions
The first player unit/building you place on a map will be considered as their starting area. So if you place down Player 2 Capital in the South East, then Player 2's starting area will be in the South East of the map.
#4 - Place Computer's Resources First
I am not sure if this affects the game or not. But usually the computer player goes to either resources near their Capital, or the first resources placed on the map. The computer AI can be very strange. So I would place the computer player's resources first (forage patches, gold, iron, stone, trees).
#5 What scripting do you need?
You may refer to your planning documents.
The triggers & effects process, with conditions and variables can be challenging. This area may come more natural to some than others. I'll happily give some made up examples though:
~~~Difficulty Modes, good for single-player scenario(s)
I will be editing this post...
#1 - The Plan
Before touching the Editor, you need to think about a plan. You can create a plan with physical pen and paper or as a document on your computer. You need to think about what is achievable in the Editor as you do not want to plan something you cannot achieve. You need to decide if your Scenario will be based on actual history or of your own lore and lore history. Usually Scenarios based on actual history tend to be best, but not always.
Please be motivated and determined to complete your goal, with a project which is achievable. A workload that you will be able to complete in time.
TIP: Certain buildings/units are only available in specific Epochs. You may need to look into these. Like Chinese Infantry.
- Setting & Climate: What will be the setting and environment of your scenario or scenarios.
- Environment: Will there be a Day/Night cycle? Will it be day time or night time?
- Weather: This not done correctly can cause drops in performance.
- Epoch: What epoch or epochs will your scenario or scenarios use?
- Units: What units will you be using? Will any units be removed/added?
- Buildings: What buildings will you be using? Will any buildings be removed/added?
- Goals: What will the goal or goals be of your scenario or scenarios? The conditions of victory or conditions of defeat. The tasks.
#1.1 - The Research
If your Scenario will be based on actual history, you need to research into the history and decide how that can be placed into the Scenario Editor.
TIP: Later on, you can decorate your map to resemble it's environment. For example, ancient Greece could have the Greek Ruins building asset.
#2 - Map Design
Once you have done all the planning, you can move on to designing your scenario. There are different map generations to choose from. Ideally, I would go with Blank Map and handcraft your world.
TIP: A small map with lots of detail is much better than a huge empty map. The biggest maps are not always the best and take the longest to edit.
- Blank Map : an empty map of a set size
- Random Generated Map : generated from a RMS script
- Elevation Map Data : a map generated from a geographical location. Can be buggy.
First, design the map. The land. The water. The cliffs. The cliff paths. The elevation. You can place down texture for where your trees will be placed - variant of Grass.
TIP: Do not place units/buildings/resources straight away.
#3 - Starting Potions
The first player unit/building you place on a map will be considered as their starting area. So if you place down Player 2 Capital in the South East, then Player 2's starting area will be in the South East of the map.
TIP: If you're making a map where the player migrates to a specific area, like on the Greeks campaign, then I would say place Player flag objects in the location where you want them to migrate to. A trigger script can remove these before game begins.
#4 - Place Computer's Resources First
I am not sure if this affects the game or not. But usually the computer player goes to either resources near their Capital, or the first resources placed on the map. The computer AI can be very strange. So I would place the computer player's resources first (forage patches, gold, iron, stone, trees).
TIP: The Human Player, place their resources (forage patches, gold, iron, stone, trees) last. That way you can be sure that the computer player won't mass migrate to the player's resources. <<< Community will comment back to me on this one.
TIP: May want to consider Gaia (World Animals). Their AI. Trigger to cull them if they reproduce too much. Cuts down amount of animals. I have found this difficult but seeking to learn.
#5 What scripting do you need?
You may refer to your planning documents.
- Renaming Units/Buildings
- Population Cap Adjustments
- Cinematic Movies
- AI Variables
The triggers & effects process, with conditions and variables can be challenging. This area may come more natural to some than others. I'll happily give some made up examples though:
Trigger name : Set Names
rename: 'Citizen' > 'Tribeman', rename 'Female Citizen' > 'Tribewoman', rename 'Diplomat' > 'Tribe Leader'
rename: 'Citizen' > 'Tribeman', rename 'Female Citizen' > 'Tribewoman', rename 'Diplomat' > 'Tribe Leader'
Trigger name : Set Settings
Day/Night Cycle on, Set: Noon, Fire/Smoke effect @ Campfire (object)
Day/Night Cycle on, Set: Noon, Fire/Smoke effect @ Campfire (object)
Trigger name : P2 AI Variables
P2 Desired Barracks (2), P2 Desired Archery Ranges (1)
P2 Desired Barracks (2), P2 Desired Archery Ranges (1)
Trigger name : P2 Maintain
P2 Maintain P2 Capital, P2 Maintain P2 Barracks1, P2 Maintain P2 Barracks 2
P2 Maintain P2 Capital, P2 Maintain P2 Barracks1, P2 Maintain P2 Barracks 2
~~~Difficulty Modes, good for single-player scenario(s)
[IF] Easy condition
THEN > Create 'P1 Clubman' NEAR 'P1 Starting Area', Set P1 Resources = 1000.
THEN > Create 'P1 Clubman' NEAR 'P1 Starting Area', Set P1 Resources = 1000.
[IF] Medium condition
THEN > Create 'P1 Clubman' NEAR 'P1 Starting Area', Set P1 Resources = 400.
THEN > Create 'P1 Clubman' NEAR 'P1 Starting Area', Set P1 Resources = 400.
[IF] Hard condition
THEN > Set P1 Resources = 250.
THEN > Set P1 Resources = 250.
I will be editing this post...