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Diplomacy triggers

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doomed2020 writes: I have tested this effect of looping Diplomacy and forcing diplomacy. It works in Userpatch 1.4 and hopefully would work in 1.0c as well.

This is similar to CBA based Ally detection system, but just detecting whether paliside walls are destroyed or not and using it as a condition may not work sometimes. But if you create a Condition like

TRIGGER 1:
Object Destroyed : Paliside wall (P1)
Remove Object: King(Gaia) (make a king far in the map)

TRIGGER 2:
Object Destroyed : Paliside wall (P2)
Remove Object: King(Gaia) (specify the same location of 1st King)

TRIGGER 3(LOOP):
Timer = 10 (may be less if you want)
Object in Area: KING(Gaia) = 1 (location of p1, p2 kings, as above)
Change Diplomacy: Ally p1 target p2
Change Diplomacy: Ally p2 target p1

I will soon publish my map in which this is applied to all 8 players.

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