Custom units

Put here any ideas, suggestions about existing maps, or new maps.
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Custom units

Post by CruzTheSasquatch » Sat Nov 23, 2019 2:28 am

I think something thatd be pretty good is to customiz a units stats however you see fit and heres my ideas on how to do it

A new list called "Custom Units"

You hold any existing game units to check stats. Theres a button that says "Copy Unit"

In "Custom Units" you can hold for the option "Paste Unit" on one of the many open spots

Then hold for 3 options
"Copy Unit stats"
"Edit Unit Stats"
"Paste Unit Stats" (if you copied from another custom unit)
"Delete Unit"

Copying a unit stats of course copies stats to be able to paste it to another custom unit. Making both the exact same only look different.

Editing stats lets you edit the different stats and existig abilities of any other unit.

Deleting unit basically deletes existing unit

After editing a custom unit you could put it anywhere on the map like a normal

I know triggers makes this possible, but im just spitballing an easier and quicker idea that could be pretty cool

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Re: Custom units

Post by Morningwarrior » Sat Nov 30, 2019 9:24 pm

I think it's still a little early for this, the game is still in full beta but it would be great to have a custom unit without a doubt.

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Re: Custom units

Post by Endru1241 » Sun Dec 01, 2019 8:24 pm

I think it is map editor idea.
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Re: Custom units

Post by Morningwarrior » Wed Feb 12, 2020 2:24 am

Endru you no know is much early to think about unit editor???

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Re: Custom units

Post by SirPat » Wed Mar 11, 2020 2:38 pm

We can edit units in map efitor
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Re: Custom units

Post by L4cus » Fri Apr 03, 2020 4:01 am

I need a tutorial for that
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Re: Custom units

Post by IcePhoenix2019 » Sat Apr 04, 2020 6:48 pm

It is already technically possible with triggers, just do:
Cond: on player 1's turn
And then follow it with the change unit __ Effects.

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Re: Custom units

Post by makazuwr32 » Sat Apr 04, 2020 8:28 pm

I am using for that purpose a bit more complex way:
1. Place an immovable object somewhere where you want on the map;
2. Cond: unit is in area, must be chosen that object from point 1;
3. Delete unit, must be chosen object from point 1;
4. In the same trigger add all effects that you need.
5. Profit!

Bonus from this way is that this will work regardless of what player actually will take first turn firstly.

How does this work: because unit from point 1 is immovable the condition 2 will activate immideately on first turn of the very first player who will activate the map and effects will activate. Delete unit condition is just eraser of unit just to be sure - safe measure or just for clearing the map.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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