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Triggers
Tleno castle siege v0.6b.w3x
Variables
Main
Game start
Read me!
Mission
Hints
Credits
Red suicide
Red suicide orange
Blue suicides
Blue suicides cyan
Levers
Controls
Front
Back
Left
Right
Left bridge
Right bridge
Left bridge death
Right bridge death
Defence line
Defence line 1
Defence line 2
Defence line 3
Siege towers
Explanation
Start
Front left activate
Front right activate
Back left activate
Back right activate
Victory/Defeat
Blue wins
Red wins
Left 20 min
Left 15 min
Left 10 min
Left 5 min
Left 1 min
Red AI
Build defence
Build start
Train start
Defence line
Blue AI
Create units
Orders
Open gate
Orange watchtowers
Add To Group
Remove
Only 1 Left
No player
Cyan
Blue
Orange
Red
Cyan AI
Create units Копировать
Orders Копировать
Open gate Копировать
Orange AI
Down
Front orange
Right orange
Left orange
Введите ниже нестандартный код для указанной карты. Этот текст будет включен в код карты после объявления переменных и до кода любого триггера.
Name
Type
is_array
initial_value
BarracksOrange
group
No
Game start
Events
Map initialization
Conditions
Actions
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Game - Set the time of day to 24.00
Visibility - Disable fog of war
Visibility - Disable black mask
Wait 1.00 seconds
Game - Display to (All players) the text: Blue player has 25 minutes to destroy palace. Red must defend it.
This map was made by Tleno. You can edit it, but change the "Tleno" to something else, like "Player castle siege".
I really dont want that somebody would use my name, but I really want to see how others players make my map more intresting.
And I am going to add more intresting stuff to my map soon.
Thanks to HappyTauren, Mechanical Man, Kitabatake, Kam and others, that names I dont remember for models.
Also thanks to all my friends that helped me.
Mission
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Castle siege with the description Red player must protect his main building (Palace) at all cost.Blue player must destroy it. He has only 25 minutes to do it.Story: Long time ago there was a kingdom, that was called "kingdom of castles" becauce of the great castles that were constructed by builders of it. Also there was a "Siege empire", that was trying to take control of the kingdom. This is the one of legendary battles for one of the kingdom's castles! , using icon path ReplaceableTextures\CommandButtons\BTNmanual2.blp
Hints
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Hints with the description - If you step on "Go here to activate siege tower", you will create a siege tower that will help blue player to get on castle wall.- Use palace's defence line abilityes (items), they are very usefull.- Remember, you don't know exactly how time left before red wins.- Use levers to destroy bridges or gates.- Type -suicide to die! Whahaha!- Flying units are lightly armored, but they can fly over obstacles.- There is very primitive AI or something like that on this map. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Credits
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Credits with the description This map was created by Tleno.Thanks to HappyTauren, Mechanical Man, Kitabatake, Kam and others, that names I dont remember for models.Also thanks to all my friends that helped me. , using icon path ReplaceableTextures\CommandButtons\BTNAltarOfKings.blp
Red suicide
Events
Player - Player 1 (Red) types a chat message containing -suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill Palace 0002 <gen>
Red suicide orange
Events
Player - Player 6 (Orange) types a chat message containing -suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Kill Watchtower 0111 <gen>
Unit - Kill Watchtower 0110 <gen>
Unit - Kill Watchtower 0109 <gen>
Unit - Kill Watchtower 0108 <gen>
Blue suicides
Events
Player - Player 2 (Blue) types a chat message containing -suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Set the time of day to 7.00
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: You lose!
Blue suicides cyan
Events
Player - Player 3 (Teal) types a chat message containing -suicide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Set the time of day to 7.00
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: You lose!
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: You lose!
Gate will open or bridge will self-destruct if you kill the lever.
Front
Events
Destructible - Lever 0250 <gen> dies
Conditions
Actions
Destructible - Open Boiled 0005 <gen>
Destructible - Open Boiled 0004 <gen>
Back
Events
Destructible - Lever 0251 <gen> dies
Conditions
Actions
Destructible - Open Boiled 0002 <gen>
Destructible - Open Boiled 0003 <gen>
Left
Events
Destructible - Lever 0248 <gen> dies
Conditions
Actions
Destructible - Open Gate 0007 <gen>
Destructible - Open Gate 0008 <gen>
Right
Events
Destructible - Lever 0249 <gen> dies
Conditions
Actions
Destructible - Open Gate 0006 <gen>
Destructible - Open Gate 0009 <gen>
Left bridge
Events
Destructible - Lever 0246 <gen> dies
Conditions
Actions
Destructible - Kill Short Stone Bridge 0000 <gen>
Right bridge
Events
Destructible - Lever 0247 <gen> dies
Conditions
Actions
Destructible - Kill Short Stone Bridge 0001 <gen>
Left bridge death
Events
Destructible - Short Stone Bridge 0000 <gen> dies
Conditions
Actions
Wait 5.00 seconds
Destructible - Remove (Dying destructible)
Right bridge death
Events
Destructible - Short Stone Bridge 0001 <gen> dies
Conditions
Actions
Wait 5.00 seconds
Destructible - Remove (Dying destructible)
Defence line 1
Events
Unit - A unit Uses an item
Conditions
(Item being manipulated) Equal to (Item carried by Palace 0002 <gen> in slot 1)
Actions
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Goblin Land Mine for Player 1 (Red) at (Random point in Defence_line_1_2 <gen>) facing Default building facing degrees
Defence line 2
Events
Conditions
Actions
Defence line 3
Events
Unit - A unit Uses an item
Conditions
(Item being manipulated) Equal to (Item carried by Palace 0002 <gen> in slot 3)
Actions
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_back1 <gen>) facing 270.00 with scale 1.20 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_back2 <gen>) facing 270.00 with scale 1.20 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_back3 <gen>) facing 270.00 with scale 1.20 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_back4 <gen>) facing 270.00 with scale 1.20 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_front1 <gen>) facing 90.00 with scale 1.20 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_fron2 <gen>) facing 90.00 with scale 1.20 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_front3 <gen>) facing 90.00 with scale 1.20 and variation 0
Destructible - Create a B003 (Unexpected type: 'destructablecode') at (Center of Defence_line_3_front4 <gen>) facing 90.00 with scale 1.20 and variation 0
Siege tower is teleport for blue and cyan player.
Start
Events
Map initialization
Conditions
Actions
Unit - Hide Siege tower 0016 <gen>
Unit - Hide Siege tower 0017 <gen>
Unit - Hide Siege tower 0018 <gen>
Unit - Hide Siege tower 0019 <gen>
Neutral Building - Disable Siege tower 0016 <gen>
Neutral Building - Disable Siege tower 0017 <gen>
Neutral Building - Disable Siege tower 0018 <gen>
Neutral Building - Disable Siege tower 0019 <gen>
Unit - Make Siege tower 0016 <gen> Invulnerable
Unit - Make Siege tower 0017 <gen> Invulnerable
Unit - Make Siege tower 0018 <gen> Invulnerable
Unit - Make Siege tower 0019 <gen> Invulnerable
Front left activate
Events
Unit - A unit enters Front_left_tower_activate <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Destructible - Resurrect Short Wooden Bridge 0277 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Neutral Building - Enable Siege tower 0019 <gen>
Unit - Unhide Siege tower 0019 <gen>
Unit - Make Siege tower 0019 <gen> Vulnerable
Front right activate
Events
Unit - A unit enters Front_right_tower_activate <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Destructible - Resurrect Short Wooden Bridge 0275 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Neutral Building - Enable Siege tower 0018 <gen>
Unit - Unhide Siege tower 0018 <gen>
Unit - Make Siege tower 0018 <gen> Vulnerable
Back left activate
Events
Unit - A unit enters Back_left_tower_activate <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Destructible - Resurrect Short Wooden Bridge 0274 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Neutral Building - Enable Siege tower 0017 <gen>
Unit - Unhide Siege tower 0017 <gen>
Unit - Make Siege tower 0017 <gen> Vulnerable
Back right activate
Events
Unit - A unit enters Back_right_tower_activate <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Destructible - Resurrect Short Wooden Bridge 0276 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Neutral Building - Enable Siege tower 0016 <gen>
Unit - Unhide Siege tower 0016 <gen>
Unit - Make Siege tower 0016 <gen> Vulnerable
Blue wins
Events
Unit - Palace 0002 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Siege empire wins!
Wait 5.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: You lose!
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Defeat Player 6 (Orange) with the message: You lose!
Red wins
Events
Time - Elapsed game time is 1500.00 seconds
Conditions
Actions
Game - Set the time of day to 7.00
Game - Display to (All players) the text: Kingdom of castles wins!
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: You lose!
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: You lose!
Left 20 min
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) the text: 20 minutes left
Left 15 min
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Game - Display to (All players) the text: 15 minutes left
Left 10 min
Events
Time - Elapsed game time is 900.00 seconds
Conditions
Actions
Game - Display to (All players) the text: 10 minutes left
Left 5 min
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Game - Display to (All players) the text: 5 minutes left
Left 1 min
Events
Time - Elapsed game time is 1440.00 seconds
Conditions
Actions
Game - Display to (All players) the text: One minute left! Blue can retreat now! :)
Build defence
Events
Map initialization
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order Build location 0004 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0003 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0008 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0007 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0006 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0005 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0010 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0009 <gen> to train/upgrade to a Archer tower
Unit - Order Build location 0014 <gen> to train/upgrade to a Cannon tower
Unit - Order Build location 0013 <gen> to train/upgrade to a Cannon tower
Unit - Order Build location 0011 <gen> to train/upgrade to a Cannon tower
Unit - Order Build location 0012 <gen> to train/upgrade to a Cannon tower
Build start
Events
Time - Every 90.00 seconds of game time
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order Master defence engineer 0001 <gen> to build a Cannon at (Random point in Red_build_cannon <gen>)
Train start
Events
Time - Every 17.00 seconds of game time
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Set Rally-Point for Palace 0002 <gen> to (Random point in AI_castle <gen>)
Unit - Order Palace 0002 <gen> to train/upgrade to a Elite guard crossbowman
Unit - Order Palace 0002 <gen> to train/upgrade to a Elite guard footman
Defence line
Events
Time - Every 90.00 seconds of game time
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Hero - Order Palace 0002 <gen> to use (Item carried by Palace 0002 <gen> in slot 1)
Hero - Order Palace 0002 <gen> to use (Item carried by Palace 0002 <gen> in slot 2) on (Random point in AI_castle <gen>)
Create units
Events
Time - Every 60.00 seconds of game time
Conditions
(Player 2 (Blue) controller) Equal to Computer
Actions
Unit - Create 4 . Heavy footman for Player 2 (Blue) at (Random point in Blue_AI_1 <gen>) facing Default building facing degrees
Unit - Create 4 . Light archer for Player 2 (Blue) at (Random point in Blue_AI_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Catapult for Player 2 (Blue) at (Random point in Blue_AI_1 <gen>) facing Default building facing degrees
Unit - Create 4 . Heavy footman for Player 2 (Blue) at (Random point in Blue_AI_2 <gen>) facing Default building facing degrees
Unit - Create 4 . Light archer for Player 2 (Blue) at (Random point in Blue_AI_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Catapult for Player 2 (Blue) at (Random point in Blue_AI_2 <gen>) facing Default building facing degrees
Orders
Events
Unit - A unit enters (Playable map area)
Conditions
((Player 2 (Blue) controller) Equal to Computer) and ((Owner of (Triggering unit)) Equal to Player 2 (Blue))
Actions
Unit - Order (Triggering unit) to Attack . Palace 0002 <gen>
Open gate
Events
Map initialization
Conditions
(Player 2 (Blue) controller) Equal to Computer
Actions
Destructible - Open Boiled 0002 <gen>
Destructible - Open Boiled 0003 <gen>
Destructible - Open Boiled 0004 <gen>
Destructible - Open Boiled 0005 <gen>
Destructible - Kill Lever 0250 <gen>
Destructible - Kill Lever 0251 <gen>
Add To Group
Events
Map initialization
Conditions
Actions
Unit Group - Add Watchtower 0108 <gen> to BarracksOrange
Unit Group - Add Watchtower 0109 <gen> to BarracksOrange
Unit Group - Add Watchtower 0110 <gen> to BarracksOrange
Unit Group - Add Watchtower 0111 <gen> to BarracksOrange
Remove
Events
Unit - A unit Dies
Conditions
Actions
Unit Group - Remove (Dying unit) from BarracksOrange .
Only 1 Left
Events
Unit - A unit Dies
Conditions
(Number of units in BarracksOrange) Equal to 1
Actions
Unit Group - Pick every unit in BarracksOrange and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Invulnerable
Cyan
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 3 (Teal) treat Player Group - Player 2 (Blue) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 2 (Blue) treat Player Group - Player 3 (Teal) as an Ally with shared vision and full shared units
Blue
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 2 (Blue) treat Player Group - Player 3 (Teal) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 3 (Teal) treat Player Group - Player 2 (Blue) as an Ally with shared vision and full shared units
Orange
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 6 (Orange) treat Player Group - Player 1 (Red) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 1 (Red) treat Player Group - Player 6 (Orange) as an Ally with shared vision and full shared units
Red
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Player Group - Make Player Group - Player 1 (Red) treat Player Group - Player 6 (Orange) as an Ally with shared vision and full shared units
Player Group - Make Player Group - Player 6 (Orange) treat Player Group - Player 1 (Red) as an Ally with shared vision and full shared units
Create units Копировать
Events
Time - Every 60.00 seconds of game time
Conditions
(Player 3 (Teal) controller) Equal to Computer
Actions
Unit - Create 4 . Heavy footman for Player 3 (Teal) at (Random point in Blue_AI_1 <gen>) facing Default building facing degrees
Unit - Create 4 . Light archer for Player 3 (Teal) at (Random point in Blue_AI_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Catapult for Player 3 (Teal) at (Random point in Blue_AI_1 <gen>) facing Default building facing degrees
Unit - Create 4 . Heavy footman for Player 3 (Teal) at (Random point in Blue_AI_2 <gen>) facing Default building facing degrees
Unit - Create 4 . Light archer for Player 3 (Teal) at (Random point in Blue_AI_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Catapult for Player 3 (Teal) at (Random point in Blue_AI_2 <gen>) facing Default building facing degrees
Orders Копировать
Events
Unit - A unit enters (Playable map area)
Conditions
((Player 3 (Teal) controller) Equal to Computer) and ((Owner of (Triggering unit)) Equal to Player 3 (Teal))
Actions
Unit - Order (Triggering unit) to Attack . Palace 0002 <gen>
Open gate Копировать
Events
Map initialization
Conditions
(Player 3 (Teal) controller) Equal to Computer
Actions
Destructible - Open Boiled 0002 <gen>
Destructible - Open Boiled 0003 <gen>
Destructible - Open Boiled 0004 <gen>
Destructible - Open Boiled 0005 <gen>
Destructible - Kill Lever 0250 <gen>
Destructible - Kill Lever 0251 <gen>
Down
Events
Time - Every 17.00 seconds of game time
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit - Set Rally-Point for Watchtower 0109 <gen> to (Random point in Back_orange_AI <gen>)
Unit - Order Watchtower 0109 <gen> to train/upgrade to a Elite guard crossbowman
Unit - Order Watchtower 0109 <gen> to train/upgrade to a Elite guard footman
Front orange
Events
Time - Every 17.00 seconds of game time
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit - Set Rally-Point for Watchtower 0110 <gen> to (Random point in Front_orange_AI <gen>)
Unit - Order Watchtower 0110 <gen> to train/upgrade to a Elite guard crossbowman
Unit - Order Watchtower 0110 <gen> to train/upgrade to a Elite guard footman
Right orange
Events
Time - Every 17.00 seconds of game time
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit - Set Rally-Point for Watchtower 0108 <gen> to (Random point in Left_orange_AI <gen>)
Unit - Order Watchtower 0108 <gen> to train/upgrade to a Elite guard crossbowman
Unit - Order Watchtower 0108 <gen> to train/upgrade to a Elite guard footman
Left orange
Events
Time - Every 17.00 seconds of game time
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit - Set Rally-Point for Watchtower 0111 <gen> to (Random point in Right_orange_AI <gen>)
Unit - Order Watchtower 0111 <gen> to train/upgrade to a Elite guard crossbowman
Unit - Order Watchtower 0111 <gen> to train/upgrade to a Elite guard footman
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