Hi,
This is what I'm trying to do, but I need help:
In my project which I've been working on for MONTHS, there are 12 players and each is somewhat separated by race, here is a listing:
Player: Race/Faction
Player 1 Human (Lordaeron)
Player 2 Human (Azeroth)
Player 3 Human (Dwarves)
Player 4 Orc (Frostwolf Clan)
Player 5 Undead (Vampires)
Player 6 Orc (BlackRock Clan)
Player 7 Night Elf (Khaldorei)
Player 8 Human (Blood Elves)
Player 9 Undead (Nerubians)
Player 10 Orc (Taurens)
Player 11 Orc (Trolls)
Player 12 Undead (Undead)
So question 1. Do I need AI Editor to do this or can I do it with triggers?
futhermore, what I want to do is to make minor changes to each player's unit tech-tree, thats ALL. easy huh?
Well I did ALL that in the Scenario Properties, like for example.
For Player 1 Human (Lordaeron)
units omitted: Rifleman, Mortar Team, Flying Machine, Gryphon Rider, Priest, Sorceress, Spell Breaker and Dragonhawk.
hero used: Archmage
For Player 2 Human (Azeroth)
units omitted: Rifleman, Mortar Team, Flying Machine, Gryphon Rider, Priest, Sorceress, Spell Breaker and Dragonhawk.
hero used: Paladin
For Player 3 Human (Dwarves)
units omitted: Footman, Knight, Priest, Sorceress, Siege Engine, Spell Breaker, Dragonhawk Rider.
hero used: Mountain King
For Player 4 Orc (Frostwolf Clan)
units omitted: Tauren, Troll Headhunter, Troll Batrider, Troll Witch Doctor, and Spirit Walker.
hero used: Far Seer
For Player 5 Undead (Vampires)
units omitted: none
hero used: Dreadlord
For Player 6 Orc (BlackRock Clan)
units omitted: Tauren, Troll Headhunter, Troll Batrider, Troll Witch Doctor, and Spirit Walker.
hero used: Blademaster
For Player 7 Night Elf (Khaldorei)
units omitted: none
hero used: ALL
For Player 8 Human (Blood Elves)
units omitted: Footman, Knight, Rifleman, Mortar Team, Flying Machine, and Gryphon Rider.
hero used: Blood Mage
For Player 9 Undead (Nerubians)
units omitted: none
hero used: Crypt Lord
For Player 10 Orc (Taurens)
units omitted: Grunt, Raider, Troll Headhunter, Demolisher, Kodo Beast, Wind Rider, Troll Batrider, Troll Witch Doctor, and Shaman.
hero used: Tauren Chieftain
For Player 11 Orc (Trolls)
units omitted: Grunt, Raider, Tauren, Demolisher, Kodo Beast, Wind Rider, Shaman and Spirit Walker.
hero used: Shadow Hunter
For Player 12 Undead (Undead)
units omitted: none
heroes used: Death Knight and Lich
whew, well thats all. NOW, the only problem I have is when I play in the testing phase, some of the AI's will not build and/or attack? So I'm guessing it has something to do with omitting certain units? Is there someway to make it so that they can build and attack regardless of unit tech-tree changes? Does it have to something to do with modifying the AI's build order in the AI Editor? Please help and I will credit you on my map! Thanks in advanced!
This is what I'm trying to do, but I need help:
In my project which I've been working on for MONTHS, there are 12 players and each is somewhat separated by race, here is a listing:
Player: Race/Faction
Player 1 Human (Lordaeron)
Player 2 Human (Azeroth)
Player 3 Human (Dwarves)
Player 4 Orc (Frostwolf Clan)
Player 5 Undead (Vampires)
Player 6 Orc (BlackRock Clan)
Player 7 Night Elf (Khaldorei)
Player 8 Human (Blood Elves)
Player 9 Undead (Nerubians)
Player 10 Orc (Taurens)
Player 11 Orc (Trolls)
Player 12 Undead (Undead)
So question 1. Do I need AI Editor to do this or can I do it with triggers?
futhermore, what I want to do is to make minor changes to each player's unit tech-tree, thats ALL. easy huh?
Well I did ALL that in the Scenario Properties, like for example.
For Player 1 Human (Lordaeron)
units omitted: Rifleman, Mortar Team, Flying Machine, Gryphon Rider, Priest, Sorceress, Spell Breaker and Dragonhawk.
hero used: Archmage
For Player 2 Human (Azeroth)
units omitted: Rifleman, Mortar Team, Flying Machine, Gryphon Rider, Priest, Sorceress, Spell Breaker and Dragonhawk.
hero used: Paladin
For Player 3 Human (Dwarves)
units omitted: Footman, Knight, Priest, Sorceress, Siege Engine, Spell Breaker, Dragonhawk Rider.
hero used: Mountain King
For Player 4 Orc (Frostwolf Clan)
units omitted: Tauren, Troll Headhunter, Troll Batrider, Troll Witch Doctor, and Spirit Walker.
hero used: Far Seer
For Player 5 Undead (Vampires)
units omitted: none
hero used: Dreadlord
For Player 6 Orc (BlackRock Clan)
units omitted: Tauren, Troll Headhunter, Troll Batrider, Troll Witch Doctor, and Spirit Walker.
hero used: Blademaster
For Player 7 Night Elf (Khaldorei)
units omitted: none
hero used: ALL
For Player 8 Human (Blood Elves)
units omitted: Footman, Knight, Rifleman, Mortar Team, Flying Machine, and Gryphon Rider.
hero used: Blood Mage
For Player 9 Undead (Nerubians)
units omitted: none
hero used: Crypt Lord
For Player 10 Orc (Taurens)
units omitted: Grunt, Raider, Troll Headhunter, Demolisher, Kodo Beast, Wind Rider, Troll Batrider, Troll Witch Doctor, and Shaman.
hero used: Tauren Chieftain
For Player 11 Orc (Trolls)
units omitted: Grunt, Raider, Tauren, Demolisher, Kodo Beast, Wind Rider, Shaman and Spirit Walker.
hero used: Shadow Hunter
For Player 12 Undead (Undead)
units omitted: none
heroes used: Death Knight and Lich
whew, well thats all. NOW, the only problem I have is when I play in the testing phase, some of the AI's will not build and/or attack? So I'm guessing it has something to do with omitting certain units? Is there someway to make it so that they can build and attack regardless of unit tech-tree changes? Does it have to something to do with modifying the AI's build order in the AI Editor? Please help and I will credit you on my map! Thanks in advanced!
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