By Nick + hulp van JbSnorro Version 1 (Translated + Added) Version 2 (Translated better + Added + Fixed) Version 3 (Added + Corrected) Version 4 (Added + Corrected + AI improved) Version 5 (Added + Fixed) Version 6 (Fixed) Version 7 (Fixed Attack) Version 8 (added + AI improved) Version 9 (Fixed) Version 10 (added add goal 2 :D) Version 11 (TRANSLATED TO ENGLISH + IMPROVEMENT) Version 12 (Fixed) Version 13 (Fixed ID) GENERAL: --------- !SET_MAP "data\mission\sMaps\save01.map" // Use this terrain/map !SET_MAX_PLAYER 4 // The maximum number of players who play the map !SET_TACTIC // This will only enable the options buttom. The others r hidden !SET_CURR_PLAYER 0 // Means the follwing lines belong to player 1 (until there is another different !SET_CURR_PLAYER X) !SET_HUMAN_PLAYER 0 // Means this player is controllable by a human. !ENABLE_PLAYER 0 // Activates player 1. !CLEAR_UP 62 65 15 // Will clear terrain so u can see it from the beginning. Syntax: "X position" "Y position" "Radius" // De radius is maximaal 18. groter dan 18 invullen kan wel, maar dan geeft hij als nog een radius van 18 !CENTER_SCREEN 55 65 // If the game start, this is the position of your screen. Syntax: "X position" "Y position" (left top) !RELEASE_HOUSE 9 // This will cause u can build a building, even if u dont have the other buildings for it. !BLOCK_HOUSE 1 // this will cause u cant place a building !ADD_GOAL 2 0 511 1200 // this shows the messages (ex. The barbarians will prepare an attack, be aware!). Syntax: "Item" "0" "Messagenumber" "Time" !ADD_GOAL 3 1 0 2 // Will tell what needs to be done to win the mission. Syntax: "Item" "Target" "how much" "0" "player" !ADD_LOST_GOAL 3 0 0 0 // Will tell what needs to be done to lose the mission. Syntax: "Item" "Target" "how much" "0" "player" // Item: can have different functions so the others values can have a different meaning. - 2= Show message - 3= Alle schools + barracks + warehouses - 4= All troops Doel: 1= the item has to be destroyed. 0= the item has to survive !SET_ALLIANCE 2 1 // Will set an alliance with another player. Syntax: "player" "0=no allie(standard), 1=allie" (you have to set it with both players so they allie to eachother) !SET_STOCK 15 16 // Will place a warehouse (same as SET_BUILDING 11 X Y but STOCK is old so u should use SET_BUILDING). Syntax: "X position" "Y position" !SET_UNIT_BY_STOCK 9 // Will place a unit next to your warehouse. Syntax: "ID of unit" !SET_UNIT 5 54 70 // Will place a unit on the map. Syntax: "ID of unit" "X position" "Y position" !SET_GROUP 15 63 54 0 3 10 // Will create a group of soldiers. Syntax: "ID of unit" "X startposition" "Y startposition" "direction to look" "how many in 1 row" "how many soldiers in total". // N° of direction to look to: 7 0 1 // 6 X 2 // 5 4 3 !SEND_GROUP 63 47 0 // Will send a group of soldiers (soldiers specified before). Syntax: "X target" "Y target" "0" !SET_GROUP 28 27 65 2 3 3 !SET_GROUP_FOOD // !SET_GROUP_FOOD will gave the full HP to a unit specified before. !SET_HOUSE 21 67 67 // Will place a building on the map. Syntax: "ID of building" "X position" "Y position" !SET_HOUSE_DAMAGE 200 // Will cause the building to have damage when the game starts (needs to place directly behind the SET_HOUSE). Syntax: "-HP" !SET_STREET 66 68 // Place a road. Syntax: "X position" "Y position" !SET_WINEFIELD 22 33 // Place a winefield !SET_FIELD 4 60 // Place a kornfield !ADD_WARE 1 400 // Will cause you to have these ware at the start of the game in your warehouse. Syntax: "ID of ware" "how many" !ADD_WARE_TO_SECOND 1 400 // Will cause to add the ware to your second warehouse !ADD_WEAPON 18 20 // Will place a wepaon or horse in barracks. Syntax: "ID weapen" "how many (250 is max)" ------------------------------------------------------------------------------------------------------ AI SCRIPTING: ------------- !SET_CURR_PLAYER 1 // The following lines will be for player 2 !ENABLE_PLAYER 1 // Speler 2 is being activated !RELEASE_ALL_HOUSES // Makes all buildings usable for the player !SET_AI_PLAYER // This player is being controlled by the PC (is an AI) !SET_AI_START_POSITION 20 5 // from here the attacks will be calculated + this is the point the AI will build his village. Syntax "X" "Y" !SET_AI_NO_BUILD // This will cause that the AI wont build !SET_AI_CHARACTER RECRUT_COUNT 1000 // This is a timer that tells the AI after how many mins they can start to produce recruts !SET_AI_CHARACTER RECRUTS 10 // how many recruts the AI can have in his castle. Syntax: "how many" !SET_AI_CHARACTER CONSTRUCTORS 9 // How many workers the AI can have !SET_AI_CHARACTER WORKER_FACTOR 4 // this will cause the AI to know how many serves he has to train (exact number is not clair). How bigger the number, how less serves. you have to experiment with a number that seems the best for u (0 to 9) !SET_AI_CHARACTER TOWN_DEFENSE 100 // De mate waarin ze hun dorp beschermen. De presieze waardes weet ik niet. Ik zou 50 of 100 !SET_AI_CHARACTER TROUP_PARAM 0 12 4 // how the troops need to stand evrywhere on the map (Formation). Syntax: "Group number" "total units" "how many rows" Groepn°:0= Melee 1= Lance carrier/Pikemen 2= Archers 3= Horsemen !SET_AI_DEFENSE 64 46 0 1 30 0 // Is a stading place for soldiers + for defense. Syntax: "X position" "Y position" "Direction to look to" "Group number" "radius in which they defend" "0 is the highest priority (When another group haves 1, they will go to the place with 0 when those soldiers r gone for some reason. also only if 0 is specified that group won't attack)" !SET_AI_CHARACTER MAX_SOLDIER 150 // Maximum of soldiers that the player will create. Syntax: "how many" (only TPR) !SET_MAP_COLOR 233 // This will give a color to the player. Find color codes by using original missions... !SET_NEW_REMAP 96 97 98 99 100 101 102 103 // This will give a color to the player. Find color codes by using original missions... !SET_GROUP 16 50 40 3 4 12 // Set a group of soldiers on the map. Syntax: "ID of unit" "X" "Y" "direction to look" "how many rows" "how many units" !SET_ATTACK 50 36 // Let that group of soldiers attack to the specified spot. Syntax: "Attack to this location (only buildings, no troops). "X" "Y" // ATTACKS !SET_AI_ATTACK TYPE 0 // Attack that will continue the whole lvl until the resources are Empty !SET_AI_ATTACK TOTAL_AMOUNT 50 // Need 50 people for attack (groups with priority 0 don't count) !SET_AI_ATTACK TROUP_AMOUNT 0 2 // 2 groups of melee will attack !SET_AI_ATTACK TROUP_AMOUNT 1 1 // 1 group of lance carriers/Pikemens will attack !SET_AI_ATTACK TROUP_AMOUNT 2 0 // no groups of archers will attack !SET_AI_ATTACK TROUP_AMOUNT 3 1 // 1 group of horseman will attack !SET_AI_ATTACK TARGET 0 // attack closest units !COPY_AI_ATTACK 0 // end of attack 1 !SET_AI_ATTACK TYPE 1 // an attack that only take place once !SET_AI_ATTACK TOTAL_AMOUNT 21 // need 21 men for the attack !SET_AI_ATTACK COUNTER 80000 // after 2 hours and 15 mins the attack will take place !SET_AI_ATTACK TROUP_AMOUNT 0 2 // " !SET_AI_ATTACK TROUP_AMOUNT 1 2 // " !SET_AI_ATTACK TROUP_AMOUNT 2 1 // " !SET_AI_ATTACK TROUP_AMOUNT 3 1 // " !SET_AI_ATTACK TARGET 1/2 // 1: will attack closest building (regarding to the army) 2: closest building or troup (regarind to the startpoint) // will attack closest building (regarding to the start position) !COPY_AI_ATTACK 1 // end of attack 2 !SET_AI_ATTACK TYPE 2 // Attack that will continue the whole lvl until the resources are empty. (this attack is only avaible in TPR) !SET_AI_ATTACK TOTAL_AMOUNT 80 // 80 men needed for attack !SET_AI_ATTACK TAKEALL // Will take all units (not looking to the needed groups. So can be 4 horseman or 3 horseman and an archer. etc...) !SET_AI_ATTACK TARGET 3 // will attack a position specified with next line... !SET_AI_ATTACK POSITION 38 34 // will attack this position on the map !COPY_AI_ATTACK 2 // end of attack 3 ------------------------------------------------------------------------------------------------------ IDS: ---- IDS OF WARES/WEAPONS: 0 = Tree trunk 1 = Stone 2 = Timber 3 = Iron ore 4 = Gold ore 5 = Coal 6 = Iron 7 = Gold 8 = Wine 9 = Corn 10 = Loaves 11 = Flour 12 = Leather 13 = Sausages 14 = Pig 15 = Skin 16 = Wooden Shield 17 = Long Shield 18 = Leather Armor 19 = Iron Armament 20 = Handaxe 21 = Longsword 22 = Lance 23 = Pike 24 = Longbow 25 = Crossbow 26 = Horse 27 = Fish ------------------------------ IDS OF UNITS: !SET_UNIT !SET_GROUP 0 = Serf 0 = Nothing 1 = Woodcutter 1 = Nothing 2 = Miner 2 = Nothing 3 = Animal Breeder 3 = Nothing 4 = Farmer 4 = Nothing 5 = Carpenter 5 = Nothing 6 = Baker 6 = Nothing 7 = Butcher 7 = Nothing 8 = Fisherman 8 = Nothing 9 = Laborer 9 = Nothing 10 = Stonemason 10 = Nothing 11 = Blacksmith 11 = Nothing 12 = Metallurgist 12 = Nothing 13 = Recruit 13 = Nothing 14 = Militia 14 = Militia 15 = Axe Fighter 15 = Axe Fighter 16 = Sword Fighter 16 = Sword Fighter 17 = Bowman 17 = Bowman 18 = Crossbowman 18 = Crossbowman 19 = Lance Carrier 19 = Lance Carrier 20 = Pikeman 20 = Pikeman 21 = Scout 21 = Scout 22 = Knight 22 = Knight 23 = Barbarian 23 = Barbarian 24 = Wolf 24 = Rebel 25 = Fish 25 = Rogue 26 = Seasnake 26 = Warrior 27 = Seastar 27 = Vagabond 28 = Crab 28 = Catapult 29 = Sea flower 29 = Ballista 30 = Sea leaf 30 = Nothing 31 = Sea duck 31 = Nothing ------------------------------ IDS VAN GEBOUWEN: 0 = Sawmill 1 = Iron Smithy 2 = Weapon Smithy 3 = Coal Mine 4 = Iron Mine 5 = Gold Mine 6 = Fisherman's Hut 7 = Bakery 8 = Farm 9 = Woodcutter's 10 = Armor Smithy 11 = Storehouse 12 = Stables 13 = School House 14 = Quarry 15 = Metallurgist's 16 = Swine farm 17 = Watch Tower 18 = Town Hall 19 = Weapons Workshop 20 = Armory Workshop 21 = Barracks 22 = Mill 23 = Vehicles Workshop 24 = Butcher's 25 = Tannery 26 = Crashes Game (Probably the wall they wanted to add, but didnt) 27 = Inn 28 = Vineyard ------------------------------ COORDINATES EXPLENATION: 1,1 is left/top 1,2 is lower one 4,5 is four to the right and 5 to the buttom (start left/top) ... It will continue this way (u can easily know the size of the map using map editor)