Age of Wonders II Heaven Julia with Gameplay background
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Scenario Design

Events Guide

by Talon-Thorn and Josborne

Center View

DESCRIPTION: Centers the player's view on the specified map location.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players affected by event.

 
     

Required : Yes

 
     

Valid Values : one or more players, trigger player

 
 

XYL

 
   

Location on map.

 
     

Required : Yes

 
     

Valid Values : valid (X, Y, Level) coordinates

 

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Control Flag

DESCRIPTION: Sets the value of an internal flag variable.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

FlagID

 
   

User-defined value for identifying flag variable.

 
     

Required : Yes

 
     

Valid Values : positive number

 
 

Active

 
   

Value to be assigned to flag variable.

 
     

Required : Yes

 
     

Valid Values : True, False

 

NOTES:

 
 

-

Do not confuse this event with flags on structures and cities. This is purely a programming tool for keeping track of things.

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Diplomatic Action

DESCRIPTION: Evokes a diplomatic action between players.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

PlayerFrom

 
   

Player from whom the diplomatic action originates.

 
     

Required : Yes

 
     

Valid Values : Single player, trigger player

 
 

PlayerTo

 
   

Player to whom diplomatic action is sent.

 
     

Required : Yes

 
     

Valid Values : Single player, trigger player

 
 

Action

 
   

Required : Yes

 
   

Valid Values : Pre-defined diplomatic action (see below).

 
   

Send Message

 
   

-

Sends a message from PlayerFrom to PlayerTo

 
   

Offer Peace

 
   

-

PlayerFrom negotiates for peace with PlayerTo

 
   

-

If PlayerFrom and PlayerTo are already at peace or allied, this event will not occur.

 
   

Declare War

 
   

-

PlayerFrom declares war with PlayerTo

 
   

-

If PlayerFrom and PlayerTo are already at war, this event will not occur.

 
   

Propose Alliance

 
   

-

PlayerFrom negotiates an alliance with PlayerTo

 
   

-

If PlayerFrom and PlayerTo are already allied, this event will not occur.

 
 

Message

 
   

User-defined text message.

 
     

Required : No

 
     

Valid Values : User-defined text message.

 
   

Message text is sent only for Actions of type Message and Declare War. There is no place for the message to appear for the Offer Peace and Propose Alliance actions.

 

NOTES:

 

-

With this event a player can go from War to Alliance in one step.

 

-

The two players do not have to be in contact for this event to occur.

 

-

Event puts a message in the affected players' message logs.

 

-

PlayerFrom has no control over the event.

 

-

Works the same for human and AI players.

 

-

Event will not occur if players are already in a diplomatic state agreeable to the event. (Peace offer does not occur if already at peace or allied, etc.)

 

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Explore Area

DESCRIPTION: "Explores" the target area (does not clear the fog of war, but reveals the land and structures; can not see units).

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players to which the event applies.

 
     

Required : Yes

 
     

Valid Values : One or more players, trigger player

 
 

Radius

 
   

Radius distance in hexagons around the target location (where zero is the target hexagon only).

 
     

Required : No (default zero, or target hexagon only)

 
     

Valid Values : Positive number

 
 

XYL

 
   

A location on the map.

 
     

Required : Yes

 
     

Valid Values : Valid (X, Y, Level) coordinates

 

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Gold Reward

DESCRIPTION: Gives (or takes from) the player a random amount of gold.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players affected by this event.

 
     

Required : Yes

 
     

Valid Values : One or more players, trigger player

 
 

GoldMin

 
   

Minimum amount of gold to be rewarded.

 
     

Required : Yes

 
     

Valid Values : Number

 
 

GoldMax

 
   

Maximum amount of gold to be rewarded.

 
     

Required : No (see notes)

 
     

Valid Values : Number

 

NOTES:

 

-

No message is sent to player and no notification is given of this event's occurrence.

 

-

If MaxGold is less than GoldMin, GoldMin is the amount given to the player.

 

-

Despite the name of this event, a negative value takes gold from the player, even if it makes the player's reserve negative!

 

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Hero Join

DESCRIPTION: A hero and his companions offer to join the player's cause.

ACTIVATE: Once

 

SETTINGS:

 
 

Player

 
   

Player to whom the offer is made.

 
     

Required : Yes

 
     

Valid Values : single player, trigger player

 
 

HeroID

 
   

ID number of hero.

 
     

Required : Yes

 
     

Valid Values : Valid hero ID number

 
 

Compagnions [sic]

 
   

Random list of companions that can spawn with the hero.

 
   

User can specify several sets of units; one of the sets is randomly selected.

 
     

Required : No

 
     

Valid Values : zero or more sets of zero or more units

 
 

Message

 
   

Text message sent to the player.

 
     

Required : No (but see Notes)

 
     

Valid Values : user-defined text message

 
 

Gold

 
   

Amount of gold required to hire hero and his party.

 
   

Interestingly, a negative value gives gold to the player!

 
     

Required : No (default zero)

 
     

Valid Values : number

 
 

XYL

 
   

Coordinates on map where the hero and party appear.

 
     

Required : Yes

 
     

Valid Values : valid (X, Y, Level) coordinates

 

NOTES:

 

-

The cost of hiring the party is not shown to the player. Be sure to include it in the message.

-

If not hired, the party becomes independents set on "scout" AI.

-

If hero spawns at a location already containing units or with a terrain type he can't enter, the hero will spawn as close to the location as is legally possible.

-

The addition of units with the hero does not affect the hire cost. The cost is set solely by the "Gold" parameter.

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Lose Game

DESCRIPTION: Specified players immediately lose the game.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players who immediately lose the game.

 
     

Required : Yes

 
     

Valid Values : one or more players, trigger player

 

NOTES:

 

-

If during the execution of this event, only one player remains, the event will stop running and that last player will be declared the winner.

-

For example: Set trigger to Next Turn for (trigger player) and set Lose Turn event to occur for (trigger player); all players will lose on the first turn, except the last player in the list (by player order of the map) who will win.

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Mana Reward

DESCRIPTION: Specified players receive a random amount of mana to their reserve.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players who receive the mana.

 
     

Required : Yes

 
     

Valid Values : one or more players, trigger player

 
 

ManaMin

 
   

Minimum amount of gold to be rewarded.

 
     

Required : Yes

 
     

Valid Values : number

 
 

ManaMax

 
   

Maximum amount of gold to be rewarded.

 
     

Required : No (see notes)

 
     

Valid Values : number

 

NOTES:

 

-

Mana goes directly to the player's reserve; it is not split between research and mana income.

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Play FX

DESCRIPTION: Play a special effects clip.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

FXType

 
   

List of players who will see the special effects.

 
     

Required : Yes

 
     

Valid Values : Pre-defined special effects type. Choose from: eftFireworksCosmos, eftFireworksWater, eftFireworksFire, eftFireworksAir, eftFireworksEarth, eftFireworksLife, eftFireworksDeath.

 
 

XYL

 
   

Coordinates on map where the special effects will appear.

 
     

Required : Yes

 
     

Valid Values : valid (X, Y, Level) coordinates

 
 

CenterView

 
   

Option to center view on XYL location of event.

 
     

Required : Yes

 
     

Valid Values : True, False

 
 

Delay

 
   

Timed delay in miliseconds (1000 = 1 second) after trigger before the special effects clip is run.

 
     

Required : Yes

 
     

Valid Values : zero or positive number

 
 

Number

 
   

Number of times to repeat the special effects clip.

 
     

Required : Yes

 
     

Valid Values : positive number

 
 

NumberDelay

 
   

Timed delay in miliseconds (1000 = 1 second) between start of each repeat special effects clip after the first.

 
     

Required : Yes

 
     

Valid Values : zero or positive number

 

NOTES:

 

-

There does not appear to be a straightforward way to add custom special effects.

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Play Movie

DESCRIPTION: Play a BINK-format movie clip.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Filename

 
   

Path and name of movie file.

 
     

Required : Yes

 
     

Valid Values : Valid BINK format (.bik) filename.

 

NOTES:

 

-

Movie can be custom or one of the movie clips included with the game.

-

Custom movie should ideally be located in the "Movie" subfolder, and will need to be placed there by the player who downloads the map.

-

If the movie clip is not found, the screen will go black (no movie to display). A mouse-click will return the player to the map view screen.

-

Clicking the mouse will interrupt and end the movie early.

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Show Message

DESCRIPTION: A text message is displayed to specified players.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players who receive the message.

 
     

Required : Yes

 
     

Valid Values : One or more players, trigger player

 
 

Message

 
   

Text message to be displayed.

 
     

Required : Yes

 
     

Valid Values : User-defined text message.

 
 

Header

 
   

Header text for message.

 
     

Required : No

 
     

Valid Values : User-defined text.

 
 

Image

 
   

Portrait for a race, wizard, or hero, displayed along side the text message.

 
     

Required : No

 
     

Valid Values : Predefined portrait index-value (wizard, race, hero).

 
 

Spirit

 
   

Spirit that is displayed -- who delivers the message.

 
     

Required : No (default none)

 
     

Valid Values : Predefined spirit-image index-value. Choose from: estNone, estOrder, estWar, estNature, estMagic.

 

NOTES:

 

-

"Tutorial Message" is different from "Show Message" in that "Tutorial Message" is shown in a window on top of the map-view screen, and has no controls for limiting which players see the message.

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Spawn Campaign Hero

DESCRIPTION: This is a campaign-only event. It doesn't work for scenarios. See notes for details.

NOTES:

 
 

This event has no real use at this time, since campaigns can not be made.
 Click here for full discussion thread.

 
Drakken
Member posted 07-31-02 06:41 PM EDT (US) 13 / 28
------------------------------------------------------------ --------------------
I'd wish Josh would tell us if you can use the "Spawn Campaign Hero" event or not, I couldn't get it to do anything on the new day trigger.


Josh AoW
VIP posted 07-31-02 08:10 PM EDT (US) 14 / 28
------------------------------------------------------------ --------------------
Well, considering that you're not making a campaign, I'd guess that it wouldn't do much...
------------------------------------------------------------ --------------------
Josh Farley
Programmer
Triumph Studios
 

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Spawn Units

DESCRIPTION: Spawn a semi-random set of units.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Player

 
   

Owner of the party of units.

 
     

Required : Yes

 
     

Valid Values : One player, trigger player, or independents.

 
 

Units

 
   

List of units that will spawn. Can specify multiple sets of units, and one of these sets will randomly be selected.

 
     

Required : Yes

 
     

Valid Values : One or more sets of zero to eight units.

 
 

XYL

 
   

Coordinates on map where the special effects will appear.

 
     

Required : Yes

 
     

Valid Values : Valid (X, Y, Level) coordinates

 
 

Behavior

 
   

Required : No (default none)

 
   

Valid Values : Pre-defined AI type (see below).

 
   

subNone

 
   

-

Party may be hired, and has a banner titled "Party" on the turn it is spawned. On the next turn, party AI will convert to "Patrol" or "Guard Area" AI (see "Patrol" and "Guard Area"). This is true of all race-based, non-race-based, and (most) all machine-based units, but only if the map AI is set to Easy, Normal, or Aggressive. If the map AI is set to "Off," all units take on the "Garrison" AI (see "Garrison"). Exception: all ships (water or air) become "Party" on the first turn and do not change from this AI regardless of map AI settings.

 
   

-

Note: if two independent units stop in the same hexagon, they are titled "Party," but their AI will remain unchanged, and they will not combine, but will go their separate ways on the next turn.

 
   

subGuard

 
     

Party will not leave spawn location. Party can not be hired.

 
   

subGuardArea

 
     

Party will attack any players' unit that comes with range (see notes), regardless of race relationships. After battle, party will return to spawn location (if no other targets are within area). Party can not be hired.

 
   

subPatrol

 
     

Party will patrol the area around the spawn location (see notes) and may attack player parties or capture and watch over structures within the area. Party may be hired.

 
   

subScout

 
     

Party will go exploring. Party may be hired.

 
   

subRefuge

 
     

Party will not leave the spawn location. Party can be hired by any player regardless of race relationships, and will always join for free.

 
   

subBerserk

 
     

Party will explore and will attack any non-independent site or party regardless of chance of success. Party can not be hired.

 
   

subGarrison

 
     

Party will not leave spawn location. Party may be hired.

 
   

subWander

 
     

Party will go exploring. Party can not be hired.

 
   

subRaid

 
     

Party will explore, capture sites, and sometimes raze sites, and will attack parties when it has a decent chance of winning. Party can not be hired.

 

NOTES:

 

-

Any number of units can be defined a set, but only the first eight will spawn.

-

Adding a "set" with no units is a way to set up a chance that no units will spawn.

-

If the units spawn at a location already containing units or with a terrain type any one of them can't enter, the units will spawn next to the location, or as close to the location as is legally possible.

-

A spawned party that can be hired will only be available for hire (except for subRefuge) if the player has a friendly or polite relationship with the unit's race. A unit may decide to attack a player if the player has a wary or hostile relationship with the unit's race. Non-race-based units (including machines) can be hired by any player, regardless of alignment. Ship units (air or water) can never be hired, and always retain the AI type "party."

-

Spawned machines can be hired the same as non-race-based units.

-

The cost of hiring a non-refuge party is the sum build-cost of each unit in the party.

-

"Guard-Area" The units' protected area is the maximum distance the slowest unit in the party can move in one turn, as limited by terrain.

-

Patrol units' roaming range is 48 movement points from their spawn location, taking into consideration passable terrain and movement costs. Patrol units only remain within the roaming range if they are weaker than all unfriendly parties and sites that can be reached, regardless of distance (this is where anti-AI tiles come in handy). If the patrol units are stronger than a party or site on the map (including undefended sites), the patrol units make a beeline for that party or site. If the patrol units are outside their patrol range and have no weaker targets, they will move back to their roaming range. Whenever the status of enemy party-strength, site-defense, or race relationships change, the patrol units may also change their activity. These rules for patrol units are true regardless of the units' movement points and vision distance.

-

Units set to wander or scout will explore, but will also be attracted to sites and unfriendly parties which are weaker then them.

-

Independent parties never combine. They may stop on the same hexagon, but will then separate and go their own way the following day.

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Spirit Quest

DESCRIPTION: Define a spirit quest.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Player

 
   

List of players to which the event applies.

 
     

Required : Yes

 
     

Valid Values : One player or trigger player

 
 

Spirit

 
   

Spirit that is displayed -- who offers the quest.

 
     

Required : Yes (see notes)

 
     

Valid Values : Predefined spirit-image index-value. Choose from: estNone, estOrder, estWar, estNature, estMagic.

 
 

Message

 
   

Quest message header.

 
     

Required : No

 
     

Valid Values : User-defined text message.

 
 

MissionDescription

 
   

Text message describing the quest.

 
     

Required : No

 
     

Valid Values : User-defined text message.

 
 

QuestName

 
   

Header text for message.

 
     

Required : No

 
     

Valid Values : User-defined text.

 
 

QuestID

 
   

Unique, user-defined ID number for quest.

 
     

Required : Yes

 
     

Valid Values : Positive number

 
 

AutoReward

 
   

Determines whether the computer automatically generates a reward for the completed quest. Reward is affected by the "Difficulty" setting (see notes).

 
     

Required : No (default "True")

 
     

Valid Values : True, False

 
 

QuestID

 
   

User-defined ID for the quest. ID is used by the "Spawn Quest Control" event to specify success/failure.

 
     

Required : Yes

 
     

Valid Values : Positive number.

 
 

QuestXYL

 
   

A location on the map where the "center" button (part of quest message) will center if clicked (see notes).

 
     

Required : No

 
     

Valid Values : Valid (X, Y, Level) coordinates

 
 

Difficulty

 
   

Difficulty rating of the quest (see notes).

 
     

Required : No (default zero, or target hexagon only)

 
     

Valid Values : Pre-defined difficulty value. Choose from: qdNone, qdEasy, qdAverage, qdHard.

 

NOTES:

 

-

"Message" and "MissionDescription" text is placed in the player's day log.

-

QuestXYL location is not explored for the player, nor does it have any use beyond a convenience item of the quest setup. It is up to the user to associate location with quest, and to add an additional event to explore the area.

-

Quest difficulty is a subjective setting, and affects only the value of the reward, and only if AutoReward is set to "True."

-

If "AutoReward" is set to "True," quest will automatically fail ten days after it is offered (if not refused). Thus, if the quest begins on day 1, it will always fail at the beginning of the player's day 11, unless the player has succeeded/failed before day 11. This deadline can not be extended or prevented, even if a "SpiritQuestControl" event is added with a "qcFailed" setting. To get around this, turn "AutoReward" off by setting it to "False."

-

Setting the Spirit to "estNone" results in the spirit of nature showing up.

-

This event can not be used to set up quests for completing temples for a spirit. Quests defined by the event are in addition to temple-construction-triggered quests.

-

There is no way to set up a "kill infidels" quest, unless the "infidels" are placed on the map. The "Spawn Units" event does not allow the unit's ID to be determined (so that it can be used with a "Kill Unit" trigger), and the "Teleport" event can not teleport independent units. Such a quest would have to be set up from day 1, with the unit placed on the map (so that it's ID can be determined for the "Kill Unit" trigger). It is not even be possible to set up such a quest by using the ol' AoW1 method of having a unit in a tunnel with a time-set poison cloud between it and a teleporter (not the event, the map item) on the other end, because units ignore poison clouds!

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Spirit Quest Control

DESCRIPTION: Use "Spirit Quest Control" to determine whether the matching "Spirit Quest" event succeeds or fails.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Action

 
   

List of players to which the event applies.

 
     

Required : Yes

 
     

Valid Values : qcSucceeded, qcFailed

 
 

QuestID

 
   

Unique, user-defined ID number for quest.

 
     

Required : Yes

 
     

Valid Values : Positive number

 

NOTES:

 

-

This event can be used with the "Quest" trigger to make custom success/failure events.

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Storm

DESCRIPTION: Area is struck by a storm, causing elemental damage based on one of the six spheres of magic (not including cosmos).

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

XYL

 
   

A location on the map.

 
     

Required : Yes

 
     

Valid Values : Valid (X, Y, Level) coordinates

 
 

StormType

 
   

Required : Yes

 
   

Valid Values : Pre-defined storm-type (see below).

 
   

stFire

 
     

Area is struck by a firestorm, damaging units with fire and possibly causing them to burn ("burning"). Fire will spread in forested hexagons, and linger for a few turns (about three).

 
   

stDeath

 
     

Location is hit by a death storm, damaging units with death damage and possibly cursing them. Land is converted into wasteland (unless it is volcanic).

 
   

stDivine

 
     

A divine storm damages units with divine damage. Storm does not seem to inflict vertigo on units. Land is converted into grasslands (unless it is volcanic).

 
   

stIce

 
     

An ice storm changes the land to snow (unless it is volcanic), water to ice (unless it is occupied by a ship), and damages units with cold damage.

 
   

stLightning

 
     

A lightning storm strikes area, damaging units. Storm does not seem to stun units.

 
   

stPestilence

 
     

A pestilence cloud forms, lasting for several days. Units caught within the storm or passing through it suffer damage and may be poisoned, for each hex they pass through. A pestilence cloud covers the target hexagon and all hexagons surrounding it. Pestilence clouds sometimes move. I have seen a pestilence cloud dissipate on the first turn or last as many as 12 turns.

 
 

RandomRange

 
   

Maximum distance (in hexagons) away from the specified XYL target location that the storm can have its center.

 
     

Required : No (default zero, or target hexagon only)

 
     

Valid Values : Zero or positive number

 
 

Players

 
   

Player who gets credit (or blame) for the storm. Player will see the damage-report for units caught in the storm, even if the location is not visible.

 
     

Required : Yes

 
     

Valid Values : One player, trigger player

 

NOTES:

 

-

Version 1.2 patch is supposed to fix some storms (e.g.: pestilence will last three turns).

-

Lightning, fire, and pestilence have a 1 hex radius (beyond the center hexagon). Area for all other storms is a three-hex radius and terrain is changed by these storm-types as follows: death to wasteland, ice to snow/ice, and divine to grassland. Volcanic land is never changed into another land-type.

-

Fire will spread through a forest on the turn the storm occurs, spreading as far as three hexagons from center of storm; units in the forest (outside the one-hex drop zone) do not take damage from the spreading forest fire on the turn the storm occurs.

-

Cavern "wall" tiles will be removed by storms that change terrain, if storm occurs on the surface.

-

All storms work underground, even though players can not cast the equivalent spell underground. Underground "wall" tiles are not affected, but other terrain is changed..

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Teleport Units

DESCRIPTION: All of a player's units at the source location are teleported to the destination location.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

FromXYL

 
   

Source coordinates on map where the units must be located.

 
     

Required : Yes

 
     

Valid Values : valid (X, Y, Level) coordinates

 
 

ToXYL

 
   

Destination coordinates on map to which the units are teleported.

 
     

Required : Yes

 
     

Valid Values : Valid (X, Y, Level) coordinates

 
 

Players

 
   

List of players who's units may be teleported.

 
     

Required : Yes

 
     

Valid Values : One or more players, trigger player

 

NOTES:

 

-

Even though successfully triggered, the event may not always teleport units. Teleportation will not occur if the destination hexagon: 1) is of a terrain type that the unit can not enter, even if this is true for only one unit in the party, 2) is occupied by units owned by the player, where the total number of units on the source and destination hexagons is greater than eight, or 3) is occupied by one or more units of another player to whom the player is at peace or allied.

-

If units are teleported to a hexagon occupied by units not at peace nor allied with the player, they will end up in a battle. The teleporting party is the attacker, and can choose to retreat. Should the battle end early -- because a wizard is killed or the "attackers" retreat -- the teleported units will return to the source hexagon.

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Tutorial Message

DESCRIPTION: A tutorial message in a window is displayed in front of the map view screen. Player must click "Ok" to continue playing.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Message

 
   

Text message to be displayed.

 
     

Required : Yes

 
     

Valid Values : User-defined text message.

 
 

Header

 
   

Header text for message.

 
     

Required : No

 
     

Valid Values : User-defined text.

 
 

Image

 
   

Portrait for a race, wizard, or hero, displayed along side the text message.

 
     

Required : No

 
     

Valid Values : Predefined portrait index-value (wizard, race, hero).

 

NOTES:

 

-

Tutorial message is shown to all players.

-

"Tutorial Message" is different from "Show Message" in that "Tutorial Message" is shown in a window on top of the map-view screen, and has no controls for limiting which players see the message.

Units Join

DESCRIPTION: A party of units offer to join the player's cause.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Player

 
   

Player to whom the offer is made.

 
     

Required : Yes

 
     

Valid Values : Single player, trigger player

 
 

Units

 
   

Multiple sets of units which can make up the party.

 
   

User can specify several sets of units; one of the sets is randomly selected.

 
     

Required : No

 
     

Valid Values : Zero or more sets of zero to eight units

 
 

Message

 
   

Text message sent to the player.

 
     

Required : No (but see Notes)

 
     

Valid Values : User-defined text message

 
 

Gold

 
   

Amount of gold required to hire the party of units. Interestingly, a negative value gives gold to the player!

 
     

Required : No (default zero)

 
     

Valid Values : Number

 
 

XYL

 
   

Coordinates on map where the hero and party appear.

 
     

Required : Yes

 
     

Valid Values : Valid (X, Y, Level) coordinates

 

NOTES:

 

-

Any number of units can be defined a set, but only the first eight will spawn.

-

Adding a "set" with no units is a way to set up a chance that no units will spawn.

-

The cost of hiring the party is not shown to the player. Be sure to include it in the message.

-

Party can always be hired, regardless of race relations.

-

A lone machine will offer to join but will never join. A machine with one or more units will join normally.

-

The party may be hired for the build-cost of each unit in the party.

-

If not hired, the party becomes independents set to "Party" AI on that turn, and changes to "Patrol" or "Guard Area" AI on the following turn. This is true of all race, non-race, and machine-based units, but only if the map AI is set to Easy, Normal, or Aggressive. If the map AI is set to "Off," all units take on the "Garrison" AI. Units set to "Party" AI do nothing and can not be hired. Exception: all ships (water or air) become "Party" regardless of map AI settings and can never be hired.

-

If not hired by the player, that player can always hire the units on any later turn, regardless of AI, race, or any other settings. Other players may only hire the units as per the normal hiring rules.

-

If more than 100 sets of units are specified, the event will still work. I created two events with over 140 sets each, and it worked just fine.

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Watch Area

DESCRIPTION: Removes the fog of war, fully revealing the target area for the specified number of days.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Players

 
   

List of players to which the event applies.

 
     

Required : Yes

 
     

Valid Values : One or more players, trigger player

 
 

Radius

 
   

Radius distance in hexagons around the target location (where zero is the target hexagon only).

 
     

Required : No (default zero, or target hexagon only)

 
     

Valid Values : Zero or a positive number

 
 

XYL

 
   

A location on the map.

 
     

Required : Yes

 
     

Valid Values : Valid (X, Y, Level) coordinates

 
 

Duration

 
   

Length in days that area stays revealed.

 
     

Required : Yes

 
     

Valid Values : Number

 

NOTES:

 
   

If duration is set to zero or a negative number, the watch never expires.

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Win Game

DESCRIPTION: Specified players immediately win the game.

ACTIVATE: Once, Once a Player, Always

 

SETTINGS:

 
 

Player

 
   

Player who immediately wins the game.

 
     

Required : Yes

 
     

Valid Values : One player, trigger player.

 

NOTES:

 

-

If several players are specified by this event, only the first player in the player-order of the map will win.

-

If allied victory is on, all players allied with the winning player will also win.

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