User avatar
jastaV
AGEod Guard of Honor
Posts: 1159
Joined: Mon Apr 14, 2008 9:22 am

Editing Military Options: need tips

Tue Sep 16, 2008 1:27 pm

Mil. Options are built over a 4 events sequence.

1. Option_[color="Red"]AIActivate[/color]

2. Option_[color="red"]ON[/color]

3. Option_[color="red"]Check[/color]

4. Option_[color="red"]Regen[/color]

1. First should be relative to chance AI activate the option. It's managed by a "Probability" check commands.

2. It should madiate the actual Option activation...(?) may be working as a counter for times that option has been activated!

3. Encodes conditions for Option activation, if any; enlist actions enabled by Option activation.

4. Encodes the number of times and chances that a fired Option will be reganerated, beeing again added to Military Option pages.


While hope my suppositions could be confirmed as true have a question as regard "factors" mediating the availability of a given option in the Military Option.

Let's say, I want an Option beeing added to Military Option pages/menu at a specific time or at some conditions, (active units count, VP level,.... anything could be check by an event-command)
Now where do I have to put hands for that.
Can I have any example?!

Thanks in Advance. :coeurs:

User avatar
jastaV
AGEod Guard of Honor
Posts: 1159
Joined: Mon Apr 14, 2008 9:22 am

Sat Oct 25, 2008 11:36 am

Any yet here!

Any way to have Options added only at scripted date of aftera condition beeing true?

Thanks in advance

Return to “Modding AGE engine games”

Who is online

Users browsing this forum: No registered users and 9 guests