Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Guides > AoKTS updates
11 User(s) are reading this topic (in the past 30 minutes)
0 members, 11 guests
0 members, 11 guests
What's popular right now:








Word Association (40 users)

TDII (14 users)

Roll The Dice ! (11 users)

AoKTS updates (11 users)

Se han baneado mas de 150 cuenta... (9 users)

Locked's Complete Guide to "... (6 users)

v1.6 Game Data for Age of Empire... (6 users)
Most active threads in past week:








1.6 reward campaing (24 posts)

AOT rating system update - May 2023 (14 posts)

Hey All! I see very less spam me... (9 posts)

updates (4 posts)

Mythodea Mini - Bug report &... (4 posts)

nao abre o jogo com opcao global... (4 posts)

I did post it before... but the ... (3 posts)
Try converting to gaia first?
Here is something you should be interested in adding:
[You must login to view link]
Also you should make an option to reset all unit id's starting at 1 in the top left of the map.
But have a lock id check box for duplicate/negative id's you want to keep.
Also, I just did some digging around and couldn't find that unknown value sadly. How important would you say it is?
Thats a shame. Its not all that important I guess, the same can effect can be acheived with 2 triggers rather than 1 in this case.
Theres no advantage garrisoning inside a gaia unit as far as I can see. Garrisoning it inside itself its exactly the same.
Also I can see any use for double id for gaia units.
When the deer dies the unit dies.