Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Guides > AoKTS updates
126 User(s) are reading this topic (in the past 30 minutes)
0 members, 126 guests
0 members, 126 guests
What's popular right now:








AoKTS updates (125 users)

Word Association (65 users)

1.6 reward campaing (62 users)

TIC Clan Cursors for Age of Empi... (27 users)

1.6 games going out of sync (25 users)

CBA PathBlood 1.7.6 (20 users)

Game suddenly ended without erro... (18 users)
Most active threads in past week:








FP NAT Port Fordward UPNP (17 posts)

I don't know what I did to be ba... (6 posts)

1.6 mod and game data bug report (5 posts)

Help me (4 posts)

1.6 games going out of sync (4 posts)

Age of DOOM v1.33 Released! (Pla... (3 posts)

BF LORD allied vision in 1.6 mod (2 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.