Two ideas about triggers

Any other ideas that does not fit to the specific categories.
Post Reply
Mystery man
Posts: 2
Joined: Sun Feb 03, 2019 2:00 pm

Two ideas about triggers

Post by Mystery man » Sat Jun 29, 2019 12:47 pm

1. There has been one thing bugging me since the release of the "objectives" - they are visible in the map overview. I think that there should be an option to "add" the objective to the player; like if player destroys a specific object they will get a new objective, example:
Cond:unit_destroyed
Eff:add_objective1
Or something like that.

2. Modifying the "add to buildables for player 1" (or whatever it's called) so that you can use units that aren't normally possible to use, even with all the upgrades, like the saracen and egyptian units.
Thank you for reading my ideas.

User avatar
godOfKings
Posts: 2059
Joined: Fri Sep 22, 2017 4:50 pm

Re: Two ideas about triggers

Post by godOfKings » Mon Jul 01, 2019 11:14 am

2. this cannot b done unless the unit has a builder in json, u cannot make a factory build a different unit, like barracks cannot make archer, so this wont work
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

Post Reply

Return to “Others”