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Found 3 results

  1. I'm working on a 3-scenario campaign with the Iberians. Little known and a story to highlight I think it could be fun and original. The Fire of Freedom or (The Eagle's Shadow) You play as Viriatus, a Lusitanian chief fighting against Rome. Scenarios : i. Unite the tribes – build your base, defend, convince villages to join ii. Ambush a Roman supply column in the mountains iii. Final siege – hold your fortress against Roman waves I'm still learning the Atlas editor so if anyone has tips or knows good tutorials, I'd appreciate it. Any feedback or suggestions! Thanks
  2. Hi, I see that some mods have added/changed some screens for the UI of the game (for example fgod mod). Is it possible to add, via modding, a new screen? Let's say it would be accessible from the currently disabled button "campaign" in the main menu > Single Player. Then, this screen could have an image where some parts are clickable and lead to a scenario game? (More or less like the campaign screen in AoE2.) If these things are possible, then it seems that campaigns are mostly implementable already as mods, or am I missing something? I am asking because I have seen that the trigger mechanics seem quite powerful already, so maybe I would try to experiment on that. Thanks!
  3. I created this post for discussing #4395 In Aok, you have like 3 kinds of scenarios: Build and Destroy, Fixed Force and RPG. Then you would have some subtypes: Defend only (hold the ground), Destroy/assault with timer, tug of war, scripted mission with triggers (like 1rst mongol scenario) -Specific commandos: defend this unit, area. Attack this unit/area. Wait until X for other commandos or strategy. Repair never/when possible. Don't train units -Specific strategy: Only rebuild existing units/buildings, but don't expand. Don't attack, only defend. Never or always defend the ally. Forbid some units/buildings. With this I would say that there's a good basis for starting scenarios and campaigns. What do you think?
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