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The Scenario Editor is an option in the Age of Empires series of games that allows players to make their own game and establish their own win or loss conditions. Users are able to customize maps and add everything that would appear in a standard game. Players can also use the editor to test each of the elements that could affect gameplay. These scenarios can be grouped together as a part of a campaign. Certain units such as heroes and other special units such as the mercenary are only available in the Scenario Editor. All scenario editors of the Age of Empires series have a max of 8 different players whose diplomacy can be adjusted to optimize gameplay. When it comes to adjusting the amount of something, negative numbers and decimals are not allowed.

Age of Empires Edit

The Age of Empires editor, included with the full version of both the original game and its expansion (the expansion having some extra expansion units, obviously), is a basic editing tool in which the player can create or customize any game with a set of win or lose conditions. A classic example is the "build and destroy" map theme for normal RTS games with the well known system of building a small base and overcoming his opponent. Alternatively, gameplay can be slightly more complicated involving an adventure theme map in which the player controls a small band of soldiers and has to accomplish a set of given goals.

Age of Empires II Edit

Scenarioeditor

The starting screen always aligns itself at the center of the map whenever a new scenario is created.

The Age of Empires II scenario editor features everything its predecessor has along with newer features allowing greater customization and versatility in game design and architecture. Among the most notable feature is the ability to create triggers, which enable more sophisticated gameplay.

Map Edit

The map function is no different from its predecessor other than offering a more varied collection of random or real world maps. In addition to map size, the recommended number of players are also displayed. Map size can be either of the following:

  • Tiny (2 player)
  • Small (3 player)
  • Medium (4 player)
  • Normal (6 player)
  • Large (8 player)
  • Giant
  • LudiKRIS

Like its predecessor, blank maps can be generated based on default terrain with a few changes. There are 3 different terrain types for each category based on their number and frozen terrain makes its first appearance in the series. In addition, desert is renamed to dirt. The default terrain for blank maps are the following:

  • Grass 1
  • Ice
  • Dirt 1
  • Snow
  • Water, shallow

Random maps are more varied in terrain and some feature more realistic geography and terrain. The following random maps that can be generated are:

Terrain Edit

There are more varied terrain types compared to its predecessor as aforementioned. The following terrain includes:

  • Bamboo
  • Desert
  • Dirt (1-3)
  • Forest
  • Grass (1-3)
  • Ice
  • Jungle
  • Leaves
  • Oak forest
  • Palm desert
  • Pine forest
  • Road (paved, broken, fungus and snow)
  • Shallows
  • Snow (pure, dirt, grass, pine forest)
  • Water (deep, medium, shallow)

Besides including more varied terrain, this tab features new components, most notably, the ability to erase units or buildings in a larger area and the copy map function. This "map-copy" feature enables the player to copy a certain object/patch of terrain into another area. This also enables the player to make contraptions of buildings that looks like a huge, custom building, very popular with designers that concentrate on the aesthetics of their map.

Players Edit

This tab has not changed much compared to its predecessor. The most important addition is having the option to change the population limit for each player. However, the default personality is more limited compared to its predecessor with only two options.

Units Edit

The "units" tab has been edited so that there now are smaller tabs that ease navigation. There are 4 tabs and these include Units (standard, usually in-game soldiers), Buildings (standard, usually in-game buildings), Heroes (Heroes, usually from the campaigns, but also others) and Other (Miscellaneous objects like flags etc.). Military units controlled by the computer do not distribute themselves evenly across the map in default settings compared to the previous edition. If too many units are placed on the map, the game may lag which may vary depending on the amount of units placed and the performance of the player's operating computer. Placing too many buildings, especially towers, may also cause this problem although to a lesser extent.

Diplomacy Edit

Like the previous version, this tab allows the player to adjust diplomatic relations for each player. Under default settings, computer players are more likely to randomly change diplomatic stance of the user from enemy to neutral the more computer players are on the map. Besides the additional ability to change diplomacy using special triggers, not much has changed.

Global Victory Edit

Like the previous edition, this tab serves to determine how the overall game should be played. Gameplay can be set to standard, conquest, score with or without the time limit or using custom settings. If custom win or lose conditions are set for each player and the box is checked, then fulfilling that condition ends the game.

Options Edit

This tab is no different from its predecessor, allowing the player to disable the creation or development of certain units, buildings or technologies. Full tech tree can be checked for each player as well as the difficulty of the scenario. The player's starting view can also be changed under this tab.

Messages Edit

This tab serves a similar function to the previous game in that it offers the player to create and edit crucial background information about the scenario which is always presented before the game starts if available. Sections include scenario instructions, hints and information from scouts and spies, victory and loss conditions as well as history.

Cinematics Edit

Like the previous edition, this tab is optional and provides the player to insert a short video clip related to the scenario both before and after the game based on whether the player successfully completed the scenario. To perform this action, the video file must be present in the "data" folder of the "Age of Empires II" folder.

Triggers Edit

Main article: Trigger

This feature enables the player to create and activate a variety of effects once certain conditions are meet. Triggers can be used to enhance scenarios and simulate many genres, e.g. Defend-the-Spot, Role-playing games and Fixed Force effectively. If used creatively, triggers can be used to create objects that can be found nowhere else in the game.

Age of Mythology Edit

AoMEditor

The starting screen

The Age of Mythology scenario editor (simply called Editor on the menu screen) allows the player to create their own scenarios, much in the same way as its predecessor, but brings a lot of innovative features which weren't possible in the previous 2D engine.

Map Edit

By default, a blank normal sized canvas with grass terrain will be generated, but a new map can be generate based on the random maps from skirmish mode. To do this, simply click the "New" icon on the tool bar, a window will open in which the desired random map can be selected in addition to being able to set the seed, map size, and number of players. Map size can be either of the following:

  • Normal
  • Large
  • Giant (Extended Edition only)

Scenario Edit

The Scenario menu is used to set the players' color, civilization, diplomacy and objectives as well as play-testing the scenario directly.

World Edit

The World menu allows the lighting preset to be changed, (for example, changing from daytime to nighttime,) changing the size of the map without regenerating a new one and changing the global terrain elevation.

Terrain Edit

Terrain has a lot more options, most notably because of the 3D engine allowing the player to change the elevation of the terrain and "paint" the terrain from a wide variety of textures.

Objects Edit

The Objects menu is used to place, delete, re-position objects such as units and buildings. When placing objects, object can be filtered in the following categories:

  • All
  • Units (Infantry, Cavalry, Heroes, Myth units, navy)
  • Buildings (All buildings including special campaign pieces)
  • Nature (trees, animals, mines, rocks)
  • Embellishment (projectiles, visual effects, decorations)
  • Test
  • Current (A listing of all objects currently on map)

Triggers Edit

This feature enables the player to create and activate a variety of effects once certain conditions are met.

Cinematics Edit

This menu is used to set up cinematic cut-scenes.

Age of Empires III Edit

The Age of Empires III scenario editor builds off its predecessor and includes newer features allowing for greater customization and versatility in game design and architecture. Among the most notable feature is the ability to create triggers, which enable more sophisticated gameplay.

Map Edit

The map function builds from its predecessor, offering more maps and templates which can be generated randomly. In addition to map size, the number of players and teams can also be set. Map size can be either of the following:

  • Normal
  • Large

A blank normal sized canvas with grass terrain will be generated by default.

All maps available in skirmishes can also be randomly generated in the editor. The following maps that can be generated are:

  • Amazonia
  • Bayou
  • Caribbean
  • Carolina
  • Great Lakes
  • Great Plains
  • New England
  • Pampas
  • Patagonia
  • Rockies
  • Saguenay
  • Siberia
  • Sonora
  • Texas
  • Unknown
  • Yucatán
  • Yukon

Terrain Edit

There are a great many more terrain types compared to preceding editor. All terrain types seen in Campaign and Skirmishes are available in the editor.

Players Edit

Included in the Player Data tab, one can edit details of the players, this includes their civilization, resource count, name, color. AI, and team number.

Objects Edit

The former "units" tab has been replaced with Objects. Under this tab one can filter the following.

  • All
  • Units (Infantry, Cav, Heroes, navy)
  • Buildings (All buildings including special campaign pieces)
  • Embellishment (visual elements such as fire, rain, and plants)
  • Nature (tab includes sockets for natives and trade routes)
  • Current (A listing of all objects currently on map)
  • Test

The tab is organized such that navigation is more easy than in previous versions. If too many units are placed on the map however, the game may lose performance which may vary depending on the amount of objects placed and the abilities of the player's operating computer. Placing too many units, especially with AI, may worsen this issue.

Triggers Edit

This feature enables the player to create and activate a variety of effects once certain conditions are met.

There are three basic elements of a trigger and are as follows.

  1. Trigger
    • Name (Name of the trigger)
    • Options (Set whether the trigger is active, will loop, or run immediately)
    • Priority (Set importance of trigger from high to low)
  2. Conditions (Specify conditions for trigger's activation)
  3. Effects (Specify what the trigger will do upon activation)

Triggers can be used to enhance scenarios, simulate many genres, and even recreate the campaign.

Clever use can allow players to create their own story-lines and multiplayer minigames. One feature players have access to are the game's sound files. These include, but are not limited to all music found in the campaign, voice dialogues, and sound effects.

Players may also add their own custom sounds by adding files to the game's folder.

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