This article contains hints about how to use the Scenario Editor in Age of Empires III: Definitive Edition.
Contents
How to use Scenarios
A Scenario can be used for making scenarios, campaigns or testing units & strategies in simulated battles. The Scenario Editor allows players to create the stories they wish to tell, using Age of Empires III: Definitive Edition's assets and mechanics as a tools that can be applied in almost any way.
Access Scenario Editor from the Main Menu, Tools, Scenario Editor.
Note: While the Scenario Editor contains map-editing tools, it is not possible to create Custom Maps (Maps that can appear in the Custom Maps drop-down of Multiplayer and Skirmish lobbies). Custom Map creation is documented in a separate section of this guide.
Loading Scenarios
Scenarios can be loaded in Skirmish Lobbies, Multiplayer Lobbies and from the Main Menu Load screen.
Note: Depending on the scenario, it may override some lobby settings.
Quick Start
- From File select New to open the New Scenario Menu. From here, a base map can be generated using existing maps, and customised through seed & number of players.
- Select Alaska from the first field and set 2 Players.
- Select Generate to create the map. This method can be used for quickly setting up scenarios as the terrain and objects of the map will be included in the generation. The map will also include Town Centers for each of the players set in the previous step.
- Save the scenario with File then Save. Set a name and save the scenario.
Scenario Player Customisation
Player Details can be quickly modified in Scenario then Player Data. From this screen, the number of players is not set - but other details are. Player Colour, Civilization, Name, Starting Resources, XP, Team and AI are set here.
In Player Data Civilization selection also includes Campaign-specific & Historical Battle Civilizations. This can be useful for accessing visually unique units, such as the Reno or Hole in the Wall Gang units which would otherwise be unplayable.
The number of players is set in Scenario then Scenario Data.
Objects
Placing Objects is where basically every asset can be found. From here, Units, Buildings, Nature and other props can be browsed, selected and placed within the scenario. Objects can be searched.
Once an object is placed, it can be inspected if selected by selecting Objects then Object Info from the menu.
Setting AI
AI will require an 'AI Start' Object if they are set within the scenario and expected to behave as AI would in other scenarios. To place this, select Objects then Place Objects or press the 'O' key. Search in the window for "AI Start". Select the item from the list and place it on the map with Left-Click (LMB).
Placing Trade Routes
Trade Routes must be set in a special way. First, the route can be mapped out using Place Trade Route from the Objects menu. Set waypoints as desired. Trade routes can be looped or linear. To set Trade Route Trading Post sites, search for "Socket Trade Route" in the Objects menu. Place them along the trade route.
Placing Native Settlements
Placing Native Settlements for Trading Posts to be built on first requires the desired Native Civilizations to be enabled within the scenario. Select Native Settlement Manager from the Scenario menu. From this menu, use the radio buttons to toggle on/off Native Civilizations to add or remove them from the scenario.
To place the settlements, select Load Built-in Grouping from the Edit menu. Scroll the list to find the grouping that matches the desired Native Settlement.
Above is the file Native Apache Village 1.xml.
Creating Armies
An Army is a group of units that are saved within the scenario and can be referenced when using triggers. Armies can be created, destroyed or commanded through triggers. Their status can also inform other Triggers or Effects as various Conditions, for example: the Condition Army Is Dead is completed when a specific army is defeated. This condition can be used to complete an objective.
To create an army, first place all the desired units for the army using the Objects Panel - ensuring they are set to the desired Team in the Place As: field of the Place Objects panel to the left. Drag a selection box over all of the desired units then select Triggers from the toolbar and then select Army Editor. From this window, type the name of the army in the top field, set the Player number and then select Create Army. This will save the army in the Current Armies list on the left of the Army Editor panel.
Now that the army is created, it can be referenced by many Conditions and Effects when setting Triggers.
Objectives
Creating Objectives
Objectives can be set within Custom Scenarios for the player or players to complete. Objectives can utilized in the storytelling of a scenario. For example, the Objectives set in a custom campaign may guide the player through the map or provoke them to explore. Objectives can also be reoccurring and award XP.
Set Overall Scenario Goal
This is the text displayed at the top of the Objectives Panel when in-game.
Setting Objective States with Triggers
A basic Objective may be "Defeat all enemy Musketeers". This objective can not be referenced in the Trigger Effect Objective Complete which allows a specific objective to be set. The Condition of this effect could be set to Army Is Dead and the Army could be a group of Musketeers (see Creating Armies section). This trigger could then be duplicated, each referencing a different Army as their conditions.
Camera & Camera Tracks
Within the Scenario Editor it is possible to set Camera points and tracks that are referred to using triggers. This can enhance Custom Scenarios or scenes by adding a Starting Camera point, setting focus on points of interest or creating cutscenes.
Setting a Start View
Set the camera into the location you wish the scenario to start at then select View and from this menu select Set Camera Start Location.
Camera Track Editor
This editor can be used to set waypoints that are then saved into Tracks that can be later referenced within certain triggers. To access the Camera Track Editor, select Cinematics then Camera Editor.
To create a Camera Track, first set the camera in a starting position. The view will be set to the initial point but can be updated at any time. Select 'Insert' from the Camera Track Editor panel to create a new track. Set a name and the total track time - this is how long it will take the camera to complete the track from the starting waypoint to the last waypoint. Set the first Waypoint by selecting the Update button. Move the camera to the next desired location and select Add. The active Camera Waypoint is highlighted in white under the Waypoints list. Once active, the Waypoint can be updated again by selected the Update button which will capture the camera's current view. There are several variables that can be tweaked on each waypoint that will affect the timing or movement of the camera as it passes between the waypoints. Setting the time of each waypoint will ensure that the camera is positioned exactly at the set location at that time. The camera track can be previewed with the play button underneath the scrubber (horizontal slider). It may take some careful adjustments in the positioning and variables of each waypoint to get the desired scene.
Cinematic Mode
Cinematic Mode is a state that can be set within triggers. This can be used to create custom cutscenes and scenario intros. Cinematic Mode by default will remove most UI elements and enable the "letterbox" bars on the camera. Options can be further adjusted within the triggers.
Glossary
Terminology
Object - any game asset.
Grouping - A group of assets either pre-defined or user-made.
Triggers - Generally a set of something being initiated, the conditions in which it becomes active/inactive and the effect or affect it causes within the scenario.
Prefixes
DE - Definitive Edition expansion
GRD - Treasure Guardian unit type
IGC - In Game Cutscene designation
INF - Infantry unit type
AR - Artillery Unit type
HEAL - Healing unit type
SHP - Naval Unit type
VIL - Villager-type units for gathering or otherwise non-combatant unit type
MAN - Mansabdar unit type
MERC - Mercenary unit type
MONK - Asian Dynasty Hero/Explorer type
NAT - Native Settlement/Noble House unit type (units trained from Trading Post settlements)
PROP - Generally visual-only assets with no functionalities
SPC - Single Player Campaign designation
WON - Wonder building type
XP - The War Chiefs expansion (Legacy)
YP - Asian Dynasties expansion (Legacy)
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