Lets Mod Armageddon Empires (How To – Part 2)
Teaching how to mod the game – this will be in it's own playlist (only consisting of how-to, and questions on what we should change). If anything is unclear, or you have any questions leave them in the comments and I'll do my best to answer them.
00:00 – 01:34 – Review of the prior video lessons and more preamble.
01:35 – 04:35 – Game Card Object overview; things that the GAME ITSELF spawns (such as neutral units or found items) and anything that can be spawned via your actions (such as tactic, genetics and technology cards). Note that Advanced Training cards are NOT here though.
04:36 – 5:30 - Flat machines.txt contains resource collectors, minefields, and sensor stations which appear to have once been a thing you could produce in the game.
05:31 – 11:10 - Genetics and Technology coverage. Includes warnings about card limits (6 only) and how to change such cards. We can't seem to alter the difficulty of the cards either as a heads up, although everything ELSE can be altered.
11:10 – 14:54 – A warning about Card Keys. Although these are the legal things you can do in a game, not ALL of them are supported by the game engine. Keep that in mind when making new cards or changing values.
14:54 – 21:50 – Tactic card, briefly covered. It is here that I realize I can't set the difficulty rating of the challenges when creating any of the game cards. I attempt to find the difficulty threshold to change it but fail.
21:51 – The End – Answering some of Robber Baron's awesome questions; can we edit cults? Can we edit/add neutral units/encounters? Can we give non-faction abilities to a different faction?
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