Age of Mythology: Retold

Age of Mythology: Retold

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[WIP] Explaining the Editor
By SpoOkyMagician
I am going to go ahead and make a similar guide to the editor. (Primarily focused on Triggers or useful information.) I will try to organize everything, explain how it works, etc.

(Work in Progress)
   
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Separator (Ignore this section)
Introduction
Note: I might as well make one for this game too. (I made one for Age of Empires 2 DE. This guide will be similar to that one.)

This will be a guide on how to access and use the editor. There will be many different sections that you will be able to view. For now, it's a work in progress. Please be patient...
Information Note
Note: While the game is updated, some of the information may be outdated/changed. So, I will have to edit them whenever a patch/change comes out. So, while most of the information may be correct at one point, it may no longer be true now.
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Separator (Ignore this section)
How to Access/Find the Editor
Thankfully, it's not very hard to find/access. Simply click the 3 Bar Icon at the top right and click Editor in the Dropdown Menu. (Highlighted in Red Boxes.)


It should then bring you to this Screen:


Now, let me try to explain what everything does... Please read these sections carefully. They are important to understand how to use the editor well.

If you don't have time right now and need to exit the editor, Simply click File -> Exit to Main Menu or Exit to Windows. (So you at least know how to exit it properly.)
File Menu
  • New

    This let's you Create a New Scenario. (Note: This will overwrite the Current Scenario. If you have unsaved work, be sure to save it first!) A menu will come up showing your available options.

    • Type: Either a Blank Map, a Custom RMS, or a Default RMS. (Random Map Script.)
    • Seed: This lets you set a seed for the RMS. (This effects the generation.) You may insert any number you wish here.
    • Number of Players: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, or 12 Players.
    • Size: Normal (200x200), Large (400x400), or Giant (600x600).

  • Load Scenario

    This let's you Load a Scenario. (Note: This will overwrite the Current Scenario. If you have unsaved work, be sure to save it first!) A menu will come up showing your available options.

    • Filename/Date/Time List: Let's you pick any scenario you previously saved. (Note: The File Format is *.mythscn. There is also backup files named *.bak)
    • Filename Input: Let's you type out the Filename Directly as needed.
    • Load In-Game Asset Scenarios: A Toggle for the User Data Directory or Programs Data Directory. (Note: It's best to stick with the User Data Directory Whenever Possible. Although, there may be some exceptions...)
    • Close: Closes this Menu.
    • Open Directory: Opens Windows Directory to the Scenario Path.
    • Delete: Deletes the Selected Scenario.
    • Directory Up: Goes up a Directory. (Assuming. Mine is disabled currently.)
    • Open: Loads the Selected Scenario.

  • Save

    This will save the Scenario. (Assuming you have already named it. If not, it will use Save As. See Save As below. Note: This will overwrite data so, be sure what you are saving over! I find it's best to use Save As just in case...)

  • Save As

    This let's you Save a Scenario. (Note: This will overwrite the Current Scenario. If you have unsaved work, be sure to save it first!) A menu will come up showing your available options.

    • Filename/Date/Time List: Let's you pick any scenario you previously saved. (Note: The File Format is *.mythscn. There is also backup files named *.bak)
    • Filename Input: Let's you type out the Filename Directly as needed.
    • Save As In-Game Asset Scenarios: A Toggle for the User Data Directory or Programs Data Directory. (Note: It's best to stick with the User Data Directory Whenever Possible. Although, there may be some exceptions...)
    • Close: Closes this Menu.
    • Open Directory: Opens Windows Directory to the Scenario Path.
    • Delete: Deletes the Selected Scenario.
    • Directory Up: Goes up a Directory. (Assuming. Mine is disabled currently.)
    • Save: Saves the Selected Scenario.

  • Test on Main Menu

    Let's you Test the Currently State of the Scenario on the Main Menu. (I assume this is related to In-Game Custom Main Menus.)

  • Game Settings

    This is Basically, the Options Menu from the Main Menu. (I won't go over this since it's not relevant to this guide. Although, it's here so you know what it does.)

  • Return to Main Menu

    This returns you back to the Main Menu of the Game.

  • Exit to Windows

    This Exits the Game Entirely.

  • Testing Scenario

    This is a Save of your Most Recent Scenario Work/Save? (Something along the lines of Age of Empires 2's "default0" Scenario I presume.)

  • List of Scenarios

    Just a Quick List of All Recent Scenarios Saved/Worked on. Clicking one will Open it. (A bit of a Time Saver.)

Edit Menu
  • Undo

    This will Undo your Previous Actions on the World Map/Scenario.

    Note: While Making a scenario, I noticed that Height/Cliff Stuff may not be undone correctly sometimes. Everything else seems to be fine that I have noticed so far.

  • Redo

    This will Redo your Previous Undo Actions on the World Map/Scenario.

    Note: I have not tested this much but, Height/Cliff Stuff might be broken with this too. Otherwise, everything seems to work fine.

  • Unit Copy

    This let's you Copy Objects on the World Map/Scenario.

    Note: Yes, you can Select Multiple Objects at once.

    1: First, Left Click an Object.
    2: Hold Shift on your Keyboard.
    3: Left Click each Object you want to be Included.

    If you want to remove one, just Left Click it again and it will be deselected.

    Once you are happy with it, Release Shift, and Click Unit Copy.

  • Unit Paste

    Once you have Copied Units Above, you can now Paste them. Simply click Unit Paste. You have a few options:

    1: Left Click to Paste them.
    2: Mouse Wheel to Rotate.
    3: Escape Key to Stop Pasting.

    Note: Get used to using the Escape Key. You will be using this a lot. ;)

  • Terrain Copy

    This will let you copy the Terrain within an Area. (Only Square Areas I believe. I don't know if Circle Areas are possible with this Tool.) You have a few options:

    1: Click/Drag a Box around the Area you want to Copy.
    2: Once you are happy with the area, press Control+C (ctrl+c) on your Keyboard.
    3: Press the Escape Key on your Keyboard.

  • Terrain Paste

    Once you have Copied Terrain Above, you can paste it where you like. You have some Options:

    • Terrain -> Elevation: Enable/Disable Pasting the Elevation you Copied.
    • Terrain -> Texture: Enable/Disable Pasting the Texture you Copied.
    • Objects -> Units: Enable/Disable Pasting the Units you Copied.
    • Objects -> Buildings: Enable/Disable Pasting the Buildings you Copied.
    • Objects -> Nature: Enable/Disable Pasting the Nature you Copied.
    • Objects -> Embellishment: Enable/Disable Pasting the Embellishment you Copied.
    • Rotation -> 0 Degrees: Changes the Rotation of the Pasting you Copied to 0 Degrees. (Leave it as is.)
    • Rotation -> 90 Degrees: Changes the Rotation of the Pasting you Copied to 90 Degrees.
    • Rotation -> 180 Degrees: Changes the Rotation of the Pasting you Copied to 180 Degrees.
    • Rotation -> 270 Degrees: Changes the Rotation of the Pasting you Copied to 270 Degrees.

Scenario Menu
  • Player Data

    This is the "Primary Settings" of the Scenarios Player Data. Player Count, Resources, Starting Age, Etc.

    (I will come back to this.)

  • Fake Player Data

    I honestly can say, I never messed with this in previous versions but, it looks like there is space for 8 More "Fake Players".

    (I will come back to this.)

  • Scenario Summary

    Just some General Information about the Current State of the Scenario. There is not much here but, it can be useful Information nonetheless.

    (I will come back to this.)

  • Playtest Scenario

    Let's you Test the Scenario in it's Current State. (As in, Actual Gameplay of what it would be like.)

  • Victory Conditions

    Let's you set the Victory Conditions for the Scenario. You have a few options:

    • Conquest: You must "Defeat" your Enemies.
    • Wonder Victory: You must "Build a Wonder and Protect it" for some time.
    • Settlement Victory: You must "Capture all Settlements" on the Map.
    • King of the Hill: You must "Hold/Capture a Vault of Plenty" in the Center of the Map.
    • Regicide: You must "Protect your Regent" at all costs.
    • Sudden Death: You must "Protect your Town Center" at all costs.

  • Objectives

    Let's you Edit/View the Scenarios Objectives. (Honestly, I don't think I messed with this much but, it should be similar to Age of Empires 2 Objectives. I'll come back to this for now...)

    (I will come back to this.)

  • Chapters

    Let's you Edit/View the Chapters. (Again, I don't think I messed with this much.. I'll come back to this for now...)

    (I will come back to this.)

  • Forbidden Units/Techs

    This let's you Disable Units/Techs for Players. There is a lot here to explain but, ill come back to it later.

    (I will come back to this.)

  • Diplomacy

    This let's you change the Diplomacy towards each Player. I always loved the Simplicity of this menu but, I never took the time to determine which direction applies to which Player... Meaning, is it P1 to P2 or P2 to P1? (I will have to find out some day.) Anyway, there are 3 Options:

    • Red/Enemy: You can Attack this Player. Foes.
    • White/Neutral: You can Attack this Player but, I don't believe they will Auto Target your Villagers. Unsure.
    • Green/Ally: You can't Attack this Player. Friendly.
    • Update Note: The Left side is "You" and the Top side is "Them".

World Menu
  • Lighting

    This effects the Lighting on the World. It defaults to "default". (Standard Lighting.) I might explain more but, for now, I will come back to this later.

    (I will come back to this.)

  • Edit Lighting

    This let's you edit the different Lighting Settings. (Looks pretty cool. I will have to come back to this though.)

    (I will come back to this.)

  • Water Type Browser

    Let's you Browse the Water Types. (I will come back to this.)

    (I will come back to this.)

  • Edit Water Type

    Let's you Edit the Water Types. (Again, looks pretty cool but, I will have to come back to this.)

    (I will come back to this.)

  • Show Terrain Texture Browser

    Let's you Browse the Terrain Textures by Categories. (Again, looks pretty cool but, I will have to come back to this.)

    (I will come back to this.)

  • Show Terrain Texture Editor

    Let's you Edit the Terrain Textures? (Again, looks pretty cool but, I will have to come back to this.)

    (I will come back to this.)

  • Show MiniMap Color Guide

    Shows the MiniMap Colors for Terrains.

    (I will come back to this.)

  • Map Size

    This let's you set the World's Width/Depth. (X, Z. Height being Vertical. Y. Assuming that is what they use for this 3D Game.)

    Note: I know the Max value is 1024x1024. (I did some testing. Also, you can have different values besides squares. You can have Rectangles too. I have yet to determine the smallest size... Let's see... Ah, it's 16x16.

    edit: Normal is 200x200, Large is 400x400, and Giant is 600x600.

  • Map Elevation

    Let's you set the Height of the World.

    Note: Now, I have messed around with this a bit. As far as I know, there is no true limit so far. I did notice around -500? the map becomes no longer visible. As for positive height... I dunno yet. HOWEVER, there is one thing I noticed. You should probably stop at a height of +10 from 0 base height. If you go beyond this, zooming in will cause issues. (Clipping.) I will have to do further testing but, this is my notes from previous tests.

    Update: So, it turns out, the recommended max height for units is about 5 to 6 from a base of 0. (This keeps the zoom at the top without clipping. approximately.)

    edit: According to Pitch Editor, the Max Zoom is 1000.

  • Invoke God Power

    This let's you Invoke a God Power and show it Visually on the World? (I think this stays on start but, I will have to do more testing later.)

    (I will come back to this.)

  • Distance Checker

    This let's you check the Distance of 2 Points. You can view it as a Line or a Circle.

    Note: Hmm... The formatting seems to be X, Y, Z... You would be using X and Z. (Y could still be a factor though. On Hills though...)

Terrain Menu
  • Paint Terrain

    This is how you "Paint Textures" in the World. I will give you a simple explanation for now. The bottom left Window is the currently selected Texture. The bottom middle Window is how you select Textures. (Just slightly above that, is the filters. You can sort them by category or type in something in the black Textbox.) The top right Window is the Brush Settings. This let's you set the Shape and Size.

    Note: If you Right Click any Terrain in the World, it will set the selected Terrain to that Texture for you.

    (I will come back to this.)

  • Plateau Tool

    I honestly have not use this one. I prefer the "Cliff Tool". I might come back to this at some point though...

    (I will come back to this.)

  • Mixes Tool

    I guess this is the equivalent to the Mixing Textures in Age of Empires 2 Terrain? There are not many options it seems. I may have to come back to this later...

    (I will come back to this.)

  • Water Tool

    This let's you "Create Water" in the World. It is similar to the Paint Terrain Tool.

    Note: The Square Tools do not work for this. It has to be Circle.

  • Edit Water Tool

    This let's you Edit the Water you placed. (I have barely messed with this Tool. I might have to come back to this.)

    (I will come back to this.)

  • Edit Grass Tool

    This let's you Edit the Grass Blades? (I think? Although, I think it's bugged. It did not do anything for me.)

  • Cliff Tool

    This let's you make Cliffs in the World. I'll give a simple explanation. The bottom left Window controls how the Cliff will be made. (Height, Textures, Elevation, Etc.) The bottom center Window let's you choose a Preset. (A combination of Textures to create the Cliff.) The top right Window is the Brush Settings. (Basically, Cliff Size/Shape.)

    Note: These are Presets. You can manually make your own. (I have but, this Tool is SO MUCH BETTER and saves a lot of time.)

  • Forest Tool

    This let's you add Trees in the World. I'll give a simple explanation. The bottom left Window controls how dense the Trees are and it's Underbrush. The bottom center Window let's you choose the Type of Tree. The top right Window is the Brush Settings. (How you want to place the Trees.)

  • Edit Terrain Details

    Umm... It looks like it allows you to edit the Terrain with Color Settings? (I did not notice anything when I tried to use it though... I will come back to this...)

    (I will come back to this.)

  • Brush Settings

    This let's you edit the Brush Settings for Tools. A lot of different Tools uses this. (As you can see from above.) You have a few different Options:

    Shape -> Circle: Makes the Brush a Circle Area.
    Shape -> Square: Makes the Brush a Square Area.
    Shape -> Hallowed out Square: Makes the Brush a Square Area but, with a Hallowed out Center.
    Size -> Small/Medium/Large: A Scale-able Sized Brush.

Objects Menu
  • Place Object

    This let's you place Objects into the World. Here is a simple explanation. The bottom right Window let's you set the player number, shows the current selected Object, Place a Wall (Like in-Game.), and convert (Said Wall Piece.) to a Gate. The bottom center Window let's you select object types to be placed. You can also filter them on the top of the Window. You have a few Options:

    1: Left Click to Place Object.
    2: Right Click for different Variants.
    3: Mouse Wheel to Rotate.
    4: Escape Key to Close the Window/Cancel.

  • Position Object

    This let's you reposition an Object in the World. You have a few Options:

    1: Left Click and Drag the Object as needed.
    2: Mouse Wheel Rotates the Object as needed.
    3: Alternatively, use the Arrow Keys to Move the Object as needed.. (ctrl+left or right to Rotate the Object as needed.)
    4: Escape Key to Close the Window.

  • Delete Object

    This let's you Delete Objects with the Brush Tool by Players. (Not Shown.) You have a few Options:

    1: Left Click and drag to Delete Objects in the Area.
    2: Escape Key to close the Window.

    Note: You can also click an Object and Press the Delete Key.

  • Convert Object

    This let's you Convert Objects with the Brush Tool by Players. (Not Shown.) You have a few Options:

    1: Left Click and drag to Convert Objects to that Player in the Area.
    2: Escape Key to close the Window.

  • Randomize Object Variation and Rotation

    This let's you Randomize Objects Variants/Rotations. The bottom left Window let's you Affect Player Objects, Modify Rotation, and Modify Variants. You have a few Options:

    1: Left Click and drag to Randomize.
    2: Escape Key to close Window.

    Note: I honestly did not see any difference here. Might be broken?

  • Align Selected to Grid

    This let's you to instantly align Object(s) to the Grid. Left Click any Object (You can Shift Click for Multiple.) and just click the Menu Item.

    Note: I dunno if this still applies but, I recall in the old game, Settlements HAS to be Aligned to Grid before a Town Center will be Build-able In-Game. (However, they could have fixed the game by now to fix this. I need to test later.)

  • Object Info

    This let's you get Information on the Selected Object. You can Left Click any Object with this Window open and the Information will update.

  • Replace Unit

    This let's you replace an Object in the World. The top right Window will let you to select another Object to replace it with. (Note: It uses the Player as reference with the new Object.)

  • Advanced Transformation Tool

    Note: Oh, this is so cool. :D

    This let's you manually adjust the Objects Position/Rotation/Scale.

  • Formation Commands

    Note: Neat. :)

    This let's you set Units Formations, Stances, and Actions.

  • Animation Viewer

    This let's you view Object Animations. The top left Window let's you set Animation Type, Variation, Release, Reload, Zoom, Model Variation, Bone (Model?), Simulate Skeleton, (Model Bones?) and Tag List.

  • Garrison Editor

    Note: I have recently messed with this. It's pretty interesting.

    This let's you Garrison Objects into other Objects in the World Map. The top left Window let's you set the Source Object, Go To Source Object, Garrison Selected, Ungarrison, Ungarrison All, Ignore Garrison Restrictions, and Close.

  • Relic Editor

    This let's you set the Relic's Bonus Type. By default, it's random. The top left Window let's you set Relic Type, Set to Selected Type, Find Next of Selected Type, and Set to Random Type.

  • Ignore Placement Restrictions

    This let's you Toggle On/Off the Objects Terrain Restrictions. (Basically, equivalent to Age of Empires 2 DE's Editors alt+G function.) If checked, you can place objects anywhere.

Triggers Menu
  • Triggers

    Note: While I know Age of Empires 2 Triggers very well, Age of Mythology is a bit of my weakness. I did not used the editor as much as I wish. However, if you give me some time, I think I can explain everything. For now, I will just give you the rough idea.

    Triggers let's you control things in the World/Scenario during runtime. Such as Objects, Objectives, Cinematics, Player Data, Etc. In order to control something specific, you first need to make a "Trigger". Once created, you can now edit the Triggers Name, Enabled/Disabled, Looping, Priority, what "triggers" the Trigger (Conditions), and what happens when the Trigger is fired. (Effects)

  • Group Editor

    This let's you Group up Triggers? (I believe. I honestly never used it myself. I probably should some day.)

  • Army Editor

    This let's you "Create" Armies. (Group of Units. You might be able to use all Objects. Unsure.) There is also "Ghost" Armies. (Army of Units that does not currently exist in the World but, will be during Gameplay.) The best way I can explain this would be "Placeholder" Armies. The top left Window let's you set Name, Rename, Player, Change Player, Create Army, Delete Army, Add to Army, Take from Army, New Player, and Create Ghost Army.

  • XS Scripts

    This let's you include .xs scripts for the Scenario. (Note: I have not use xs with AoM yet. However, I have used it for AoE2DE.) Now, I recently read that there is a very useful zip file in the games data. doxygen_retail.7z. (Apparently, all the games info is in here when it comes to modding. I looked at it briefly. Yes, all the xs stuff is in there. See index.html after unzipping.)

Cinematics Menu
  • Camera Editor

    Note: I do recall messing with this in the older versions of the game but, not recently. If I recall correctly, the game uses "Cinematic" Objects to keep track of the Cinematics you make. You use the In-Game Camera/View to control your Cinematics. Setting "Way Points" that are gone though one by one until the end. Something like that... The bottom left Window let's you set Tracks, Clear, Insert, Delete, Duplicate, Preview, Name, Duration, Auto Update Times, Start from Beginning, Pause, Stop, Play, Start at End, Camera Scroll Speed, Arrow Key Panning Speed, Way Points, Insert, Delete, Update, States, Time, Tension, Continuity, Bias, Reset FOV, Camera Field of View, Camera Pitch Angle, Free Camera, Camera Rotation, Camera Lock, Reset All, Reset Rotate, Reset Pitch, and Reset Zoom.

  • Pitch Editor

    Note: I have experimented with this a little recently.

    This let's you change the Camera's Pitch. (Angle. I believe the default angle is 45 degrees. That is the standard angle for Isometric Games anyway. Which is half of 90 degrees. Which would be a top down view. 0 degrees would be on the ground facing forward. First/Third Person style views.) The bottom left Window let's you set Maximum Zoom, Minimum Zoom, Zoom Normal, Pitch Normal, Reasonable Orientation, Pitch+Zoom Normal, Camera Editor, Camera Pitch, (5, 10, 15, 25, 35, 55, 70, 90, 110, and 135.) View Lock, Camera Rotate, Free Camera, and Close.

    Note: Oh, max zoom is 1000? I guess that is the max elevation in the negative. Good to know.

  • Camera States

    Note: I never used these before. Although, they remind me of "Way Points" from Cinematics.

    This let's you set Camera States? (Similar to Way Points of Cinematics?) The top left Window let's you set Camera States in a List, State Name, Add Camera State, Update, Delete, View, Camera Rotate, Free Camera, Reset View, and Close.

  • Toggle Letterbox Bars

    This let's you show where the "Black Areas" are when a "Cut Scene" (or Cinematic) is happening In-Game. This area is used for Subtitles on the bottom. It's just a simple Toggle Option.

  • Cinematic View Debugger

    This let's you view more advanced options for Letterboxes and Aspect Ratios for Cinematics. The top left Window lets you Toggle Sidebars, Toggle Letterboxes, Default AR, 4:3 AR, 16:10 AR, 16:9 AR, 21:9 AR, and 32:9 AR.

View Menu
  • Camera Lock

    Let's you Toggle the Camera Lock on/off. When On, you cannot move the Camera View.

  • Free Camera

    Let's you Toggle the Free Camera on/off. When On, you can move the Camera however you want.

    Note: Mouse Wheel Scrolls the Zoom in/out.
    Note: Control+Mouse Wheel Rotates the Map.
    Note: Right Click Scrolls/Pans the Camera/View.

  • Camera Start Settings

    Note: This used to be controlled by the "Camera" Object. I guess they wanted to change this.

    This let's you set the initial Camera Position for each Player. The top center Window let's you set Target Player, Set, Show, and Delete.

  • Terrain Grid

    This let's you Toggle on/off the World's Grid. (In Meters apparently.)

  • Terrain Grid Major Tick

    Note: Approximately Distance of 4 Horizontally/Vertically. (Approximately 5.6 Diagonally. Corner to Corner.)

  • Terrain Grid Minor Tick

    Note: Approximately Distance of 2 Horizontally/Vertically. (Approximately 2.8 Diagonally. Corner to Corner.)

  • Unit Obstruction

    This let's you show the "Collision Boxes" of Objects. (That is what I am going to assume. It makes sense to me anyway.)

  • Land Movement Obstruction

    This let's you show the "Collision Boxes" of Impassable Terrain. (Cliffs/Water/Etc. That is what I am going to assume. It makes sense to me anyway.)

  • Water Movement Obstruction

    This let's you show the "Non Collision Boxes" of Passable Terrain. (The Opposite of above. Where you can actually walk on. That is what I am going to assume. It makes sense to me anyway.)

  • Non-Scenario Objects

    I am not 100% sure but, I assume this let's Objects such as Cinematic Blocks, Path Blocks, Etc. to be visible on the World.

  • Line-of-Sight Indicators

    This will show Line of Sight Indicators of Objects. (What they can see. This is related to Fog of War and such.)

  • Hide Unit Outlines

    This let's you toggle on/off the outline of Objects when behind other Objects. (For example: A Villager behind a Fortress.)

  • Toggle (Ranged Attack) Range Rings

    This let's you toggle on/off the Ranged Indicator Rings of Ranged Attacks? (Honestly, I think they are kinda broken. It only shows up when I am going to place a object with range. Not whenever.)

  • Toggle MiniMap

    This let's you toggle on/off the MiniMap on the bottom right.

  • Toggle Extended MiniMap

    This let's you toggle on/off a Zoomed in MiniMap on the bottom right.

  • Toggle Fog of War

    This let's you toggle on/off the Fog of War? (For me, it's not working. Maybe a bug.)

  • Toggle Blackmap

    This let's you toggle on/off the Unexplored Area? (For me, it's not working. Maybe a bug.)

Buttons Menu
  • New

    Shortcut for File -> New.

  • Load

    Shortcut for File -> Load.

  • Save

    Shortcut for File -> Save

  • Save As

    Shortcut for File -> Save As

  • Undo

    Shortcut for Edit -> Undo

  • Redo

    Shortcut for Edit -> Redo

  • Brush Settings

    Shortcut for Terrain -> Brush Settings

  • Raise/Lower Terrain

    This let's you Raise/Lower the World's Elevation at the Brushes Values. The bottom left Window let's you set the Speed from Slow to Fast for Raising/Lowering the Elevation. You have a few options:

    1: Left Click to Raise Elevation.
    2: Right Click to Lower Elevation.
    3: Escape Key to Close.

  • Sample Elevation

    This let's you Sample/Paste World's Elevation at the Brushes Values. You have a few Options:

    1: Left Click to Paste Elevation.
    2: Right Click to Sample/Copy Elevation.
    3: Escape Key to Close.

  • Smooth

    This let's you Smooth out the World's Elevation at the Brushes Values. You have a few Options:

    1: Left Click and drag to Smooth out the Elevation.
    2: Escape Key to Close.

  • Roughen

    This let's you Roughen out the World's Elevation at the Brushes Values. You have a few Options:

    1: Left Click and drag to Roughen up the Elevation.
    2: Escape Key to Close.

  • Terrain Copy

    Shortcut to Edit -> Terrain Copy.

  • Terrain Paste

    Shortcut to Edit -> Terrain Paste.

  • Paint Terrain

    Shortcut to Terrain -> Paint Terrain.

  • Mixes

    Shortcut to Terrain -> Mixes Tool.

  • Plateau Tool

    Shortcut to Terrain -> Plateau Tool.

  • Paint Water

    Shortcut to Terrain -> Water Tool.

  • Edit Water Tool

    Shortcut to Terrain -> Edit Water Tool.

  • Cliff Tool

    Shortcut to Terrain -> Cliff Tool.

  • Forest Tool

    Shortcut to Terrain -> Forest Tool.

  • Unit Copy

    Shortcut to Edit -> Unit Copy

  • Unit Paste

    Shortcut to Edit -> Unit Paste

  • Place Object

    Shortcut to Objects -> Place Object

  • Position Object

    Shortcut to Objects -> Position Object

  • Delete Object

    Shortcut to Objects -> Delete Object

  • Lighting

    Shortcut to World -> Lighting

  • Triggers

    Shortcut to Triggers -> Triggers

  • Cinematics

    Shortcut to Cinematics -> Camera Editor

  • Toggle Letterbox Bars

    Shortcut to Cinematics -> Toggle Letterbox Bars

  • Active Player Number (Testing)

    Shortcut to Scenario -> Playtest Scenario -> Test as Player

  • Playtest Scenario

    Shortcut to Scenario -> Playtest Scenario

Map/World/Scenario
This is where all your Terrain, Objects, Etc goes. It makes "The Scenario" for you. This is where you will be doing most of the work.

Unless you are into triggers... Then, it might be there. :P

- - - - - - - - - - - - - - - - - - - - - - - - -
Separator (Ignore this section)
More To Come/Advanced Stuff/To Do
This is advanced information that will be useful for modding. (My Primary Focus.) You don't have to read this unless, you really want the information. It's still a work in progress so, please be patient.
Terms
Throughout this guide, you may notice some terms you're not familiar with. As a programmer, I just wanted to list them here. Here is what they are/mean. (Feel free to skip this section for now and read it later on as a reference.)

  • Boolean (Bit)

    • On/Off, Yes/No, True/False, Enabled/Disabled, or 0/1. (Only two possible values.)

  • String

    • Letters, Numbers, Symbols, Etc. Basically, Text. "Hello World!"

  • Byte (8 Bit)

    • This is a number between -128 and 127 Signed or 0 and 255 Unsigned.

  • Short Integer (16 Bit)

    • This is a number between -32768 and 32767 Signed or 0 and 65535 Unsigned.

  • Integer (32 Bit)

    • This is a number between -2147483648 and 2147483647 Signed or 0 and 4294967295 Unsigned.

  • Float

    • A Decimal Number up to 7 Point Precision. 1.xxxxxxx

  • Double

    • A Decimal Number up to 15 Point Precision. 1.xxxxxxxxxxxxxxx

  • Array

    • A Collection/Table of Values within a Variable.

  • Constant <Data Type>

    • Makes a Data Type Constant. (It's set and will never change values.)

  • Unsigned <Data Type>

    • Makes a Number Based Data Type only have a Positive Range.

  • Signed <Data Type>

    • Makes a Number Based Data Type have a Negative to Positive Range.

  • Vector

    • Similar to an Array. (Not something I really use.) Although, they can apparently, grow in size as needed.
Important Modding Info
Important Note: I recently read that there is a very useful zip file in the games data. doxygen_retail.7z. (Apparently, all the games info is in here when it comes to modding. I looked at it briefly. See index.html after unzipping.)
Modding Format/Structure
Placeholder for how to setup a mod's directory structure. (I might as well include this later on.)

From what I've noticed so far, the Format is similar to AoE2DE. (It makes sense to keep it roughly the same anyway.)

So, you have the Games Data Directory:

D:\SteamLibrary\steamapps\common\Age of Mythology Retold

Note: I have the game installed elsewhere. (It believe it should default to "C:\Program Files (x86)\Steam\steamapps\common\Age of Mythology" or something similar to this.)

If you go inside the folder named "game", you should see the following Folders:

ai
art
campaign
config
data
modelcache
movies
random_maps
render
sound
ui

and you have your User Data Directory:

C:\Users\<USERNAME>\Games\Age of Mythology Retold\<STEAM_ID>\mods\local

Inside this folder, it should be blank (For now.) This is where you would make your folder names for mods. For example, I have 1 current mod made. I made a folder and named it "Myth_TD"

Note: You can name your Mod Folder whatever you want. (Following the General Naming Conventions with Windows.)

Now, inside your mod folder ("Myth_TD" in this case.) You now should follow the format stated above. For example:

If you want to include a random map script in your mod, inside the "Myth_TD" folder, make the following folder structure:

Myth_TD\game\random_maps

If you want want to include an AI file in your mod, inside the "Myth_TD" folder, make the following folder structure:

Myth_TD\game\ai

and so on as needed for whatever you need. Now, you may be asking, what about scenarios? Well, this is a unique folder that is referenced in your user data. (The directory name "scenario") I am not sure all of these other folder names are valid too but, feel free to try them out if need be. So, what do you think I set for my mod? Well, it's just this:

Update: Oh, my bad. I got the format wrong. Sorry.

Myth_TD\scenario

Inside the scenare folder, I include the actual scenario file:

"Myth_TD_V_0_5.mythscn"
and
"Myth_TD_V_0_6.mythscn"

You don't have to include multiple files but, you can if you want to.

Now as far as other modding goes, there are a few but I am not entirely sure about them right now. However, I can at least give you an idea.

There are (currently):

.bar files. (Probably Data Files.)
.xs files. (I don't know specifically their names but, it's scripting stuff for Scenarios.)
.xml files. (Extensible Markup Language)
.mythscn files. (Scenario Files)
.con files (also configuration files? maybe scripts?)
.cfg files (configuration files.)
.ddt files (Unsure. Movie Related it seems.)
.bmp (Bitmap Image File.)
.bar/Resource Manager
If you want to look into the .bar files, you will need to download the Resource Manager from here:

https://forums.ageofempires.com/t/v-0-7-resource-manager-age-of-myth-retold-bar-extractor/260136/1

It will let you extract any data you want in the game.
Instances/ID
I am unsure if the game has Object ID's like AoE2DE but, The editor this time around, uses Instance Identifiers. What do I mean by this? Well, it's more like... a memory thing. The game assigns a "number" to that object. For example (Age of Empires 2 DE), instead of something like this...

Town Center: 109

It will check 0 to (some max number. I dunno what it is.) and see if it's available. If so, assign it to this. So, let's say I have a fresh scenario and I place an "Ajax (Hero)" on the map. It will be assigned to 0. If I place another one, it will assign it to 1. Next 2. Etc.

Note: It may not always go in numeric order though. If you delete an object, this will effect the count and the number may be adjusted as needed. (But, it generally seems to go up by 1 each time.)

Note: In Theory, the max objects could be 4,194,304 (1 meter wide objects on a 1024x1024 map.) or 1,048,576. (2 meters wide objects on a 1024x1024 map.) However, I assume the max Instance is MUCH HIGHER than that. (Since games can go on longer.)

Note: If you place an object, delete it, and place a new one, it seems to go up by 262144. I got it up to 60m but, I stopped there. I dunno it's limit but, I assume it's at least a integer value of 2,147,483,647 (signed) or 4,294,967,295 (Unsigned).
Map Sizes/X, Y, and Z Axis's
[Normal]

200x200

[Large]

400x400

[Giant]

600x600

[Minimum]

16x16

[Maximum]

1024x1024

Unfortunately, (and fortunately.) The x, y, and z axis's are different compared to AoE2DE. However, it makes a little more sense to me the way they did it. Instead of using art, I think I am just going to show you with a picture. Here is an example with a 50x50 Map.


Note: If you rotate the map, you need to keep track where the X and Z values are.

Note: Which means, if you want to resize the map, the standard practice should be to use "Top" and "Right" values to "Add" and "Take" from. (I should probably check if the values goes negative or not. Probably not.) Use "Left" and "Down" if needed to go that direction.

Note: Nope. It automatically readjusts the values as needed to the same values.

Note: Uhh, fun fact: If a object is positioned off the map, the game will remove it after playtesting. Returning to the Editor, the unit will be gone. I dunno if this is a possible memory leak or they accounted for this.

Reminder:

  • Terrain Grid Major Tick

    Note: Approximately Distance of 4 Horizontally/Vertically. (Approximately 5.6 Diagonally. Corner to Corner.)

  • Terrain Grid Minor Tick

    Note: Approximately Distance of 2 Horizontally/Vertically. (Approximately 2.8 Diagonally. Corner to Corner.)
Protounits
Protounits (I am assuming short for Prototype Unit?) is like an "Object Prototype". (Probably more like an Object in Object Oriented Programming or Classes is my guess.) That is what I am thinking.

Anyway, the point is, (assumption) that all objects uses this prototype object with all the different attributes and are manually set for that object. (As needed of course.) Something along the lines of:

hitpoints, speed, los, range, owned by player number, so on and so forth...

This would make managing the objects much easier to maintain and make changes as needed.

(I could be wrong but, that makes sense to me.)

edit: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=257883223 (It seems I am pretty close.)

Feel free to read that guide as well.
Triggers
Triggers is what controls "when" "something happens" and "what" "happens". This is controlled by Conditions and Effects. The game assumes "AND" for all the Conditions. (Unless, "OR" or "NOT" are used. You can chain conditional logic when "OR" is used. "NOT" basically inverts the result. True is False and False is True.) Effects will ALWAYS run in the order you put/create them in.

Triggers have the following options:

Name
Note
Active
Loop
Run Immediately
Priority (Low/Normal/High Scale)
List of Conditions
List of Effects
List of Linked Triggers

Note: It seems that Naming is IMPORTANT in this one compared to AoE2DE. You cannot name a Trigger with another Triggers Name. It has to be unique.
Conditions
Always

Army: Distance to Point
Army: Distance to Unit
Army: Is Alive
Army: Is Dead
Army: Is In Player Line-of-Sight
Army: Is Owned by Player
Army: Is Visible to Player

Building: On Cursor
Building: Town Bell Rung
Building: Town Bell Unrung

Chat: History Contains
Chat: Is Dialog Done Playing

Cinematic: Is Skipped

Counter: Value

God Power: Has Been Used
God Power: In Effect
God Power: In Effect for any Player
God Power: Is Available for Player
God Power: Is Repeatable
God Power: Remaining Uses

Player: All Buildings Dead
Player: All Units And Buildings Dead
Player: All Units Dead
Player: All Valid Units and Buildings Dead
Player: Current Population
Player: Diplomacy Changed
Player: Has Free Population
Player: Has Major God
Player: Has Queued Units
Player: Has Reached Population Capacity
Player: Is Defeated
Player: Is Defeated or Resigned
Player: Is Human or Computer
Player: Is Undefeated
Player: Resource Gather Count
Player: Resources Gathered in Total
Player: Resources Stockpiled
Player: Statistic Value
Player: Tech is Active
Player: Tech is Researching
Player: Tech Status
Player: Unit Count
Player Unit Type Count
Player: Unit/Building In Progress Count
Player: Villager Priority Changed

Proto Unit: Is Hovered

Quest Variable: Check
Quest Variable Compare
Quest Variable: Distance

Scenario: Difficulty Level

Socket: Controlled by Player
Socket: Empty

Terrain: Height at Position
Terrain: Subtype at Position
Terrain: Water at Position

Timer: Milliseconds
Timer: Seconds

UI: Is Dialog Open
UI: Is in Gamepad Mode
UI: Is in Input Context
UI: Is MiniMap Expanded
UI: Is Radial Menu Page Open

Unit Type: In Area
Unit Type: Is Selected

Unit: Being Worked On
Unit: Contains Garrisoned Unit Type
Unit: Contains Garrisoned Units
Unit: Distance to Point
Unit: Distance to Unit
Unit: Has Target
Unit: In Player's Line-of-Sight
Unit: Is Alive
Unit: Is Anything Selected
Unit: Is Attacking
Unit: Is Dead
Unit: Is Garrisoned Inside Unit
Unit: Is Immobilized
Unit: Is On Lush
Unit: Is Playing Animation
Unit: Is Selected
Unit: Not Owned By Player
Unit: Owned By Player
Unit: Percent Complete
Unit: Percent Damaged
Unit: Visible On Screen

XS: Code Snippet
Effects (Part 1)
AI: Activate
AI: Add Army to Plan
AI: Call Function/Syscall/Rule
AI: Create Attack Plan
AI: Create Defend Plan
AI: Disable
AI: Kill Plan
AI: Set Attack Response Distance
AI: Start Inactive

Area: Change Type
Area: Convert Units
Area: Damage Units
Area: Damage Units by Percentage
Area: Heal Units
Area: Heal Units by Percentage
Area: Kill Units
Area: Remove Units

Army: Add Modifier
Army: Adjust Modifier
Army: Apply Effect
Army: Apply Effect by ProtoUnit
Army: Apply Effect with Damage
Army: Change Unit Name
Army: Change Unit Type
Army: Clear
Army: Construct Building
Army: Convert
Army: Flash
Army: Garrison
Army: Highlight
Army: Kill
Army: Make Invulnerable
Army: Move to Point
Army: Move to Unit
Army: Mutate
Army: Patrol to Point
Army: Perform Action
Army: Remove
Army: Reposition
Army: Reposition to Unit
Army: Reveal
Army: Rotate Around X Axis
Army: Rotate Around Y Axis
Army: Rotate Around Z Axis
Army: Set Animation
Army: Set Shading
Army: Set Stance
Army: Set Variation
Army: Spawn
Army: Spawn at Unit
Army: Task
Army: Task to Army
Army: Teleport to Point
Army: Throw
Army: Turn to Face Direction

Building: Generate Lush
Building: Place Foundation
Building: Timeshift to Point

Camera: Cut to Camera State View
Camera: Cut to Camera State View for Player
Camera: Cut to View
Camera: Cut to View for Player
Camera: Face Unit
Camera: Follow Unit
Camera: Lock
Camera: Play Track
Camera: Play Track for Player
Camera: Shake

Campaign: Advance to the Next Mission
Campaign: Advance to the Next Mission Prompt
Campaign: Advance to the Next Mission Prompt Skip
Campaign: Lose Mission
Campaign: Start New Campaign

Chat: Character Dialog
Chat: Clear Chat History
Chat: Clear HUD Messages
Chat: Keep Last Messages On Screen
Chat: Send Chat
Chat: Send Chat to Player
Chat: Send Spoofed Chat
Chat: Send Spoofed Chat to Player
Chat: Talking Heads Dialog
Chat: Toggle Chat On/Off

Cinematic: Fade Screen
Cinematic: Toggle Cinematic Mode
Cinematic: Toggle Obscured Unit Outlines

Counter: Building Progress
Counter: Countdown: Add
Counter: Countdown: Set
Counter: Custom: Add
Counter: Custom: Decrement
Counter: Custom: Increment
Counter: Custom: Set
Counter: Gatherers: Add
Counter: Make Persistent
Counter: Make Player Specific
Counter: Pause
Counter: Player Name: Add
Counter: Player Name: Set
Counter: Remove
Counter: Resource Stockpile
Counter: Set Invisibility
Counter: String: Add
Counter: String: Set
Counter: Unit Hitpoint Percent
Counter: Unit Hitpoints
Counter: Unit Type Killed: Add
Counter: Unit Type Lost: Add
Counter: Units in Area: Add
Counter: Units Killed: Add
Counter: Units Lost: Add
Counter: Units Owned: Add

Display: Flare Minimap
Display: Image Box
Display: In Game Prompt Hide
Display: In Game Prompt Show Area
Display: In Game Prompt Show Army
Display: In Game Prompt Show Unit
Display: Message Box
Display: Objective Message
Display: Overlay Text
Display: Show or Hide Popup
Display: Text Message
Display: Victory Message

Fake Counter: Clear
Fake Counter: Set Text

Fake Player: De-Fakify
Fake Player: De-Fakify All SubModels
Fake Player: De-Fakify Army
Fake Player: Fakify
Fake Player: Fakify Army
Fake Player: Fakify in Area
Fake Player: Fakify SubModel

Flash User Interface: Age Up Button
Flash User Interface: Gamepad Prompt
Flash User Interface: God Power at Position
Flash User Interface: Idle Banner
Flash User Interface: Minimap
Flash User Interface: Panel
Flash User Interface: Resource Entry
Flash User Interface: Tech
Flash User Interface: Train
Flash User Interface: Unit Ability
Flash User Interface: Unit Command
Flash User Interface: Villager Priority
Flash User Interface: Villager Priority HUD

God Power: Enable Blocking
God Power: Enable Granting by Techs
God Power: Grant to Player
God Power: Grant to Player at Position
God Power: Invoke
God Power: Invoke at Army
God Power: Redefine for Player
God Power: Remove All for Player
God Power: Set Cooldown
God Power: Set Cost
God Power: Set Use Count
God Power: Set Used Times

Map Revealer: Create
Map Revealer: Set Active State

Music: Fade Out
Music: Play
Music: Play Music File
Music: Play Next Track
Music: Set Current Track
Music: Set Mood
Music: Stop

Objective: Complete
Objective: Create Marker
Objective: Failed
Objective: Force Show Panel
Objective: Hide
Objective: Incomplete
Objective: Remove Marker
Objective: Show

Player: Activate Cheat
Player: Adjust Score
Player: Age Up Spawning
Player: Allied Victory
Player: Change Type of Units
Player: Defeat
Player: Disable Tech and Remove From Protounit
Player: Echo Statistics in Chat
Player: Grant Resources
Player: Individual Victory
Player: Modify Data
Player: Modify Resource Data
Player: Mutate Units
Player: Override Architectural Style
Player: Override Major God Name
Player: Partisans
Player: Queue Starting Units
Player: Remove All Buildings
Player: Remove All Units
Player: Reset Black Map
Player: Send Tribute
Player: Set Civilization
Player: Set Color
Player: Set Diplomacy
Player: Set Name
Player: Set Score
Player: Set Tech Status
Player: Shade Spawning
Player: Starting Units
Player: Take Control of Player
Player: Timeshifting
Player: Timeshifting Add Entry
Player: Timeshifting Modify Cost
Player: Toggle Visibility of Player

Prompt: Two Options
Prompt: Two Options for Player

Protounit: Action Special Effect
Protounit: Action Special Effect Active
Protounit: Action Special Duration
Protounit: Action Special Freeze
Protounit: Action Special Progressive Freeze
Protounit: Action Special Effect with Modifier
Protounit: Action Special Effect with Protounit
Protounit: Add Tech
Protounit: Add Train
Protounit: Add Unit Command
Protounit: Change Name
Protounit: Enable/Disable Action
Protounit: Flash
Protounit: Forbid and Disable
Protounit: Modify Action
Protounit: Modify Action with Unit Type
Protounit: Modify Data
Protounit: Modify Resource Data
Protounit: Movement Type
Protounit: Remove Tech
Protounit: Remove Train
Protounit: Remove Unit Command
Protounit: Set Flag
Protounit: Set Icon
Protounit: Set Unit Type
Protounit: Unforbid and Enable

Quest Variable: Copy
Quest Variable: Echo in Chat
Quest Variable: Get Scenario User Data
Quest Variable: Modify
Quest Variable: Modify with Variable
Quest Variable: Randomize
Quest Variable: Randomize and Force New Result
Quest Variable: Set Scenario User Data
Quest Variable: Set Value

Rate Modify Global: Construction Speed
Rate Modify Global: Return All to Normal
Rate Modify Global: Tech Research Speed
Rate Modify Global: Training Speed

Relic: Create
Relic: Force

Render: Cinematic Sky
Render: Fog/Black Map
Render: Fog/Black Map Multiplayer
Render: Lighting
Render: Rain
Render: Set Shadow Far Clipping Plane
Render: Snow

Scenario: End Challenge
Scenario: End Game
Scenario: Enforce AI Assist
Scenario: Go to Main Menu
Scenario: Hide Scoreboard
Scenario: Mutate Units
Scenario: Pause Game
Scenario: Reset Blackmap for All Players
Scenario: Restart
Scenario: Reveal Map for All Players
Scenario: Set Idle Processing
Scenario: Toggle Disable Conquest Check
Scenario: Toggle Disable Popcap Notifications
Scenario: Toggle Disable Power Notifications
Scenario: Toggle Disable Power Timers
Scenario: Toggle Mouse Cursor Visibility
Scenario: Toggle Pausing in Minor God Window
Scenario: Toggle Pausing in Objective Window
Scenario: Toggle User Controls

Socket: Construct Itself
Socket: Place Foundation

Sound: Block All Ambient Sounds
Sound: Block All Sounds
Sound: Block Notification Sounds
Sound: Fade Out All Sounds
Sound: Play Sound File
Sound: Play Soundset
Sound: Play Soundset for Player
Sound: Unblock All Ambient Sounds
Sound: Unblock All Sounds
Sound: Unblock Notification Sounds

Tech: Hide Effects From Rollover
Tech: Modify Cost
Tech: Modify Research Points
Tech: Replace Icon
Tech: Replace Icon by Tech
Tech: Set String

Terrain: Change Height Circular
Terrain: Change Height Rectangular
Terrain: Paint Circular
Terrain: Paint Rectangular
Terrain: Paint Water Circular
Terrain: Paint Water Rectangular
Effects (Part 2)
Trigger: Activate
Trigger: Deactivate

Tutorial: Advance to Fall of the Trident Campaign Prompt

UI: Block Radial Menu
UI: Gamepad Prompt Visibility
UI: Hide Radial Menu Prompt Panel
UI: Panel Visibility

Unit Formations: Set Scale

Unit: Add Modifier
Unit: Adjust Modifier
Unit: Apply Effect
Unit: Apply Effect by ProtoUnit
Unit: Apply Effect with Damage
Unit: Change Name
Unit: Change Type
Unit: Construct Building
Unit: Convert
Unit: Create
Unit: Create from Source Unit
Unit: Create Multiple
Unit: Create Multiple from Source Unit
Unit: Damage
Unit: Damage by Percent
Unit: Delayed Transform
Unit: Disable Conversion
Unit: Disable Deletion
Unit: Flash
Unit: Garrison
Unit: Garrison Instantly
Unit: Heal
Unit: Heal by Percentage
Unit: Highlight
Unit: Kill
Unit: Make Invulnerable
Unit: Make Passive
Unit: Modify Resource Inventory
Unit: Move From Area to Point
Unit: Move From Area to Unit
Unit: Move to Point
Unit: Move to Unit
Unit: Mutate
Unit: Patrol to Point
Unit: Perform Action
Unit: Perform Action by Protounit
Unit: Perform Transformation
Unit: Remove
Unit: Reposition
Unit: Reposition to Unit
Unit: Reveal
Unit: Rotate Around X Axis
Unit: Rotate Around Y Axis
Unit: Rotate Around Z Axis
Unit: Select
Unit: Set Animation
Unit: Set Animation By Protounit
Unit: Set Animation By Variation Number
Unit: Set Hitpoints
Unit: Set Scale
Unit: Set Shading
Unit: Set Stance
Unit: Set Variation
Unit: Set Veterancy Rank
Unit: Show Building Damage
Unit: Stop Current Action
Unit: Task
Unit: Teleport to Point
Unit: Teleport to Unit
Unit: Throw
Unit: Turn to Face Direction
Unit: Turn to Face Unit
Unit: Ungarrison Contained Units

User: Set User Scenario Data

XS: Code Snippet
Common Settings/Attributes
Here is a list of all the Common Settings/Attributes for Conditions/Effects.

Note: There are multiple uses of "Command" with different data.

Show
Make

Set Area
Set Rectangular Area
Show Area
Show Rectangular Area

Operator

Distance

[Army]
Army
Target Army

[Object Selection]
Building
Target Unit
Building Unit
Source Building
Source Unit
Source Units
Center Unit
Units

[Player]
Player
Fake Player
Player Type
Attack Player
Source Player
Target Player
From Player
To Player
Fake Player (0-7)

[Filters]
Group Filter
Power Filter
Protounit Filter
ProtoName Filter
Tech Filter
UnitType Filter
Ability Filter
Flag Filter
Relic Filter

[Value]
Value
Initial Value
Number
Percent
Amount
Total
Min Value
Max Value

[Variables]
Var Name
Var Name 1
Var Name 2
From Var

[Terrain]
Terrain Class
Terrain

[Water]
Water Type
Water

[Time]
Milliseconds
Seconds
Duration
Duration(ms)
Duration (s)
Panning duration in Milliseconds
Event Delay (ms)
Delay(ms)
Start
Stop
Timeout (s)

[Switches/Boolean]
Check for Idle
Action Only
Skip Birth Anim
Eject Contained
Enable
Attack Move
Run
Force Full Hitpoints
Bypass Charge
Disable Tying
Immediate
Reveal
Loop
No Idle Pop
Clear Existing Units
Lock
BlendWithGameCamera
Display Prompt
Ignore Event on Sound Abort
Override Sound Duration
Status
Speaker is Left Side
Fade
Mode
Letterbox
Obscure Units
Show Total
Reverse Count
Persistent
Player Specific
Pause
Visible
Count Damaged Percent
Show Max HP
Count Damaged HP
Flash
ShowColor
Display
Ignore User Controls
Use Cost
Repeatable at End
Ignore Cooldown
Blackmap Only
Active State
Force Complete
PlaySound
Value
End Game
Mutual
Has LOS
Active
Set
Rounding
Render
Use Terrain Height
Fog of War
Black Map
Enforce
Process Idle
Disable
Show Mouse
Control
Exclude Dialog
Hide Effects
Remove Water
Update Obstructions
Blocked
Hidden
Force Foundation
Forbid
Clear

[XS]
Command [XS]
Expression

[Degrees/Direction]
Angle (0-359)
Heading (0-359)
Direction (0-359)
Orientation (0-359)

[Path]
Portrait
Portrait Path
Portrait Path Left
Portrait Path Right

[Color]
Red
Red (0-255)
R (0-255)
Green
Green (0-255)
G (0-255)
Blue
Blue (0-255)
B (0-255)

[Offset]
Offset X
Offset Y
Offset Z

[Trigger]
Trigger
Trigger 1
Trigger 2

[Choice]
Choice 1
Choice 2

[Unordered]
Resource
Text
Name
Power
Status
Civilization
Stat Type
Age
Culture
Tech
Unit
Unit Type
Preset
Level
Socket
Dialog
Context
Menu
Radius
Count
Object
Animation
Plan Name
Engage Range
Frequency
Priority
Gather Distance
Damage
Damage Pct
Heal Pct
Modify Type
Damage Type
Delta
Relativity
Effect
ProtoName
ID
ProtoUnit
ProtoUnit To Build
Go To
Run Speed
Action
Variation
Shading Type
Opacity (0-100)
Stance
Number of Bounces
Max. Height
Max. Velocity
Spin Period
Percent Complete (0-100)
Camera State
Set Cut
BlendTime
Strength
Message
Next Campaign Path
Speaker
Sound
Browse
Play
Image Path
Subtitle
Attachment
Title
Text Size
Type
SubModel Override Name
Prompt
Position
Banner Type
Panel
Resource Entry
Ability
Command [Unit Command]
Uses
Cooldown (s)
Icon
Icon Path
Minimap Icon
Display Name
Rollover
ShortRollover
Initial Cost
Repeat Cost
Use Count
Used Times
Revealer Name
Revealer LOS
Fade Duration
Music File
Music Set Index
Mood ID
Objective
Command [Cheat Code]
Source Unit Type
Target Protounit
Field
New Name
Color Type
Score
Cost Ratio
Time Ratio
Main Text
Target Unit Type
Freeze Type
Freeze Duration
Dest ProtoUnit
Row (0-3)
Column (0-5)
Train ProtoUnit
Command [Action]
Movement Type
Flag
Index (0-15)
Rate
Relic Name
Sky Name
Height
Set Name
Fade In
Distance Away From Camera
Soundset
Icon Tech
String
Scale
DamageAmt
DamagePct
HealPct
X
Y
Z
Rank
Damage Locations
Smoke Locations
Fire Locations
Common Dropdown Box Index Values
Placeholder for the index values. (Hopefully, they do not change this much... There is a lot here...)

Left off at: Effect: Building: Generate Lush.

[Army] [Target Army]
(Unfortunately, this is defined by you. You will have to keep track of this yourself. Starts at 0 and goes up by 1 each time.)

[Operator]

0: <
1: <=
2: ==
3: >=
4: >
5: !=

[Player] [Attack Player] [Source Player] [Target Player]
0: 1
1: 2
2: 3
3: 4
4: 5
5: 6
6: 7
7: 8
8: 9
9: 10
10: 11
11: 12
12: 0
(Why did they do this? Gaia should be 0...)

[Building Unit]
(come back to this.)

[Power]
(come back to this.)

[Status] (Diplomacy)
0: Ally
1: Enemy
2: Neutral

[Civilization]
0: Nature
1: Zeus
2: Hades
3: Poseidon
4: Ra
5: Isis
6: Set
7: Thor
8: Odin
9: Loki
10: Kronos
11: Oranos
12: Gaia
13: Freyr

[Player Type]
0: Human
1: Computer

[Resource]
0: Gold
1: Wood
2: Food
3: Favor

[Stat Type]
(come back to this.)

[Age]
0: (Any)
1: Archaic
2: Classical
3: Heroic
4: Mythic
5: Titan

[Culture]
0: (Any)
1: Greek
2: Egyptian
3: Norse
4: Atlantean

[Tech]
(come back to this.)

[Status] (Technology)
0: Unobtainable
1: Obtainable
2: Active

[Unit]
(come back to this.)

[Preset] (Villager Priority UI)
0: None
1: Age1
2: Age2
3: Age3
4: Defensive
5: Naval
6: Economic
7: Balanced
8: Military
9: Custom

[Level]
0: Standard
1: Moderate
2: Hard
3: Titan
4: Extreme
5: Legendary

[Terrain Class]
0: (All)
1: Default
2: Greek
3: Hades
4: Egypt
5: Norse
6: Marsh
7: Tundra
8: CityTiles
9: Gaia
10: Atlantean
11: Water
12: Underwater
13: SPC

[Terrain]
(come back to this.)
Note that this changes depending on the Class Selected.

[Water Type]
0: (All)
1: River
2: Lake
3: Ocean

[Water]
(come back to this.)
Note that this changes depending on the Class Selected.

[Dialog]
0: Age Up
1: Diplomacy
2: Objectives
3: Villager Priorities

[Context]
0: world
1: attackMove
2: repair
3: radialmenu
4: ageup
5: building
6: buildWall
7: empower
8: ejectat
9: guard
10: patrol
11: setGatherPoint
12: specialpower
13: garrison

[Menu]
0: Villager Priority Presets
1: Villager Priority Manual
2: Unit Commands
3: God Powers
4: Control Groups
5: Find

[Animation]
(come back to this.)
Note this might change depending on the unit.

[Unit Type]
(come back to this.)

[ProtoUnit]
(come back to this.)

[Modify Type]
(come back to this.)

[Damage Type]
0: (None)
1: Hack
2: Pierce
3: Crush
4: Divine

[Relativity]
0: Absolute
1: Assign
2: Percent
3: BasePercent

[Effect]
0: Stun
1: Chaos
2: Freeze
3: Petrify

[Effect]
0: Reincarnation
1: Attach

[ProtoName]
(come back to this.)

[Effect]
0: DamageOverTime
1: PetrifyDamage

[ProtoUnit To Build]
(come back to this.)

[Group Filter]
0: (Any)
1: Ungrouped
(Unfortunately, this is defined by you. You will have to keep track of this yourself. Starts at 2 and goes up by 1 each time.)

[Trigger]
0: (None)
1: Ungrouped
(Unfortunately, this is defined by you. You will have to keep track of this yourself. Starts at 2 and goes up by 1 each time.)

[Action]
(come back to this.)
Note this might change depending on the unit.

[Variation]
(come back to this.)
Note this might change depending on the unit.

[Shading Type]
0: (All)
1: Bronze
2: Stone
3: Frost
4: Burning
5: Gold

[Stance]
0: Aggressive
1: Defensive
2: No Attack
3: Stand Ground

XS Examples
Note: I want to point out something I found out recently. If you have triggers in a scenario, when you press playtest, the game will auto generate an xs script for you. So, I had an interesting idea. Why not have 2 triggers. One with conditions and the other with effects. It turns out it worked. (Well, besides the error. Mainly because I did not assign any values and left them the default.) Nonetheless, this information is useful. Here is the pastebin:

https://pastebin.com/HMxYxkS4

I started messing around with XS stuff. Here is some simple examples I made.

rule _Trigger_0 highFrequency active { float x = 0.0; float z = 0.0; for(x=0.0; x<10.0; x += 1.0) { for(z=0.0; z<10.0; z += 1.0) { // create 100 Greek Villagers at 0,Y,0 to 9,Y,9. trUnitCreate("VillagerGreek", x, 4.0, z, 0, 1, false); } } xsDisableRule("_Trigger_0"); trDisableRule("Trigger_0"); }

rule _Trigger_1 active minInterval 2 maxInterval 2 { // detect location of a Unit ID and send it to world every 2 seconds. vector location = trUnitGetPosition(0); trWorldSpacePromptArea("default", location, "" + location, vector(0.0, 0.0, 0.0)); }

rule _Trigger_2 active highFrequency { // modify the roc object LOS and Speed to 10. trModifyProtounitData("roc", 1, 1, 10.0, 2); trModifyProtounitData("roc", 1, 2, 10.0, 2); xsDisableRule("_Trigger_2"); trDisableRule("Trigger_2"); }

rule _Trigger_3 active highFrequency { // give me a random number, float, boolean and send it to chat. int rn = xsRandInt(1, 100); float rf = xsRandFloat(1.0, 100.0); bool rb = xsRandBool(0.5); trChatSend(1, "Random Number (1-100): " + rn + ". Random Float (1.0-100.0): " + rf + ". Random Boolean (0-1): " + rb); xsDisableRule("_Trigger_3"); trDisableRule("Trigger_3"); }

rule _Trigger_4 active minInterval 1 maxInterval 1 { // give player 1 +1 resource each second until 1000 resources. if(kbGetResourceAmount(1, kbGetResourceID("Gold")) < 1000) { trPlayerModifyResourceData(1, 0, 0, 1.0, 0); } if(kbGetResourceAmount(1, kbGetResourceID("Wood")) < 1000) { trPlayerModifyResourceData(1, 0, 1, 1.0, 0); } if(kbGetResourceAmount(1, kbGetResourceID("Food")) < 1000) { trPlayerModifyResourceData(1, 0, 2, 1.0, 0); } if(kbGetResourceAmount(1, kbGetResourceID("Favor")) < 1000) { trPlayerModifyResourceData(1, 0, 3, 1.0, 0); } }

rule _Trigger_5 active highFrequency { int player_me = 1; int player_them = 1; for(player_me=1; player_me<13; player_me++) { for(player_them=1; player_them<13; player_them++) { if(player_me != player_them) { // go though all 12 players and ally each other. ignoring self to self. trPlayerSetDiplomacy(player_me, player_them, "Ally", false); } } } xsDisableRule("_Trigger_5"); trDisableRule("Trigger_5"); }
Cinematic Example
So, I was asked how it worked. It's a little tricky but, once you understand how to do it, it should be easy enough to work out from there. So, what do you need?

1: A minimum of 2-3 triggers.
2: A Camera Track. (A cut scene basically to show them talking or whatever.)
3: Enable/Disable Effect "Cinematic: Toggle Cinematic Mode".
4: Effect: "Camera: Play Track"
5: Effect: "Chat: Character Dialog"
6: Condition: Timers.

I currently have a working example and it is annoying but, it does work.

Create the following Triggers:

1: start_cutscene (active)
condition: always
effect: Cinematic: Toggle Cinematic Mode (On/On)
effect: camera: play track (camera track of cut scene.)

2: end_cutscene (active)
condition: timer: seconds (10)
effect: Cinematic: Toggle Cinematic Mode (Off/Off)

Note: DO NOT FORGET TO DO THIS or you will lock up your game and will have to press alt+f4. (Although, the Escape Key might work to skip the cut scene. edit: Well, you can but, you are still stuck. You may have to ctrl+alt+delete and kill the process in task manager.)

3: dialog (active)
condition: timer: seconds (3)
effect: chat: character dialog (p1, "Hello there!", "SpoOkyMagician", none, default, any, none, 7000)

Note: The Event Delay (ms) is how long the dialog stays on screen in milliseconds. 7000=7 seconds.
Miscellaneous Information
Random Information that I/Others have come across.

- (Noticed/Asked by "lis de nuit" on discord.) Apparently, you cannot garrison the same Relic Type in a Temple. Unsure as to why. Possibly a conflict issue?

- I noticed that there is a Terrain Type Limit while working on a Scenario. (It's 48.)
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Conclusion
I hope this Guide has explained the Editor to you. If you have any specific questions/comments, feel free to ask me/post in the comments section. I can edit this Guide for new information provided by you. (If true.) I hope to see some creative modders to make some really cool scenarios. Good luck!
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Separator (Ignore this section)
9 Comments
TWolli 21 Apr @ 11:01am 
I would like to create a simple map that I can use in multiplayer. After selecting the map in the game, I would like to be able to decide which race I have and which difficulty level and type (standard, attacker or defender) the computer opponents have.
Basically the same as with the pre-made multiplayer maps, but I want to be able to customise the map according to my ideas.

If I select the game type ‘Custom map’, I can choose my map, but everything is fixed.

Unfortunately, I have not been able to find out how to change everything to ‘Custom’ in the editor. Not even how I can adjust the difficulty level of the computer opponents.

Can any of you help me here?
eXo | Corruption 10 Apr @ 10:22am 
Hey can you help me? I want to assign an Ai to my AI enemy but when I click on the set button the only ai available is the "inactive_ai.xs". Even searching in the games directory wont show anything. I tried repairing the game files. ty!
Captain Hell Knight 8 Oct, 2024 @ 6:07am 
Got it, thanks.
SpoOkyMagician  [author] 7 Oct, 2024 @ 9:41pm 
Object -> Advanced Transformation Tool -> Enable Gizmo. (You can scale objects in the world as needed.
Captain Hell Knight 6 Oct, 2024 @ 10:10am 
So, does anyone know how to resize units? That's one thing I'm having trouble finding.
Вялый Джунджурик 17 Sep, 2024 @ 2:16pm 
Thanks a lot!
SpoOkyMagician  [author] 17 Sep, 2024 @ 1:53pm 
Added Cinematic Example Section.
SpoOkyMagician  [author] 17 Sep, 2024 @ 1:39pm 
Okay, I figured it out. I could explain it here but, it would be easier to do in the guide. I will explain it in a section soon.
Вялый Джунджурик 17 Sep, 2024 @ 4:33am 
I have a question. How can I make a working cinematic dialog, like in the campaign? The options like "Chat: Talking Heads Dialog", and "Chat: Character Heads Dialog" are just sending messages to the chat, and doesn't play anything during the cinematic.