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A New World

Script for map A New World

Too confusing? Check out scripting manual
Start a game on this map
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The script is just : The cogs on the RIGHT of the map will be changed by No weapons Cog (They can't attack) Like in the scramble.
<script>
  <setup>
    <action type="copyMetaUnit" basedOn="17" id="10002" name="No weapons cog"/>
    <action type="customizeRuleset" elementId="10002">
      <update property="unit.weapon.noOfAttacks" value="0"/>
      <update property="unit.blocks" unitId="10002" value="0"/>
      <update property="unit.weapon.minDamage" value="0"/>
      <update property="unit.weapon.maxDamage" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10002" value="0"/>
      <update property="unit.visionPoints" value="3"/>
    </action>
    <action type="copyMetaUnit" basedOn="1" id="10001" name="Fast Captures"/>
    <action type="customizeRuleset" elementId="10001">
      <update property="unit.weapon.attackingBonus" value="2"/>
      <update property="unit.price" resourceId="1" value="200"/>
      <update property="unit.buildingDefenseBonuses" buildingId="1" value="3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="2" value="-3"/>
      <update property="unit.buildingDefenseBonuses" buildingId="3" value="0"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="1" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="2" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="3" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="4" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="5" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="6" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="7" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="21" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="8" value="1"/>
      <update property="unit.capturingTakesNoOfTurns" buildingId="9" value="1"/>
      <update property="unit.capturingChangesUnitTo" unitId="" value="10001"/>
      <update property="unit.capturingConsumesUnit" value="1"/>
      <update property="unit.capturingFinishesWhenTurnEnds" value="0"/>
      <update property="building.buildsUnits" elementId="1" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="2" unitId="10001" value="1"/>
      <update property="building.buildsUnits" elementId="3" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="4" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="5" unitId="10001" value="1"/>
      <update property="building.buildsUnits" elementId="6" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="7" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="8" unitId="10001" value="0"/>
      <update property="building.buildsUnits" elementId="9" unitId="10001" value="0"/>
    </action>
  </setup>
  <trigger name="startGameTrigger" noOfTimesAllowedToInvoke="1">
    <condition type="startGame"/>
    <action type="destroyUnit" x="65" y="14"/>
    <action type="createUnit" metaUnitId="10002" x="65" y="14" name="" playerOrder="2" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
    </action>
    <action type="destroyUnit" x="64" y="21"/>
    <action type="createUnit" metaUnitId="10002" x="64" y="21" name="" playerOrder="1" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
    </action>
    <action type="destroyUnit" x="61" y="27"/>
    <action type="createUnit" metaUnitId="10002" x="61" y="27" name="" playerOrder="2" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
    </action>
    <action type="destroyUnit" x="63" y="29"/>
    <action type="createUnit" metaUnitId="10002" x="63" y="29" name="" playerOrder="1" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
    </action>
    <action type="destroyUnit" x="63" y="34"/>
    <action type="createUnit" metaUnitId="10002" x="63" y="34" name="" playerOrder="2" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
    </action>
    <action type="destroyUnit" x="49" y="40"/>
    <action type="createUnit" metaUnitId="10002" x="49" y="40" name="" playerOrder="1" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
    </action>
    <action type="destroyUnit" x="47" y="27"/>
    <action type="createUnit" metaUnitId="10002" x="47" y="27" name="" playerOrder="1" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
    </action>
    <action type="destroyUnit" x="50" y="26"/>
    <action type="createUnit" metaUnitId="10002" x="50" y="26" name="" playerOrder="2" health="5" vicinity="1">
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="10001" health="10" name=""/>
      <cargoUnit metaUnitId="1" health="10" name=""/>
    </action>
  </trigger>
  <trigger name="Start tip" noOfTimesAllowedToInvoke="2">
    <condition type="turnStarted"/>
    <action type="showDialogue" playerOrder="0">
      <row icon="char6" name="- Units on the right of the map -">You have the : "No weapons cog" : These ships can't attack !
And the "Fast Captures" : They are like peasants, but when they capture a building, you don't lose a turn. They are consumed before your turn. So you can create something at this building.
Attention : he have armor penalty on the forts !</row>
    </action>
  </trigger>
</script>