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Player 1's player variables 1-2-and 3 are all set to 255. condition player 1 has attribute kills > = 2000 effect set player attribute level player 1 variable 2 to exactly 0. condition player 1 has attribute kills > = 1500 condition player 1 has attribute kills > = 1000 effect set player attribute level player 1 variable 3 to exactly 0. effect set player attribute level player 1 variable 1 to exactly 0. condition player 1 has attribute kills > = 500 effect send chat player 1, tutorial box checked, duration 0, chat says: /r/#PA0001/g/#PA0002/b/#PA0003/#PA0004 Kills. effect set player attribute level player 1 variable 3 to exactly 255. effect set player attribute level player 1 variable 2 to exactly 255.
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effect set player attribute level player 1 variable 1 to exactly 255. This means you can have a repeating message in a myriad of changing colors without making a separate chat for each one.įor example, you want to make a kills counter that changes color for different levels of kills. Since 0-255 is not used and is substituted with "/PA0001", PA is player attribute dynamic number(in this case is a player variable) that can be changed simply by setting player attribute level with triggers. And the "/r/#PA0001/g/#PA0002/b/#PA0003" is represented as text formatting for setting the color of the message in terms of: /r#(0-255)= red, /g#(0-255)= green, and /b#(0-255)= blue, as the degree of colors for each red green and blue to make in combination to make any color. "You Have 0 Kills"(at the start with # of kills player 1 has, updated every half second in a tutorial box at the top right corner of the screen). In this case it will be for player 1 units killed, so the text will read: Loop a chat message with tutorial box checked and the following text: In a scenario I also found a way to combine text formatting with dynamic numbers. The leading role for is campaign is played by Inaros who has had his lover taken away by a Persian leader and tries to conquer her back along with the liberation of his people from the Persian empire.Meaning formatting for names and game descriptions. After the story, Leonidas dies in the battle of Thermopylae and Pausanias takes over the battle with the Persians. This is sort of an chunky introduction to the game and the real story. After the two meet, Leonidas starts telling the story of how he became king with the help of his uncle Demeratus. The story starts with Pausanias(relative of Leonidas king of Sparta) who goes after Leonidas to help him battle the Persians. Each campaign for every nation is divided into nine missions. The game consists of three campaigns centerd on the ancient civiliztions: The Spartans, The Egyptians and The Persians. Most have to be researched before equipping them to the soldiers.
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There are 8 slots for customization, and a variety of weapons and shields. Before building a unit, the player must choose which items are to be equipped to that unit. Heavy infantry (hoplite, immortal, Pharaoh's guard) are heavily armored and slow, but are deadly when used as melee.Īll infantry (excluding heroes) are built either at the barracks or archery range. Medium infantry (spartiate, noble, mighty nadsez), are medium armored and are good as both ranged and melee. Light infantry (psiloi, kara warrior, nubian mercenary) are lightly armored and fast.
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Collected weapons have no cost when building a unit using that weapon. But the player can also steal the opponent's weapons when his warriors die and leave their equipment on the battlefield. This, however, makes each unit relatively expensive. The player has the ability to research and create weapons personally to equip his warriors with. It was developed by World Forge and has been published by Play Ten Interactive. Ancient Wars: Sparta ( Russian: Войны древности: Спарта) is a real-time strategy computer game released in April 2007.