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Design document for Age of Empires II, then known as AGE 2.
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Version 5.0
17 July 1998
AGE 2 Design Document Page 1
ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY
CONFIDENTIAL
AGE 2
1
i. Document Purpose, Organization, and Conventions. 5
Document Versioning. 5
Options. 5
Document Use (Online). 6
ii. Version Change Summary. 7
Document. 7
Feature Re-introduction Schedule. 7
Milestone Items. 8
iii. Vision Statement. 9
Vision Statement. 9
Litmus Test. 9
1.0 Interfaces. 10
Section Notes. 10
General Interface Design Concepts. 10
Pre-Game Interfaces. 10
In-Game Interfaces. 11
Post-Game Interfaces. 17
Miscellaneous Interfaces, AGE2 Editor. 18
General Interface Data. 18
2.0 Ages. 26
The Ages in General. 26
Advancement Through The Ages. 26
3.0 Resources. 27
Resources in General.. 27
Basics of Resource Model. 27
4.0 Trade. 29
Overview of Trade Model. 29
Internal Trade. 29
Player-to-Player Trade. 29
Programmer Notes. 31
5.0 Combat. 33
General Combat Model. 33
Combat Unit Behavior. 45
6.0 Diplomacy. 48
Diplomacy Options. 48
Diplomacy Interface Elements. 49
7.0 Cultures and Civilizations. 51
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Player Civilizations. 51
Cultures by Art Set. 51
Culture Abstracts. 52
Raider Cultures. 55
8.0 Units. 58
Units in General. 58
Unit Behavior. 61
Unit Art. 61
Unit Notes. 62
9.0 Gaia Units. 64
Gaia Units. 64
Gaia Unit Renewal. 64
Gaia Unit Behavior. 64
10.0 Map. 67
Map Types. 67
Terrain. 67
Obscured Units. 67
11.0 Buildings. 68
12.0 Technologies and Technology Tree. 75
Technology Tree. 75
Technology Index. 75
13.0 Relics. 77
Relics. 77
14.0 Victory Conditions and Game Options. 78
Standard Victory Conditions. 78
Optional Victory Conditions. 78
15.0 Easter Eggs and Cheat Codes. 80
16.0 Cinematic Art. 81
Opening Cinematic. 81
Campaign Cutscenes. 81
Alternate Reality Cutscenes (OPTION). 81
17.0 Sounds. 82
Stereo Sound. 82
Official Taunts. 82
Internationalized Sound Specifications. 82
18.0 Campaigns and Scenarios. 86
Dynamic Campaign System. 86
Campaigns. 86
19.0 Suggestions and Related Outcomes.89
20.0 Historical Data. 90
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21.0 Technical Specification. 91
Technical Programming Items Request for AGE 2. 91
Al Related Tasks. 99
Communications Related Tasks. 100
Communications Programming Issues. 101
Command Line Parameters. 102
Machine Specifications. 107
22.0 Design Prototyping. 108
23.0 Milestones. 109
24.0 Wish List Items. 110
Roads. 110
Sound. 110
Interface. 110
Game Types. 110
Multiplayer Anti-Cheat System. 110
Wishlist Items from AoK Design Meeting. 110
A. Contact Information. 114
B. Database File Naming Conventions. 115
Units. 115
Buildings. 116
C. Debugging Input Box. 119
Function. 119
Use. 119
Implementation. 119
Other Implementation. 119
Notes. 119
D. Al Expert System. 120
E. Formation Data. 121
Formation Classes Table. 121
Format Specifier for Formations Data File. 122
F. Build Procedure. 126
E. Score Model. 128
Index. 129
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i. Document Purpose, Organization, and Conventions
The AGE 2 Master Design Document is intended to act as the central source document for all phases
and aspects of the official AGE 2 development process.
As many aspects of the design will invariably change over the course of its evolution from a conceptual
to a finished state, this document is structured to readily adapt to and present changing information in
a coherent and functional fashion. To this end, all related information will be compartmentalized into a
number of specialized fields, each providing for the easy location of relevant data and also minimizing
instances of contradictory statements via repeated information being updated in one location but not
others. The document will also be maintained in versions (allowing regression when necessary and
providing the ability to track chronological progress) and a Version Change Summary (outlining any
changes made) will be included as part of each complete document.
Additionally, please note that portions of the document still pending final agreement prior to
implementation will be identified by the prefix "(pending)" in their title. Any decisions contingent upon
the accuracy of pending information should be discussed with members of the AGE 2 team prior to
finalization.
This document and all of its related subdocuments will be maintained (primarily) upon the Ensemble
Studios Intranet. Normally, its content will be altered by Ian M. Fischer (ifischer@ensemble-
studios.com), who will combine information received from all members of the AGE 2 team into each
successive version. New versions will be made available to all members of the AGE 2 team each
Friday through email.
Please do not make changes directly to this document or any of its subdocuments. Suggestions for
any content you feel should be added, revised, or excluded can be sent directly to Ian M. Fischer or
Mark Terrano (mterrano@ensemble-studios.com).
Document Versioning
The major document version number will correspond to the current milestone while the minor
version number will be updated with every revision (weekly). The contents of the document will
correspond with the developmental state of the project at each milestone and will attempt to be as
accurate as possible between these.
Originally, Word’s version tracking utility was being used in the construction of this document.
However, this feature caused the document’s file size to increase to a degree that made it
unacceptable for transmission or editing. The use of this feature has been discontinued starting with
v0.5. A more efficient means of conveying document changes is being engineered.
Options
The exact implementation of certain aspects of the AGE 2 design is dependent on the
outcome of playtesting, scheduling, team discussions, and so forth. In instances where multiple
(viable) implementations have been suggested, these will be presented in the document along with the
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word “option” in their heading. In general, options are listed in order of their current expected
precedence (i.e. the most likely option is listed first.)
Document Use (Online)
This document is designed with the use of Word’s ‘document map’ feature in mind. When
using the document online, we highly recommend enabling this feature.
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ii. Version Change Summary
Document
The entire cursed document has been rewritten.
Feature Re-introduction Schedule
In order of priority:
X
Battering Rams
X
Other Units Batterinq Rams
X
Static / Packinq Sieqe Weapons
X
Gather Points (from Buildinqs)
Gaia Behaviors
Walls and Buildinqs Stop Missile Attacks
Relic (combat)
Gates
Garrisons
Naval Special Combats
Production Queues
Internal Trade
Relic (economic)
Ore replaces Gold
Gatherinq Generates Gold
Overland Trade / Trade Carts
New Diplomacy Model
Castles
Unique Units
Special Unit Attacks and Defenses
Raider Cultures
Cultural Differences
Formations
Unit Level State Al
Kinqs
* Optional items below this row *
Bribery
Facinqs
Reqrowth
Infiltraitors
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Milestone Items
Revised formation specification
page
34
Gaia unit Al specification
page
65
In-Game tech tree specification
page
16
Feature re-introduction schedule
page
8
Game summary display specification
page
15
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iii. Vision Statement
Vision Statement
To keep the best parts of the Age of Empires game but extend and evolve it with
selected changes and additions: improved interface, fresh visual look, enhanced
tactical combat (formations and facing), new trade options, new diplomacy options,
and a new time period (Dark Ages through Early Renaissance) with appropriate
cultures, buildings, units, and technologies.
Litmus Test
All ideas for potential design elements related to AGE 2 are subject to discussion among
members of the AGE 2 team. However, comparing any concept to members of the below vision
statement should provide a general idea of a suggestion's suitability.
• AGE 2 will not alienate its existing audience.
The core elements which made Age of Empires a success will not be changed in AGE 2.
(Example of ideas excluded by this: Age of Flight Simulators, Age of Tetris.)
• AGE 2 will build upon its predecessor.
Changes made from the Age of Empires design to the AGE 2 design will be evolutionary rather
than revolutionary; AGE 2 will expand and refine components of the Age of Empires design.
(Example of ideas excluded by this: first person perspective combat, RPG elements.)
• AGE 2 will strive to achieve completion on or about July 1998.
Features added to the design will conceivably be achievable within the limits of the AGE 2
production time frame.
(Example of ideas excluded by this: 16 bit color, full 3D engine.)
• AGE 2 will generally keep within the limitations of its approximate historical time period .
Every effort will be made to accurately model the elements of the 450 - 1450 AD time period,
except in cases where reality would sacrifice gameplay.
(Example of ideas excluded by this: aircraft, aliens, submarines, atomic weapons.)
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1.0 Interfaces
Section Notes
• Come up with a new name for the random map game.
• Improve the utility of the save game function.
• Input boxes should be same length as input fields.
• Improve the help interface.
• Trade interface; incorporate naval and overland options in a single Ul, share like controls.
• Add ability for local taunt mute; disable taunt sending when locally muted.
General Interface Design Concepts
• All user interfaces will be rendered in a higher (800 x 600 x 256 color) resolution. This will be done
even when the user elects to have the game itself (i.e. the game window) displayed in higher or
lower resolutions.
• Text used in all interfaces will be handled through programmatic map text overlays to allow for a
simplified localization process.
• Interfaces will make use of animated icons.
• Users will be provided with a customization feature that will allow them to save and recall their
favorite interface settings.
• User interfaces will be combined and streamlined, allowing for quick, simple navigation and the
most commands issued through the least number of screens.
• All interfaces will employ a cursor based help system using a (delayed) non-displaced roll-over text
help system.
• Standardized size for all dialogs - 640 x 480
Pre-Game Interfaces
Overview
The main AGE2 pre-game (game setup) interface is designed to present the user with a functional and
attractive interface that conveys all necessary information without being complex. The appearance of
this interface will be modeled after buildings and villages of the medieval time period. Using a series
of basic game icons (player number, map type, etc.) players will be able to select their setup
preferences and watch as these choices are reflected in the appearance of the interface tapestry.
• Pre-game interface should allow the setting, display, and locking of game speed.
Pre-Game Interface Item, Game Speed Lock (Optional)
The AGE2 multiplayer pre-game interface will provide a display for a game speed lock. The host will
select a game speed from among those listed in this dialog and his selection will be apparent to all
players. When the game begins, no player will be able to alter the game speed.
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Pre-Game Interface Goals
• Good transition between type selection and game set-up.
• Make selections obvious.
• Some screens use pictures to select (game settings / player prefs.)
In-Game Interfaces
Overview
The in-game interface has two primary components; a general static Ul (a set of controls always
displayed) and a specific conditional Ul (a set space on the Ul where various controls can be placed
as conditions in the game demand). The general static Ul consists of controls such as the score
display button, the menu button, the chat button, and so forth. The specific conditional Ul displays the
buildings that can be built when a villager is selected, the units that can be trained at a building when
the building is selected, and so forth.
In-Game Interface Element, User Interface Controls
General Static Ul Buttons
• Menu
Provides player with access to the following options:
• Quit
• Achievements
• Scenario Instructions
• Save
• Load
• Restart
• Game Settings
• Help
• About
• Cancel
• Diplomacy
Allows the player to set relations and tribute resources with other players in the game; functions as
in Age of Empires.
• Help
Changes player’s cursor to a help cursor that can be clicked on parts of the Ul to receive related
help messages.
• Chat
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Allows player to selects players or player groups to chat to / with and also allows viewing of the
chat buffer.
• Player Summary/Mini-Map Filter
Each click cycles the player summary display (lower right corner of screen) and mini-map through
a series of display filters. See the Player Summary section of this documment (page xx) for motr
information. The possible modes are:
• None
Mini-map displays as normal but there is no player summary display.
• Normal
Mini-map displays as normal and the player summary shows the score (as in Age of Empires).
• Combat
Mini-map is displayed in combat mode and player summary shows combat statistics.
• Resource
Mini-map is displayed in resource mode and player summary shows resource statistics.
• T rade
Mini-map is displayed in combat mode and player summary shows resource statistics.
Multiple Unit Selections with the Specific Conditional Ul
Desired implementation of this feature is to be determined.
Specific Conditional Ul Buttons, Military Unit Selected
• Heal (only present if selected unit is a Monk).
• Stop
• Launch Flare
Specific Conditional Ul Buttons, Siege Unit Selected
• Pack /Unpack
Specific Conditional Ul Buttons, Villager Selected
• Build Economic Buildings
• Build Military Buildings
• Repair
• Stop
• Launch Flare
• Cancel
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Specific Conditional Ul Buttons, Ship Selected
• Stop
• Launch Flare
• Unload (only appears if units are loaded aboard selected ship).
Specific Conditional Ul Buttons, Building Selected
• Set Gathering Point
• Cancel
• Any Trainable Units
• Any Researchable Technologies
In-Game Interface Element, Mini-Map
The mini-map is part of the general static Ul located at the bottom right portion of the interface. This
diamond shaped display will show the playing area to scale, using (primarily) blocks of the appropriate
player’s color superimposed over a scale map of the terrain to show the location of his building and
units. As with the normal game display, undiscovered areas on the mini-map will remain black and
fogged areas of the mini-map will be partly obscured by a gray overlay (with the underlying terrain still
visible).
A small white bordered rectangle will always be visible on the mini-map, representing the location and
boundaries of the current area being viewed by the player. This viewing area can be manipulated via
the mini-map by moving the cursor to a portion of the mini-map and left clicking. This will cause the
viewing area (and white bordered rectangle) to center on the clicked location. If a player left clicks and
drags his cursor on the mini-map, the viewing area will be dragged as well but always centered on the
player’s cursor.
Players can issue location requiring commands (i.e. move here, build here, etc.) via the mini-map as if
it were the actual playing area. This is done simply by clicking a location on the mini-map rather than
on the actual playing area (note that the reduced scale of the mini-map display obviously precludes
this from being overly accurate).
The location of and units involved in any noteworthy activity (i.e. a combat) will be identified using a
visual cue (accompanied by audio) on the mini-map; this will consist of an initial box that will shrink to
outline the rough location of the event followed by a flashing of the units involved in the event for its
duration.
The mini-map has four filters, each of which correseponds to a player game summary display. A
button next to the mini-map can be used to cycle the map and game summary display through all of
the possible modes. One mini-map filter must always be active and only one can be active at any
given time. This is not true of the player game summary display which can be made (by cycling
through the modes) made inactive.
In-Game Interface Element, Mini-Map Filters
Normal Filter
• All player units are shown in their primary color transform color.
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• Selected units are shown in white
• Terrain is shown in its normal color (i.e. blue for water, brown or green for land, dark green forests,
etc)
• This filter is just like the Age of Empires diamond map.
Combat Filter
• Light green represents your player owned combat units.
• Medium green represents your player owned non-combat units (fishing boats, villagers, etc.).
• Dark green represents your player owned buildings
• Light red represents enemy combat units.
• Medium red represents enemy non-combat units.
• Dark red represents enemy buildings.
• Yellow represents neutral / non-allied units.
• Light Blue represents allied combat units.
• Medium Blue represents allied non-combat units.
• Dark Blue represents allied buildings.
• The mini-map is rendered in grayscale; water is black, forest is dark gray, and all land is lighter
gray.
• Selected units are shown in white.
• Artifacts and mins - magenta.
• Mercs show as allies or enemies.
• Gathering Point represented by pulsing colored dot.
Resource Filter
• Magenta represents a resource that can be picked up / foraged (anything: gold, trade goods, food
etc)
• All food resources are dark yellow.
• Dark green represents forests or wood forage.
• Dark red represents ore.
• Gray represents stone.
• Player’s buildings and working units are purple.
• Red for any enemy unit or building
• Idle villagers are light blue.
• Map displays only unharvested resources (i.e. not those being carried by villagers).
• Map colors for terrain are normal.
• Selected units are shown in white.
Trade Filter
• Moving trade units are shown in purple.
• Own trade buildings are shown in dark green.
• Idle trade units are shown in light blue.
• Other trade sites are shown in dark blue.
• Other trade units are shown in dark blue.
• Threat units and buildings are shown in red.
• Outlaws are also shown in red.
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• Selected units are shown in white.
In Game Interface Element, Player Game Summary Display
The Player Game Summary is linked to a player’s selection of a mini-map filter. This display appears
when the player cycles through the possible filters by clicking the map filter button. An additional map
filter (a duplicate of the normal filter) is provided in the cycle to allow players to view the mini-map in
normal mode with no Player Game Summary Display active. This causes the cycle to be as follows:
1. Normal Mini-Map Filter with no Player Game Summary Display
2. Normal Mini-Map Filter with Score Player Game Summary Display
3. Combat Mini-Map Filter with Combat Player Game Summary Display
4. Resource Mini-Map Filter with Resource Player Game Summary Display
5. Trade Mini-Map Filter with Trade Player Game Summary Display
The various Player Game Summary Displays function as follows:
Player Game Summary Display, Score
This mode shows a stack of all player names and their related scores. In general, the order player
names are presented in is based on the highest score; allied players are grouped together and
arranged in order of the highest score within their group. Names of players no longer in the game
remain in this display but have a single line through them.
To the left of a player’s name will be space for icons, a red dot denoting a bad connect speed and a
turtle representing a bad machine speed.
Player Game Summary Display, Combat
This mode shows the current number of combat units a player has by type.
Player Game Summary Display, Resource
This mode shows the player his total number of villagers and fishing boats along with the number of
these that are currently idle. Below the villager portion of this display will also be a column showing
the number of (non-idle) villagers currently working, grouped by task.
Player Game Summary Display, Trade
Trade units are not currently in the game. When added, the trade Player Game Summary Display will
show a player’s current number of trade units and the number of these that are idle. The functionality
of this display can currently be tested using developer tools (CTRL+T) to place Trade Carts.
In-Game Interface Element, In-Game Tech Tree
A button on the player’s Ul will provide access to an in-game tech tree with a general implementation
as follows:
• Use a 50 x 50 icon to represent buildings.
• Use a small text block for techs and units.
• Use a 2 or 3 pixel border to show units, technologies, and buildings (i.e. red for buildings, blue for
technologies, green for units).
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• All tech tree items should be capable of having a roll-over drop-down text box that can be used to
provide additional related information.
• Use bright or dark shades to show things that can be built or researched and to show things that
cannot yet be built or researched, respectively.
• Subdue any units, buildings, or technologies that are not available to a specific culture. Possibly
use one bitmap shown on a black background and programmatically change the color of absented
items to that of the background to obscure them.
In-Game Interface Element, Unit Visibility
Units will be visible behind tall (obscuring) objects:
• When a unit is partially or completely hidden by a taller object in the ‘foreground’ (closer to the
bottom of the screen than the object) its outline will be shown ‘through’ the obscuring object.
• The outline will be shown through up to two levels of obscuring objects (a tree in front of a wall in
front of a swordsman - or - a swordsman behind two rows of walls). The unit will not be displayed
if it is behind more than 2 objects.
• An obscured unit will be selectable by clicking inside its outline area.
• Some parts of a unit may not be outlined - though generally the entire unit will be surrounded by
an outline (this is to allow for overlays, such as the raider’s sack of goods, the king’s crown, a
boat’s sail).
• All player controlled units will be visible, including owned units, allied units, and enemy units.
• If possible, enemy, owned, and allied units will be outlined in different colors or in different style
lines to be able to tell them apart.
In-Game Inteface Element, Other Features
Map ‘Flare’ Feature
When a unit is selected and the ‘flare’ is done, a special message is sent to allied players indicating
the ‘flare’ with both a sound, and a mini-map indication of where the player was when flare was
selected. The flare should stay on the mini-map for 2 minutes.
The flare will expose (and later fog) terrain surrouning it to the player’s allies. There is no limit to the
number of flares a player can launch; if a player wishes to use the flare to share LOS rather than
researching shared LOS (cartography), more power to him.
Map ‘Trouble Spots’ Feature
The previous 5 battles (anywhere a building or unit took damage) are indicated on the mini-map.
These change to a dim color after 2 minutes, and disappear after 4 minutes. These are displayed
regardless of the selected filter.
Optional implementation - the trouble spots are indicated by successively darker shades of the
‘trouble spot’ color - Red for instance, starting as pink and fading to dark red for spot #5.
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Other Suggested In-Game Interface Features
• Ul item for universal gather points by type.
• Ul item for villagers; drop all and go idle.
• Ul item for villagers; cycle to next idle villager.
• Ul item for mini-map; increased map display size.
• Ul item for mini-map; zoom in / out control.
• Ul item for unit visibility; obscured unit outline flashes when se lected.
• Ul item for player summary display; to the right of a player’s score will be a space for icons, a
small wonder icon showing that the player has built a wonder and a small crown icon if a player
has killed or captured a King.
Post-Game Interfaces
AGE 2 Timeline
Currently, the AGE2 timeline is the same as that in Age of Empires. A second timeline version (one
which represents the same data in a slightly different fashion) is currently being tested.
Timeline Icons
Timeline icons are not currently in AGE2. When these are enabled, the following events will cause a
representative icon to appear in the appropriate location on the timeline:
1. Fuedal Age
2. Middle Age
3. Imperial Age
4. Construction of Wonder
5. Destruction of Wonder
6. Construction of Castle
7. Destruction of Castle
8. Battle event
9. Razing event
10. Swear Feality
11. Accept Feality
12. Declare Jihad
13. Kill King
14. Capture King.
Programmer Notes
Fine timeline technical data compliments of David Lewis.
Battle/Razing event determination
• TIME SLICE RATE the is the rate at which history events and population samples are taken. It is
25 sec.
• Battle and Razings event depend on two things: a numeric rate at which stuff occurs to state that a
battle/razing is occurring, and total amount which specifies if the event(battle/razing) is significant
enought to be recorder. So for example if the player is killing enough targets in any time slice then
a possible battle is occuring.
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• Battle determination depends on two items; the number of deaths the player is causing per time
slice or the hit points killed per time slice. A battle is significant when a certain total number of kills
or a certain total hit point killed is reached. Once a battle is determined to be sigificant then as
long as battle is continuing at a certain rate no new battle events are marked.
• Razing determination depends only on a razing rate and a razing total, no extra concern with hit
points of the buildings razed.
• the actual values of these figures are at present:
TIME SLICE = 25 seconds
BATTLE KILL RATE = 3 player kills
BATTLE HIT POINT KILLED RATE = 300 hit points of player kills
BATTLE KILL TOTAL = 6 total player kills
BATTLE HIT POINT KILLED TOTAL = 600 total hit points of player kills
RAZINGS RATE = 3 buildings destoyed
RAZINGS TOTAL = 6 total buildings razed.
• The above figures are in the database and can be readily changed?????
• Only the 5 biggest battles and razings or keeped track off. if a larger event comes in then a smaller
event is discarded.
• Note that both battle and razing determination keep no track of geographical area. So it counts all
the player kills and razings regardless of were the occur to determine if the player has had a
significant battle/razing event. Also they only track what the player is doing not what is being done
to him.
• The consideration of hit points of the killed units was added to be able to track battles were the
units are high hit point units so the number of kill is low in any time slice, this ws not added to the
consideration of razings because I felt that that level of granularity was not needfor razings.
• Eventualy these events will so on the timeline with a color transformed icon to show who you wre
whupping ass on.
AGE 2 Player Score and Rating Model
The current AGE2 score model is the same used in Age of Empires. A new score and rating model is
forthcoming (see Section E, Score Model).
Miscellaneous Interfaces, AGE2 Editor
The current AGE2 editor is a slightly modified version of that in Age of Empires. This editor will
eventually be redesigned.
New Editor Function, Copy and Paste
• Selecting the Terrain tab will open an interface offering the Map Copy as a brush type. Selecting
this brush enables the copy and paste system.
• To copy an area, left click and drag over it; the area will be marked by a red overlay.
• Click Copy Selected Area to enable the manipulation buttons.
• Clicking Rotate Left, Rotate Right, Flip Left / Right, or Flip Up / Down will cause the copied area to
change its facing.
• After manipulation, the user can place the copied area by moving the red overlay to the desired
location and left clicking.
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• New areas can be copied by clicking Goto Copy Mode and repeating this process.
Note: only square areas can currently be selected for copy and paste functions.
General Interface Data
Icons
There will be icons. Some will be animated.
Holistic Icon List
The following is a list of all of the commands a player will be able to issue (at some point) while using
the AGE 2 Ul. Some of these will certainly be normal buttons described only with text but others will
be icons.
All icons are stored frames in .flc files with one file per category.
General Icons
(BTNCMD.flc)
Help
One paqe tech tree d isplay
Score
Mini-map filter - combat
Mini-map filter - resource
Mini-map filter - trade
Mini-map filter - normal
Chat
Diplomacy Options
Achievements Display
Main Menu
Situation Summary
Go to gather view
Go to retreat view
1
Launch flare (to allies)
Basic units tab
Stance units tab
Common units tab
Common buildinqs tab
Train buildinqs tab
Research buildinqs tab
Garrison buildinqs tab
2
Advance to aqe 2
3
Advance to age 3
4
Advance to age 4
5
Form-up
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6
Attack
7
Heal
8
Stop
9
Charqe special attack
10
Set pikes aqainst charqe special attack
11
Shield wall special attack
12
Repair
13
Move
30
Go to qather point
29
Go to retreat point
28
Set qather point
27
Set retreat point
26
Release (delete)
25
Guard
24
Patrol
23
Scout
22
Aqqression level one - aqqressive
21
Aqqression level two - reactive
21
Aqqression level three -- defensive
19
Aqqression level four -- passive
15
Load / Unload toqqle button for transport capable boats
14
Load / Unload toggle button for semi-mobile units and buildings (pack /
unpack)
Build military buildings
Build economic buildings
18
Form-up
Set qather point
Set retreat point
Stop
17
Form line
16
Form column
45
Form qroup
44
Disband / unqroup
Set qather point
43
Rinq Alarm bell
42
Decompose / delete buildinq
41
Gate up / down
40
Disband wounded
39
Garrison portrait -villaqer class
38
Garrison portrait - priest class
37
Garrisonj)ortrait - footman class
36
Garrison portrait - mounted class
35
Garrison portrait - ranqed class
34
Garrison portrait - relics class
33
Garrison, all out
32
Garrison, all out, ally only
31
Undiscovered trade route
60
Land trade routes 1
59
Land trade routes 2
58
Land trade routes 3
AGE 2 Design Document Page 20
ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY
CONFIDENTIAL
57
Land trade routes 4
56
Land trade routes 5
55
Land trade routes 6
54
Land trade routes 7
53
Land trade routes 8
52
Land trade routes 9
51
Land trade routes 10
61
Sea trade routes 1
62
Sea trade routes 2
63
Sea trade routes 3
64
Sea trade routes 4
65
Sea trade routes 5
46
Sea trade routes 6
47
Sea trade routes 7
48
Sea trade routes 8
49
Sea trade routes 9
50
Sea trade routes 10
Trade Goods
Gold
Ore
Wood
Stone
{research items)
TIMELINE ITEM ICONS
Build housing
Stop construction
Buy ore level 1
Buv ore level 2
Buy ore level 3
Buy ore level 4
Buy ore level 5
Buv ore level 6
Buy ore level 7
Buy ore level 8
Buv stone level 1
Buv stone level 2
Buv stone level 3
Buv stone level 4
Buy stone level 5
Buy stone level 6
Buy stone level 7
Buy stone level 8
Buy food level 1
Buy food level 2
Buy food level 3
Buy food level 4
Buy food level 5
Buy food level 6
Buv food level 7
Buv food level 8
AGE 2 Design Document Page 21
ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY
CONFIDENTIAL
Buv wood level 1
Buv wood level 2
Buy wood level 3
Buy wood level 4
Buy wood level 5
Buy wood level 6
Buy wood level 7
Buy wood level 8
Sell ore
Sell stone
Sell food
Sell wood
Trade - nothing available
Building Icons
(*.flc)
1
Blacksmith
2
Church
3
Dock
4
Farm
5
Town Center
6
Town Center (fortification upqrade)
7
Market
8
Mill
9
Trade Workshop
10
University
11
Guard Tower
12
Wall
13
Gate
14
Barracks
15
Barracks (archery range upgrade)
16
Castle
17
Siege Workshop
18
Stable
Unit Icons
(*.flc)
1
Cavalry, Lance portrait
2
Cavalry, Kniqht portrait
3
Cavalry, Paladin portrait
4
Gaia, Deer portrait
5
Gaia, Fish portrait
6
Gaia, Hawk portrait
7
Gaia, Outlaw portrait
AGE 2 Design Document
ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY
Page 22
CONFIDENTIAL
8
Gaia, Wolves portrait
9
Infantry, Spearman portrait
10
Infantry, Berserker portrait
11
Infantry, Swordman portrait
12
Infantry, Pikeman portrait
13
Infantry, Heavy Swordman portrait
14
Infantry, Two-Handed Swordman portrait
15
Misc, Artifact Cart portrait
16
Villaqer, Male portrait
17
Villaqer, Female portrait
18
Missile, Archer portrait
19
Missile, Compound Archer portrait
20
Missile, Cavalry Archer portrait
21
Missile, Crossbowmen portrait
22
Missile, Heavy Crossbowmen portrait
23
Missile, Hand Cannoneer portrait
24
Ship, Coq portrait
25
Ship, Fishinq Ship portrait
26
Ship, Galley portrait
27
Ship, Junk portrait
28
Sieqe, Manqonel portrait
29
Sieqe, Covered Batterinq Ram portrait
30
Siege, Trebuchet portrait
31
Siege^Bombard Cannon portrait
32
Siege, Scorpion Ballista portrait
33
Special, Infiltrator / Spy portrait
34
Special, Monk portrait
35
Trade, Cart portrait
36
Unique, Cataphract portrait
37
Unique, Chu-Ko-Nu portrait
38
Unique, Dervishes portrait
39
Unique, Goth Berserker portrait
40
Unique, Janissary portrait
41
Unique, Lonqboat portrait
42
Unique, Lonqbowmen portrait
43
Unique, Mobile Sieqe Unit portrait
44
Unique, Multipurpose Cav portrait
45
Unique, Samurai portrait
46
Unique, Teutonic Kniqht portrait
47
Unique, Throwing Axemen portrait
48
Unique, Woad Berserker portrait
49
King portrait
50
Queen portrait
Cursors
There will be a cursor.
Fonts
AGE 2 Design Document
ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY
Page 23
CONFIDENTIAL
There will be fonts.
Credits
There will be credits.
Hotkeys
Hotkey Table
AGE 2 Design Document
Page 24
ENSEMBLE STUDIOS AND MICROSOFT PROPRIETARY
CONFIDENTIAL
F5
F6
F7
F8
F9
F10
F11
F12
Tab
Backspace
Spacebar
Enter
Insert
Delete
Home
End
Page Up
Paqe Down
Arrow Up
Arrow Down
Arrow Left
Arrow Riqht
ESC
' or ~
- or
= or +
, or <
. or >
/
Lire la suite
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