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Age of Empires II - cbav 13

Age of Empires II - cbav 13. Čtvrtek 25. února 2010. CBA v13 triggers logic. CBA v13 triggers logic. Logic is not what I thought. I thought that I have to create every single unique unit (UU) … that means to create deactivated loop … and then :. 1) start (activate) it if count of military is equal or less then 0. 2) stop (deactivate) it if count of military is equal or less then n (e.g. 80). 3) stop creating and stopping loops if castle is destroyed. 8217;t need to do all triggers for 18 civilizations!

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Age of Empires II - cbav 13 | cbav13.blogspot.com Reviews
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Age of Empires II - cbav 13. Čtvrtek 25. února 2010. CBA v13 triggers logic. CBA v13 triggers logic. Logic is not what I thought. I thought that I have to create every single unique unit (UU) … that means to create deactivated loop … and then :. 1) start (activate) it if count of military is equal or less then 0. 2) stop (deactivate) it if count of military is equal or less then n (e.g. 80). 3) stop creating and stopping loops if castle is destroyed. 8217;t need to do all triggers for 18 civilizations!
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1 new sca screenshots
2 vystavil
3 žádné komentáře
4 my bad logic
5 cba triggers
6 and i don
7 a be located/created
8 that’s that
9 note
10 edit
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new sca screenshots,vystavil,žádné komentáře,my bad logic,cba triggers,and i don,a be located/created,that’s that,note,edit,all done,read actual info,improvements,nice design,beginner guide,experiences,bugs,right now,no bugs found,i need help,game types
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Age of Empires II - cbav 13 | cbav13.blogspot.com Reviews

https://cbav13.blogspot.com

Age of Empires II - cbav 13. Čtvrtek 25. února 2010. CBA v13 triggers logic. CBA v13 triggers logic. Logic is not what I thought. I thought that I have to create every single unique unit (UU) … that means to create deactivated loop … and then :. 1) start (activate) it if count of military is equal or less then 0. 2) stop (deactivate) it if count of military is equal or less then n (e.g. 80). 3) stop creating and stopping loops if castle is destroyed. 8217;t need to do all triggers for 18 civilizations!

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1

Age of Empires II - cbav 13: ledna 2010

http://cbav13.blogspot.com/2010_01_01_archive.html

Age of Empires II - cbav 13. Neděle 31. ledna 2010. CBAV 13 scenario (cbav13). Age of empires II. Age of empires II - The Conquerors. How to play in Garena:. 1) Install Age of Empires. If you have aoe already installed check version: create a game in multiplayer. Beside player 1 is your version. 2) Install expansion Age of Empires - - The Conquerors v 1.0. 4) Check your Garena settings. It means you garena client program). You set your exe file. For aoeII by browsing button and then click update. You hav...

2

Age of Empires II - cbav 13: New Scenario - Islands (Bridge) p1 vs p2

http://cbav13.blogspot.com/2010/02/new-scenario-islands-bridge-p1-vs-p2.html

Age of Empires II - cbav 13. Středa 10. února 2010. New Scenario - Islands (Bridge) p1 vs p2. It is new scenario I make. This scenario is almost same as this:. Islands (Sea battles) for 2 players. Difference is that both. Are connected with shallows. Přihlásit se k odběru: Komentáře k příspěvku (Atom). CBA v13 triggers logic. How to create CBA triggers in CBA in AOK Triggers . Total remake of New CBA triggers. Screen shots from game. New CBA version (trebuchets). New CBA scenario created, read this.

3

Age of Empires II - cbav 13: New Scenario - Islands (Sea battles) p1 vs p2

http://cbav13.blogspot.com/2010/02/new-scenario-islands-dm-p1-vs-p2.html

Age of Empires II - cbav 13. Úterý 9. února 2010. New Scenario - Islands (Sea battles) p1 vs p2. It is new scenario I make. There are two islands. There is a fortress on each one. In the fortress are bombard towers. These you need to destroy as fast as possible to get in imperial age. You have knights to do it. Game offers more tactics. You have three villagers on your side and more villagers on enemy side. In future it is possible to do similar scenario for more players. DM) p1 vs p2. What does CBA mean?

4

Age of Empires II - cbav 13: New CBA scenario created, read this

http://cbav13.blogspot.com/2010/02/new-cba-scenario-created-read-this.html

Age of Empires II - cbav 13. Úterý 16. února 2010. New CBA scenario created, read this. New CBA scenario development. Resolve problem with trigger). What’s this scenario about. This is like well known CBA scenario for AOE2, but map is more stylized, having better aesthetics and design. This time you can have 4 or 6 villagers at the most. You can use trebuchets, rams or onagers depending on game type. This scenario differs from CBA v13 in this points:. Auto-created units are placed near gates to defend.

5

Age of Empires II - cbav 13: února 2010

http://cbav13.blogspot.com/2010_02_01_archive.html

Age of Empires II - cbav 13. Čtvrtek 25. února 2010. CBA v13 triggers logic. CBA v13 triggers logic. Logic is not what I thought. I thought that I have to create every single unique unit (UU) … that means to create deactivated loop … and then :. 1) start (activate) it if count of military is equal or less then 0. 2) stop (deactivate) it if count of military is equal or less then n (e.g. 80). 3) stop creating and stopping loops if castle is destroyed. 8217;t need to do all triggers for 18 civilizations!

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Age of Empires II - cbav 13

Age of Empires II - cbav 13. Čtvrtek 25. února 2010. CBA v13 triggers logic. CBA v13 triggers logic. Logic is not what I thought. I thought that I have to create every single unique unit (UU) … that means to create deactivated loop … and then :. 1) start (activate) it if count of military is equal or less then 0. 2) stop (deactivate) it if count of military is equal or less then n (e.g. 80). 3) stop creating and stopping loops if castle is destroyed. 8217;t need to do all triggers for 18 civilizations!

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