Fake player data

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What is a Fake Player?

A fake player is the opposite of a real player, like Player 3, Player 8 or Lizzy's Pirates. Fake Players are players without an AI (i.e. their units won't move and work automatically), and their units basically just stand there. They serve a decoration purpose so to say.
What makes this easier is the fact that you can change their colors in any way with RGB code and change their names and civilization names with the help of localized stringtable.xml strings (see beneath, it's easier than it sounds like).

Some additional facts concerning Fake Players:

  • You can have a maximum of 8 Fake Players.
  • They're neutral to anyone and don't share their LOS, either.
  • Their units can only be commanded with Trigger Effects.
  • However they do regroup automatically like normal players' units. See our FAQ for help here.

Options of the Fake Player menu

Fake Player Name: Standard is -1. You can alter this value to a string defined in the stringtable.xml file in the "\data" folder (just open it and search for suitable strings. Most text editors have a search function). The Fake Player's name will then be the specified expression and previewed in this window (where "Invalid String" stands normally, because -1 is not specified in the stringtable.xml).

Example: 37581 will give "All Hallows By The Tower".

On a sidenote, the expressions in the stringtable.xml are localized. So while a designer with an English version of the game will see the expressions in English, a German player will see the text displayed in German (the above mentioned string 37581 is an exception).
Fake Player Civ Name: Same as Fake Player Name, but will change the civilization name.
Color1-RGB: Here you can specify the Fake Player's color as displayed on the units in RGB code. You can have a look at a good list of RGB color codes here (http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html).
Color2-RGB: Probably has no effect.
Color3-RGB: Probably has no effect.
ColorMinimap-RGB: Here you can specify the Fake Player's color as displayed on the minimap in RGB code. You can have a look at a good list of RGB color codes here (http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html).
Fakify: Converts the selected units to the respective Fake Player.
Unfakify Selected: Converts fakified units back to their original owner.

Trigger effects

Trigger effects that can convert units from/to Fake Players are Fake Player : Fakify, Fake Player : Fakify Army, Fake Player : De-Fakify and Fake Player : De-Fakify Army.
Basically, those effects do the same as the buttons "Fakify" and "Unfakify Selected" in the Fake Player menu.

Bugs

  • When you draw a frame over your units and a Fake Player's ones that originally were yours too, only the ones of the Fake Player will be selected. (=> Simply don't fakify units of the player that plays the scenario if you don't have to.)
  • The Fake Player's gates open for the player's team they belonged to before getting fakified. Strangely, only this player's units can actually walk through those gates though. (=> Only fakify units from a neutral team or just ignore this very tiny bug.)

These seem very minor bugs to me though.


Image:FakePlayerData.gif