Talk:Modify protounit

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There is much more Modify Protounit stuff, that that already listed. Should i add 'em? Poisonium 12:51, 1 Apr 2006 (EST)

No. Sorry, your thread at AoE3H is useless :-). Someone experienced in trigger editing will point that out to you sooner or later. Leave it as it is, it's fine this way. Edit: Well, I could be wrong. As someone already pointed out, your trick is not logical. I suspect that the settler can be edited normally as well. Anyway, don't edit this page unless people really confirm your method works for things Modify Protounit hasn't worked for before. (Then you can make a small guide or something, linked to the Modify Protounit page.) Edit2: If your method really works (and other people approved it), try deleting the "villager" part in the typetest and see if it works generally then. Maybe "villager" is the only faulty part. -Grün/AoMPlayer

Okay, checked it. It doesn't work, as expected. Your example, the settler, can be modified with a normal Modify Protounit effect as well. Cannons, for example, still don't work with the 'new' one. Next time, please get a clue of what you're talking about before getting everyone excited. I recommend the Making Custom Trigger Members guide.
Please edit your thread at AoE3H and tell them it was a mistake. -Grün/AoMPlayer

It works with the settler, because it works with the settler anyway with the normal file. Check it out; it works with the normal effect as well. The problem is cannons etc. They don't work, not with your "trick" either :-). -Grün/AoMPlayer

I'll try do find a way to make, a fix, if there is any before i die of itPoisonium 11:46, 2 Apr 2006 (EDT)

That's nice, but I recommend reading that guide if you want to mess with the trigger file ;-). Oh, and tell the others that it was a mistake.
PS: Don't waste your time. The trigger command which the effect uses was made for AoM and is partially hardcoded. You can't achieve the effect with this command.
(Oh, and don't delete old parts of conversations here.) -Grün/AoMPlayer