You must be logged in to post messages.
Please login or register

Age of Empires / Rise of Rome / Definitive Edition
Moderated by Suppiluliuma, PhatFish, Fisk, EpiC_Anonymous, Epd999

Hop to:    
Welcome! You are not logged in. Please Login or Register.269 replies
Age of Empires Heaven » Forums » Age of Empires / Rise of Rome / Definitive Edition » Age of Empires: The Rise or Rome RasPatch
Bottom
Topic Subject:Age of Empires: The Rise or Rome RasPatch
« Previous Page  1 2 3 ··· 10 ··· 11  Next Page »
Rasteve
Clubman
posted 08-05-09 08:50 PM ET (US)         
UPDATED 11 NOVEMEBER

v0.5 is now complete and available via the granary.

DOWNLOAD HERE

Feel free to email if you have any questions. My email address is rasteveBBBatBBBtalkBBB21BBBdotBBBcom (remove the BBB's).

v0.5
Enhancements

- Single player games now have 200 population limits as default
- Civilisation unique bonuses improved to strengthen weaknesses
- Super units have unique abilities
- Iron age market technologies have special bonuses
- Ships and buildings are prone to fire damage
- Shield upgrades apply to all units with a shield
- Gaia buildings have the Roman tileset
- Installation does not overwrite original game files

Balance Changes
- Cataphracts have double LOS (super ability)
- Legions train 6 seconds faster (super ability)
- Centurions have 1 range (super ability)
- Gold mines have +200 gold
- Stone mines have +50 stone
- Foot archers have 90% accuracy (previously 100%)
- Mounted archers have 80% accuracy (previously 100%)
- Clubmen, axemen and short swordsmen no longer affected by shield technologies
- Scythe chariot, heavy cavalry and cataphracts affected by shield technologies
- Broad, long, legion, hoplites, phalanx, centies and scythes start with 1 pierce
- Heavy horse archers speed increased to 2.6 (previously 2.5)
- Fire galley deals 12 fire damage (shield and armour cannot reduce damage)
- Fire galley deals +12 bonus vs ships and buildings (no change vs ships)
- Scouts have 12 LOS (no longer increased with each age advancement)
- Stone throwers, catapults and heavy catapults minimum range +1 (3)
- All farm technologies +150 food yield (previously +75)
- All wood technologies +25% woodcutter work rate (previously +0.2 work/sec)
- All stone technologies +40% stone miner work rate (previously +0.3 work/sec)
- All gold technologies +40% gold miner work rate (previously +0.3 work/sec +25% coinage)
- All gold technologies +2 gold carriage (previously +3)
- Coinage increases gold mine yield (amount of gold) by 40% (previously 25%)
- Craftsmanship increases arrow and missile speed by 20%
- Irrigation reduces farm cost by 50%
- Jihad +20% villager speed (previously +0.3 speed)
- Alchemy gives additional +1 bonus vs ships and buildings (including previous effects)
- Assyrian cavalry, heavy cavalry and cataphracts have +2 pierce bonus
- Babylonian stone miners +50% work rate (previously 44%)
- Carthaginian fishing and trade ships have 30% speed increase (like transports)
- Choson short, broad, long and legion have +60 hit points bonus
- Egyptian gold miners +50% work rate (previously 44%)
- Greek slingers have +1 pierce armor bonus
- Minoan improved bowmen also have +2 range and los (like compies)
- Persian hunters +70% work rate (previously 67%)
- Persian scout ship and war galley also have 50% fire rate increase (like triremes)
- Roman barracks units (club, axe, sling, sword) have 33% attack rate bonus
- Cheat units are no longer affected by technologies or civ bonuses
- Hero units are no longer affected by technologies or civ bonuses
- Text improved for technologies (popup help, status line etc)
- More help references added to Rise or Rome content (for future changes to help file)
- Buildings and units have been grouped differently

Bug Fixes
- Status box text size reduced ("200/200" no longer overlaps command buttons)
- Removed redudant technologies string references (alpha/beta strings no longer required)
- Hero12 is now named Hero Pericles
- Elephant king attack animation now shows correctly
- All trees contain the wood that is displayed in the status box
- Assyrian villager speed bonus of 20% (previously 18%, not 30% as quoted in manual)
- Assyrian archers fire rate bonus of 40% (previously 27% for bowman, 36% for mounted)
- Assyrian placed elephant archers are affected by 40% fire rate bonus (scenario builder)
- Babylonian rejuvenation bonus of 30% (previously 27%)
- Babylonian placed war elephants no longer upgrade to armored eles in post-iron settings
- Carthaginian transport speed bonus of 30% (previously 25% for light, 43% for heavy)
- Carthaginian placed rafts are affected by 30% speed bonus (scenario builder)
- Choson priest cost reduction implemented as a subtraction rather than multiplication
- Choson post-iron barracks now train legions with the hp bonus
- Egyptian nobility yields +33% bonus +15% hp for chariots (previously dropped 1hp)
- Egyptian chariots hp the same whether nobility researched or iron/post-iron start
- Greek heavy infantry speed bonus of 30% (previously 33%)
- Greek warship speed bonus of 25% (previously 17% missile ships, 22% catapult ships)
- Hittite placed triremes are affected by +4 range/LOS bonus (scenario builder)
- Hittite placed impies no longer upgraded to composite bowmen in post-iron settings
- Hittite duplicated afterlife restriction removed
- Minoan post-iron archery range now trains composite bowmen with the range bonus
- Palmyran villagers work rate bonus of 50% (previously ranged between 33% and 50%)
- Palmyran repairman and builder work rate bonus of 50% (previously 0%)
- Palmyran farmers work rate bonus of 50% (previously 0%)
- Persian elephant speed bonus of 50% (previously 56%)
- Persian trireme rate of fire bonus of 50% (previously 39%)
- Persian placed hoplites no longer upgraded to centurions in post-iron settings
- Persian farms no longer benefit from irrigation in post-iron settings
- Phoenician catapult ship rate of fire bonus of 65% (previously 72%)
- Phoenician unknown restriction removed
- Roman swordsman attack rate bonus implemented as a multiplication
- Shang duplicated villager bonus removed
- Sumerian catapult class rate of fire bonus of 50% (previously 43%)
- Yamato villager speed bonus of 20% (previously 18%, not 30% as quoted in manual)
- Yamato ship bonus of 30% (rounded up, previously dropped 1hp and fb/fs at 33%)
- Yamato placed war elephants no longer upgrade to armored eles in post-iron settings
- Phalanx upgrade now adds 1 to researched technologies score within achievements
- Centurion upgrade now affects placed phalanx units (scenario builder)
- Long swordsman upgrade now affects placed broad swordsman units (scenario builder)
- Legion upgrade now affects placed broadies and long swordsman units (scenario builder)
- Trireme upgrade now affects placed war galley units (scenario builder)
- Added fire galley prerequisite text to galley upgrade
- Aristocracy now increases academy units speed by 25% (previously 28%, 21% Greek)
- Added centurion prerequisite text to aristocracy
- Nobility now increases hit points by 15% (rounded up, previously dropped 1hp)
- Added scythe chariot prerequisite text to nobility
- Added ballista tower prerequisite text to ballistics
- Added juggernaught prerequisite text to engineering
- Alchemy now adds the correct attack type to each unit
- Alchemy text now details actual benefits
- Wheel technology increases villager speed by 60% (previously 64%, 54% Assy/Yammy)
- Artisanship now increases LOS for all archery range units (previously omitted mounted)
- Added correct technology effects text to all market technologies
- Catapult upgrade text now follows standard convention
- Heavy catapult upgrade now affects placed catapult units (scenario builder)
- Fixed more help reference for catapult (previously pointed to heavy catapult)
- Cataphract upgrade now affects placed heavy cavalry units (scenario builder)
- Armor text has been changed to make effects clearer
- Added heavy horse archer prerequisite text to chain mail for archers technology
- Added cataphract prerequisite text to metallurgy technology
- Storage pit attack technologies have been altered to remove legacy elephant affects
- Shield text has been changed to make effects clearer
- Armored elephant prerequisite text added to iron shield technology
- Changed the way astrology effect is applied
- Changed astrology research text to include affects on healing rate
- Fanaticism increases rejuvenation rate by 50% or 40% babylon (previously 43% or 34%)
- Legion prerequisite text added to fanaticism technology
- Added babylonian rejuvenation rate change text to fanaticism technology
- Changed medicine research text to declare actual benefit
- Added building exclusions to monotheism research text
- Changed jihad technology text to indicate actual affects
- Changed martyrdom technology text to include enemy priest exclusion
- Guard tower uppgrade now affects placed sentry towers (scenario builder)
- Ballista tower upgrade now affects placed sentry and guard towers (scenario builder)
- Removed duplicated archery range upgrade for iron age advance
- Removed duplicated technology effect from medicine technology
- General reinforcement of technology prerequisites

Test Packs
- DM Test Pack: Includes Choson, Persian and Egyptian DM games (2 maps for each) - 1v1 Iron Hillz (large) setting
- DM Test Pack Unstable: Same as above but the AI scripts are very prone to crashing on my machine.
- RM Test Pack: Assyrian RM game (2 maps) - 1v1 Stone Hillz (large) HARDEST (starting resources boost) setting

Dat Change Count
v0.1: 446 dat changes
v0.2: 602 dat changes
v0.3: 313 dat changes
v0.4: 2401 dat changes
v0.5: 1001 dat changes

Total Changes
4763 dat changes
298 dll changes
4 AI replacements
5 PER changes
15 other changes

v0.6 Proposal
This version will concentrate on the units, and will include such fixes as enabling units in the editor, placeable gaia units near edge of map, text updates etc.

I will also make the following changes to heroes:
  • All ranged heroes will automatically have alchemy and ballistics
  • All heroes will have increased attributes (as techs no longer affect them)
  • Villager heroes will no longer change to villagers when tasked

    Further balance changes:
  • Archers fire 100% accurate: More units get shields now
  • Stone: Mines have 350 stone (+100 on original, +50 on last update)
  • Egypt: Gets 40% coinage-like bonus to replace current gold bonus
  • Palmyran: villagers have 40% work rate
  • Shang: ballista/helepolis missiles travel 20% faster
  • Persian: barracks units cost 20% less
  • Babylonian: priests get 30% conversion+healing bonus instead of rejuvenation rate bonus
  • Phoenician: 20% work rate woodies
  • Sumerian: academy units cost 20% less
  • Hittite: siege gets 50% hp bonus and not 100%, missile and siege ships have +2 range bonus (not +4 for missiles ships)

    Wishlist
  • Siege can be repaired by villies
  • Trade involves more resources


    Please let me know any problems, suggestions or general feedback.

    Just in case you were wondering, this patch builds upon the RoR v1.0a US Language version.

    [This message has been edited by Rasteve (edited 11-30-2009 @ 10:26 PM).]

  • AuthorReplies:
    Fisk
    Champion of AoEH
    (id: Fruktfisk)
    posted 08-06-09 05:41 AM ET (US)     1 / 269       
    Ah... So that's what people have been talking about.

    Sounds really good, but some of these things don't really make sense to me...

    - Gaia building tileset now Roman
    Why? There was nothing wrong with the old one...

    - Greek slingers +1 pierce armour
    Seriously, this sounds like the most useless bonus yet, even more useless than Palmyran camels speed. In tool, the slingers dominant age, archers only deal 3 damage, meaning it won't have any effect. In bronze age this might have some effect, without bronze shield they'll be more effective against CA's but due to superior speed and range CA's will still outrange them... With bronze shield they might stand a chance against Compies, But still any melee unit will pwn them...

    - Artisanship bug
    - Tree bug
    I'm not really sure what these are, is it something with the name?

    Btw, when v2 is done you can send one to Frutkfisk[at]gmail.com

    //The warrior of Isola

    "I lack quotes that demonstrate Humor Intelligence or anything about me."

    Pineapplefish
    Cleidopus gloriamaris
    Rasteve
    Clubman
    posted 08-06-09 09:03 AM ET (US)     2 / 269       
    I changed the gaia building tileset due to 2 main reasons:
    - something different
    - more emphasis on the Roman world

    I was thinking of using the mesopotamian or even greek tileset, but went for Rome due to the nature of the expansion.

    Greek Slingers - i have only tested on single player, but i have played at least twice on each map (medium, rm, 1v3...egypt, hitt, assy). I tried working with a range difference but the pierce bonus made good sense. I've no experience with greeks for mp games, but from the few games i have sat in on, it seems greeks wall, attempt a cav rush then switch to hoplites then siege (actually, this was the general pattern in all the games i watched). i even played someone on gameranger today where i was persians and he was greeks, and he walled when i countered his cav with camel, but i had no answer for his walls (doubled in most places) and he managed to get a tranny out to the flank to start pumping out hoplites. i was too busy hitting his navy to see his forwards.

    Anyway, back to the slinger. In the patch all archers have lower accuracy (from 100% to 90% for foot, 80% for mounted). From the play testing I have conducted I have been more than able to hold onto sections of the map without having to wall excessively. The biggest difference is against foot archers, and i may get shot down for this but greek slingers own impies, and can match CA. Don't bother with HA! adding bronze shield and stone mining is a must, as the enemy archer is most likely going to have woodworking, artisanship and even nobility.

    BTW i always thought the carthaginian transport bonus was a waste of time

    Artisanship bug - ever notice archer units firing on a building outside its line of sight (you are hitting it but it is in the fog of war). This is because elephant archers, horse archers, heavy horse archers and chariot archers are not updated correctly following the artisanship upgrade. The tech should increase range and LOS by 1, but for some reason the los+1 change was missed for the mounted archer units.

    Tree bug - a little bug where the tree pre-chopped quotes its wood (75 or 40 i believe) but once you chop it, it will instantly change its wood to 40 or 75. This is only with a few trees (4 in total), one being the common oak straggler. All 4 trees are hidden in the editor.

    I have noted your email.
    Suppiluliuma
    AoEH Seraph
    posted 08-06-09 04:13 PM ET (US)     3 / 269       
    Nice to see you back Rasteve, and it seems you have been working hard, patchwise, and that must be thanked by the community.
    Basse
    Clubman
    posted 08-06-09 04:19 PM ET (US)     4 / 269       
    Well done! Good luck with v0.2
    PhatFish
    Mr. Beta
    posted 08-06-09 04:43 PM ET (US)     5 / 269       
    Heh, I would like to see Gaia being changed to RoR buildings. I have yet to try out the new patch, will check it out the coming days and test the features and changes.
    Artisanship bug - ever notice archer units firing on a building outside its line of sight (you are hitting it but it is in the fog of war). This is because elephant archers, horse archers, heavy horse archers and chariot archers are not updated correctly following the artisanship upgrade. The tech should increase range and LOS by 1, but for some reason the los+1 change was missed for the mounted archer units.
    I have encountered this on multiple occasions, I wonder if this can be put to use in scn design (this effect can be also achieved using a mercenary).
    Rasteve
    Clubman
    posted 08-07-09 04:39 AM ET (US)     6 / 269       
    I'm looking at how to use the mercenary unit los property in my xpack. Not sure how this could be implemented in scenario design but my draft ideas:

    Set of special units with 0 los (archer, cavalry and infantry types)
    A "camp fire" unit with 5 los, which is a copy from the ruin data

    With these 2 units you can have a unit move in the dark, and each player controlling different camp fire units to light the way. However, I would prefer having units moving in the fog of war (so you can see terrain but still appears as if night, consider the lion). Any thoughts? The best suggesion I have is playing a map with reveal map on (can this be done in the scenario builder?) or adding various flares.
    Ninetails
    AoEH MMC Winner
    (id: TailSpray)
    posted 08-07-09 12:14 PM ET (US)     7 / 269       
    You could cover the map entirely with flares? The biggest problem is that units can't attack without LOS, so even though you could make them visible in the fog, they would be useless without being able to see with LOS from something else. Another problem would be that all players would be able to see them in the fog.

    | The Slave Pits (4.8) MMC 1st Place | The Fate of Inraya Teaser (4.5) | The Parting Gift | Computer Wars Pack |
    "Never experienced any of his revolutionary scenarios, but dang if he isn't charismatic when he speaks!" -Aro
    Voted AoEH's Most Helpful Forumer 2009!

    Ninetails, of all the forumers you seen to have the inabillity to feel hate against your fellow man. A noble trait, treasure it. -Gumble
    Rasteve
    Clubman
    posted 08-07-09 12:50 PM ET (US)     8 / 269       
    Yes, I may create a a couple of new flare units (large flare, huge flare?). Problem with the current flare is that they are very small (and tedious to place them across the map for such a scenario).

    The scenario idea is more a RPG, so direct control over the unit(s) would get over the attack issue. With enemies in the fog of war, this shouldn't be a problem, as you are expected to be attacked in the night from unseen enemies??


    Progress report:
    Just fixing a couple more bugs and testing before putting things together.
    Rasteve
    Clubman
    posted 08-08-09 09:13 AM ET (US)     9 / 269       
    v0.2 complete
    Gumble
    Clubman
    posted 08-08-09 09:43 PM ET (US)     10 / 269       
    The Carthagian transport speed bonus IS IMPORTANT. Its playing a crucial role in Gumble's 'boat race' mini-game. Stop messing about with tweaking the civ bonuses unless your improving them. Also unlock units to civs who actually use them like sycthe chairiots to persians. - If you can please.

    Too many people say far too much about Gumble. They also claim Gumble says far too much which isnt true.

    One man's truth is another man's lie. Seek TRUTH to escape this moral mire.

    'Experts' try to analyse human behaviour and the human condition and make grand conclusions. - Its the same as the guy who explains why a joke is funny and kills the joke.
    Rasteve
    Clubman
    posted 08-08-09 11:50 PM ET (US)     11 / 269       
    The Carthagian transport speed bonus IS IMPORTANT. Its playing a crucial role in Gumble's 'boat race' mini-game.
    Currently, Carthaginian light transports are 25% faster and heavy transports are 42.9% (1dp) faster. The manual quotes them as 30% faster - which I have achieved in the patch.

    Basically, light transports are now slightly faster in comparison (+0.07 tiles/sec vs pre-patch) and heavy transport are slightly slower (-0.225 tiles/sec vs pre/patch).

    The patch doesn't affect AoE/RoR - it is an optional mod which is run like a new game in its own right. It will not affect any scenario/campaign designed for AoE/RoR but these may run differently on the patch.
    Stop messing about with tweaking the civ bonuses unless your improving them.
    Done
    Also unlock units to civs who actually use them like sycthe chairiots to persians. - If you can please.
    I don't plan on changing any tech trees in this patch. A large part of the patch is to improve the multiplayer aspect, which will be done with small changes (balancing etc). However, I do have a different mod in mind where persia does get chariot units...
    Rasteve
    Clubman
    posted 08-10-09 08:35 AM ET (US)     12 / 269       
    I have just gone through some testing with Duan Xuan, and we have found a few areas to re-balance. Firstly, Cataphracts and Heavy Cavalry will have their pre-patch hit points restored, and Cataphracts will have +4 pierce armour. As much fun as it was to see Cataphracts rolling over the hill, they are just too strong.

    Also, all archers will have 90% accuracy, but horse archers will have 80%. This will be to have the same compie vs chariot archer outcome but slightly improve compies/chariot archers vs horse archers.

    The slinger bonus looks good, and with Duan taking on the Greeks and me taking Assy on Hillz RM - a slinger strat did prolong the fight. Usually Assy would steam through a Greek player but the slingers really did slow assy chariot archers. However, Greek is still very defensive in such a match-up. This change will not make Greek win, or make them more favourable to win but will prolong the battle. Using hoplites or shorties didnt help Greeks, so it looks like the Greek player may just use slingers to soak up the pressure while going for iron?

    A screenshot from the Assy vs Greek game (sorry we forgot to take one from our Yammy vs Hitt game, and our Minoan vs Roman didn't test what we had expected!)

    Basse
    Clubman
    posted 08-10-09 10:08 AM ET (US)     13 / 269       
    This will improve greek very mutch. Becouse of their lack of arcehrs they need slingers or cav to survive a ca invasion
    Rasteve
    Clubman
    posted 08-11-09 07:00 AM ET (US)     14 / 269       
    Just to clarify the changes I will bring into v0.3:

    - Cataphracts and Heavy Cavalry will have their pre-patch hit points restored, and Cataphracts will have 4 pierce armour with heavy cavalry having 2 pierce armour

    Cataphracts will be the horse archer counter

    - All Choson swordsman will have +60 hp bonus

    Will improve Choson single player, and slightly balance the now faster trained legions, this also fixes a scenario builder bug

    - Minoan Impies will also have +2 range bonus

    Should have a very small impact on the game, if any, and will fix a scenario builder bug

    - Persian scout ships and war galley will also hav 50% fire rate increase

    Improve Persian RM strategy slightly, and will fix a scenario builder bug

    - All Carthaginian non-warships will have 30% speed bonus

    Slightly improve Carthaginian RM strategy

    - Remove Shang food penalty

    Slight improvement on Shang RM strategy

    - Centies will have 2 range

    Slightly improve centies as a super unit

    - Shang get a new +1 pierce bonus for all cavalry

    Should mostly concern DM games

    - New Roman bonus (TBC, possibly a iron age cost reduction if possible or something to help tackle RM bronze archers)


    v0.3 will contain several bug fixes, and improvements for several AI files. In order to get this patch released by the weekend, the AI changes will affect the following:

    - Choson Deathmatch

    Remove helepolis and priests and go for legions and towers only, 200 population limit - this should just flood with legions like a cho war game

    - Assyria Archer Bronze (Random Map)

    Try to emulate human player by having a 24 villie eco before double jumping to bronze, and then flood with CA, with late bronze stone throwers and finally horse archers in iron, it will try to get the timings of age advancement and attacks comparible to a human player
    volume
    Clubman
    posted 08-11-09 07:36 AM ET (US)     15 / 269       
    hey how do you edit the units, civ bonuses and all that anyway?
    Melchior31
    Clubman
    posted 08-11-09 12:35 PM ET (US)     16 / 269       
    You say on limitations :

    1 - "Computer player does not go above the 50 population limit"

    It depends. Standard original AI yes , but edited AI you can make it up to 200 with AOEedit.

    And it is very good because it seems that AI is not crashing the game when reaching 200 population in single player with your patch (i have just tested few scenarios). I have to test more scenarios to confirm that , anyway it seems crashing less than before.
    Rasteve
    Clubman
    posted 08-11-09 04:30 PM ET (US)     17 / 269       
    hey how do you edit the units, civ bonuses and all that anyway?
    AoEd/RoRd - you can find it in the granary.
    It depends. Standard original AI yes , but edited AI you can make it up to 200 with AOEedit.
    Correct , and this was to what I was refering. I will include rewrites for the AI files to allow for computer players with 200 populations (give me some time, there are plenty!!)
    Suppiluliuma
    AoEH Seraph
    posted 08-11-09 07:57 PM ET (US)     18 / 269       
    Rasteve, you're a living proof that AoE/RoR is still a,live...would you be my new hero XD lol!
    MrCheeze
    Clubman
    posted 08-11-09 08:46 PM ET (US)     19 / 269       
    - Scout no longer changes LOS with each age (set to 12)
    - Techs no longer affect hero or cheat units

    WTF?

    "Mrcheeze your genius but not quite a Gumble-kind-of genius." - Gumble
    "We're all friendly here except MrCheeze but he means well" - Ninetales (Not exact words)
    "Gumble has no words for you, you’re boring now. -underrated- that’s a joke, Gumble is OVERSTATED." - Gumble
    (Not even sure what he was saying there)
    Basse
    Clubman
    posted 08-12-09 05:18 AM ET (US)     20 / 269       
    Scouts: scouts isncrease los +1 each age
    Techs: Heros and cheat units fot affected by techs, for example caesar got +7 damage in post-iron
    Rasteve
    Clubman
    posted 08-12-09 08:37 AM ET (US)     21 / 269       
    - Scout no longer changes LOS with each age (set to 12)
    - Techs no longer affect hero or cheat units
    It just seems strange having the scouts increase in LOS without a specific tech being researched, so I put their LOS to the current Bronze Age LOS. Should really make a difference to gameplay.

    The reason behind cheat and hero changes - firstly I doubt anyone cares whether cheat units get affected by upgrades; secondly, I am working along the lines that hero units are consistent in their attributes, and that technologies only affect standard "trainable" units.
    Nezon
    Clubman
    posted 08-12-09 08:44 AM ET (US)     22 / 269       
    By the way, what happen to your old project, DoM? hHaha

    My Projects:
    |Bushido - Way of the Warrior|Assassins of Greece|

    Ikeda coming soon !
    Rasteve
    Clubman
    posted 08-12-09 08:57 AM ET (US)     23 / 269       
    I didn't like where DoM was going, so after looking through all the work I had done I decided to go for a re-start.

    I decided to go for a patch to fix the current game problems, a xpack to add new units and buildings, and a third mod (which has some early work complete) concerning a more realistic view on AoE. This third mod is more of where I wanted DoM to go, but until I get near the completion of the patch and xpack I will not have enough time to get it done.

    The patch is making good progress, and I believe the majority of the xpack problems have been fixed, so watch this space!

    On a side note I am not sure whether to go back to AoE (pre-RoR) and apply the patch changes (bug fixes, balancing etc). I'm note sure on the demand for playing AoE without RoR, but I will come back to this at a later date.
    MrCheeze
    Clubman
    posted 08-12-09 11:18 AM ET (US)     24 / 269       
    I really think you should change both back, Scouts so they don't become useless and Heroes because some people take advantage of upgradeable heroes in scenario design.

    "Mrcheeze your genius but not quite a Gumble-kind-of genius." - Gumble
    "We're all friendly here except MrCheeze but he means well" - Ninetales (Not exact words)
    "Gumble has no words for you, you’re boring now. -underrated- that’s a joke, Gumble is OVERSTATED." - Gumble
    (Not even sure what he was saying there)
    Rasteve
    Clubman
    posted 08-12-09 12:22 PM ET (US)     25 / 269       
    I don't mind changing them back but people should at least test these out.

    Scouts are now better in RM, as you have +2 LOS in tool, and the only loss is in Iron (2 less than previous).

    On the hero units, can you give me an example? I was unaware the techs were used in such scenarios.
    « Previous Page  1 2 3 ··· 10 ··· 11  Next Page »
    You must be logged in to post messages.
    Please login or register

    Hop to:    

    Age of Empires Heaven | HeavenGames