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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » Customize AOE 2.0 release
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Topic Subject:Customize AOE 2.0 release
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chab
Clubman
posted 01-05-15 01:54 PM ET (US)         
(updated 2017-04-30)

Customize AOE's new version has finally been released. (Now named RockNRor)

I totally rewrote Customize AOE from scratch. This brand new version supports ALL new features that were not supported in 1.0 version (that was quite old/obsolete) and improves empiresX versions compatilibity.
Adding new options (as we still discover/develop some nowadays) should be easy enough to update the software quickly.
Interface is far more intuitive than BinaryPatcher (that is a modder tool).

Always BACKUP your original empiresx.exe file.

Please install Microsoft Visual C++ redist. 2013 if you get a DLL error at startup.

Short description

Customize AOE allows you to improve and personalize your Rise of Rome game with many options/features.

* Compatible with standard file versions (1.0b, 1.0c), even when files are already modded + UPatch compatibility. But the version that is really (well) supported is 1.0c.
* Choose between Automatic (registry) or manual file selection.
* Handles automatic installation for customROR plugin, automatic custom resolutions installation (use menu entries)
* Always make consistency checks to avoid file corruption (because a lot of "changes" are possible and some custom versions may have unknown ones)
* Fix all main bugs (savegame, crash to desktop, AI issues...)
* Customize the Maximum number of selected units
* Set your own resolution
* Enable/disable Windowed mode
* Enable/disable "Manage AI" features (AI improvements + supports giving control to AI when switching player during game)
* Enable triggers system, enhanced scenario editor, etc (requires to install CustomROR mod)
* Fix game EXE for compatibility (takes care of obsolete changes that may cause compatibility issues)
* Over 60 various other options to improve gameplay: customize AI personality, initial resources, enhance "gaia" cheat code, add the hidden map type and initial resource option, path finding value, fix AI diplomacy (make possible "FFA" games), and much more.
* No *%$! installation: just run the EXE


This is not a fixed hardcoded mod: YOU have the choice on everything, just enjoy the game the way it seems better to you.


Requirements:

* Windows XP, 7 or later, with Visual C++ redistributables library.
* Rise of Rome expansion (not vanilla AOE)
* 1920*1200 interfac.drs files if you choose that resolution (to be put in data + data2 directories).
* 1920*1080 interfac.drs files if you choose that resolution (to be put in data + data2 directories).
* 1280*1024 interfac.drs files if you choose that resolution (to be put in data + data2 directories).


Important installation note:
When you install latest customROR version, you may backup game_dir\customROR.xml and customROR_civs.xml (only if you want to save your changes in those files).


Troubleshooting

* Run as admin if you can't access/save the file
* Make sure you have a standard version of empiresx.exe, not an obscure pirate/modded version.
* Documentation/Help is quite poor for the moment. Read descriptions/advice/tooltips when they are provided !
* Hover the mouse on "changes" names in "advanced" screens to have more information.
* Left column button is ALWAYS default value (=original game).
* Hyperlink is the pending value, next column is current file value.
* Red buttons mean that your empiresX file contains some non-compatible data.
* Never enable "obsolete" options (these entries are provided so that you can remove them and get a clean EXE).
* A lot of setup is missing for 1.0b version (but I have added some since last time !)
* Issue with windows Icon and task bar, TO DO

The program is completely new, please report bugs if you find some. Important bugs, for now


You are FREE to use my work for any of your program/mod/anything if you respect those conditions:
- Provide clearly a link to this page (and credit).
- Your program/mod/anything must be open source so that it makes the modding community stronger.

[This message has been edited by chab (edited 05-02-2017 @ 04:08 PM).]

AuthorReplies:
Suppiluliuma
AoEH Seraph
posted 01-09-15 01:01 PM ET (US)     1 / 126       
Well, people have been busy in my absence.
PhatFish
Mr. Beta
posted 01-18-15 06:02 AM ET (US)     2 / 126       
It's amazing to see people still releasing these kinds of tools nowadays, keep up the great work Chab.

Where you hanging out with Steven, Sup? I guess that would explain the absence



Suppiluliuma
AoEH Seraph
posted 01-18-15 07:59 AM ET (US)     3 / 126       
No, it seems like RL is getting the best of me and to make things worse for some reason that I ignored, I was unable to log in this site for a week or so.
John the Late
Scout
posted 01-22-15 11:02 PM ET (US)     4 / 126       
Interesting work chab! I can't find my RoR CD anymore, but I think a nearby shop still has the CD collection for a low price. If I get it, I'll be sure to use this.
Portillo
Clubman
posted 01-23-15 07:40 AM ET (US)     5 / 126       
Is there any chance you could compile a 32bit version? I run an XP machine to play and I'm sure there'll be others too.
chab
Clubman
posted 01-23-15 11:55 AM ET (US)     6 / 126       
It is supposed to work well on a 32-bit machine, what does happen when you try to run it ?
What is the error message, when... ?


@John:
Yes, this program allows you to "normalize" you game EXE (because original game and collector's edition differ, for example).
If everything goes well, the program should propose to remove "obsolete" (non-standard) changes just after selecting the file. After that the game file is supposed to be clean for customization.

Tell me if something goes wrong, as I said the program is brand new and there might be some bugs left.
sonictimm
Clubman
posted 02-18-15 07:35 PM ET (US)     7 / 126       
I am trying to run this on my 32-bit Windows XP laptop, but I kept getting the error that msvcr120.dll could not be found. I looked online and downloaded it from a dll database and added it to the sys32 folder, and that fixed that error.

But now, I get the following:
"CustomizeAOE.exe - Entry Point Not Found
The procedure entry point RegGetValueW could not be located in the dynamic link library ADVAPI32.dll"

Is this a problem with the program or is there a fix for this?

Age of Empires: The Age of The Ring now available for UPatch.
edeholland
Clubman
posted 02-21-15 10:41 AM ET (US)     8 / 126       
The resolution (1920x1080) is not working for me. I put the .drs files in the correct folder and renamed them to interfac.drs. But when I start the game, it is running in a very low resolution. What could I have done wrong?
chab
Clubman
posted 02-21-15 01:39 PM ET (US)     9 / 126       
Make sure you select the highest resolution in game options.
When you just modified the EXE and run it, it switches back to a low resolution, it is a normal behaviour.

About Windows XP compatibility, I am working on it, I think I can do it but I need some time.
I'm trying to switch to wxWidgets (same framework as the one used in AGE3).
edeholland
Clubman
posted 02-21-15 03:43 PM ET (US)     10 / 126       
It works, thanks.
chab
Clubman
posted 03-01-15 09:49 AM ET (US)     11 / 126       
Customize AOE is now compatible with Windows XP !

Gave me headaches but it seems to be working now. Just get the latest version and have a try !
EpiC_Anonymous
Scout
(id: SeH_Mystical)
posted 04-07-15 07:11 PM ET (US)     12 / 126       
if I install this will it change my current version? say would I still be able to play online on voobly and gameranger without any issues at all?

also is it possible to get a list of improvements for the AI? and in ur post what do you mean by AI switching? I may be wording that wrong... I guess ai getting control over a player or visa versa?

"In 1678 doctors diagnosed a mental affliction soldiers suffered from as 'nostalgia' - homesickness, a longing to return to the past. The cruel reality of war is that there is no return home. No return to innocence. What is lost, is lost forever. Like my father, war's wounds have bled me dry. No words of comfort; no words of forgiveness. No words at all."
chab
Clubman
posted 04-08-15 12:55 PM ET (US)     13 / 126       
Voobly are making their own non-standard modifications on the EXE (and other files), make no effort for modding community and for compatibility, so I don't maintain compatibility with their files. I don't even know if you can run customizeAOE with their installation.
The only possible collaboration with voobly is when they ASK for help.
I don't have time to manage tons of AOE versions. That's why I try to develop tools that are ALL compatible with standard files and mods that also are.


BUT you can copy-paste EMPIRESX.EXE into a new file (xxx.EXE), use customizeAOE on xxx.EXE.
- EMPIRESX.EXE will still work the same as before.
- You can run xxx.EXE if you want to run games with CustomizeAOE/CustomROR features


About AI switching:
The "ManageAI" feature
- allows creating AI information for ALL players, including player #1
- allows enabling/disabling computer control for any player at any moment.

Example
- You can start a game with 8 AI players
- After some minutes, you can take control of a specific player, "deactivate" AI for this player and continue your own way.
- Then you can re-enable AI control for this player.
- etc

Use gaia1 / gaia2 / gaia3... cheat codes to change "human-controlled" player.

You'll also need CustomROR plugin.
CustomROR will
- automatically "disable" AI for current human-controlled player (AI won't move YOUR units) when game starts (even when loading a saved game)
- Allow you to type "allai" in chatbox (computer will control ALL players)
- Allow you to type "ai" in chatbox (computer will control ALL players but the one you currently control, default is player 1)


The "ManageAI" itself does not improve AI.

But CustomizeAOE "tech fixes" provide fixes for scenario AI bug (some techs are not researches under certain conditions), wonder construction bug (AI gets stuck), requiredFirstBuilding PER number bug, one other bug that slows down game when using "manageAI" feature.

CustomROR provides bug fixes and REAL AI improvements.
- AI becomes capable of training dynamically-chosen units when attacked. For example, train chariots when attack by priests, camels when attacked by cavalry...
- Fixes several situations where AI gets stuck (don't construct buildings anymore, don't train villagers anymore when attacked, etc)
- Fixes stuck units when attacked by 2 priests (I have not uploaded this fix yet)
- Automatically improve AI players' strategy (for example add wheel when missing, this does happen)
- Automatically improve AI players' strategy so it can create more than 50 population (if I can finish this feature)


All these are still under heavy development, I know documentation/explanations are light but most features come directly from debugging and tests sessions, not from a professional development cycle
chab
Clubman
posted 06-12-15 04:36 PM ET (US)     14 / 126       
Massive LOL for this one...
I just found a bug (in fact, 4 bugs) in city plan management which explains why AI gets stuck in his own town by building houses all around it (and too close).
After fixing the bugs, the city plan calculation protects the town center from being spammed by too-close units.

I suppose fixing that would reduce a lot the number of games in which all AI's villagers are stuck because they can't access the town center.

I'm quite sure this should also improve AI efficiency in RM games.
chab
Clubman
posted 06-30-15 11:22 AM ET (US)     15 / 126       
I uploaded the new CustomizeAOE version (and also customROR).

- Install customROR directly with CustomizeAOE with only 3 clicks
- Change resolution directly with CustomizeAOE with only 3 clicks (will handle automatically DRS files ; original "interfac.drs" files will now be preserved so that we don't impact game installation files).
- Handle up to 255 civilizations !!! (requires customROR - see forum topic)
- Get tons of new features/fixes by installing CustomROR: City plan improvements, various AI improvements, in-game menu, fix game freeze on fast computers...
- ... And take advantage of the first mod that offers you the possibility to do your own mod without any knowledge: just open customROR configuration files and set up everything as you wish !
- New options added (including some for 1.0b version)


Please report issues if you have some (first make sure they are reproducible and provide detailed information about them).
Installation should be very simple now thanks to CustomizeAOE new features.

Note: CustomROR does NOT impact your AOE installation. The only modified file is empiresX.exe but you can install customROR on a copy of this file (it will work the same).
Epd999
Scout
posted 06-30-15 01:59 PM ET (US)     16 / 126       
I don't understand, how do you add a new civilization? I did notice the CostumROR_civ.xml folder, am I ment to edit it?

And after a ran the CustomizeAOE and did a few changes it removed all the existing Civilizations.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 06-30-2015 @ 02:03 PM).]

PhatFish
Mr. Beta
posted 07-01-15 09:49 AM ET (US)     17 / 126       
Newsied. I don't have the time to check out the latest version yet, but I hopefully will soon



chab
Clubman
posted 07-01-15 12:40 PM ET (US)     18 / 126       
To add new civilizations, use AGE3 (as usual) to edit empires.dat.
Let's say you added civs 17 and 18.

(to test, just run ROR with provided example config file and you should see 1 more civ with name="civ1")

Open CustomROR_civs.xml (this is a file, not a folder. If you have a folder there's a bug I don't have on my computer).

Edit this to have: <civilizations count="18"/>

Edit the <civ id="17"> block to define civ name, possible player names for that civ, AI files for various game types.
The example + tag names should be enough for you to find out what to do.

Then copy-paste <civ id="17"> block to <civ id="18"> and do the same configuration.

When you run ROR you should see 18 civs instead of 16 in game settings menu and the names should be the ones from the XML files you just edited.

What do you mean by "it removed all the existing Civilizations" ?
Can you copy-paste CustomizeAOE logs (that are written in the main window) when you install customROR in your "clean" game folder ?
Can you upload customROR.log file somewhere so that I can have a look ?

Edit:
Warning, do not "declare" more civilizations in customROR_civs.xml than you have in empires.dat, this may cause crashes.
I re-uploaded customROR ZIP file because the provided example was declaring 17 civs (not compatible with default empires.dat).

[This message has been edited by chab (edited 07-01-2015 @ 01:23 PM).]

Epd999
Scout
posted 07-01-15 02:19 PM ET (US)     19 / 126       
What I mean is that when I open the game after doing the usual manage ai, ROR_API changes, when I opened the game there were no civilizations what so ever.

No I'm not running a clean version, I've got UPatch 1.1 Beta installed and I've modded it for Rise of Minor Empires.

I would show a screenshot, but for some bazaar reason it's not opening. (A problem with Upatch.)

Note: It also looks like you can't edit the new Final 1.1 Version, you might want to update it again

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
chab
Clubman
posted 07-01-15 02:40 PM ET (US)     20 / 126       
I don't really support UPatch because I don't know what changes it contains.
I made some workaround so that Customize tolerates previous UPatch version but it's not tested.

I think that UPatch contains a lot of EXE changes and I'm not sure it has been made compatible with ROR_API.

If AOE_scout gives me the list of changes UPatch brings to EXE I can have a better idea of all this.
Anyway you still can try on a clean EXE version.
Don't forget it's possible to have several copies of empiresx.EXE in your game directory (each one may contain a different mod).
CustomROR does NOT modify any other file than the EXE you select. Even for windowed mode and custom resolutions.
Epd999
Scout
posted 07-01-15 11:15 PM ET (US)     21 / 126       
1. Let me get this straight, you make all the research, bonuses, and mental make up of the Civilization using AGE, but all the language.dll, ai and physical make up are made using the CustomAOE editor?

2. Could you show a step by step guide, using images and all on how to add 2 new civilizations? (I think it should be rather simple, but to me it feels very complicated)

3. So could I make a mod, just using the the .exe folder?

4. You should remove the Upatch friendly thing, it's not living up to its name, because I can no longer use older versions of Upatch.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 07-01-2015 @ 11:19 PM).]

chab
Clubman
posted 07-02-15 12:50 PM ET (US)     22 / 126       
1/
Yes precisely. Create the civ (normally) in AGE3. CustomROR will manage everything that's hardcoded in EXE (+ language).

2/
There's not really a need for a tutorial to add 2 civs in AGE3, it's quite elementary:
- Civilizations tab: Copy on an existing civ
- Civilizations tab: Add
- Civilizations tab: Paste on the new civ
At this point it is enough for testing.
- Technologies tab: copy/add/paste the tech tree from the civ you copied (or any civ, in fact)
- Civilizations tab: Affect new tech tree to your new civ

About CustomROR config, you have almost nothing to do to get a working example.
There is absolutely no required knowledge to do that (just open a XML file and change some values).

As told previously, change the value in
<civilizations count="16"/> to fit the number of civs in empires.dat (it is the only required change to have 1 extra civ visible in game).
A lot of stuff about civs is hardcoded in game EXE, don't be surprised if you have 4 or 5 info to provide. It's quite an easy effort compared to all I managed automatically in CustomROR, believe me

I prepared a config file for you, as you will see it's extremely simple also. Just change the names if you wish. If AI files don't exist, it's OK, customROR will ignore them and use game's standard AI file selection (but strategy might be irrelevant).
http://www.filedropper.com/customrorcivsexample


3/
What "exe folder" are you talking about ? I don't understand

4/
I'll upload a new version in a very short time to handle new upatch version. Sorry but upatch latest version just got released, I have no documentation and I'm doing this on my free time...

Anyway with some adaptations CustomizeAOE will support upatch HD but some (not required) customizeAOE options won't be accessible.
If you want to remove customROR, just use "edit file" in CustomizeAOE menu, click on ROR_API (then same thing for ManageAI, Selected units and Windowed Mode) in treeview (no need to expand), uncheck the box and save.
Epd999
Scout
posted 07-02-15 01:33 PM ET (US)     23 / 126       
Replies:

2/ Ok I've edited the xml, what do I do with it? Leave it in the CustomAOE/ROR folder or do I drag it into the aoe directory?

I have had alot of exprience with editting/adding civilization in AGE3 but I was asking for a Step by Step guide for using both.

3/ the Empiresx.exe folder, the one you edit when using CustomAOE

4/ OK, that'll be great... I can't wait.

P.S: I'm sorry if I may have effended you in any way, but I feel my last posts have been a little rude.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 07-02-2015 @ 02:28 PM).]

chab
Clubman
posted 07-02-15 02:41 PM ET (US)     24 / 126       
2/
You need to edit the customROR_civs.xml file that is located in your game directory (example: c:\games\Age of empires)

Same thing for customROR.xml, if you change values, make sure you modify the file in game directory.

The files you extracted from ZIP file are unused after installation, only files from game dir are important.
Let's say you extracted zip files into C:\something\customROR, you can delete C:\something\customROR once you have installed customROR with CustomizeAOE.

3/
I don't know what exactly your mod consists in, so it's hard to tell.
If you change data in empires.dat, add graphics, add strings in language.dll, there's no problem.
If you wanna change EXE it's more complicated, you'll need to use ROR_API interface to do so, we can talk about it later.

4/
I uploaded the new CustomizeAOE version. I addded UPatch HD 1.1 in the internal versions list, it should be fine now.
Almost everything works except some parameters in "options" menu (un CustomizeAOE/Edit file/Options) because it's overloaded by upatch.
But it's only minor options.
Windowed mode works but you need to empty gamex/up.ini file (it seems it contains bad setup) to avoid mouse position issues during game.

[This message has been edited by chab (edited 07-02-2015 @ 02:43 PM).]

Epd999
Scout
posted 07-02-15 09:49 PM ET (US)     25 / 126       
2/ Thank you for that clarification I thought you edited the one in CustomAOE folder

3/ I was just asking if I could make a mod just using the .exe, and not editing the empire.dat

4/ Thanks, I'll test it later

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
chab
Clubman
posted 07-11-15 11:36 AM ET (US)     26 / 126       
For lazy people I uploaded a DEMO version of empires.dat (+ configuration file).
It contains 1 extra civ with its own characteristics (in fact it simply has all techs).

Just get the ZIP DEMO file and try !
Of course customROR is required...


I'm also uploading a new customROR version:

Fixed bug in civ selection: macedonia and palmyra were inverted.
Fixed bug in ManageAI: remove GetAI3 and GetAI6 changes (prevented some info updates) and remove unitListFix1/2 changes (workaround no longer needed)
Fixed inversion between boat and chariots in conversion resistance calculation.
Added a test to avoid game crash when selecting an invalid civ in game settings (if empires.dat has less civs than customROR_civ.xml)
=> However due to game architecture it can not be tested unless a game has already been started (empires.dat is loaded after game settings screen)

Added F9 key to call idle nearby military units.
Right click when building is selected => spawned units will walk there (could not have the red move sign work though :( )
Set automatically shortcut number to spawned units according to XML configuration


Make sure to get latest configuration files when you re-install customROR (CustomizeAOE is respectful and does not overwrite config files, it lets you do it manually to avoid losing information)

[This message has been edited by chab (edited 07-11-2015 @ 11:42 AM).]

PhatFish
Mr. Beta
posted 07-14-15 07:29 AM ET (US)     27 / 126       
I want to try out CustomAoE, but I always get the error 'could not open file' in the statusbar when opening empires.exe. Yes I am running under admin mode. Am I doing something wrong?



chab
Clubman
posted 07-14-15 08:43 AM ET (US)     28 / 126       
This message also displays if you open an EXE file that is not EmpiresX.exe.
Which ROR version are you using ?
Did you select empires.exe or empiresX.exe ?

Did you try with a clean version ?

Normally it is capable of opening 1.0b, 10.c, Upatch beta and UPatch HD 1.1.
Other files may not work (depending on what has been modified in them).

I can change the message to be more specific.
PhatFish
Mr. Beta
posted 07-24-15 08:53 AM ET (US)     29 / 126       
Im only using AoE, not RoR. Yes it is a clean install, not sure why I can't open the .exe.



chab
Clubman
posted 07-24-15 10:40 AM ET (US)     30 / 126       
As written above, CustomizeAOE supports ROR versions (especially 1.0c) => empiresX.exe

"vanilla" AOE (empires.exe) is a very different program and is not supported.
PhatFish
Mr. Beta
posted 07-29-15 08:50 AM ET (US)     31 / 126       
Ah I see. Title is a bit misleading. I'll give it another go and let you know.



Sommerlund
Clubman
posted 11-24-15 08:24 AM ET (US)     32 / 126       
Eh... Where to download?
Basse
Clubman
posted 11-24-15 09:47 AM ET (US)     33 / 126       
It's in the OP, first word in first sentence is a link to the granary!

Anyway, here is the link: http://aoe.heavengames.com/dl-php/showfile.php?fileid=2464
Gumble
Clubman
posted 12-04-15 10:22 PM ET (US)     34 / 126       
Chab,

I tried to run customizeAoE for the first time and I got the same error as sonictimm did:

"The procedure entry point RegGetValueW could not be located in the dynamic link library ADVAPI32.dll"

What do I do to fix this?

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.
chab
Clubman
posted 12-05-15 07:25 AM ET (US)     35 / 126       
Hello

In fact there are 2 problems
- Your computer needs C++ redist libraries
- An issue with windows registry API on windows XP (are you using XP ?) (CustomizeAOE only uses registry to install directdraw fix and to get AOE installation path)


Let's consider each problem.
1)
You need to download and install Ms C++ redistributable 2013 (it's fast and secure: it's from microsoft website).
Choose x86 if you are running under windows XP or a 32-bit system, choose x64 otherwise.
I just discovered that the redist. 2015 stuff does not include 2013, you really need to install the 2013, not 2015.

I may have posted wrong links previously because of this loss of compatibility, I didn't know that latest installers did not contain previous libraries.


2)
I need to modify CustomizeAOE to use a different API. I'll post the fixed version soon, before monday I hope (I already have other new features/fixes that are almost ready).
Until then, the program won't run under windows XP.

Sorry for those who encountered the error.
Let's hope it will be ok with next release.

[This message has been edited by chab (edited 12-05-2015 @ 07:28 AM).]

Gumble
Clubman
posted 12-05-15 02:41 PM ET (US)     36 / 126       
Thanks Chab, I will wait until the next release then, and sort it all out.

Any chance the next release will have triggers to change ownership of objects?

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.
chab
Clubman
posted 12-06-15 11:29 AM ET (US)     37 / 126       
Hello
I just uploaded a new build.

- It should fix issues on windows XP, please confirm
- Fix a crash in triggers editor
- Fix an issue with logistics bugfix (there was an impact on queuing units when no house was available)

And also for triggers:
- Get triggers documentation directly in CustomizeAOE menu (this will create a HTML file on the folder you select) => up-to-date documentation guaranteed !
- Create triggers samples from customizeAOE for easier understanding.
and new triggers...
- Create unit definitions (similar to adding units in AGE3): copy an existing unit model and customize some properties (total HP, LOS, speed...) (only living units at this point, but I'll remove this limitation soon)
- Ability to create (spawn) units - including triggers-added units definitions (=> you can create custom heroes)
- Change unit ownership ! (see "modify_unit" parameters->owner_player_id)

Now waiting for feedback

A simple example of hero creation (add this trigger text in an empty map, for example)

TRIGGER
name=genunitdef
event_type=game_start
action_type=add_unit_def
action_player_id=1
from_unit_def_id=4
unit_name=super_archer
total_hp=99
range=8
speed=1.5

TRIGGER
name=spawn_hero
event_type=timer
timer_value=1
action_type=spawn_unit
action_player_id=1
unit_name=super_archer
x=10
y=10

[This message has been edited by chab (edited 12-06-2015 @ 04:25 PM).]

PhatFish
Mr. Beta
posted 12-07-15 06:23 AM ET (US)     38 / 126       
I'm very eager to try the new version, however I can't seem to install CustomRoR because of "Make sure CustomizeAoE has admin rights and that directory is not locked" error. I assure you everything has sufficient admin rights and directory is not locked. As you know I always use a fresh AoE copy for your new builds. Also tried installing on older AoE directories where I have previous versions of CustomizeAoE and it simply won't let me install there either (where as previous version does work fine). I have win 10.

I did copy the new .dll files over the old ones too and noticed the new option to remove terrain restrictions etc, fantastic stuff (they don't work because the empiresx.exe was not patched). Also very eager to try out set_terrain!

Love the new triggers, and great work on the auto-documentation. Just want to try out the new version asap!

Edit: It's 100% the cause of the new installer. As I said the old version works fine when installing customror, even with the new updated .dll files. Also when generating the HTML documentation I always get an error "Could not find C:\Program" but it does generate the .html file.



[This message has been edited by PhatFish (edited 12-07-2015 @ 08:54 AM).]

chab
Clubman
posted 12-07-15 03:34 PM ET (US)     39 / 126       
edited=>
OK this is a terrible error in internal parameters, my mistake.
If you open "edit" mode (CTRL-E) you will see a line in red in ROR_API section: this is the source of the problem.

I'm fixing and uploading a new build.
Please try again generating documentation too.

[This message has been edited by chab (edited 12-07-2015 @ 04:18 PM).]

Gumble
Clubman
posted 12-08-15 03:18 PM ET (US)     40 / 126       
Chab,

Just letting you know its working and I will begin my experiments....

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.
PhatFish
Mr. Beta
posted 12-09-15 08:10 AM ET (US)     41 / 126       
Newsied, working fine here too now, thanks!

AMAZING. FANTASTIC! What can I say? This is what I have always wanted in AoE. It's overwhelming really. Like a revelation of some sort lol.

This is incredible.

When one realizes the potential of this tool, it knocks you off your chair.

I tried out the archer example and it works flawlessly each time. Also the find_gaia_unit event is really useful (try using the set_terrain action with this event, it seems to work really good).

Some things I would like to see in the next versions:

events: unit_is_selected (unit id from F2), unit_at_point, resource_amount_reached
actions: move_unit, dipl_change, declare_loss, declare_victory, set_view

And also tributing stuff would be really nice.


I have many ideas floating around in my mind now. I should tell you I'm more busy as usual this month, however I will of course play around some more with the new features the coming days.



PhatFish
Mr. Beta
posted 12-11-15 08:30 AM ET (US)     42 / 126       
Is it just me or does "action_unit_def_id=" parameter not work? This is the trigger I use, should spawn a bowman:

TRIGGER
name=spawnunit1
event_type=timer
timer_value=1
action_type=spawn_unit
action_player_id=1
action_unit_def_id=4
x=14
y=14

Yet it does nothing.

Edit: I found out whats wrong: the documentation is not correct, action_unit_def_id should be from_unit_def_id. My normal bowman now appears out of thin air, hooray!

Please update it chab!



[This message has been edited by PhatFish (edited 12-11-2015 @ 08:36 AM).]

chab
Clubman
posted 12-12-15 04:05 AM ET (US)     43 / 126       
the documentation is correct (action_unit_def_id=4 is OK), this is a mistake in the trigger implementation, I'll fix it in next build. (and i'll add a control to prevent a non-documented parameter to be used by a trigger, that will help to detect issues)
Thanks for reporting.

[This message has been edited by chab (edited 12-12-2015 @ 06:57 AM).]

chab
Clubman
posted 12-13-15 07:14 AM ET (US)     44 / 126       
I uploaded the corrected files, you can try again
And moreover, you can now press CTRL-F1 (in editor or in game) to display latest debug messages.
There aren't many at this point, but after running a game you'll see messages if some trigger has errors.

edit:
I just re-uploaded the zip file (CustomizeAOE_2.1.0.3b.zip) because a fix about spawn unit thing was missing.

Please also note that this version now allows adding/spawning building heroes (or any type of unit actually, but I have not really tested effect on other unit types).

[This message has been edited by chab (edited 12-14-2015 @ 12:29 PM).]

PhatFish
Mr. Beta
posted 12-17-15 01:07 PM ET (US)     45 / 126       
I hope I can try out the update over the weekend. However, I'm going to see Star Wars too so no promises



PhatFish
Mr. Beta
posted 12-26-15 07:37 AM ET (US)     46 / 126       
When spawning buildings from add_unit_def they lose their ability to train units/research techs? This can either be useful or not. Maybe add an option to choose between this?

Can you add the same parameters (speed, range, unit attributes) of add_unit_def to modify_unit action? I could put that to great use if possible. Can a unit that has been spawned from add_unit_def also be modified with the modify_unit action (through the name perhaps)? Also would it be possible to add a an action that plays a .wav sound file?



[This message has been edited by PhatFish (edited 12-26-2015 @ 08:12 AM).]

chab
Clubman
posted 01-05-16 01:01 PM ET (US)     47 / 126       
When spawning buildings from add_unit_def they lose their ability to train units/research techs? This can either be useful or not. Maybe add an option to choose between this?
If you want to spawn a building (that can train units normally), you can just use "spawn_unit" with "action_unit_def_id=xxx".
But indeed if you want a specific "barracks" unit with 500 HP that can train clubmen, it may not work. I'll try to have a look when I have some time.
But you may note original game has exactly the same issue (put bronze-age barracks unit in a stone-age scenario, it won't work).
Can you add the same parameters (speed, range, unit attributes) of add_unit_def to modify_unit action? I could put that to great use if possible.
AOE units do NOT have a speed/range/etc. They have "remaining HP" plus some properties, that's all. Speed comes from unit definition object (cf AGE3), which is unique and common for all such units.
In AOE/ROR, trying to change 1 unit's speed is nonsense, it's just how the game is programmed.

However, you can modify a unit definition (corresponds to what you see in AGE3). If you change clubman's speed, it will impact ALL clubmen (for given player).

That's why I created "add_unit_def" => create a dedicated unit definition so you can modify properties without changing other units of the same kind.
Can a unit that has been spawned from add_unit_def also be modified with the modify_unit action (through the name perhaps)?
No because unit's ID is dynamic and can't be known in advance. And the name is not unique (it is possible to spawn more than 1 unit).
Adding such capability is not impossible but would require some work... (the solution could be to use trigger name to find the unit)
Also would it be possible to add a an action that plays a .wav sound file?
At this point I'm not dealing with sounds or graphics

[This message has been edited by chab (edited 01-05-2016 @ 01:05 PM).]

xstg
Clubman
posted 01-05-16 07:35 PM ET (US)     48 / 126       
Hi,

The amount of work you have put in this is amazing, judging from the list of features and what everyone says here!

I would very much like to try it out, but unfortunately, I encounter an error (already described above, but said to have been corrected), more specifically bearing the message "Make sure CustomizeAoE has admin rights and that directory is not locked". I am running CustomizeAOE.exe with admin rights on a fresh install and I have downloaded the very last version of it this morning.

Any insight on what could be going wrong here?

Thank you -very much-!
Epd999
Scout
posted 01-06-16 02:05 AM ET (US)     49 / 126       
Would it be possible to choose what units civilizations use in panic mode in a future update?

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?

[This message has been edited by Epd999 (edited 01-06-2016 @ 02:06 AM).]

chab
Clubman
posted 01-06-16 12:32 PM ET (US)     50 / 126       
What would you want to to exactly about panic mode ?

The "panic mode" I implemented is quite complex, it computes what's best to train according to enemy units that were spotted, available buildings, available units, how upgraded the units are... and just a bit of civs (especially to take care of macedonian anti-conversion bonus).

Which means implicitely that "panic units" will depend on player's strategy (and strategy depends on civilization).
For example, Persian build stables to train cavalry or elephants, so panic mode will train such units instead of stone throwers !

The answer is yes, it's possible, but can be complex to add (and I would have to make sure it does not interfere a negative way on final decisions)

----

xstg: It's hard to say...
Could you send me by e-mail all the log that is written in the text zone in customizeAOE main window ? (my address is in my profile) Or paste here but it might flood a bit the thread.

In AOE directory, were some of "customizeAOE" files created ? (wndmode.dll, customROR.*, etc ?)

In customizeAOE, select empiresX.exe and select menu/file/edit game file. In the popup, click Save (no need to do anything else) : what happens, do you have an error ?

Here are some possible solutions
- Make sure the game is not running
- Use windows process manager and kill all instances of CustomizeAOE if you find some, then retry
- Make sure game files/folders are not locked by another process (you may try unlocker software)
- try to install in another location like C:\temp\aoe (a place where windows do not prevent from modifying files). You can also copy-paste AOE directory, you don't need to do the whole installation stuff, this works well with a simple copy
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