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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » RockNRoR : mod to improve AI and add various game enhancing features
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Topic Subject:RockNRoR : mod to improve AI and add various game enhancing features
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chab
Clubman
posted 03-16-15 02:44 PM ET (US)         
Warning: this project is now named RockNRor.
The file is provided in RockNRor ZIP file.
See also RockNRor website for screenshots, etc.

This mod will contain
- Some already existing fixes
- All new fixes that I find
- All new features I can develop for RoR.

Main ideas are:
- Improve AI to make it more challenging
- Add features like get map seed, add new conversion resistances (see the details below)
- Allow more and more possible configuration. Almost all features can be configured to best suit YOUR expectations.
- Potential improvements/features are almost illimited ! Other major enhancements may come in the future.

As it is part of ROR_API system, it only needs minimal changes in original game files. Moreover, these changes are compatible with all other mods that are written for ROR_API. For the first time, a common part of the code might be overloaded by 2 mods at once !

Requirements:
- Windows XP, 7 or later (compatible with linux using wine+winetricks)
- Windows 10 : please see FAQ paragraph
- Microsoft Visual C++ redistributable libraries 2013
- Rise of Rome expansion !

Installation
- Run RockNRoradmin.exe (make sure to use latest version) and use the dedicated menu entry.


Please provide feedback. This is still under heavy development, I hope it is bug-free.


Keys:
Scenario Editor : F1 to switch to "select unit" mode
Scenario Editor : F2 to edit selected unit
Scenario Editor : F3 to open RockNRor menu (edit terrain, triggers, get PER/AI files, etc)
Scenario Editor : F10 to open standard menu


FAQ:
Does it work for 1.0b version or vanilla AoE ?
Yes... But features will be very limited !

How do I set up my own configuration for conversion resistance, custom civilizations or any other stuff ?
Just edit RockNRor.xml / RockNRor_civs.xml...

Can I make sure all RockNRor features work correctly ?
- Open RockNRor.log and check for error messages. It will tell you if a feature could ne be enabled (if CustomizeAOE changes are missing)
- Press F1 in ROR main menu (first screen). If an options screen appears, then RockNRor is working. If AOE help opens, then RockNRor is not working.
- Select a unit and press F2 in game screen. If a popup shows up, then RockNRor is working.

The game is not working well in Windows 10 system
If the game does not run, does not run in full screen, or if RockNRor is not active (see the previous paragraph to see how you can check this), then follow the indications as follows:
copy-paste manually the links, there is a bug with the forums if you click on them
- Install the standard Microsoft Visual C++ redistributable libraries 2013
- If you still have issues, install the updated libraries
- If you still have issues, install the all-in-one libraries found by Phatfish
- If you still have issues, right click on your shortcut or game 'exe' file, open the properties/compatibility, and select the Windows 7 compatibility mode.





Features:
- Handle up to 255 civilizations in ROR instead of 16 (see RockNRor_civs.xml).
- Improved game speed change with +/- buttons. Choose the speed change factor (default 1.25) in XML config or in-game RockNRor menu.
- Dramatically improve defence AI: train relevant units according to attacking units and accoding to player's available units.
- Improve unit targeting so that AI units do not hesitate between several targets (including 2-priest trick).
- Ability to customize number of relics/ruins in random games/deathmatch.
- Replace SNScalingFrequency unit from minutes to seconds (low values will automatically be fixed to prevent issues).
- Improved tactical AI updates:
-- Disable irrelevant limited-retrain units (like clubmen) when starting at iron age or post-iron.
-- Unblock "stuck buildings". It is necessary to wait a moment before doing this or the player will lose all his resources trying to build something that is "instant-killed" by the enemy.
-- Add some useful (available) researches if the player is rich, well developed (for example, wheel when it's not included in player's strategy).
-- TO DO - Disable useless building (governement center) if it is no longer useful (all underlying techs researched, iron age already researched).
-- TO DO - Improve farms management (lower their priority in AI list).
- Set a maximum number of farms in deathmatch games. AI builds too much farms in deathmatch (SNMaxFarms).
- Automatically computes AI's "dislike" values against each player. A player with all relics/ruins/wonder will have more chances to be taken as target.
- Change conversion resistances, like 1.25 for war elephants instead of 1 (customizable in config file).
- Faster town building at game startup in deathmatch using appropriate SN numbers (SNRequiredFirstBuilding, SNInitialExplorationRequired).
- Improve some city plan calculations to prevent villagers from being stuck and improve access to TC (+granary/SP) for farmers/gatherers...
-- Always protect Town center (and granry/storage pit) immediate neighborhood from being built (may occur when using custom city plan configurations)
-- Improve granary location choice (closer from most of the target bushes)
-- Avoid construction of many consecutive buildings in a row that leave no way for living units
- Correctly sets AI control at game startup when using the "ManageAI" feature (allows AI to control your "old" player when changing with gaia cheat code).
- Triggers system
- Enhanced scenario editor
- etc...

Fixes:
- Fix timer bug on fast computers (game freezes in low game speeds).
- Fix stuck AI bug #1: missing unitId in computer players strategy for unfinished buildings.
- Fix stuck AI bug #2: strategy when an unfinished building is destroyed (computer player will no longer get stuck).
- Fix stuck AI bug #3: strategy when a building that is currently training a unit is destroyed (computer player will no longer get stuck).
- Fix stuck AI bug #4: when entering "panic mode", too much irrelevant units are added on top of strategy and AI gets stuck.
- Fix bug with reveal map option in game settings (does not applies correctly to all players). Bug can be observed with FULL_computerPlayer1 or when switching players with gaia cheat code.
- Fix SNRequiredFirstBuilding handling (was not working correctly).

Misc:
- A new button in game menu opens RockNRor options UI.
- Automatically show "F11" information at game startup.
- In scenario editor, F10 opens the menu.
- Display a chat message at game startup to say the plugin is active.

Chat commands:
- Type "t" or "time" in chat box to display system time (as a chat message)
- Type "seed" to get map seed (as a chat message)
- Type "ai" or "AI" in chat box to fix AI control flags after using a "gaia*" cheat code.
- Type "allai" or "allAI" in chat box enable computer-control for ALL players
- Type "hi" to get Hello world, "about" for information about RockNRor.
- Type "timer stats" to get info related to game timer bug.


Troubleshooting:
- You may need to run your editor as admin to edit XML files according to the location you installed the game.
- RockNRor produces a log file named "RockNRor.log" in RockNRor folder in Age of Empires installation directory.
- If the game process does not have necessary rights, the log file might be located in C:\Users\{username}\AppData\Local\VirtualStore\Program Files (x86)\Jeux\Age of Empires
- Make sure the "ROR_API.conf" file contains the lines 'wndmode.dll' and 'RockNRor.dll' (without the quotes and without extra characters on the same line)

[This message has been edited by chab (edited 07-11-2019 @ 08:41 AM).]

AuthorReplies:
chab
Clubman
posted 06-03-15 07:10 AM ET (US)     1 / 117       
Some update about this project.
Major breakthroughs have been made, the new features are not all finished yet but almost done.
Some features are quite unbelievable, modding possibilities seem to be constantly increasing

- Handle up to 255 civilizations in ROR ! No need to overwrite standard civs if you want to add yours.
- In-game menu to access customROR options
- Automatic installation using CustomizeAOE
- Customizable conversion resistances
- In scenario editor, F10 opens the menu
- Various improvements on AI
-- Max number of farms in DM
-- Faster town building in DM
-- Disable weak units retrains (clubmen...) for advanced civs in RM
-- Improve strategy: add some researches (wheel) when player is rich enough
-- Improve "stuck buildings" features: waits a bit before unblock destroyed building to avoid players to try immediately rebuilding (most of times the new 1-HP building is instant-killed)
-- Improve units targeting (fix the 2-priests trick)
- Customize number of relics/ruins in RM/DM

.. And other various fixes...

Most features can be parameterized in customROR.xml file.

[This message has been edited by chab (edited 06-13-2015 @ 10:15 AM).]

PhatFish
Mr. Beta
posted 06-04-15 09:14 AM ET (US)     2 / 117       
Would this mean you could change between empires.dat versions in-game too? Anyways let me know when you're ready to release it, I'll make a news post and announce the update on the front page.



chab
Clubman
posted 06-04-15 01:03 PM ET (US)     3 / 117       
I think the game loads empires.dat once and for all, not sure.

Why exactly would you want to switch empires.dat ?

The screenshot example is 1 empires.dat in which I added some civs (copy paste, thanks AGE3).
I just had to specify the number of civs in my config file.
Then customROR manages everything automatically.
Epd999
Scout
posted 06-04-15 03:14 PM ET (US)     4 / 117       
Are you serious... Wow, this will open up new opportunities for modding!

1. When is this going to be released?

2. Will we be able to add Civ Player Names for the Civ?

3. I understand most of the other bug fixes, but I don't quite understand 'the add some researches (wheel) when player is rich enough' strategy improvement. Could you please give me more info on it.

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 06-04-15 03:37 PM ET (US)     5 / 117       
Some AI strategies do not include wheel or architecture (or woodcutting in DM for greeks...).
For example CustomROR will add "research wheel" action in a player's strategy IF this player is rich enough, and if he has reached a good development point.

This improves AI when it is well developed (iron age, 50 pop) and does nothing.

About new civs:
I have prepared a XML configuration format, here is an example.

<?xml version="1.0" encoding="ISO-8859-1"?>
<!-- Warning: tags are case-sensitive -->
<!-- This XML file is dedicated to handle custom Civilizations in customROR -->
<customROR_civs>
<civilizations count="17"/>

<!-- Additional civs -->
<!-- civ id MUST match AGE3 (empires.dat) civ_id -->
<civ id="17">
<civ_name value="Martians"/>
<player_name index="1" value="Bob"/>
<player_name index="2" value="Peter"/>
<player_name index="3" value="James"/>
<player_name index="4" value=""/>
<player_name index="5" value=""/>
<player_name index="6" value=""/>
<player_name index="7" value=""/>
<player_name index="8" value=""/>
<player_name index="9" value=""/>
<!-- AI files for Random game / Deathmatch. -->
<deathmatch_aifile value="DM_custom.AI"/>
<!-- Map categories: no_water=hills/highland. much_water=small/large islands. some_water=others (moderate amount of water) -->
<rm_aifile mapCategory="no_water" value="data2/test.AI"/>
<rm_aifile mapCategory="some_water" value="data2/test1.AI"/>
<rm_aifile mapCategory="much_water" value="data2/test2.AI"/>
</civ>
</customROR_civs>

Only player_name is unsupported at this point.
civ_name is analog to Egyptian/Grek/etc.
The 4 AI filenames are the ones that will be chosen according to (random) map types (including 1 for deathmatch - oops I should add one for DM on water map).

CustomROR can use "player1"-"player8" names (read from language.dll) as player names for custom civs when no player name is available (currently... it always does so as player names are not supported).


If John creates a mod with antartica civ, when he sends his empires.dat file to Paul he can also send this XML file and Paul will have a fully-working antartica civ (of course customROR will be required).
chab
Clubman
posted 06-30-15 11:24 AM ET (US)     6 / 117       
The new version is ready for download.
Use CustomizeAOE to configure set up customROR easily.
Tell me if you manage to use your custom civilizations
chab
Clubman
posted 09-20-15 12:01 PM ET (US)     7 / 117       
Some news about current development/tests and features that should be available in next release.
Please note it is NOT available in the granary yet.

About the "auto-move for spawnned units" feature:
When a building is selected, right-click on itself to cancel new units auto-move (writes a text message).
Right-click now only works for buildings that can actually train units.
Right-click with buildings now displays the red cross sign (like move) (only for buildings that can train units, of course)
When attacked, new units that are going to their "spawn destination" now defend themselves if attacked.

Fix stuck "0% game speed" (occurs when game was closed with a very low speed: 0% speed value was stored in registry).
F9 no longer moves artefacts. (F9 key "calls nearby idle military units")
Fix various issues with unit targeting (prevent units from hesitating between several targets) and improved several cases => improved AI in combat.
Fix a bug when enabling MaxSelectedUnits in customizeAOE (1 sub-option was not installed)
Fix a bug with MaxSelectedUnits feature in allocX options (CustomizeAOE) => please remove+reinstall MaxSelectedUnits
Fix missing patches for MaxSelectedUnits feature (CustomizeAOE)
-> fix for transport ships selection, for various onclick events
Fix crash when selecting a civilization that is not found in empires.dat: now force choice to Egypt instead of crashing.
Improve ManageAI feature to be compatible with multiplayer: human players have no longer AI controlling it in MP
Move fire galley icon (use trireme research location) when trireme research is completed IF player has both fire galley and catapult trireme. Fixes All tech games !!
Monitor conversion statistics to see if a player is cheating/lucky (seems that AI does NOT cheat).
Fix strategy when switching players so that AI doesn't build what's already been done by human
+ detects dynamic units (houses, boats, granary) in scenarios so that AI player does not create them twice.
+ fix dynamic elements dependency issues (do not insert trireme before iron age, etc)
Fix a bug in loading saved games: some information is not saved and dynamic strategy elements are not added when switching player in loaded games (+some other inits including AI resource bonus).
-> This also fixes not working AI in loaded games that were saved in the very first seconds of the game.
Fix crash to desktop caused by a building conversion bug.
Capability to add unique units (heroes) dynamically (no user interface to use it yet)
Fix bug in villager count (resource 37) that affects max civilian score number. (due to conversion)
Fix bug in military units count (resource 40) that affects largest army score number. (due to conversion)
Fix conversion & strategy: updates player strategy after converting a unit to avoid training/building it twice.
Add 10 shortcut numbers 11-20 using numpad (original game uses 1-10 with main keyboard numeric keys)
ageOfage
Clubman
posted 10-15-15 06:27 PM ET (US)     8 / 117       
Hi, I have been working on an AI (for large pop limit 400+ games) and have found that the AI can only control a max of 50 villages, if I train 60 villages then 10 will just sit there and do nothing.

The AI does not seem to have this issue with attacking units.

Any change of having this limit removed?

Also has the ai "give up" bug been fixed (e.g The ai reaches the end of the build order or has half its base knocked out, even though the ai has the resources to rebuild it does not, also it stops attacking after awhile and just sits there).

Thanks
chab
Clubman
posted 10-16-15 03:42 AM ET (US)     9 / 117       
Hello
Nice to see we've got modders out there
Yes I I've seen limitations on villager number. At this point I can't tell you if this can be improved.
There might be several / a lot / too much impacts in the game (don't know for sure which word I should use). It really depends on game structures, most are dynamic and can handle unlimited number of elements, but I know (only) 1 structure that's hardcoded to a size=50 (in TacAI). all others I know of can handle any larger number.

I am currently busy with many fixes/improvements but I'll have a look to this.
I already developed a feature that automatically updates player's strategy when playing with a >50 max population but it's unfinished (AI gets stuck at 50 population even though strategy tells to build more, I once knew why it does it but don't remember why).

What exactly is the "give up" bug ?
CustomROR already fixes several similar issues :
- AI no longer works after a wonder is build/destroyed
- AI gets stuck when unfinished buildings are destroyed (it may corrupt in strategy data both buiding and units being trained)
- AI gets stuck because of abusive "panic mode" units (the clubmen and other dynamically-added units when AI is under attack)
- Units (especially priests) get stuck when there are enemy tower in their town (this feature will soon be avaiable)
- I want to improve villagers gathering but for now I am not ready to do that

Are you talking about one of thesse situations or something else ?

You can send me an e-mail if you wish (see profile).
ageOfage
Clubman
posted 10-16-15 04:46 AM ET (US)     10 / 117       
"I am currently busy with many fixes/improvements but I'll have a look to this"

Thanks for that, because it is a big limitation for the AI when playing with large pop limits 400+ humans vs computer on large maps to only have 50 villages, Humans can have over 200.

"I gets stuck at 50 population even though strategy tells to build more, I once knew why it does it but don't remember why)."
Need to enable auto build houses and set houseoverage to max (99999) that way the AI will continue to build houses to support more pop.

Are you talking about one of thesse situations or something else.

It could be, need to run some more test with the new update to see if the issue continues. Basically the issue is in a human vs computer match that the AI will play well early and middle game. But late game + 2h it gives up and stops attacking, building or even moving the units.

I will let you know next week how i went.
ageOfage
Clubman
posted 10-19-15 00:23 AM ET (US)     11 / 117       
Hi, was the bug with 105 snSaveScenarioInformation fixable?
(when 105 snSaveScenarioInformation is enabled and has saved some information the next game the AI plays really bad).

UPDATE Major bug found!
Ok if you start a multiplayer game and set a rally point on a building (right click set rally point) when the created unit reaches the rally point the game will through an out sync error.

Another AI bug found
The AI will not attack walls

[This message has been edited by ageOfage (edited 10-20-2015 @ 11:26 PM).]

PhatFish
Mr. Beta
posted 10-20-15 08:19 AM ET (US)     12 / 117       
Chab, how is your trigger system coming along?



chab
Clubman
posted 10-21-15 12:43 PM ET (US)     13 / 117       
ageOfAge: those bugs are ROR bugs, not customRor's, please don't make the confusion

Phatfish:
Triggers are coming soon I think, I was busy lately but I just add time to write basic engine, and run a first test. It was working quite well, and the final solution should be really nice:

- no dependency on any extern tool (just customROR)
- based on standard scenario files (100% compatible with original ROR scenario format)
=> scenario including triggers will NOT crash in standard ROR versions.
- compatible with saved games (yes, it's an important topic to deal with)
- easily extensible: it will be very easy to add new possible actions (will NOT require to modify game files)
- several supported "trigger" events (game start, timer, after researching a technology...)
- trigger format will be text-editable (and human-readable)
- dedicated custom UI in scenario editor... TO DO !

I hope I'll have a lot more to tell in the next days/weeks

At this point it's more "proof of concept" than a real feature but I'm quite confident as the first test did not require a lot of coding.


The negative point:
I think I need to make customROR use more simple before I release next version.
Last release improvement were great but maybe not sufficient, it seems people are still reluctant to try it.
From now I will probably deliver only 1 project regrouping CustomizeAOE and customROR.

Don't hesitate to provide feedback.
I don't have much time to write serious documentation and create tons of UI.
ageOfage
Clubman
posted 10-21-15 03:54 PM ET (US)     14 / 117       
The second bug I posted is to do with customRor's rally point.

I had to disable it for multiplayer games, or else any player that sets a rally point will make the game to become unsynced.


gameKey name="callIdleNearbyArmies" enable="0"
unitSpawn name="autoMoveToLocation" enable="0"

if this is a ROR issue then it is a bit of a shame we cannot use it for multiplayer games
chab
Clubman
posted 10-21-15 04:42 PM ET (US)     15 / 117       
OK sorry I was not sure about what this was.
In fact I'm quite surprised you manage to use it in MP games, I only develop and test in SP (for now).

Please consider MP is not supported at all. I have no idea how sync is managed.
I'll try to deactivate the feature in MP games (I already did for several features, but not everywhere) to prevent the plugin from causing out of sync errors.

I understand you're disappointed but at this point almost noone uses customROR, using this feature would be unfair.
At least the configuration file allows you to disable it and avoid crashes (this is why is it so important to make things configurable !)

Maybe in the future we'll fix that. I might need help from other modders for that part.

But I suppose this means you like this feature, I'm glad you find it useful


PS: took a couple hour to refactor my triggers test code into generic code, now implementing triggers should be quite easy to do (already done: add or set resource, write chat text).
PhatFish
Mr. Beta
posted 10-22-15 01:23 PM ET (US)     16 / 117       
Chab, I added you on skype. I would like to playtest the trigger feature. Also if you need some graphical help with the UI or something let me know.



chab
Clubman
posted 10-25-15 09:38 AM ET (US)     17 / 117       
I have finished a very first version of CustomROR that handles triggers !

  • Requires no extern tool/library

  • Requires no external file: triggers are included in scenario file

  • Scenario files with triggers remain compatible with standard game. Of course, the player will need customROR for the triggers to be active !

  • Triggers are preserved when saving/loading game (unfinished, in such case a "already executed" trigger may be executed again when loading a game)

  • Triggers can be edited directly in scenario editor

  • (it is also possible to get AI and PER scenario files in scenario editor)

  • Various event are already supported: timer (repeatable or not), game start, on a given unit's death/conversion

  • Various actions are already supported: add/set resources, write a chat message, enable/disable a research

  • The trigger system is very generic and can be improved easily

  • => More supported actions/events will come


I will work with Phatfish to test the system. If OK, I will release customROR and people will be able to submit suggestions for additional trigger types.
And finally, I will expect YOU to write fantastic scenarios


Besides, next customROR release will have a lot of new fixes/features.
It includes the list from my message #7 + the list below:


Enhanced scenario editor: edit unit popup (press F1 to switch to select mode, F2 to edit - still a beta version)
Customize Map generation elevation "amount" (hardcoded in standard game)
Fix stuck units bug (quite rare bug) when using improved units targetting.
Fix stuck priests when an enemy tower is in AI's town.
Improve/customize units choice/behaviour when an enemy tower is in AI's town. Dramatic AI improvement, especially for villagers.
Fix hesitating priest when attacked by the unit he IS currently converting (occurs when there is an enemy tower in town) !
Fix priests that are stuck because of an unfinished enemy building.
unfinished: ability to support non-square maps (but diamond map will still be buggy) (not working for scenarios, probably because of a bug in scenario file reading/writing)
Triggers system !
Ability to get AI and PER file (+trigger info) from a scenario in scenario editor: F3 key.
Disable "rally point" (auto move new units and call nearby units) in Multiplayer games to avoid going out of sync.
Technical migration for ROR_API to avoid compatibility issues / CDCheck issues => easier installation process
ageOfage
Clubman
posted 10-25-15 05:41 PM ET (US)     18 / 117       
Dramatic AI improvement, especially for villagers.

Would that include allowing the AI to use more than 50 villagers?

[This message has been edited by ageOfage (edited 10-26-2015 @ 08:12 AM).]

Basse
Clubman
posted 10-26-15 11:32 AM ET (US)     19 / 117       
This looks super cool! Would it be possible to get a short demonstration of how it works? Maybe a video or a few in game screenshots?

I don't have AoE installed on this computer, but will make sure to install it soon when uni isn't sucking up all my time.
chab
Clubman
posted 10-26-15 01:21 PM ET (US)     20 / 117       
@ageofage: what you're quoting is about "Improve/customize units choice/behaviour when an enemy tower is in AI's town.". I improved several behaviours when AI has an enemy tower in his town (in standard game, it generally means he's defeated, with the changes he may get back on track). For example, a villager will not stop building a TC to attack a tower if he's almost finished.
I started working on >50 max population some time ago, but the feature is not activated (was not finished).

I don't intend to do videos (I have no idea how to do that - and demo scenario could be better).

Maybe I could prepare demo scenario files to play with / without customROR to appreciate the difference. I would set a specific configuration with 2 AI players, and human player would not interfere (use no fog to watch to show).
I already have seen many DM situations where AI plays quite well to counter-attack while being in a difficult situation. The changes are impressive but mainly about defence.

At this point the improvements are clearly more effective in DM (almost all of them are war behaviours).

Still some improvements are about economy: better general building placement (avoid stuck villagers, not-accessible TC), granaries are closer to berries. AI also builds faster its town.

Please note all those changes are not released yet I'll try to upload them soon.
PhatFish
Mr. Beta
posted 10-26-15 01:24 PM ET (US)     21 / 117       
Send the early trigger system to me whenever you have time Chab, along with a basic description of the kinds of triggers etc



ageOfage
Clubman
posted 10-26-15 06:44 PM ET (US)     22 / 117       
By the way chab my AI is playing way better with your mod on a gigantic map (that i custom made) it can take on 3 other "normal computers" teamed and can build very large armys (300+). Also it keeps attacking (on multiple fronts) and does not give up anymore. I tested the AI without your mod and it just does not play well at all. The only limitation that my ai is having like i said before is the 50 villager limit, on a 400 pop limit humans can have about 100 - 150 villagers and just out resource it.

Looking forward to playing some lan multiplayer games with it.

-----------------UPDATE-----------------------------------
Just a heads up for multiplayer even with

gameKey name="callIdleNearbyArmies" enable="0"
unitSpawn name="autoMoveToLocation" enable="0"

disable after awhile (maybe 20 to 30 mins) I get an out of sync error, Will post when I find what is causing it.

[This message has been edited by ageOfage (edited 11-03-2015 @ 04:51 AM).]

PhatFish
Mr. Beta
posted 11-11-15 07:47 AM ET (US)     23 / 117       
Just wanted to say that something truly fantastic is going to happen in the near future...



Basse
Clubman
posted 11-11-15 08:14 AM ET (US)     24 / 117       
Stop teasing!
chab
Clubman
posted 11-20-15 06:13 PM ET (US)     25 / 117       
I'm preparing the new release for CustomizeAOE / customROR. I hope I can upload it this weekend.

It will of course include the new triggers system, the enhanced scenario editor (edit unit status, terrain, elevation, edit triggers...) + all previously released features (AI improvements, up to 255 civilizations, etc)

Here are the changes (for CustomROR) since last release:
F9 no longer moves artefacts.
When a building is selected, right-click on itself to cancel new units auto-move (writes a text message).
Right-click now only works for buildings that can actually train units.
Right-click with buildings now displays the red cross sign (like move)
When attacked, new units that are going to their "spawn destination" now defend themselves if attacked.
Fix stuck "0% game speed" (occurs when game was closed with a very low speed: 0% speed value was stored in registry).
Fix various issues with unit targeting (prevent units from hesitating between several targets) and improved several cases.
Fix a bug when enabling MaxSelectedUnits in customizeAOE (1 sub-option was not installed)
Fix a bug with MaxSelectedUnits feature in allocX options (CustomizeAOE) => please remove+reinstall MaxSelectedUnits
Fix missing patches for MaxSelectedUnits feature (CustomizeAOE)
-> for transport ships selection, for various onclick events
Fix crash when selecting a civilization that is not found in empires.dat: now force choice to Egypt instead of crashing.
Improve ManageAI feature to be compatible with multiplayer: human players have no longer AI controlling it in MP
Move fire galley icon (use trireme research location) when trireme research is completed IF player has both fire galley and catapult trireme.
Monitor conversion statistics to see if a player is cheating/lucky (seems that AI does NOT cheat).
Fix strategy when switching players so that AI doesn't build what's already been done by human
+ detects dynamic units (houses, boats, granary) in scenarios so that AI player does not create them twice.
+ fix dynamic elements dependency issues (do not insert trireme before iron age, etc)
Fix a bug in loading saved games: some information is not saved and dynamic strategy elements are not added when switching player in loaded games (+some other inits including AI resource bonus).
-> This also fixes not working AI in loaded games that were saved in the very first seconds of the game.
Fix crash to desktop caused by a building conversion bug.
Capability to add unique units (heroes) dynamically (will be accessible via trigger some day)
Fix bug in villager count (resource 37) that affects max civilian score number. (due to conversion)
Fix bug in military units count (resource 40) that affects largest army score number. (due to conversion)
Fix conversion & strategy: updates player strategy after converting a unit to avoid training/building it twice.
Add 10 shortcut numbers 11-20 using numpad (original game uses 1-9 with main keyboard numeric keys)
Enhanced scenario editor: edit unit popup (press F1 to switch to select mode, F2 to edit)
Customize Map generation elevation "amount" (hardcoded in standard game)
Fix stuck units bug (quite rare bug) when using improved units targetting.
Fix stuck priests when an enemy tower is in AI's town.
Improve/customize units choice/behaviour when an enemy tower is in AI's town. Dramatic AI improvement, especially for villagers.
Fix hesitating priest when attacked by the unit he IS currently converting (occurs when there is an enemy tower in town) !
Fix priests that are stuck because of an unfinished enemy building.
Generate map with custom dimension in editor (diamond map may be buggy if x <> y).
Triggers system !
Ability to get AI and PER file (+trigger info) from a scenario in scenario editor: F3 key.
Disable "rally point" (auto move new units and call nearby units) in Multiplayer games to avoid going out of sync.
Technical migration for ROR_API to avoid compatibility issues / CDCheck issues.
Preserve unit status in scenario editor after loading a scenario. + display fix for buildings when status>2.
All terrains available in scenario editor. Putting hidden terrains does not refresh immediately but it works (change tab to refresh game screen).
Option to show all units in editor (disable the "hide in editor" flag)
Fix the invisible tree - DATID=393 - (assigns working tree graphics).

The release will also include a new version of ROR_API (some technical fixes, remove installation compatibility issues) and CustomizeAOE (new options, support vietnamese 1.0b version, improved installation process, ...)


Credits to Phatfish for testing the new triggers system and providing useful feedback + converting dirty triggers documentation into a beautiful HTML document.
I suppose Phatfish will put triggers documentation somewhere when the release is available.
PhatFish
Mr. Beta
posted 11-21-15 08:31 AM ET (US)     26 / 117       
I really think you should wait and add more triggers before you release the updated version.



Gumble
Clubman
posted 11-30-15 11:53 PM ET (US)     27 / 117       
Seriously Chab, by introducing a triggering system you have totally revolutionized Age of Empires scenario design. I can't thank you enough.

I hope you will be introducing a trigger that changes unit ownership? I need it very badly to fix a lot the bugs in my Babylon map.

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.
PotentialClubMan
Clubman
posted 02-18-16 10:13 AM ET (US)     28 / 117       
Hello!

I really like this mod, but there's one thing that is sore to my eye and I cannot use all functions. I really would like to use CustomROR_API mod menu, but apparently it FORCE my game go to Windowed Mode. I cannot play game with this conditions on my big screen because of that. Is there any way to use CustomROR_API mod functionality in fullscreen? (Like spawning units by using new console commands)

Anyway, thanks for the great mod and improving AI! Age Of Empires the best!

P.S.
Sorry for bad english.
chab
Clubman
posted 02-18-16 12:27 PM ET (US)     29 / 117       
Windowed mode is simply a plugin of ROR_API system (it is enabled by default).

You can disable windowed mode in the file ROR_API.conf

Simply remove or comment the line "wndmode.dll" and save
(to comment it, add a leading #)

Note: according to you installation directory, you might need to run a text editor as admin to be allowed to modify/save it.
PotentialClubMan
Clubman
posted 02-18-16 12:58 PM ET (US)     30 / 117       
Windowed mode is simply a plugin of ROR_API system (it is enabled by default).

You can disable windowed mode in the file ROR_API.conf

Simply remove or comment the line "wndmode.dll" and save
(to comment it, add a leading #)

Note: according to you installation directory, you might need to run a text editor as admin to be allowed to modify/save it.
------------------------------------------------------------

Sir, thank you very much! I really appreciate your fast reply! I'm very glad that there are still some good people to take care of AoE! Thank you!

Somebody, give this man 1.000.000 Gold!!!

Oh, by the way, is there a full list with numbers for spawning units? Because I'd like to spawn Trees, Food bushes, Fish etc.

Anyway, thanks a lot!
chab
Clubman
posted 02-18-16 01:02 PM ET (US)     31 / 117       
The best way to get unit list is to download AGE3 (I see it has been renamed to AGE 2016).
Here is the link:
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11002

Just run it and go to "units" tab.
PotentialClubMan
Clubman
posted 02-18-16 01:05 PM ET (US)     32 / 117       
You're really very helpful! Thanks again! I hope you will continue your work for further improvement AI and the game in general! Thanks!
chab
Clubman
posted 05-22-16 12:18 PM ET (US)     33 / 117       
Here is a preview of some new features you will get in next version

Support any number of command button pages in all buildings.
It works automatically, according to button IDs in empires.dat (11+ are page2, etc).

You can take it as a fix for ROR limitation.








New buttons to define specific behaviours for each military unit (for units with blast damage)
Choices are:
- Do not attack villagers automatically
- Do not attack buildings automatically
- Do not attack any unit automatically
- Restore normal auto-attack behaviour

A number (1) is displayed on buttons that are currently active.



This can also be configured in unit properties (F2) => more possibilities


Default behaviour can be defined in customROR.xml configuration file.



Farms can be rebuilt automatically (see game menu/customROR options or customROR.xml config file)

Each farm also has its own properties: you can have them being rebuild automatically or decide NOT to rebuild a specific farm





You can modify maximum population in game menu/customRor options:


This will impact current and next games (but not persistent if you quit Age of Empires: ROR).
You need to start a new game if you wish AI to take into account the new population limit.





As told above, AI now supports custom population limits.
CustomRor will automatically update AI players strategies so that they fit actual population limit.

It also fixes existing strategies where AI does not train 50 units !



And also, support for custom DRS files.
Modders, don't modify standard DRS files if you need/want to add graphics, you can simply add your graphics in a separate (new) DRS file and everything will work properly !

Demo: the icons in the 3rd screenshot come from a demo file "customROR.drs".
All game "standard" DRS files are unchanged to do this !
chab
Clubman
posted 05-22-16 12:35 PM ET (US)     34 / 117       
And more features (I forgot some !)

Show which technology is being researched in a building in top-right button (button is greyed out - not clickable)

Show buttons for units/technologies that ARE present in tech tree, but not available yet. Such buttons are greyed out (not clickable), of course



Here scout can be trained, chariots/cavalry are in tech tree but not available yet, scythe tech is not available yet ; we also see that elephants/camel are NOT available in tech tree.




The list of future technologies for a building can also be found in unit properties (press F2).

[This message has been edited by chab (edited 05-22-2016 @ 12:36 PM).]

chab
Clubman
posted 06-03-16 02:33 PM ET (US)     35 / 117       
I just uploaded a new version of customizeAOE.
It includes all features described above plus some more.
I fixed some installation bugs on the last minute so tell me if something goes wrong and I'll fix it.

Please try the improved button bar, play with population limit (can now be set directly in customROR.xml, AI players will automatically adapt to population limit), use auto-rebuild farms options, set custom auto-attack behaviours (you can prevent catapults from shooting villagers, etc)

and please provide feedback on that !

As always, a lot of things can be configured in customROR.xml, just have a look, read comments and configure the game the way you like it !

PS: you can import additional DRS files (add a tag in customROR.xml), so if you add graphics in your mods, do NOT add them in graphics.drs or interfac.drs, but create your own DRS files ! This way your mods/additional graphics will be compatible and cumulative with others'
PhatFish
Mr. Beta
posted 06-07-16 07:07 AM ET (US)     36 / 117       
And also, support for custom DRS files.
Modders, don't modify standard DRS files if you need/want to add graphics, you can simply add your graphics in a separate (new) DRS file and everything will work properly
This has to be one of the most awesome and useful features ever. Seriously, adding a seperate .drs is easier than replacing everything when you install and uninstall a graphical modpack. Hats off.



chab
Clubman
posted 06-12-16 10:14 AM ET (US)     37 / 117       
To continue with the "separate files" thing, the new version supports defining strings in one (or more) separate TXT file instead of modifying language(x).dll.

The goal is the same: with this functionality, 2 mods can co-exist easily.
Also, any mod can support localization without having to mess with language.dll files.
I delivered an example for customRor plugin, that supports both english and french languages.

The only thing to do is to select the correct file in customROR.xml.

To add (or modify existing) strings, just add 2 lines in a TXT file (example.txt)
[12345]
This is my text for string ID 12345
... and add in customROR.xml:
<languageTxtFile filename="relative_path\example.txt"/>

No more need to use third-party tools to edit strings !


By the way, I discovered that ROR did not support correctly roman tileset in scenario editor.
There was a major display bug when selected player had Roman tileset (since scenario editor now uses correct tileset for each player), I fixed it in today's release.
chab
Clubman
posted 07-23-16 11:54 AM ET (US)     38 / 117       
I uploaded a new version, with new features, as usual

You can now configure very easily
- the path of empires.dat file to use (you no longer need to mess up with data2\empires.dat)
- additional DRS files (as told previously). Add 0, 1 or many DRS files. You no longer need to mess up with original DRS files !
- custom translation files. Add 0, 1 or many Text files that contain localized text strings. You no longer need to mess up with language(x).dll !!!

The big breakthrough:
CustomizeAOE now supports most AOE versions... for limited features !
CustomizeAOE and customROR are now compatible with
AOE 1.0b and 1.0c
ROR 1.0 and 1.0a.
I remind you that target version is still ROR 1.0a (latest version).

* Windowed mode is now compatible with ALL versions above.
* Custom resolutions are supported in ROR 1.0 and 1.0a
* Using additional DRS files is supported in ALL versions above (requires customROR plugin)
* Using additional (translation) string files is supported in ALL versions above (requires customROR plugin)
* Using a custom empires.dat file is supported in ALL versions above (requires customROR plugin)

Installation process works for ROR1.0a (which is official target version).
For other versions, you'll need to do some manipulations:
- Select the correct customROR.dll file (for example customROR_AOE1.0b.dll) in downloaded zip file
- Copy it to game root directory
- Open ror_api.conf file and modify the line "customROR.dll" with the correct filename (for example customROR_AOE1.0b.dll) OR rename (example) "customROR_AOE1.0b.dll" to customROR.dll (remove the existing customROR.dll file)

In a few words, always make sure that ror_api.conf refers to the "customROR.dll" file that corresponds to the game version you're running (right click on customROR.dll/properties to see the version).

Other new features :

- Show pierce armors for all units (towers have some but it was not displayed)
- Display more information (including conversion resistance) in unit properties popup (F2 in game screen)

- Improved button bar: view future researches/units that are available in tech tree (buttons are disabled for units/researches that are not available yet)
-- Includes buttons to tell "blast radius" units not to attack villagers + other options
- Ability to queue different units: for example, queue 2 axemen, 1 swordsman and a slinger, you don't need to wait for axemen to be fully trained to queue other units ! "Click" order is totally preserved, even if you mix units.
- Fully dynamic and generic Strategy generator:
This is a huge feature, it took a crazy amount of time to develop it, it's still unfinished but here is a first working version
* Generates a strategy (=dynamic AI file) for AI players at game startup
* It is entirely generic: nothing's hardcoded: the feature chooses the units to train, techs to research dynamically according to available tech tree (+civ bonuses), units complementarity... and a random part (so each game is unique).
* This means that the strategy generator is compatible with any mod ! With this feature, you can play single player games with any mod (any custom version of empires.dat - even with custom civilizations). No need to write dedicated AI files for your mod ! AI will be able to choose a relevant strategy (note: in standard game, the is a set of ~100 strategies, which makes a lot, but strategy choices are hardcoded depending on civilization ID and some other factors like water proportion).
* Automatically adapts to custom population limit (if different than 50)

The feature is not finished. Especially, it only works for random map games (not deathmatch), behaviour is not guaranteed on water maps.
Please have a try and provide some feedback on this !
To activate this feature, you need to open customROR.xml (in game root directory) and change enable from 0 to 1 in this line: <strategyAI name="generateAutomaticStrategy" gameType="RM" enable="0"/>


A documentation file (in .doc format) is provided in ZIP file, open it to know more about supported features (the documentation is not complete yet)
Oicraftian
Clubman
posted 08-03-16 11:46 AM ET (US)     39 / 117       
Right, so I was wondering, if I were to make a civ, just based off some outright random ramblings for AOE, would it be okay if I were to use this particular CustomROR?

Generally the gist of it would be to make a "balanced" civ and get the AI to play it.

I was reading the list and it squared off at ETC, I'm pretty sure you can just copy, edit, and paste AI files to change their behaviours.

Naturally I want to check with experienced users for the possibility of this Civ and it's playability.

Name:
Atlantian League

Bonus'
Archery units shoot 40% faster, move ~10% faster
Ranged Units +2 damage
Brutal "Regular" Scout +2 view range, +3 attack, +2 armor, +~10% speed, but it costs more, replaces "Scout"
Villager -10 food cost, 15% faster, works 25% faster

Regular:
Keeps Heavy Horse archer, but it lacks melee defence, fortunately, with 8+3 damage it's lethal.

Weaknesses:
-No fortifications, no building hp boost,
-No Academy units,
-Total lack of heavy infantry
-Crippling lack of cavalry, including Chariots and Elephants
-Iron age Storage Pit has only Metallurgy and Ranged resistance upgrades
-Priests ~useless unless for healing
-Naval power amounts to Galleys and nothing more
chab
Clubman
posted 08-03-16 01:04 PM ET (US)     40 / 117       
My opinion about the civ:
Usually units don't get more than 1 bonus from a given tech tree.
Cumulating several bonuses on some units is both against the spirit of the game and a serious balance issue.
For example the scout (a tool age unit) would be as strong as bronze units with 6 attack (+techs), 2 armor (+techs), faster than all units, a crazy view range... It's almost invulnerable in tool age (2 +2 armor makes that it takes no damage from melee units except axemen with +2 attack)
Even one single of the bonuses is really strong.

Same goes for archers and villagers (that get ALL the best civ bonuses for ALL civs at once !).

If you want to use your own AI files for your custom civ it is possible.
In "customROR_civs.xml" config file, you can specify 3 AI file names for each additional civ (1 for (lot of) water maps, 1 for land maps, 1 for intermediate maps)
Actually it is this only way to have the game use the correct AI files without any impact on other civs.

Just do not activate the strategy automatic generation option if you want to use the solution above.
(search generateAutomaticStrategy and set enable=0)
Oicraftian
Clubman
posted 08-04-16 11:35 AM ET (US)     41 / 117       
So~ naturally because that is overpowered as all cakes are over-rated, I think it's due for some rebalancing.

Advantages
+"Scout" is "Recon Cavalry" which is just stealing the Cavalry unit, and swapping the scout stats except for damage and armor. Of which it has exactly "1". Introduced at Bronze Age.
+All archery units shoot 30% faster, +1 damage (?)
+Villager gathers resources 20% faster


Weaknesses
-No Academy Infantry (except for Hoplite)
-No Legions
-No Cavalry, Elephants, Chariots.
-CQC protection limited to Tool Age level (I'm pretty sure this is a first)
-No Helepolis/Ballista (No Craftsmanship either)
-No Iron Age navy units of any kind
-No nobility
-No Chemistry
-No fortifications (no archetecture upgrade)
-Priest only gets healing related improvements. Even worse than Hittite Priest
-Farms require more 10% wood and produce 20% less food
-No Coinage
-No Heavy Catapult (No siege-craft)

So~ How's this for a rebalance?

[This message has been edited by Oicraftian (edited 08-04-2016 @ 01:21 PM).]

chab
Clubman
posted 08-04-16 03:29 PM ET (US)     42 / 117       
The balance seems better this way.
Do you still want archers that have both assyrian and hittite bonuses ? That makes a lot.
However I admit archers need a strong bonus to compensate the fact almost no other unit is available.
Epd999
Scout
posted 08-04-16 10:58 PM ET (US)     43 / 117       
With your new generic ai system:
Does it factor in new units, general and unique?
Is the generic strategy compatible with Upatch?
Does the new ai read buildings, new technologies or new units/new technologies from new buildings?
Is it/Will it be compatible with Upatch Mods?

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 08-04-2016 @ 11:49 PM).]

Oicraftian
Clubman
posted 08-05-16 11:42 AM ET (US)     44 / 117       
The question mark placed was to ask if it was too much to provide their archers with such a bonus.

Usually Civs are gold dependant/have everything/cost literally nothing to run

The AL is gold dependant like Yamato, has strong resource gathering, but is likely to be rushed to death. Though in hindsight, a mix of their Composite Bowmen and Broadswords-men at the Bronze age is outright devastating. At the Iron age though, they'd be somewhat lacking beyond the initial rush, lacking any particularly developed unit. Maybe I should give them some?
chab
Clubman
posted 08-05-16 12:40 PM ET (US)     45 / 117       
What's difficult is to maintain the balance for both random map games and deathmatch games.
A civ without super units can't be played in DM.
With your new generic ai system:
Does it factor in new units, general and unique?
Is the generic strategy compatible with Upatch?
Does the new ai read buildings, new technologies or new units/new technologies from new buildings?
Is it/Will it be compatible with Upatch Mods?
- New units/buildings/technologies are supported and detected automatically.
- Unique units (do you mean available for 1 civ only ?) are supported like any other. However if you add a unique unit for egypt (for example) with id 450, MAKE sure to add the same unit (id=450) for all other civs (just use the tech tree effects to make the unit available only to egypt). This is very important to avoid game crashes. This is a game limitation, not related to customROR. To sum up, all units must match in all civs in empires.dat.
- I don't know if Upatch is compatible, i didn't try. I suppose not, because upatch uses undocumented changes on EXE and seems to patch it dynamically, which makes impossible to detect potential conflicts with other mods.
- It is compatible with any mod, because it does not depend on any of game files (empires.dat, DRS files, AI files, etc) and customROR does not add code in empiresx.exe.


I'll try to provide a small documentation on best practices when customizing empires.dat, because some data can cause issue in game and/or mods. And the original empires.dat contains a lot of bad setup !
I've already prepared a feature to list the problems in empires.dat file, I need to finish it.

[This message has been edited by chab (edited 08-05-2016 @ 12:42 PM).]

Incantator
Clubman
posted 09-03-16 01:44 AM ET (US)     46 / 117       
Hello. I've tried CustomAOE/ROR and found a problem with AIs; they do not create any more villagers. At first I thought it was because I enabled generateAutomaticStrategy, but disabling it still caused the problem. I played RM in the hardest difficulty with 200 max pop. Maybe I have done something about that xml file but I'm not sure.

I really really like the idea of controlling various aspects of the game, but the interface could've been more user friendly in my humble opinion. Even installing it took some time since readme.txt, doc, and the messages in the exe file are talking in their own way; they only add confusion. Rather than adding new features, I think it's imperative to come up with a clean interface both for installing and customizing now.

I hope this mod will grow into something comparable to OpenXCOM; easily moddable and all the bugs fixed.
chab
Clubman
posted 09-03-16 05:57 AM ET (US)     47 / 117       
You're right, AI is no longer building houses when population limit is high (>127). I'm gonna fix it as quicky as possible.

Which part exactly confused you when trying to install ?
I'm trying to keep things as simple as possible (but doing generic programs often conflicts with simplicity !)
In theory you just need to click install customROR in the menu, choose source and target then it's done.

Creating UI takes a lot of time, so for now changing the options has to be done manually in XML file (I don't even want to know how much time I would need to create UI for every option, not counting the time to update them when I change/add options).

I appreciate the feedback. Please try a lower population limit until I upload a corrected version (it will also contain fixes for automatic strategy generation).
Incantator
Clubman
posted 09-03-16 08:51 AM ET (US)     48 / 117       
I've tried with max pop 100 and it seems to work properly now. Still it took almost an hour for an AI(hardest) to go beyond 50(it seems) due to poor pitting and low number of villagers. I disabled generating strategies for now. One thing I clearly noticed was the 1-tile space between each building Maybe it's a bit too organized but I don't have much complain about it. Another thing was that AIs are no longer mocked by priests; they get seriously pissed off and try to kill that mocking priest even if he stops converting. Lastly AIs indeed seem to defend more effectively corresponding to the intruders. Nice job.

About installing, there were three documentatinos; txt file, doc file, and the scripts in the program. The problem is they are not exactly the same; txt file seems to distinguish between AOE and ROR(maybe CustomAOE had its debut first then ROR followed so the distinguishment is still there?), doc file talks too much about dll file differences etc etc. At first, I just copied the whole files to the AOE root directory and the install failed(I had to move those files to somewhere else). So IMO providing one simple documentation would be better. I'd even go far as to forcefully let the program install 1.0c/1.0a patch to reduce confusion.

And about the screen resolution change... I don't have much problem with the default ones because I'm using a laptop, but I just tried changing it to 1280x1024... I just don't know what should I do. Again, the documents conflict with each other. It doesn't automatically work if I just put the drs files into data1/data2 folders, so I found the 'change resolution' option in the customize exe file, but it didn't work for me; the exe file got somewhat corrupted so the startup screen shows the original AOE and it shuts down whenever I try to play an RM match.

I do know making UI will take time, but I still couldn't help thinking myself the idea of the mod is great but it's kinda confusing at first. Maybe starting with providing one clear documentation would be nice. Also, as you might already know, there is no need to make every little change integrated into UI; OpenXcom also allows people to change all the details via notepad++(still it's in a more clean format than CustomAOE) but some important changes can be changed conveniently in UI. Simple resolution change would be very nice!

For now, I hope the AI will become even better in later releases. The biggest issue seems to be their pitting; AI villager somtimes still travels half of a map(huge size) for gathering resources, so their economy is way too weak, hence no matter how smart it is, it is still very weak. In the same vein, the number of villagers should adjust according to the max pop. I don't think these are easy to fix but hey, it's just my opinion

Oh, btw the original game occasionally paused for no good reason(IIRC especially when the music changes), but gameTimerSlowDown options don't seem to fix this. Also F9 key doesn't work for me.
chab
Clubman
posted 09-03-16 10:34 AM ET (US)     49 / 117       
If you want to change the resolution, you do not need to manipulate the files manually.
Run customizeAOE ; in the menu, click Change Game resolution.

- select empiresx.exe
- select the (data) DRS file that matches your new resolution
- select the (data2) DRS file that matches your new resolution

Of course you first need to download the correct interfac.drs files, for 1280*1024 they are available here

Did you try this way ?


I have no idea why F9 does not work I don't have any issue here. Were (military)units idle when you tried that ? They must be close enough from target position, too.

About gathering you're right. And customROR already greatly improves it, unfortunately as you said sometimes villagers continue to go cut trees miles away from their pits.
At least, farming is now very efficient (they don't build farms far way from TC/granary anymore) and AI players now collect relevant resources according to their needs.
Incantator
Clubman
posted 09-03-16 06:26 PM ET (US)     50 / 117       
Yup, I tried that way. Btw that empiresx.exe should be the modded one, right?(not the one which I backed up).

I've tried one more time but F9 still doesn't work. Maybe I've done something wrong during the installation process but I have no idea . Also the explanation about autoAttackUnits seems to say it gives 'hold position' feature to units, but I couldn 't find the button. Maybe I just misunderstood that. All other features such as F2 key, multi-queuing, rally point etc seem to work fine.

I agree that AI's farming behaviour was very good. It's just that the rest half of the villagers were travelling way too far... At least changes so far seem to work properly so it's all good for now
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