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Age of Empires Heaven » Forums » Age of Empires / Rise of Rome / Definitive Edition » Age of Empires: The Rise or Rome RasPatch
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Topic Subject:Age of Empires: The Rise or Rome RasPatch
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Rasteve
Clubman
posted 08-05-09 08:50 PM ET (US)         
UPDATED 11 NOVEMEBER

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

DOWNLOAD HERE

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

v0.5
Enhancements

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

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

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

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

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

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

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

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

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

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


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

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

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

  • AuthorReplies:
    Max_CRAZY
    Clubman
    posted 08-12-09 07:41 PM ET (US)     26 / 269       
    hi rasteve, what about the auto-attack to scouts?
    Rasteve
    Clubman
    posted 08-13-09 03:39 AM ET (US)     27 / 269       
    Yes, this is on my to-do-list, hopefully for the upcoming version
    Melchior31
    Clubman
    posted 08-13-09 09:53 AM ET (US)     28 / 269       
    I have plenty of edited AI making 200 population.

    The problems is sometimes the game crashes , when playing against AI at 200 population ,especially when i enter in computer town , or having combat with a lot of units beetwen armies.

    I have played a lot of DM games against my edited AI and i concluded that your patch make the game crash less than original version of the game,it is a good point ,but not enough yet.In the next versions try to fix it , in order to play against computer at 200 without any problem and any crash.

    Also another point , the computer at multiplayer mode (not single player) uses always 2 villagers (default value) to build even if i modify SnCapCivilianBUilder in per editor, it is a bug i think.
    Suppiluliuma
    AoEH Seraph
    posted 08-13-09 06:07 PM ET (US)     29 / 269       
    hi rasteve, what about the auto-attack to scouts?
    I thought it was nice as they were. I mean you can expolore and avoid being detected.
    Rasteve
    Clubman
    posted 08-13-09 07:04 PM ET (US)     30 / 269       
    The problems is sometimes the game crashes , when playing against AI at 200 population ,especially when i enter in computer town , or having combat with a lot of units beetwen armies.
    Yes I have noticed this too. It doesn't affect multiplayer games (3v3 multiplayer games don't seem to be affected), so it is probably the way that the computer player is treated.
    In the next versions try to fix it , in order to play against computer at 200 without any problem and any crash.
    I will try
    Also another point , the computer at multiplayer mode (not single player) uses always 2 villagers (default value) to build even if i modify SnCapCivilianBUilder in per editor, it is a bug i think.
    Unfortunately this looks unfixable without the game source code. I will see what I can come up with.



    Suppy - I am looking to get the scouts to only attack units in a very small range, and not their full LOS.
    Suppiluliuma
    AoEH Seraph
    posted 08-15-09 12:11 PM ET (US)     31 / 269       
    In that case, go ahead
    Suppiluliuma
    AoEH Seraph
    posted 08-16-09 12:45 PM ET (US)     32 / 269       
    BTW, i don't remember if it was in this thread or in other, but i read that Rasteve wanted Centurions with a 2 range. And i was thinking it should be done only ater the minimal range of catapult units is fixed, if not Canturions would still be attacked by them and that would make 'em even more useless than they are.
    Rasteve
    Clubman
    posted 08-17-09 02:49 PM ET (US)     33 / 269       
    Yes cats will have 3 min range, centies will have 2 range. With a little micro you could get three lines of centies all attacking at once (one line at 0 range, next 1 range followed by 2 range) - potential for "300" scenarios?


    I missed a few days due to RL cr@p! but I am getting very close to releasing v0.3...

    Need to finish some testing, and then create the installation script(s).

    I may not have enough time to complete PER changes for the 2 proposed AI script updates (assyrian RM and choson DM) but hopefully should be worth playing.
    Suppiluliuma
    AoEH Seraph
    posted 08-18-09 09:22 PM ET (US)     34 / 269       
    Great Rasteve, Keep it up!
    gary_zw
    Clubman
    posted 08-23-09 11:14 AM ET (US)     35 / 269       
    any update on v0.3?
    Infinitus Vox
    Clubman
    posted 08-24-09 07:57 AM ET (US)     36 / 269       
    Damn! Now this is one fine patch! I want it!

    What is this available for? AoE or RoR? Seeing as I have the gold edition.

    Also, could you please explain what the bug fixes are? Like what kind of bugs they had before this:

    - Elephant king bug (I'm guessing it doesn't have an attack animation)
    - Artisanship bug
    - Phalanx bug
    - Tree bug
    - Font size bug (status box)
    - Documentation bugs (numerous tweaks)
    - Research text (with updates and missing info)
    - Upgrade bug (units placed in editor not upgrading)
    - Alchemy bug
    - Nobility bug

    I would like to know what the bugs are.

    I would like to have this patch, when is it available? Or will you have to send one via email?

    Current Projects

  • AoE: The Mercenary Commander (TMC)
  • Aok: Global British Empire (GBE)
  • AoM: The Hidden Deity (THD)
  • Rasteve
    Clubman
    posted 08-25-09 08:47 AM ET (US)     37 / 269       
    any update on v0.3?
    I have made a whole bunch of new changes (bug fixes etc) but 2 features I wanted to add are proving troublesome.

    Shang food penalty - I have created 200+ variations of the patch trying to target the line of code which alters the food penalty, but so far no luck.

    I have found 2 lines which state "SUB ESP, 28" i.e. subtract 40 (28 is the hex code for 40) from the ESP register, but this has not worked. It looks like this feature will be shelved until the next version (I have spent nearly 2 1/2 days already on this one change).

    Scout aggressive stance - I HATE HARD-CODED FEATURES!!! the scout "command" attributes match the camel rider attributes, and therefore both should act the same. However, the scout only attacks on response of being attacked itself, but the camel attacks any units nearby.

    This looks like something controlled within the exe. Therefore having the scout attack automatically can only be achieved by creating a new scout unit (as I believe the exe calls on the scout by id number, so the same attributes but different id number should make the scout behave differently).

    I am not sure if I will go down this route, as it also seems that the scout will attack within its full LOS, which at 12 tiles is too much to micro, particulary when using the scout as a scout!

    v0.3 should be released in the next few hours, I am just tidying it up and making last minute changes.
    Damn! Now this is one fine patch! I want it!
    v0.3 will be available in the granary sometime in the next 24 hours, I will post a link here when it is up
    What is this available for? AoE or RoR? Seeing as I have the gold edition.
    So far it is for RoR only, but I plan to release a AoE-only version in the near future.
    Also, could you please explain what the bug fixes are? Like what kind of bugs they had before this
    Elephant king bug
    The elephant king does not have an attack animation, so I have used the standard elephant attack animation to fill the gap. Try the great hunt scenario from the babylonian campaign and you will see what I mean (they just stand there taking damage off your axemen!).

    Artisanship bug
    The wood techs should increase range AND line of sight for archer units, but artisanship doesn't increase the LOS for chariot archers, elephant archers, horse archers and heavy horse archers. This allows archers to target buildings slightly outside of their LOS.

    Phalanx bug
    Every technology should increase your score (the technologies researched count in the achievements). The phalanx upgrade does not currently add to this score.

    Tree bug
    There are 4 trees (one being the oak straggler) which show a certain wood content before being chopped, but as soon as they are chopped down the wood instantly changes to a different value. I have simply made this number consistent.

    Font size bug (status box)
    When playing 200 pop limit, the "200/200" text in the bottom left hand corner when selecting a house can overlap onto the command buttons, so I have reduced the size to stop this.

    Documentation bugs (numerous tweaks)
    Most technologies and civilisation bonuses quoted in the manual are wrong. For example the wheel does not increase speed by 30%, Greek academy units are not 30% faster etc. I have either made the bonuses match the documentation or if the gap is too big, changed the documentation.

    Research text (with updates and missing info)
    When scrolling over the technologies the little piece of text showing the affects and cost have been slightly improved, giving a bit more info.

    Upgrade bug (units placed in editor not upgrading)
    There are several cases where placing a certain unit in the scenario editor then applying an advanced age (iron, post-iron etc), the unit does not upgrade automatically. For example, short swordsman will upgrade but broad swordsmen don't.

    Alchemy bug
    The alchemy technology is basically a complete mess!!! The documenation does not match the technology affects, and the way the technology affects are achieved are troublesome.

    Nobility bug
    Nobility does not increase horse hit points by 15% due to a floating point rounding issue.
    I would like to know what the bugs are.
    A readme included with the patch will detail the issues. I will also update the opening thread once I have released v0.3
    I would like to have this patch, when is it available? Or will you have to send one via email?
    I should be able to upload v0.3 shortly, and then when TDA or Nacht sees it, it will be available on the granary for anyone to download.

    [This message has been edited by Rasteve (edited 08-25-2009 @ 11:53 AM).]

    Suppiluliuma
    AoEH Seraph
    posted 08-25-09 11:15 AM ET (US)     38 / 269       
    You're being very exhausteive Rasteve, excellent!
    Rasteve
    Clubman
    posted 08-25-09 12:19 PM ET (US)     39 / 269       
    Well this is as far as I have come (extracted from readme):

    (I need to add Egyptian nobility and alchemy details after testing, and I have 3 new DM AI scripts and 1 RM AI scripts to test a few times again)

    --------------------
    ENHANCEMENTS
    --------------------

    - Single player games now have 200 population limits as default

    - Super units have unique abilities

    - Gaia buildings have the Roman tileset

    - Installation does not overwrite original game files


    --------------------
    BALANCE CHANGES
    --------------------

    - Cataphracts have 4 pierce armour (super ability)

    - Legions train 6 seconds faster (super ability)

    - Centurions have 2 range (super ability)

    - Gold mines have +200 gold

    - Stone mines have +50 stone

    - Foot archers have 90% accuracy (previously 100%)

    - Mounted archers have 80% accuracy (previously 100%)

    - Greek slingers have +1 pierce armor bonus

    - Choson short, broad, long and legion have +60 hit points bonus

    - Minoan improved bowmen also have +2 range and los (like compies)

    - Persian scout ship and war galley also have 50% fire rate increase (like triremes)

    - Carthaginian fishing and trade ships have 30% speed increase (like transports)

    - Shang cavalry, heavy cavalry and cataphract units have +1 pierce armour bonus

    - Scouts have 12 LOS (no longer increased with each age advancement)

    - Stone throwers, catapults and heavy catapults minimum range +1 (3)

    - Babylonian stone miners +50% work rate (previously 44%)

    - Egyptian gold miners +50% work rate (previously 44%)

    - Persian hunters +70% work rate (previously 67%)

    - All farm technologies +150 food yield (previously +75)

    - All wood technologies +25% woodcutter work rate (previously +0.2 work/sec)

    - All stone technologies +40% stone miner work rate (previously +0.3 work/sec)

    - All gold technologies +50% gold miner work rate and +3 gold carry capacity

    - Jihad +20% villager speed (previously +0.3 speed)

    - Cheat units are no longer affected by technologies

    - Hero units are no longer affected by technologies

    - Popup help text improved for technologies

    - More help references added to Rise or Rome content (for future changes to help file)


    --------------------
    BUG FIXES
    --------------------

    - Status box text size reduced ("200/200" no longer overlaps command buttons)

    - Removed redudant technologies string references (alpha/beta strings no longer required)

    - Elephant king attack animation now shows correctly

    - All trees contain the wood that is displayed in the status box

    - Assyrian villager speed bonus of 20% (previously 18%, not 30% as quoted in manual)

    - Assyrian archers fire rate bonus of 40% (previously 27% for bowman, 36% for mounted)

    - Babylonian rejuvenation bonus of 30% (previously 27%)

    - Babylonian placed war elephants no longer upgrade to armored eles in post-iron settings

    - Carthaginian transport speed bonus of 30% (previously 25% for light, 43% for heavy)

    - Choson priest cost reduction implemented as a subtraction rather than multiplication

    - Greek heavy infantry speed bonus of 30% (previously 33%)

    - Greek warship speed bonus of 30% (previously 33%)

    - Palmyran villagers work rate bonus of 50% (previously ranged between 33% and 50%)

    - Palmyran repairman and builder work rate bonus of 50% (previously 0%)

    - Persian elephant speed bonus of 50% (previously 56%)

    - Persian trireme rate of fire bonus of 50% (previously 39%)

    - Phoenician catapult ship rate of fire bonus of 65% (previously 72%)

    - Roman swordsman attack rate bonus implemented as a multiplication

    - Sumerian catapult class rate of fire bonus of 50% (previously 43%)

    - Yamato villager speed bonus of 20% (previously 18%, not 30% as quoted in manual)

    - Yamato ship bonus of 30% (rounded up, previously dropped 1hp and fb/fs at 33%)

    - Phalanx upgrade now adds 1 to researched technologies score within achievements

    - Centurion upgrade now affects placed phalanx units (scenario builder)

    - Added academy as a prerequisite for centurion

    - Added archery range as a prerequisite for composite bow

    - Added archery range as a prerequisite for heavy horse archer

    - Long swordsman upgrade now affects placed broad swordsman units (scenario builder)

    - Legion upgrade now affects placed broadies and long swordsman units (scenario builder)

    - Added barracks as a prerequisite for short sword

    - Added barracks as a prerequisite for broad sword

    - Added barracks as a prerequisite for long sword

    - Added barracks as a prerequisite for legion

    - Added barracks as a prerequisite for slinger

    - Trireme upgrade now affects placed war galley units (scenario builder)

    - Added dock as a prerequisite for trireme

    - Added dock as a prerequisite for juggernaught

    - Added scout ship as a prerequisite for galley

    - Added light transport as a prerequisite for heavy transport

    - Added fire galley prerequisite text to galley upgrade

    - Aristocracy now increases academy units speed by 25% (previously 28%, 21% Greek)

    - Added centurion prerequisite text to aristocracy

    - Nobility now increases hit points by 15% (rounded up, previously dropped 1hp)

    - Added scythe chariot prerequisite text to nobility

    - Added ballista tower prerequisite text to ballistics

    - Added juggernaught prerequisite text to engineering

    - Alchemy now adds the correct attack type to each unit

    - Alchemy text now details actual benefits

    - Wheel technology increases villager speed by 60% (previously 64%, 54% Assy/Yammy)

    - Artisanship now increases LOS for all archery range units (previously omitted mounted)

    - Added correct technology effects text to all market technologies

    - Added market as a prerequisite for plow

    - Added market as a prerequisite for irrigation

    - Added market as a prerequisite for artisanship

    - Added market as a prerequisite for craftsmanship

    - Added market as a prerequisite for siegecraft

    - Added market as a prerequisite for coinage

    - Catapult upgrade text now follows standard convention

    - Heavy catapult upgrade now affects placed catapult units (scenario builder)

    - Added siege workshop as a prerequisite for helepolis

    - Added siege workshop as a prerequisite for heavy catapult

    - Fixed more help reference for catapult (previously pointed to heavy catapult)

    - Cataphract upgrade now affects placed heavy cavalry units (scenario builder)

    - Added stable as a prerequisite for cataphract

    - Added stable as a prerequisite for camel rider

    - Added cavalry as a prerequisite for heavy cavalry

    - Armor text has been changed to make effects clearer

    - Added heavy horse archer prerequisite text to chain mail for archers technology

    - Added cataphract prerequisite text to metallurgy technology

    - Storage pit attack technologies have been altered to remove legacy elephant affects

    - Shield text has been changed to make effects clearer

    - Armored elephant prerequisite text added to iron shield technology

    - Added storage pit as a prerequisite for scale armor (all 3)

    - Added storage pit as a prerequisite for chain mail (all 3)

    - Added storage pit as a prerequisite for metalworking

    - Added storage pit as a prerequisite for metallurgy

    - Added storage pit as a prerequisite for iron shield

    - Added storage pit as a prerequisite for tower shield

    - Changed the way astrology effect is applied

    - Changed astrology research text to include affects on healing rate

    - Fanaticism increases rejuvenation rate by 50% or 40% babylon (previously 43% or 34%)

    - Legion prerequisite text added to fanaticism technology

    - Added babylonian rejuvenation rate change text to fanaticism technology

    - Changed medicine research text to declare actual benefit

    - Added building exclusions to monotheism research text

    - Changed jihad technology text to indicate actual affects

    - Changed martyrdom technology text to include enemy priest exclusion

    - Guard tower uppgrade now affects placed sentry towers (scenario builder)

    - Ballista tower upgrade now affects placed sentry and guard towers (scenario builder)

    - Added granary as a prerequisite for sentry tower upgrade

    - Added granary as a prerequisite for guard tower upgrade

    - Added granary as a prerequisite for ballista tower upgrade

    - Added granary as a prerequisite for medium wall upgrade

    - Added granary as a prerequisite for fortification upgrade

    - Removed duplicated archery range upgrade for iron age advance

    - Choson post-iron barracks now train legions with the hp bonus

    - Minoan post-iron archery range now trains composite bowmen with the range bonus
    Rasteve
    Clubman
    posted 08-25-09 12:30 PM ET (US)     40 / 269       
    Ideas shelved for v0.4:

    Shang food penalty removed
    Scout auto-attack
    Alchemy does bonus damage vs buildings/ships
    Hero bug fixes (inc. the 2 heros which change to villagers)
    Any further technology bugs
    All deathmatch scripts updated to 200 pop
    Possibly a rebalancing of the mounted vs foot archer accuracy
    Possibly an additional civ bonus for romans (to combat archers in RM)

    I want to keep this one small because the last update was a b****!!

    [This message has been edited by Rasteve (edited 08-25-2009 @ 12:38 PM).]

    Fisk
    Champion of AoEH
    (id: Fruktfisk)
    posted 08-25-09 12:45 PM ET (US)     41 / 269       
    That's a lot of stuff, but whats with adding the building conducting research as a prerequisite for everything?

    //The warrior of Isola

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

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    Cleidopus gloriamaris
    Infinitus Vox
    Clubman
    posted 08-25-09 03:59 PM ET (US)     42 / 269       
    Wow, these patches you got lined up sound pretty awesome, looking forward to it.

    Keep up the good work.

    Current Projects

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  • Rasteve
    Clubman
    posted 08-25-09 05:33 PM ET (US)     43 / 269       
    I have already found a number of cases where civs are getting things they shouldnt have or bonuses are dropping etc (when using the scenario builder, particulary with the post-iron age setting). In most cases I am being over-cautious, but it should stop anything I haven't seen during testing, and any new bugs for the xpack.
    Suppiluliuma
    AoEH Seraph
    posted 08-30-09 12:01 PM ET (US)     44 / 269       
    Awesome is an understament! Impressive job there Resteve.

    BTW i got one question...just for curiosity sake: now that Carth tradeships are 30% faster: are they the fastest unit in the game?
    DoomFrost
    Clubman
    (id: Cyrix)
    posted 08-31-09 02:33 PM ET (US)     45 / 269       
    Wow, this is amazing work you're doing Rasteve. So at what date (rough estimate?) will the patch be ready for release, because I'm really wanting to try it out. Cheers!
    Basse
    Clubman
    posted 08-31-09 03:20 PM ET (US)     46 / 269       
    My brother is very pleased with the reduced pierce armour for cataphracts. We had a few games with the 0.1 patch and I was either persia or yammy so I had only cataphracts and unfortunatly he was hittite and other some other archer civs. I won even though he had largest army (about 75% archers and some other units) while I just had around 50 cataphracts
    Rasteve
    Clubman
    posted 08-31-09 09:13 PM ET (US)     47 / 269       
    BTW i got one question...just for curiosity sake: now that Carth tradeships are 30% faster: are they the fastest unit in the game?
    Yes, if you ignore cheats. They travel at 2.6 tiles/sec and Palmyran camels travel at 2.5 tiles/sec. HHA travel around 2.2 tiles/sec (i think).
    Wow, this is amazing work you're doing Rasteve. So at what date (rough estimate?) will the patch be ready for release, because I'm really wanting to try it out. Cheers!
    TODAY!!! Sorry I kept delaying because of frequent crashes with my AI/PER scripts. I have some "stable" versions now ready:

    Choson, Egyptian and Persian Deathmatch
    Assyrian Random Map

    I am just figuring out the installation process then I will post a link.
    My brother is very pleased with the reduced pierce armour for cataphracts. We had a few games with the 0.1 patch and I was either persia or yammy so I had only cataphracts and unfortunatly he was hittite and other some other archer civs. I won even though he had largest army (about 75% archers and some other units) while I just had around 50 cataphracts
    I have only briefly tested the change, but in principle this should be toned down significantly. They still chew up hha but not as fast. In order to counter a hha/helepolis strat I would recommend using cataphracts, but hopefully cataphracts are counterable themselves (testing needs to show this).
    Basse
    Clubman
    posted 09-01-09 10:26 AM ET (US)     48 / 269       
    He had to use eles to get mine cataphracts down when hundreds of hhas dind't do much harm to my army

    [This message has been edited by Basse (edited 09-01-2009 @ 10:26 AM).]

    Rasteve
    Clubman
    posted 09-01-09 10:48 AM ET (US)     49 / 269       
    The cataphract change will completely change DM games. The main problem is not to unbalance the game (such as to give a strong civ even more power, or make a decent civ very prone because of its reliance on hha).

    To get cataphracts you need to research metallurgy, upgrade to heavy cav then go for the costly cataphract upgrade. This is both costly and takes a while.

    Civs that get Cataphract:
    Choson (no chain mail or nobility)
    Assyrian (no chain mail or nobility)
    Macedonian (no nobility)
    Persian (all upgrades)
    Shang (all upgrades)
    Yamato (cheaper and all upgrades)

    Remember that Choson, Macedonian and Persian are already good in DM, and wouldn't really rely on cataphracts too much anyway. Choson have cheap legions and persian/macedonian armored eles will swallow up huge amounts of food and gold, not leaving too much for a cataphract switch.

    Assyrian, Yamato and Shang would therefore get a DM boost (which they probably need).
    Rasteve
    Clubman
    posted 09-01-09 11:51 AM ET (US)     50 / 269       
    v0.3 is finally ready!

    The shang cavalry bonus does not work as it appears the shang tech tree is hard coded into the game. I will try a fix for v0.4.

    [This message has been edited by Rasteve (edited 09-01-2009 @ 11:57 AM).]

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