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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » UPatch HD - unofficial patch for Age of Empires: The Rise of Rome
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Topic Subject:UPatch HD - unofficial patch for Age of Empires: The Rise of Rome
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aoe_scout
Clubman
posted 03-21-13 05:21 AM ET (US)         


UPatch HD 1.1


For more details and full list of features - visit the official site.

NOTE: You are not allowed to use or include UPatch HD or any parts of it (including graphics) in other software, mods or websites (this includes re-uploading here) without the author's permission. You are not allowed to sell or bundle UPatch HD with other software, mods or services.

[This message has been edited by aoe_scout (edited 11-22-2016 @ 11:33 AM).]

AuthorReplies:
chab
Clubman
posted 04-07-13 11:33 AM ET (US)     51 / 1956       
Yes, +2 attack for ballista/Helepolis is a mistake in empires.dat.
You can see the "+1" effect twice in the (long) list of alchemy effects, which results in a "+2" effect for ballista/helepolis !

The correction is simple, remove the duplicated effect from the list.


About cataphracts, maybe the best would be to give them more attack, remove their bonus against infantry, and change nothing else. I'm still searching for a good solution for them :-/

[edit]
By the way I'm going to upload a new version of binaryPatcher with command line options, ini file for 1.0c version and most of all fixes in previously released ini files (there were mistakes and some descriptions were the opposite of the actual effect !!!)
AOE_scout be careful if you used it (no problem with resolution, it's only about the "options" file) and check with 1.0.0.3 version when it's online.

[This message has been edited by chab (edited 04-07-2013 @ 11:38 AM).]

aoe_scout
Clubman
posted 04-07-13 11:47 AM ET (US)     52 / 1956       
Thanks, I'll check it out. I haven't used options other than resolution, I still use Customize AOE for the rest.

I'm not sure if Alchemy bonus in ROR is a mistake - it's documented in the Manual as +2 and there was no need for changes since vanilla AOE. Anyway, I changed it to +1 long time ago (but after uploading v1.0).

[This message has been edited by aoe_scout (edited 04-07-2013 @ 01:55 PM).]

Fisk
Champion of AoEH
(id: Fruktfisk)
posted 04-07-13 04:29 PM ET (US)     53 / 1956       
The problem is, Cataphracts would be terrible even with that small buff. Comparing them to legions, you get 5 legions for the same amount of gold (gold being the resource anybody cares about whenever super units get involved in the game). An additional 20 hp, 1 armor and 5 bonus attack doesn't nearly weigh up for that if they're ever going to engage in combat. The only units they're remotely efficient against are ranged units, and even then they're worse than camels against mounted archers, and worse than Scythe Chariots against foot archers and siege. For Cataphracts to actually be useful as a super unit they'd need a attribute difference similar to the one between legions and long swords.

If I was to think of an upgrade, I'd be something along the lines of:
- HP increases from 150->200.
- Damage increases from 10->14 (In fact, maybe even give Heavy cavalry 11 base attack instead of the current 10.)
- Melee armor increases from 1->3
- Pierce armor increases from 1->2
- Speed increases from base cavalry speed to HHA speed. (Although faster speed makes little sense for heavily armored cavalry, this would definitely give them an edge against all ranged units that is needed, and would fill the need of a melee unit that can chase up to HHA's.)

The only alternative to this I could see would be making the upgrade itself a lot cheaper, or making it decrease the unit cost, making it sort an "half-super" unit, and even then it'd only be useful as an RM unit.

About priests, range should definitely be decreased, maybe even -1 base range, and then also decreasing either the Egyptian bonus or the Astrology upgrade by 1 as well.

edit: When you say manual I guess you mean the help files?

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris

[This message has been edited by Dubstepfisk (edited 04-07-2013 @ 04:31 PM).]

aoe_scout
Clubman
posted 04-07-13 07:12 PM ET (US)     54 / 1956       
Thank you, Dubstepfisk, you are helping a lot! I'll try with something like +1/+2 attack, +1 PA + some hp and + something else (lower upgrade price or bonus vs horse archers may be) and see how he manages. Priest will get -1 range for now.

By Manual I mean the .pdf file that comes with ROR CD (in Docs folder, also printed for some versions, IIRC). It contains stats for every unit/building/technology + tech trees.

Help dialog boxes (activated by "?" button) might also be improved, but the Help file won't be changed as ROR units are not linked to it anyway (I believe that's hardcoded).

[This message has been edited by aoe_scout (edited 04-07-2013 @ 07:23 PM).]

Suppiluliuma
AoEH Seraph
posted 04-08-13 01:17 AM ET (US)     55 / 1956       
I disagree about egyptian priest range downgrade. True, they have the best scuthe chariots in the game, and that could make them win, but that and the priests are the only 'super units' the egyptians have (not counting Cleopatra's massive juggs)
aoe_scout
Clubman
posted 04-08-13 03:33 PM ET (US)     56 / 1956       
I intend to decrease only Priest range by -1, Egyptian bonus will stay the same (they still have 9+6 range with Afterlife, which is a lot). The other alternative would be to lower their bonus, but enable Armored Elephant.

I put a lot of effort to further optimize the game screens, carefully removing noise, artifacts and sharpening details with professional filters. The result is great (they look better than the original!) - check it here: before / after. I updated other screenshots as well.

The Win screen was the hardest, I had to manually replace many pixels, because other methods can't reduce enough of the noise caused by the 256 color palette of the game (it returns once you convert to game colors).

I will continue the work on resolutions after I release v1.5. I still have a lot to do before v1.5.

Can you tell me which other units or civilizations you think are too strong/too weak and need change? What about Persians, Babylonians...
chab
Clubman
posted 04-08-13 05:25 PM ET (US)     57 / 1956       
In my mod I decreased Egyptian bonus by 1, so that priests max range is now 10+5. That's quite good, 10+6 was too much.
I don't really know about reducing their base range to 9. Not sure this would improve the balance in battlefield.
I'd love to add a small protection bonus against conversion to armored elephants, but I don't know if it's possible. Maybe this stuff is hardcoded. Maybe we could use the chariot class ??? (but bonus would be too important... if that work !)

Palmyra is quite weak in DM, I gave them engineering (heavy cats now have 13+2 range), and removed engineering from Greeks. I've tried it and I think it's a good change.
I disagree with adding the wheel to persians and macedonians. I just found how to give their villagers a small speed bonus at iron age, so that the difference with other people is reduced.
Same thing about chariots, I'm not keen on that.
[in Ben Hur don't they call it a greek chariot, by the way ? I can't remember for sure]

Macedonian also need something for DM, their centurions are great but get wiped out by siege weapons. I gave a bonus +1 range to their HHA (so they get a 7+3 range as other civ's HHA, except sumerian of course). I don't think it's enough.

Reducing hittite cats bonus from +100% to +67% is great. I also reduced sumerian cat bonus from -30% reload time to -25%, but I hesitate on the value to use. I find the -30% too violent
Adding 1 to min range to cats, heavy cats and helepolis is nice too, I'm using it and it's working well. But increasing their missiles' speed doesnt sound good to me, it's changing the balance and not in a good way. This time is one of their drawbacks, and it's a necessary thing.

Maybe we should increase a little bit their reload time, not sure...
DoomFrost
Clubman
(id: Cyrix)
posted 04-08-13 10:16 PM ET (US)     58 / 1956       
Any possibility of giving Greeks horse archers? Historically they never developed them but from what I've gathered they did employ the use of them from hiring foreigners. It would make their archery range more useful and give their military more variety.

Your thoughts?

[This message has been edited by Cyrix (edited 04-09-2013 @ 00:14 AM).]

aoe_scout
Clubman
posted 04-09-13 04:45 AM ET (US)     59 / 1956       
You are right about Mercenaries and other interesting things, that could be included, but that is not the scope of this mod.
I couldn't add Horse Archer to the Greeks too. Representing them as Mercenaries is not convincing enough to me. I can barely tolerate Roman Chariots (which were not used in combat) or Sumerian & Hittite Elephants. I know this is just a game, but I try not to make it even more historically inaccurate. I hope you understand me.

Persians did used S.Chariots for sure, their army was quite diverse actually. I added them to slightly improve the Persians.

Wheel was added, because it's a very basic technology and everyone should have it (it's also historically accurate). In AOK villager speed bonus is broken in 2 researches and even then all civs have both! That's also why I enabled Fishing Ship for Hittites. I don't like adding small bonuses out of nowhere to any civ or unit (like what you did to compensate Wheel), IMHO this is not how the game logic works and I stick to it.

If I understand correctly, Palmyrans and Macedonians are weak in DM, because they can't face mass siege, right? I have limited knowledge on DM, so excuse my ignorance. I made some changes to decrease siege dominance (haven't got the time to test them better), but may be more is needed?

[This message has been edited by aoe_scout (edited 04-09-2013 @ 05:04 AM).]

chab
Clubman
posted 04-09-13 11:57 AM ET (US)     60 / 1956       
Balancing siege weapon is quite hard. It must remain efficient against buildings, it should be harmful against living unit, but mustn't wipe out opponent's armies too easily.
There's a compromise to find.

I forgot to mention I decreased their attack to 55 (cats/heavy cats) and 35 (ballista/helepolis).
However I could make them keep the same damage against buildings, including towers.
What's interesting about that is that it doesnt disturb some vital balance (no change about buildings, kill priests in 1/2 shots for stone thrower or cats (1), ballistas/helepolis (2), 1 shot to kill villagers except sumerian), but it's less efficient against infantry/cavalry and HHA/elephant archers.
Specifically, legions and centurions have a bit more chance to win against catapult/helepolis armies.

Increasing reload time would have an effect on attack against buildings, that's bad
DoomFrost
Clubman
(id: Cyrix)
posted 04-09-13 01:16 PM ET (US)     61 / 1956       
People can't micro manage their manage their units to avoid siege projectiles? I never saw a problem with catapults, even the AI knows how to dodge them.
dom0601
Clubman
posted 04-09-13 02:52 PM ET (US)     62 / 1956       
Not if you use attack ground...

Why would you take the time to read this signature? Chances are that there are many other posts below mine.
aoe_scout
Clubman
posted 04-13-13 03:32 AM ET (US)     63 / 1956       
Decreasing attack will affect damage vs ships (a little). Increasing reload time won't affect attack against buildings too much, because if you have critical mass of siege units, buildings are destroyed with 1 shot (except Wonders and babylon towers/walls).

I've come up with some very good ideas for siege units. I'll post as soon as I polish them.

I've run a series of direct tests on woodcutting (testing woodcutting for 30 minutes with different versions and modded tree). The results I've got are quite surprising. I run the test several times for each version and got exactly the same results:

- Phoenician bonus in v1.0b is between 35,1% and 35,3%. With my mod (v1.5) it's 15% (as it should be).
- Woodcutting for Phoenicians in 1.0c is not hardcoded as a set value, but as a subtraction. As a result, if you lower the value in empires.dat you will make them cut slower than default.
- Phoenicians bonus in 1.0c is 10% by default (not 15%!).

This means I'll have to restore the default value in UPatch v1.5, because no matter what I've tried, I couldn't make it to be the same for both 1.0c and 1.0b.

I'll most likely have to choose one of the 2 versions (1.0b/1.0c) anyway, to base UPatch v2.0 on. Then I'll be able to fix it. It will be a difficult choice.

EDIT: Things have been somewhat slow lately due to lack of free time, but I've made some progress. I'll still need some time to finish the new changes and test them, before I can post v1.5. As for 2.0, it will come in May or June, if I can't spare enough time. But it will be a quality release, not half done or experimental.

[This message has been edited by aoe_scout (edited 04-16-2013 @ 02:40 AM).]

aoe_scout
Clubman
posted 04-19-13 08:05 AM ET (US)     64 / 1956       
Great news, LucTieuPhung found a way to center current age and population (F11) when using custom resolution (check the screenshot)! He also found some important values for Scenario Instruction screen (although custom map background is still missing), so expect some improvement there too (here is what it looks like now).

I'm almost finished with siege weapons, performing some final tests, will post about that later.

[This message has been edited by aoe_scout (edited 04-19-2013 @ 08:33 AM).]

zapdotep
Clubman
posted 04-19-13 02:42 PM ET (US)     65 / 1956       
I see you are making good progress with custom resolutions (that actually look good)!
Would it be possible to have these without the changes in game mechanics?
1280x720
1600x900
1920x1080

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!          
The best stuff I made for Age of Empires:
 Composite Editor 1.1 Rated 5.0 ★ ★ ★ ★ ★ (Utility)
 Coke vs. Pepsi Rated 4.4 ★ ★ ★ ★ ⅖ (Multi player scenario)
 The Map of the World (Real world map)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
aoe_scout
Clubman
posted 04-19-13 04:56 PM ET (US)     66 / 1956       
1920x1080 & 1600x900 will be supported, I'm not sure for 1280x720 (720 is even lower than 768 and it's not a very common resolution). Still, I might include it if there is a demand.

BUT, I will not support them outside of this patch. If you want, you will be able to replace my empires.dat file with the original after installing the patch and this way you can have original game mechanics.

If there are any particular changes in the patch that you don't like, please let me know, I could remove them or improve them.

I strongly recommend you to at least try the full patch (when it's released). Some important improvements will not work properly without it. And there are so many critical bugs fixed. Just check the list from page 1, but keep in mind that this list is already twice that size for v1.5 & 2.0 (will be posted when they are released). I was also surprised that the original game has so many bugs.

[This message has been edited by aoe_scout (edited 04-21-2013 @ 03:37 AM).]

zapdotep
Clubman
posted 04-19-13 11:01 PM ET (US)     67 / 1956       
Ah I see. In that case, would you be going in order of Steam user percentage? That would make sense for best serving gamers.

(fyi - The only reason I wanted 720 was YouTube. Not a priority.)

Thanks

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!          
The best stuff I made for Age of Empires:
 Composite Editor 1.1 Rated 5.0 ★ ★ ★ ★ ★ (Utility)
 Coke vs. Pepsi Rated 4.4 ★ ★ ★ ★ ⅖ (Multi player scenario)
 The Map of the World (Real world map)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
aoe_scout
Clubman
posted 04-20-13 03:55 AM ET (US)     68 / 1956       
I already posted which resolutions I plan to support here. If you say 720p is used for game recoding, then I'll try to add it. It could also be useful for people with 1366x768 (laptops) who have smaller screens (by using lower resolution, game elements are not too small and the game still looks great because it's widescreen).

EDIT: I fully updated the list of changes for both v2.0 and v1.5

Changes on Siege weapons are very important, that's why I'll also post them here. Please let me know what you think.

After many tests that's what I came up with. In general those changes seem to work very well - siege weapons are much more realistic and less idiotic. They are still very effective in large groups, but can be countered with cavalry or much larger infantry/heavy infantry force.

Revamped siege weapons (experimental):
- all catapult stones fall 30% faster
- all ballista bolts (including for Triremes and B.Tower) are 15% faster
Comment: There is a big inconsistency in the game. In AOK archer arrows move slower than AOE (as everything else is slower too), but catapults/trebuchet/scorpion projectiles are still much faster than those in AOE! This needs to be fixed.
- Catapults & H.Catapults with realistic damage area - 33% smaller than before (but still twice that of Stone Throwers). This also means less of your own units killed (less idiocy).
Comment: Even AOK catapults, which fire many stones in large area, have smaller damage radius than default AOE1 Catapults and H.Catapults!
- ? Heavy Catapult to 120 hitpoints (was 150), but +1 pierce armor (still resilient against towers and archers, except Ballista tower).
Comment: This change is important compensation - catapults now have reduced area of attack, which means that when the second line of catapults fires on the hand to hand units attacking the first line, the first line has a very good chance to move slightly and avoid been killed by the falling stones (while enemy units are still killed). This would make them more effective against hand to hand units than before. To negate this effect, hitpoints are reduced to 120 - only 2 stones (instead of 3) will kill a H.Catapult. Also they are easier to kill by hand to hand units in general, which is realistic and desired effect. Siege weapnos are supposed to be somewhat fragile and need protection.
- Ballista: 15% slower reload. It's quite difficult to escape ballista bolts now, this compensates it.
- Helepolis: 1.33x faster reload than ballista (was 2x faster), +10 attack, +1 pierce armor. Still very effective vs slow units (infantry, elephants) and vs all archers. Also kills Priest with 1 shot.
Comment: Siege weapon with the same fire rate as archers (which was the case with Helepolis) is ridiculous and unrealistic.
- Ballista Tower & Trireme - 10% slower reload. They now hit moving targets much easily and this is a small compensation for that.
- Juggernaught blast radius decreased to be the same as Catapult; not killing trees anymore.
- Juggernaught upgrade cost reduced to 1300F, 900W (was 2000F, 900W).
- Catapult attack vs Elephants will be compensated with bonus to be the same or very close to default game.
- Siege weapon attack vs buildings will be fully compensated to be the same as default game.

Take a look on other changes as well (especially those in bold).

EDIT2: added few more screenshots of the new resolutions (here).
EDIT3: 1280x720 will be included.
There is also a possibility that I will include a "Compatibility install" in v2.0 that will install the patch with only resolutions, without bug fixes and enhancements.

[This message has been edited by aoe_scout (edited 04-22-2013 @ 08:05 AM).]

DoomFrost
Clubman
(id: Cyrix)
posted 04-27-13 02:17 AM ET (US)     69 / 1956       
It's going to be weird seeing the Phoenicians with a middle eastern tileset. It's going to be weird seeing their civilization construct pyramids. My feelings towards them is yes their civilization does reflect the middle east, but later on it shifted more into the style of Greek/Roman from what I've read.

Have you possibly though of mixing both Middle Eastern and Greek influences into their building set?
Fisk
Champion of AoEH
(id: Fruktfisk)
posted 04-27-13 06:53 AM ET (US)     70 / 1956       
Mixing tilesets has always been an interesting thought, and even if it is a lot of work I believe it should be doable. On the other hand it leaves a lot of possible discussion about which sets match the civilisations best. I have a feeling the Egyptian set could actually fit about half of the games civilisations.

While we're at it, did you consider changing the way forests are generated? If I were to make a mod I'd definitely mix the different forest types up a bit for a more natural feeling.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
aoe_scout
Clubman
posted 04-27-13 09:26 AM ET (US)     71 / 1956       
I assume you mean mixing the trees, so that you see occasional pine tree in oak forest for example? It is possible but looks weird for most forests. Even if add new forest type, it would only be available for Random Maps, won't be shown in Scenario Editor (hardcoded!). AOE is simplified in every way - there isn't much realism (especially terrain and animals).

Besides, I've already done some realism changes on the maps - for ex. Small Islands have no Elephants or Lions, but more Gazelles and slightly more Aligators + Pine forest is replaced with Palms.
It's going to be weird seeing the Phoenicians with a middle eastern tileset.
Trust me, it's not weird at all, Egyptian tileset fits them very well. It's much closer to their actual style than Greek. Building Pyramids is weird for any civ, other than Egypt (much weirder for Assyrians). And if any shift occurred later (after Alexander the Great), it also occurred for most other civs. This doesn't mean all civs have to be Greek/Roman.

Mixing styles graphically is a "no go" for sure. It would be very hard (building are too small) and not worthed - the graphics are unrealistic anyway. I'm creating a patch, not a graphics mod. Mixing in the way of changing specific buildings to other style (like the Wonder) is possible. I did it initially for the Phoenician Wonder, but the icon is wrong and it doesn't fit the rest of the game. The variety of Wonders is limited (if someone creates more...) and they don't fit for many civs anyway.

[This message has been edited by aoe_scout (edited 04-27-2013 @ 12:01 PM).]

DoomFrost
Clubman
(id: Cyrix)
posted 04-27-13 11:15 AM ET (US)     72 / 1956       
It's fine then, maybe I'll just change the tile sets back myself later. Not that I don't appreciate what you're doing, but it's just a personal preference thing, just used to Phoenicia using Greek.

[This message has been edited by Cyrix (edited 04-27-2013 @ 11:42 AM).]

aoe_scout
Clubman
posted 04-27-13 01:32 PM ET (US)     73 / 1956       
No problem. Unfortunately there is always something that someone might not like, because he is not used to it. Some people even like the bugs and don't want them to be fixed (for ex. I know for sure the Farm bug in 1.0b is such).

That's why I will be forced to add "Compatibility install" in v2.0 of UPatch, that will include only custom resolutions and no other changes. That means absolutely no bug fixes, updates, enhancements or balance changes.

What about the siege weapon changes? I was hoping for some comments about them, before I release v1.5 (which will happen in about a week, because it will come with much more changes than I initially planned).

[This message has been edited by aoe_scout (edited 04-27-2013 @ 02:13 PM).]

DoomFrost
Clubman
(id: Cyrix)
posted 04-28-13 03:36 AM ET (US)     74 / 1956       
I wouldn't mind bug fixes and usability features (widescreen support etc), but as far as balance and graphics changes I feel those should be separate. Especially anything related to balance as those things need rigorous play testing in order to determine if the numbers tweaked actually had meaningful or detrimental results.
aoe_scout
Clubman
posted 04-28-13 08:34 AM ET (US)     75 / 1956       
First of all, I must point out that the game is so unbalanced by default and with so many bugs (check the list), that my carefully made changes would certainly not make it worse. Everything is tested and things that are well known as unbalanced are addressed. Also note that some of the bugs are so big, that even bug fixes affect the balance significantly. The sad truth is, the game was not rigorously tested and debugged in the first place (otherwise there would never be such obvious bugs).

The only graphical changes are tileset changes (Assyrian and Sumerian to Bab., Phoenician to Eg., Gaia to Greek). They are historically accurate (unlike the default) and completely in place.

But you are right, it will need much more playtesting for some of the big changes (especially siege weapons). That's where you could help - version 1.5 will be half experimental - the changes here will be modified or removed, based on your feedback (I will make a poll with easy to answer questions). The community support is even more important now.

The patch can't be separated in more than 2:
- the Compatibility part must be compatible with the original game in Multiplayer -> no changes are possible, even bug fixes would cause immediate out of sync error!
- The Full part will include everything, will not be compatible with the old game, but you will have 1 mod, not 10 possible variants incompatible with each other.
The game is already separated in 2: some play 1.0b, others 1.0c and they can't play together. Separating it further is out of the question, not to mention extremely difficult to maintain properly (it's already a lot of work as it is). I will even be forced to choose a version to base v2.0 of UPatch on (1.0c or 1.0b). This is how things work in the games, everything else would not be unofficial patch but sporadic mods.

[This message has been edited by aoe_scout (edited 04-28-2013 @ 08:54 AM).]

Fisk
Champion of AoEH
(id: Fruktfisk)
posted 04-29-13 11:36 AM ET (US)     76 / 1956       
What I meant was changing the current forest terrains so that they include different trees than they do now. This would mean they're spawned on generated maps if I'm not wrong.

The changes to siege weapons probably change their role greatly, making them more dependent on support, which in my opinion is good for realism as well as balance, but they should definitely be discussed. IMO they should definitely be compensated for their reduced fire rate when attacking buildings. The increased training time is probably for good, I can't tell if the damage reduction is too much or if they're still viable.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris

[This message has been edited by Dubstepfisk (edited 04-29-2013 @ 11:38 AM).]

aoe_scout
Clubman
posted 04-29-13 12:18 PM ET (US)     77 / 1956       
My modifications on siege weapons don't include increased train time or decreased attack. I think it's not needed after all other changes. Their overall attack against buildings will be exactly the same as default - for the 15% slower reload, 15% more attack vs buildings.

BTW, attack bonuses vs buildings & walls\towers are quite a mess by default (as if it's a beta version). For example: War Elephant have no bonus whatsoever, while Armored Elephant have too much. Ballista and Helepolis have absolutely no bonus vs buildings or walls. Stone Thrower does a total of 38 damage vs buildings, while Catapults & H.Catapults do 40 (almost exactly the same). I may have to change some of these.

About the forests, I won't change them for now, but I'll think about it for future versions.

LucTieuPhung made another breakthrough with exe modifications: he managed to enable support for mp3 files for music, instead of midi! This means that you will be able to listen to the original soundtrack, even if the game doesn't recognize it from the original CD. Will be included in UPatch v2.0. He also managed to find a way to change location of the custom map in Scenario Instructions, which means this screen will look much better in custom resolution.

[This message has been edited by aoe_scout (edited 04-29-2013 @ 03:03 PM).]

dom0601
Clubman
posted 04-29-13 03:18 PM ET (US)     78 / 1956       
I thought that we may not modify the exe file. Maybe I'm missing an exception or technicality?

Why would you take the time to read this signature? Chances are that there are many other posts below mine.
aoe_scout
Clubman
posted 04-29-13 03:39 PM ET (US)     79 / 1956       
The only way to enable custom resolutions is by modifying the exe (same as UserPatch for AOE2). Modified exe will be used for UPatch v2.0 and later, not for v1.5.

Out of sync in Multiplayer is not caused by modified exe, but by modified game data file (the bugs I fixed or any change in technologies, buildings or unit stats). That's what I meant before - no changes in data are possible for "Compatibility install", only resolutions.
Suppiluliuma
AoEH Seraph
posted 04-30-13 11:16 AM ET (US)     80 / 1956       
The red far east has lots of surprises. I am glad that many there still like this game.
DoomFrost
Clubman
(id: Cyrix)
posted 05-02-13 10:39 AM ET (US)     81 / 1956       
Just an idea.. do you think it would affect balance if farms were enabled after building a granary rather than a market in the tool age? I think it would allow farms to be built faster without having to wait for a market to go up, thus maybe a bit faster bronze times?
aoe_scout
Clubman
posted 05-02-13 02:14 PM ET (US)     82 / 1956       
Not really necessary, all players try to use farming for food as late as possible and 2 buildings are needed for Bronze anyway. I try to avoid changes that are not needed.

[This message has been edited by aoe_scout (edited 05-02-2013 @ 02:19 PM).]

dom0601
Clubman
posted 05-02-13 04:03 PM ET (US)     83 / 1956       
Remember when we discovered that berries were better than farms?
Pepperidge Farm remembers.
(Too lazy to make a photo.)

Why would you take the time to read this signature? Chances are that there are many other posts below mine.
aoe_scout
Clubman
posted 05-08-13 00:29 AM ET (US)     84 / 1956       
I'm putting some finishing touches on version 1.5 and it should be ready by the end of the week. This version took a lot more time than I expected (partly due to lack of free time), but it's much more polished and has twice more fixes\improvements than initially planned!

I run into some problematic areas that needed fixing\improving (and took a lot of time), but decided not to leave them for v2.0. Had to recalculate and modify a lot of data concerning different bonus attacks vs buildings and units (a lot of discrepancies and bugs were present). Will post everything with the release of 1.5.

I still need to review some of the changes (particularly Random maps) and update all documentation + play a few test games with the finished version.

EDIT: Do you mind if I replace default Trireme firing sound (the one that sounds exactly like catapult) with the proper one - same as Ballista (also used by War Galley)?

[This message has been edited by aoe_scout (edited 05-08-2013 @ 11:07 PM).]

Fisk
Champion of AoEH
(id: Fruktfisk)
posted 05-09-13 04:54 PM ET (US)     85 / 1956       
Actually I think the Catapult-ish sound is more fitting for a warship like that. Just the same as the war galley clearly sounds better with the ballista sound effect.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
aoe_scout
Clubman
posted 05-12-13 05:52 AM ET (US)     86 / 1956       
UPatch 1.5 is finally here - download it at the Granary! Uninstall previous version if you have it (go to game directory and open '_Uninstall Upatch'). The new version comes with a nice, easy to use setup program, that automatically finds your AOE folder and installs UPatch there.

First post is updated with the full list of changes (including those from 1.0). As you can see, the list is about 3x larger (over 50 game bugs are fixed!). I may post a changelog (v1.0-v1.5) later, if you are interested (but will take me a while). Only bug fixes are clearly separated in the list as new in 1.5 and old.

A survey where you can vote for different changes (what you agree with/like/dislike) will be open on 2013/05/16. Your votes will determine which experimental features from v1.5 will be included in v2.0. You need to have played at least few games so you understand how most the changes affect gameplay. Of course you can always post a comment here.

As for version 2.0, it should be ready sometime in the summer, but I can't promise a firm date (I have other obligations). Version 1.5 took much more time than I expected. If there is enough interest and feedback, I'll be motivated to finish v2.0 sooner.

[This message has been edited by aoe_scout (edited 05-12-2013 @ 08:53 AM).]

chab
Clubman
posted 05-13-13 12:22 PM ET (US)     87 / 1956       
Will this patch be necessarily be installed by a setup program, or will you provide files in a .zip archive (by example) ?
The second solution could be very useful for modders (or even simple players) that usually manipulate files in their AoE directories
aoe_scout
Clubman
posted 05-13-13 04:39 PM ET (US)     88 / 1956       
UPatch is installed by a setup program and will not be supplied in other form (I want to keep only one version and download page). But if someone really needs a zip, I will send him one, no problem. Otherwise it's very easy to get my files - just install (no need for backup), copy them and uninstall - it takes seconds. The setup program is very fast, reliable and on uninstall it restores the exact previous state of your AOE folder from before installation.

BTW, can you find more SN (ai) values from the exe? There are 6 already, but if we had some more it would mean we can significantly improve the ai in the game (for example to make them attack in larger groups with "16 SNMinimumAttackGroupSize" and "26 SNMaximumAttackGroupSize"). This program contains full list (in .doc and .xls) of SN values with explanation of each one.

[This message has been edited by aoe_scout (edited 05-14-2013 @ 07:09 AM).]

chab
Clubman
posted 05-13-13 05:24 PM ET (US)     89 / 1956       
thanks for the answer.
About SN values, it's possible to customize some of them, not all.
- I have found 2 sets of SN number initializations, only some SN numbers are set each time.
- Re-programming these initializations is very limited, because it's optimized assembler code and that doesn't leave much freedom for customization !

The better is to tell me which SN numbers you would like to customize (and to which specific value, if any), and I'll have a look to see if something can be done.
You already supplied 2 numbers (16 and 26), good, I'll try to look at them.
I really can't promise anything on this. I think there's more chances to be able to change "binary" SN numbers (0/1) than others.

Thanks for the link, I already checked these lists when I worked on SN numbers so I think I already have all information that was released (but it seems that documentation was released or at least written BEFORE the development ended, so it's clearly not up to date :-(


Note : I discovered that the resources bonus for level5 games is set thanks to SN numbers !!! Quite surprising. That's how I could customize them.
If I remember well I found some information like this by working on the beta version with good-old .vc files (ancestor of AI files)
aoe_scout
Clubman
posted 05-13-13 07:52 PM ET (US)     90 / 1956       
Yes, I remember the .vc files (I have them all, they even include those from the original campaigns).

Right now I can think of these SN that might be changed (they should be binary): SN182 (SNUpgradeToBronzeAgeASAP); SN from 205 to 210 (some might be turned OFF and 206 SNAutoBuildFarms could be ON).

I checked the SN numbers that are visible from the ai debug log, they are always the same (except SN 54 & 55 which are not used for non-water maps), only their values are different. I found 7 unknown SN: 189, 199, 138-141, 162; but those 138-141 and 162 are always 0 (so only 2 unknown remain).
Bichho
Clubman
posted 05-13-13 08:00 PM ET (US)     91 / 1956       
How can I add wheel technology for Persian and Macedonian ? I tried in aoed but wont work
aoe_scout
Clubman
posted 05-13-13 08:13 PM ET (US)     92 / 1956       
I already answered you in the Download page, use Advanced genie editor (google it) not aoed/rord. And you shouldn't post such questions here (nor there), it's completely off-topic and can be considered spam. Besides, there are lot of help articles in the main page.
Thompsoncs
Clubman
posted 05-13-13 08:47 PM ET (US)     93 / 1956       
Just because AGE3 is easier to use doesnt mean that rord is completely obsolete or useless. So if he wants to use RoRd that's fine. It can be a matter of personal taste. He probably asks here because he sees somebody that has modding knowledge and wants help. I agree he should post such questions elsewhere though.

In RoRd, you have to change the techage of persia and macedon.
techage 87 is persia
techage 206 is macedon

In those techages search for this part:

* techage_%%_**_type: 102
* techage_%%_**_unit: -1
* techage_%%_**_class: -1
* techage_%%_**_attribute: -1
* techage_%%_**_amount: 28 (not sure, might be another research)

This part blocks research 28 wheel.
If you remove it the civs will get the tech.

However, you need to decrease the size of the techage by 1 and make sure that you dont leave a gap (so let's say that part is 37 out of 60 of techage 87. If you remove 37, you need to decrease its size to 59 and move 59(starts at 0) to 37.)

[This message has been edited by Thompsoncs (edited 05-13-2013 @ 08:48 PM).]

Bichho
Clubman
posted 05-14-13 00:26 AM ET (US)     94 / 1956       
Thank you very much, Sorry to bothered you about this. I'll try to create a mod now
aoe_scout
Clubman
posted 05-14-13 03:10 AM ET (US)     95 / 1956       
No problem, just from now on don't post in more than 1 place and use the correct topic or create a new one. There are few people (including me) that visit the forum often and will see it.

[This message has been edited by aoe_scout (edited 05-15-2013 @ 03:35 AM).]

Fisk
Champion of AoEH
(id: Fruktfisk)
posted 05-14-13 02:11 PM ET (US)     96 / 1956       
If you're looking to improve some AI tactics, have you considered looking into the aoe.ply file? From what I've heard it should have a pretty big impact on the way computer players attack and defend with their groups, but it is also a little troublesome since it contains multiple play patterns and the computer just picks one of those at random.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
aoe_scout
Clubman
posted 05-14-13 02:36 PM ET (US)     97 / 1956       
aoe.ply and rules.rps are in my to do list, I'll take a look on them, but I'm not sure if anything significant can be achieved.

If you know something about them or want to experiment with these files, I could use the help.

[This message has been edited by aoe_scout (edited 05-14-2013 @ 02:52 PM).]

Fisk
Champion of AoEH
(id: Fruktfisk)
posted 05-14-13 05:00 PM ET (US)     98 / 1956       
Actually that sentence would sum up my knowledge of the .ply file, and I haven't even heard of the other one.

I know I've seen some other users discuss it though, and they might have found out more. I'll see if I can find that discussion sometime.

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris

[This message has been edited by Dubstepfisk (edited 05-14-2013 @ 05:01 PM).]

aoe_scout
Clubman
posted 05-14-13 06:04 PM ET (US)     99 / 1956       
Another great hack by LucTieuPhung - one of the very important things that were missing - new game version number, recognized properly in Multiplayer! No more out-of-sync because one of the players doesn't have UPatch (or has older version). Now when you install UPatch 2.0, game version will be updated to 1.0d (or other number).

Because LucTieuPhung and chab really made a difference with their findings of exe hacks, I'll include their names as co-creators of UPatch 2.0 (if they don't mind). Without them UPatch would have been just a very nice mod, not unofficial patch.

If anyone else wants to help, I currently need:
- updated ai files for 75 population (I'll give you more details if you're interested)
- new Wonder graphics (few people already working on this)
- improved flames animation (burning buildings and ships). Graphics from AOE2 could be adapted.
- more Random Map code improvement (this is difficult and buggy).
- any hack or modification that will fix the corrupted save games bug in 1.0c. The problem has something to do with the presence of missiles (arrows and similar) when the game is saved.
- possibly some hacks for SN numbers
- some files like aoe.ply and rules.rps are largely unknown to me - if someone can improve them, I'll be happy to include them (as I may not have the time).
+ test version 1.5 as much as you can and give me feedback on how all changes work - this will help a lot.

[This message has been edited by aoe_scout (edited 05-19-2013 @ 10:29 AM).]

Thompsoncs
Clubman
posted 05-14-13 06:57 PM ET (US)     100 / 1956       
The effects of the .ply file are relative unknown to me. I did experiment a bit but didnt get anything good.

The rules.rpg file appears to be largely ignored. It's supposed to determine which unit likes to attack which other unit most. But the most important thing, automatic missile unit attack (one elephant vs 1 archer and 10 centurions will always try to attack the archer, despite it being hacked to pieces without doing damage) cant be changed.

As for the rest, if I wan't to do such things/ make time for them I would finish my own mod first, so sorry. I might make another building model though if somebody has ideas for buildings.
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