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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » New BinaryPatcher release
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Topic Subject:New BinaryPatcher release
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chab
Clubman
posted 06-20-13 03:32 PM ET (US)         
Hi all

I posted a new version of BinaryPatcher.
This includes some new developments (not much) and several new options.

- You can now activate priests auto-conversion. Be careful, you better not meet chariots on your way
- A funny one, not that useful, activate auto-moving for your idle units. It's when idle military units try to get out of sight from friendly units.
- 2 options to prevent computer players from attacking specifically human. Maybe there are still others, but that DOES work. As you may have noticed, changing the PER number about this doesn't work very well.
- Some options asked by Aoe_scout like auto build warships, etc

I also included in the ZIP file 1.0c ini files that LucTieuPhung sent, thank him.

Any information / new ini file is welcome, let the community find new modding possibilities ! This program is clearly designed to make people share discoveries.


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



Here are the files for windowed mode

[This message has been edited by chab (edited 12-07-2014 @ 02:00 PM).]

AuthorReplies:
chab
Clubman
posted 08-18-13 10:18 AM ET (US)     1 / 81       
Oops I forgot I created that topic and just replied somewhere else.

BinaryPatcher 1.0.0.5 is now available.
- Windowed mode (using VEG's mod DLL/XML files)
- Use variables to easily, quickly change resolution values (you can still change it manually if you want). See help menu to get detailed explanation and "Auto set values" in patching window.
- Several new options : prevent compies to become all allies (against you) with no side effect , customize the way they choose who they attack (prefer human (default), other compies, no preference)...
- Reset a specific sequence of the file if you have conflicts (be very careful when using this option !!!)
- Some other UI changes...

If you used previous version, you may have a conflict while activating windowed mode. To solve this, 3 solutions
- Use an original version of the game and apply again the changes you like
- use "reset" option on "Loadconfig2" (with caution)
- use the provided "cdcheck" INI file to restore normal configuration before activating windowed mode.

As usual, please read descriptions/warnings/HowTos before setting options !
chab
Clubman
posted 11-11-13 02:01 PM ET (US)     2 / 81       
I uploaded a new version of BinaryPatcher.

This is now official: you can now play games without getting attacked by ALL computer players. Just use the disable_dislike_human_player option.
Older options disable_human_tracking are not required to play such games, it is recommended to switch back to default values.

[1.0b only] You can also customize the gaia cheat code to gaia0 -> gaia8 to play any of the existing players. Do NOT do this with a player that has already lost; )

Use the "Wizard" if you don't understand how the UI works, this will be simpler. It also suggests you to create windows shortcuts for simpler use.

[This message has been edited by chab (edited 11-11-2013 @ 02:02 PM).]

Fisk
Champion of AoEH
(id: Fruktfisk)
posted 11-11-13 02:06 PM ET (US)     3 / 81       
This sounds like a very interesting option, could you tell me more, does it change the way computer player select their diplomatic settings against you in FFA games, or does it just change their target evaluation?

//The warrior of Isola

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

Pineapplefish
Cleidopus gloriamaris
chab
Clubman
posted 11-11-13 03:08 PM ET (US)     4 / 81       
This is not enough to change computer players' diplomacy behaviour on FFA games.

However, I suplied another option that forces all computer players to be enemy with everyone.

More precisely, for any computer player (let's call him Suppy ^^), dislike values are initialized to 74%.
- Suppy's dislike values against other computer players will remain 74% (couldnt observe any change on that)
- Suppy's dislike value against human player will increase each time human player hurts him. In something like 3 ou 4 shots, it's done you're disliked 100%

I deactivated the dislike value recomputing so that it's the same for everyone !
chab
Clubman
posted 03-15-14 08:56 AM ET (US)     5 / 81       
New version 1.0.0.7 has just been released !

You will find a INI file with all known fixes for game crashes.
A new option fixes initial diplomacies (FixAI_initialDiplomacy).
- If a computer player has no team, it will now be enemy with everyone (won't ally with other CP)
- If a computer player has a team number, it will be allied with its "team-mates" (like in original game) but will be enemy with all other players. Now you can play FFA games, but that does not impact other games (with teams).

Don't forget to try the "disable_dislike_human_player" option: with this option, computer players won't all attack (only) you constantly.
With the custom gaia cheat code option (and 201-SNTrackPlayerHistory-init2), these are the most important options about gameplay.
aoe_scout
Clubman
posted 03-15-14 03:36 PM ET (US)     6 / 81       
So this "FixAI_initialDiplomacy" is now the only needed setting for the "no team (-)" option to work on computer players, right? I think I'll include it in UPatch.

I'm not sure about the other ai options, what would you recommend and which worked best from your tests?
chab
Clubman
posted 03-15-14 04:41 PM ET (US)     7 / 81       
That's it.
You can easyly check the effects with the gaia cheat code (open diplomacy window).

About AI, it's hard to tell.
Of course you can keep the SN215 thing (no diplomacy change on attack).
The only one you can consider taking is disable_dislike_human_player. Forget about the others.

However, this options changes a lot the gameplay. You won't have 7 civs that only attack YOU. (even if they are not allied, they almost only attack the human player).
They will fight each other (and you, also).

With BinaryPatcher, my goal is to give the option the everyone. You can change it at any time, if you wish.
I can't answer which mode is the best for UPatch. I personally prefer the customized way, but what will people prefer ?
aoe_scout
Clubman
posted 03-15-14 06:18 PM ET (US)     8 / 81       
As you can guess, in UPatch I can never allow these as options, as that would cause problems with Multiplayer compatibility and game stability (all players must have exactly the same ROR 1.1 version). So I will have to decide. The most important modifications, which are stable will be included.

SN215 will also be included and FixAI_initialDiplomacy too. The gaia cheat is another possibility, if it's not problematic. I'm not sure about disable_dislike_human_player, may be I'll skip it. Unfortunately ai in the game is quite primitive/bugged and whatever we do, it won't be improved much.

I was thinking about auto-healing for Priests (as you found auto converting), but I guess that might very well be impossible. Anyway, keep me informed if you find anything new.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 03-15-2014 @ 06:19 PM).]

timonek_90
Clubman
posted 03-23-14 02:56 AM ET (US)     9 / 81       
Hello,
I have one problem with this mode. When I started Binary patch and opened resolution.ini file, appear something like that "inconsistent file size"
I don`t know, what I have to do.
Thank you in advance for your answers.

Sorry for my english but i`m from Poland :-)
aoe_scout
Clubman
posted 03-23-14 06:27 AM ET (US)     10 / 81       
Most likely you are not using an original exe. The ini files are made only for the original versions.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
timonek_90
Clubman
posted 03-23-14 12:59 PM ET (US)     11 / 81       
Thanks for helping
Working very well :-)
welk
Clubman
posted 04-25-14 11:57 AM ET (US)     12 / 81       
One question for Chab, please :
I saw here :

http://aoe.heavengames.com/dl-php/showfile.php?fileid=2460

your balanced civ mod.

In this mod, you have erased the "cavalry bonus" vs infantry. Could you, please, explain to me how you did that ? I searched in AdvancedGenEditor but not founded


I need these informations because in my "battle project", I need to give some bonus to war éléphants vs cavalry and chariots

Thanks


PS : after more verification in advancedGeneditor, I suppose it has something to do with the attack classes and the armor classes, but the pb is I do not know the values of used parameters : have you any information about, please ?

Concerning Binary Patcher, that I use (very practice and usefull tool), I have a little suggestion : you should perhaps advertise users in the help that they have to use the config files with the correct exe (configs fils 1.0b do not work with exe 1.0c, etc ): using the tool with inattention about that causes error message ("inconsistent file")

[This message has been edited by welk (edited 04-26-2014 @ 11:08 AM).]

aoe_scout
Clubman
posted 04-26-14 11:35 AM ET (US)     13 / 81       
If users can't read or understand that, then this tool is certainly not for them. It's for advanced users anyway.

Your other questions have nothing to do with the topic, please stay on topic or just make another thread. Also there are already many tutorials and threads for A.G.E. in AOKHeaven.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 04-26-2014 @ 11:35 AM).]

chab
Clubman
posted 04-26-14 12:39 PM ET (US)     14 / 81       
Bonuses are managed with specific attack classes.
The game sometimes uses negative values. Have a look at this page : http://agecommunity.wikia.com/wiki/Attack_Data

I think there were a post about that somewhere in the forum, but can't say where.

About binary patcher, as AOE_scout said, it's a very generic tool that allows you to do anything you want (almost ^^).
Of course if you don't read the instructions (ini files + download page) you will have errors... which proves that the consistency checks are quite strong !

Interface is not so good for simple users (that don't want to do modding), but thanks to this system all the modding information is open-source.

If I have spare time maybe I'll make a new version of customizeAOE, as I found a lot of new options since I last updated this program.
welk
Clubman
posted 04-26-14 05:04 PM ET (US)     15 / 81       
Hello Chab, and thanks for these informations, it's always a pleasure to talk with Pleasant and not aggressive persons.

I used your exellent Binary tool to manage 1280 resolution for my "great battle" mod (+ some other IA options), and it works fine. The "human tracking" option is also very interessant. Before that, I used your AoE customize tool with the interface file to be copied in the data2 directory, but with binary patcher things are more simply and direct. AdvancedGen-editor is also a great tool, and also AOESpeed, that allows to recreate with this game a sort of animated wargame with very slow speed. Hope you will update binary patcher for other features.

[This message has been edited by welk (edited 04-26-2014 @ 05:05 PM).]

chab
Clubman
posted 05-18-14 12:00 PM ET (US)     16 / 81       
I did not know this AOESpeed tool.
Maybe I can make a tool that changes the speed during the game (no need of restart).

I couldn't find the related topic so I answer here (there's not searching tool in this forum ?).
Someone said that the AI is kind of stuck after it has built a wonder. This is true.
AI has a flag that is activated when building a wonder, so that many villagers are affected to the construction. All other constructions are stopped during this mode (which seems logical, even though it's a problem when buildings are destroyed, especially houses).
This flag is not reset when the construction is finished or when the wonder is destroyed (if not finished yet).

I have a fix to solve the bug when the wonder is fully built. Just wait for the next release

I'm trying to fix the building AI bug (building destroyed before they're finished are never rebuilt) but it's complicated.
aoe_scout
Clubman
posted 05-18-14 02:56 PM ET (US)     17 / 81       
Yes, I know about these bugs, I think the wonder bug applies even to AOE2 (pre-UserPatch). Let me know if you find anything, so I can add it to the unofficial patch. It will most likely be left for the second Beta of UPatch, but that's not a problem.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 05-18-2014 @ 02:57 PM).]

welk
Clubman
posted 05-22-14 08:51 AM ET (US)     18 / 81       
Would be fine if you could create a tool that allows to set the speed during the game !

You may find AoESpeed here :
http://aoe.heavengames.com/dl-php/lister.php?search=speed

or enter "speed" as key word in the search function of the granary
http://aoe.heavengames.com/dl-php/index.php

And here, you will find the same speed tool but with source code (author has publied the source code as free)

http://artho.com/age/files/aoespeed.html

[This message has been edited by welk (edited 05-22-2014 @ 09:03 AM).]

chab
Clubman
posted 07-06-14 12:38 PM ET (US)     19 / 81       
Good news for next release:

- Ability to change game speed is improved: now (-) divides the speed by 2, (+) multiplies by 2 (so you can go from 0.1 to 16)
-- Changing speed through the menu is not affected
- Fixed (-) key bug on french keyboard (game speed decreased when selecting the unit with (6) shortcut
- Ability to choose the post-iron age in random maps/deathmatch (thanks to AOE_scout / LucTieuPhung)
- Hidden map type is now accessible in game settings screen (sorry for the wrong label in the combobox, but it works, this is the most important)
- Hidden initial resources choice is also unlocked (the same as default, but only 100 stone instead of 150).

About the hidden map type: we already discussed about it when we made tests with AGE3 on map data. We discovered an unknown map type that looks like hills or inland. But rivers can't be crossed by foot in this maps (when there is water).
If you want to create a custom map type, just use this slot, it won't affect the normal gameplay !!!
aoe_scout
Clubman
posted 07-06-14 02:26 PM ET (US)     20 / 81       
I already know about this hidden random map, but it was unaccessible in normal game until now. Nice find! I'll see if it can be turned into something different, because random map data in .dat is hard to modify (too little control and often produces some unexpected results - apparently most parts are connected to hardcoded data).

Could you change resource quantities for different settings? At least for "High", it would be logical to have 500 Gold, not 0. Most people usually use it when they want an Iron Age start.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 07-07-14 03:07 PM ET (US)     21 / 81       
Yes it's possible, I could set it to the same value as stone (and decrease it a bit).
Same thing for the 3 "custom" initial resources choices.

It's also possible to change the Shang initial food penalty

Edit: and change "exploration" hardcoded values (especially default value). With modern computers I suppose we can set a higher value (default=2500, others are 5000 and 7620).

[This message has been edited by chab (edited 07-07-2014 @ 03:16 PM).]

aoe_scout
Clubman
posted 07-07-14 04:51 PM ET (US)     22 / 81       
"Exploration"? I guess you mean "pathfinding". Yes, this could be somewhat useful, if it works properly. Unfortunately AFAIK it only calculates the path in distance, I think it won't help much for bumping units and other similar pathfinding problems (but I might be mistaken). You could try setting Medium to the old High value and increasing High with ~2000, or if you can only modify Default, then set it to the highest value.

For High resources, 500 Gold 500 Stone sounds good to me.

BTW, did you manage to take a look at the list of bugs here? Mostly the game speed and campaign saving bug, the rest are not important.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 07-07-2014 @ 05:48 PM).]

chab
Clubman
posted 07-08-14 01:09 PM ET (US)     23 / 81       
I saw it but I have no fix for them.
However people that encounter game speed bug should try with the new option when it is available, that may solve the issue.
aoe_scout
Clubman
posted 07-09-14 05:49 AM ET (US)     24 / 81       
About the new map, what do you mean by wrong label? I hope you could make the name to point to unused dll string (like 10619) or be re-nameable somehow, so I can make it a new map with proper name. Or change "Gigantic" to another dll string ID.

I also forgot to mention the bugged symbols in Scenario Instructions (every instructions screen in the game, where a text line touches the right corner - screenshot here) when using your stack overflow fix. Is there a way to avoid this?

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 07-09-2014 @ 10:22 AM).]

chab
Clubman
posted 07-13-14 11:40 AM ET (US)     25 / 81       
I could customize the option so we can choose the resourceId to use for the new map type (specific option in BinaryPatcher to set the resourceID).

For the scenario instruction screen, I don't know, and I don't really have time to spend on such minor issues that don't impact gameplay at all. There's so much to do on more important subjects...

The new release should come soon now, I could fix the main problems I was facing.
The game speed option will finally multiply/divide by 1.5, which is far better than 2. There are rounding issues, but I added some code that restore the correct value (1) when 0.9<speed<1.1... And we can still restore the normal value with the menu option.

Next release should be great, including new options for AI, but I need to finish a parallel project that will be required for the AI fixes part.
aoe_scout
Clubman
posted 07-13-14 06:36 PM ET (US)     26 / 81       
You are right, of course, I only mentioned the Scenario Instructions bug assuming it won't be hard to fix.

About the map ID, you can just make it a fixed string table ID (it may save you some trouble), 10617-10620 are unused and reserved exactly for new maps. It's then easy to rename and everyone can just modify the dll, instead of the exe.

About the speed, I'm not sure I would include such option in UPatch, as it's a little confusing and people are used to having the standard speeds (1.0/1.5/2.0) when pressing +/-. But this doesn't mean someone else wouldn't use it in another mod.

The ai fixes would be invaluable, I'm sure. The few you mentioned are already great and it seems you've made some amazing breakthroughs there! I believe it will be worth the wait and I plan to include them in UPatch 1.1 Beta2 when they are ready, so that more people will be able to test them.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 07-14-14 05:53 AM ET (US)     27 / 81       
I don't want the new map slot option to require modifying the DLL. Most people don't want to modify it and don't know how.
I made an option with a suggested (existing) value (="Test") so it can work on a standard configuration.
Those that want a custom value can still use another text slot.
aoe_scout
Clubman
posted 07-14-14 04:38 PM ET (US)     28 / 81       
I didn't understand how do intend it to work without dll. But modifying dll strings in language(x).dll is very easy and every single modder uses it (for changing unit/tech names and descriptions). It's implemented into Advanced Genie Editor (A.G.E.), but Resource Hacker or any other resource editor can do the job even better.

Also, the dll-s are how the game changes language - without them this map name will always be in English. Some mods may want to use different languages and I already have complete translations for UPatch in 6 other languages (in the next Beta).

I might be mistaken, but this hidden map may already have a dll pointer (at least in A.G.E. it's looks like it), which points to string number 10616 ("Gigantic" in English). If this is true, then it only needs to be changed to 10617 (which is empty) or to be changeable to any number. I hope this is achievable, but it's up to you after all.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 07-16-2014 @ 05:15 AM).]

PhatFish
Mr. Beta
posted 07-15-14 06:29 AM ET (US)     29 / 81       
We discovered an unknown map type that looks like hills or inland. But rivers can't be crossed by foot in this maps (when there is water).
No shallows, or different water terrain?



aoe_scout
Clubman
posted 07-15-14 11:56 AM ET (US)     30 / 81       
The map has very narrow rivers, dividing the players, but no shallows. Not very playable in its default state, because water is too narrow to navigate with ships. It looks more like a placeholder or unfinished map. Part of the discussion about AOE1/ROR Random Map code is here.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
aoe_scout
Clubman
posted 07-24-14 07:31 AM ET (US)     31 / 81       
The new version is great, the biggest update so far! It will make a real difference. And thanks a lot for making the new map connected to a dll string ID.

Some questions I have:
- About manageAI.ini - do I need any of these values for default game (player 1 not controllable by ai)? Do they fix anything in default game or are they only for a specific case (like your mod)?
- Some problems with the new map - not visible in Scenario Editor (which will prevent easy testing). Also in pre-game start screen (below Settings) and Scenario Instructions it is shown as Map Size (not Type) in both Single Player and Multiplayer - screenshot here. When I change Map Size, Map Type text changes too, regardless of what ID string number I set for the new map in BP.
- What's the difference between old "PopLimit" and the new "SetSinglePlayerMaxPop" in options.ini? When I change SetSinglePlayerMaxPop (and save), the other one seems to be checked too. Which one should I use and which is safest?
- Can you make a separate fix to the "-"/"6" bug you mentioned in some keyboards without game speed change?

Thank you!

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 07-24-14 12:22 PM ET (US)     32 / 81       
- Yes the population limit is a mistake, the 2 are the same thing. It doesn't change anything. But there's no risk of corrupting the file, so no hurry in fixing that.
- About manageAI: if you don't use AOEDaemon, other options are useless. It adds a flag to control AI's control on players, but only AOEDaemon can use it.
- New map type in scenario editor: yes it seems it's a different function that initializes the dropdown, it's normal it doesnt work.
- New map type label issue in pre-game screen: I didn't notice that, it seems there's another binary change to do about that but don't know what...
- For the -/6 fix, it's integrated in the function that manages game speed change. I'll see if I manage to add a variable to enable/disable the -/6 key part, but I don't promise anything on this. Did you have trouble with it ?

[This message has been edited by chab (edited 07-24-2014 @ 12:23 PM).]

aoe_scout
Clubman
posted 07-24-14 04:14 PM ET (US)     33 / 81       
1. No, I had no real problem with the speed change, but since I can't include it in UP (too unorthodox), I wanted to at least keep the fix for those with different keyboards/languages.
2. I found another critical problem with the new Map Type - it doesn't work with the "Random" item added by LucTieuPhung (Random Map Type). His mod also adds the text "Random" in all text fields in the game. I sent you his ini file by email some time ago, but it seems you forgot to add it to BP. I hope you can fix this and also add the new map type in Scenario Editor, as it would be harder to test a new map without this.
3. So about the pop limit - should I use the old one (PopLimit) and ignore the new one? The binary data is not exactly the same (1 byte is different, if that matters).

BTW, I would be interested to try your AOEDaemon mod when it's available, it sounds quite unique.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 07-24-2014 @ 07:35 PM).]

chab
Clubman
posted 07-25-14 12:31 PM ET (US)     34 / 81       
1) Keeping only the keyboard fix is not possible. But it's not a critical issue (I never heard of it before) because I suppose people generally play in 1.0 speed (=minimal speed), and pressing "-" on minimal speed just does nothing.
It only impacts players that play 6 on the main keyboard (not num pad) on azerty keyboard when game speed >= 1.5 !
And setting CAPS LOCK ON is a workaround for those who have this bug.

2) I didn't random map type because I didn't see the point of adding this in BinaryPatcher. I didn't even remember there was such an option in this ini file ! Starting a game with random map type is good enough to get small islands... and have to restart another game

3) The additional bytes are only for consistency check, that's why it's absolutely equivalent.
aoe_scout
Clubman
posted 07-25-14 01:01 PM ET (US)     35 / 81       
Small Island maps are improved in UPatch and are much more playable. And this option is very valuable as a whole, especially in Multiplayer. Not to mention it's a whole new function, created by LucTieuPhung. Also the Random Map type hides the map in Scenario Instructions for Multiplayer (it's shown only as Random), which is very nice way to play unknown map (like "The Unknown" in AOE2 and AOM) - you have to explore to find out where you are. I already included Random Map Type in UP and I can not remove it to replace it with a buggy map. I will have to postpone improving the new map until all the problems are solved. I'll be very grateful if you could make the new map possible without compromising already existing features (when you have the time). Thank you.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 07-25-14 01:03 PM ET (US)     36 / 81       
Just a tip, if you want to test the new map type, just use a test empires.dat on any other map type slot.
Once you're satisfied you only have to copy-paste a few values in the good dat file.

[This message has been edited by chab (edited 07-25-2014 @ 01:03 PM).]

aoe_scout
Clubman
posted 07-25-14 01:10 PM ET (US)     37 / 81       
Yes, I know this, but thank you anyway. There is no point in wasting my time on a map that won't be included, so I will leave it for now and concentrate on other important tests + the additional program(s) I plan for the final version.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
aoe_scout
Clubman
posted 07-28-14 12:23 PM ET (US)     38 / 81       
I noticed that with your ai wonder fix, computer players will always rebuild their Wonders, if they are destroyed. Is this supposed to happen? The fix seems to be working otherwise - computer players rebuild everything properly.

The rest of your additions I've tested seems to work beautifully.

EDIT: Big problem - computer players refuse to build houses for more than 50 population! This applies to Random Maps, Death Match and scenarios. I gave them well over 50 units in the ai file, but they don't build the houses to support them, only if I build the houses for them, they create the units. Even if I add all the houses to the ai file (for the whole 100 pop) - they still don't build them. It seems there is a limit on houses, and computer players will never build more than 12.
EDIT2: I managed to find a solution for scenarios - setting SNHouseOverage (152) to 52 with custom .per file solves the problem. But since I'm interested in RM/DM population, it doesn't mean much. Any help will be greatly appreciated.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 07-28-2014 @ 03:36 PM).]

Suppiluliuma
AoEH Seraph
posted 07-31-14 12:30 PM ET (US)     39 / 81       
Hmmm what seems a simple problem has a not so simple obvious solution. I hope someone could find out it.

Indeed, a human player, having 200 population fighting only vs 52 population AI players can turn boring after a while.
chab
Clubman
posted 08-30-14 11:53 AM ET (US)     40 / 81       
I just found how to solve the limitation to 50 max population house-building.
This is hardcoded in the function that dynamically adds houses in players' strategy. It can be customized to any 0-255 value.
aoe_scout
Clubman
posted 08-30-14 04:59 PM ET (US)     41 / 81       
That's fantastic! If you can, post the binary change here or send me an email.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
Rasteve
Clubman
posted 08-30-14 07:10 PM ET (US)     42 / 81       
Nice work
chab
Clubman
posted 08-31-14 07:19 AM ET (US)     43 / 81       
You can try this (replace XX by the next value according to you ini file)

[BinChangeXX]
Name=SetAIHousesMaxPop
Description=Set the maximum population value that will be used to compute AI's auto-build houses functionality.\nThe value must be between 0 and 255.\n\nYou really should use the same value as Maximum Population.\nDefault=50\n
Offset=753266
Size=10
Buffer_OFF=E8 59 F9 01 00 83 C0 32 3B D8
Buffer_ON=E8 59 F9 01 00 83 C0 32 3B D8
UsedVarIndex=0
VarMultiplier=100
VarAddedValue=0
DefaultIsOff=1
IntParamOffset=753273
IntParamSize=1
ParamIsFloat=0

I made a very quick test (the new speed options are very useful there !) and the computer player managed to train up to 70 units
aoe_scout
Clubman
posted 08-31-14 09:11 AM ET (US)     44 / 81       
Yes! Confirmed working in all game modes.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 08-31-2014 @ 10:40 AM).]

Rasteve
Clubman
posted 09-16-14 04:59 PM ET (US)     45 / 81       
I wonder, wouldn't it be possible to link this function to other existing functions. For example, instead of determining new houses based on a fixed max population, the housing is determined by having a supported/"housed" population minus actual population check. If the number is less than 2, a new house can be constructed.

This would then link the population cap to the game population, which we already know can go above 255.
aoe_scout
Clubman
posted 09-16-14 05:11 PM ET (US)     46 / 81       
Houses already work like this, when new units are needed, a house is automatically build. The house limit was an additional number, not directly tied to population limit. Scenarios always had a way around this (with .per file), but not RM/DM.

Also, why would you need more than 255 computer controlled units? The ai in the game can't properly manage/develop/build even half of these units (and I'm saying this based on tests), it's too primitive and slow (old game). Not to mention there are a ton of other limitations, like Town Size, map space, path finding problems, etc. So you won't need more than 200 in RM/DM for sure, for scenarios you can set your own limit, based on pop limit.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 09-16-2014 @ 05:23 PM).]

Rasteve
Clubman
posted 09-16-14 06:56 PM ET (US)     47 / 81       
The proposed change would tie the pop limit to the game population. Therefore choosing a 500 limit game could see the AI create 500 units.
aoe_scout
Clubman
posted 09-16-14 07:59 PM ET (US)     48 / 81       
Not a bad idea in general, but it doesn't work like this. Ai files in AOE1 are not dynamic (like those in AOE2), so you will never see the ai make 500 units even if you had both values to 500 (they will build 50 units as always). The only way to change that is to remake all RM/DM ai files for another population, instead of 50. So you would still have one fixed pop limit provided by the ai files and it won't matter if you modify one or 2 values, you would have to set the same limit in the game (otherwise you either bug the ai with less pop or give pop advantage to humans with more). Add to this the fact that Multiplayer and Single Player pop limit are 2 different functions and SP is also 1 byte (255 max) value + all the things I mentioned above.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 09-16-2014 @ 08:29 PM).]

kazink
Clubman
posted 09-25-14 02:30 PM ET (US)     49 / 81       
Hi chab. I don't play these days, but your tool looks really interesting.
I was doing my own research, and found the value that controls the maximum number of units that can be selected at the same time. The regular game limit is 25. It's too bad, but it looks like the maximum value is 26, so not a real improvement. Maybe you will want to make a research too, and find out how to make it working better (maybe it's that another one or two bytes need to be changed too).

The value I found is at offset 384030 (dec) in EmpiresX.exe version 1.0a, and it's one byte.

[This message has been edited by kazink (edited 09-25-2014 @ 02:32 PM).]

chab
Clubman
posted 09-26-14 12:42 PM ET (US)     50 / 81       
I'm not sure. There's room for 25 units + 1 special room for the "main" selected unit : the one that is taken into account if you press or .

If you try to set 26 instead of 25 you may provoke some regressions in various game behaviour, or even maybe crashes.

Allowing selecting more units might be possible but it may represent a huge work, that's why I wrote "consider it impossible" in the other thread.
With the source code it would be a 1-minute development. Without, at best it's days, and a lot of additional drawbacks/issues.

If I have some spare time I'll try to have a look how much work exactly it is, but don't count on me anyway !
I admit such an improvement would be great.
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