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

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

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

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

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

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


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


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


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

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

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

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





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

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

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

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


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

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

AuthorReplies:
chab
Clubman
posted 09-04-16 07:59 AM ET (US)     51 / 117       
In fact YOU have the choice, the modded file can be any file
A recommended setting is to "mod" the copied file, so empiresx.exe remains unchanged (if you want to install another mod/patch, you're sure there will be no conflict). But it's up to you.

An advantage is that you can run a "standard" game by running empiresx.exe, and run a game using customROR by runing empiresx_2.exe : you don't have to install/uninstall/configure anything.
The EXE is <2Mb, you could copy hundreds of it if you wished, there is no impact ;)


For the auto attack feature, you need to enable the "custom button bar" to see the buttons

However the buttons are only visible for units that have blast damage (catapults, elephants...)
For other units you need to use the "F2" popup.

In next version there should be new buttons for all units, with a "guard location / protect unit" button. If clicked, the unit will go back to the chosen position each time it is idle. But if it needs to defend itself or chase an enemy, it will do so (it is an improved "hold position" feature)
PhatFish
Mr. Beta
posted 09-07-16 08:21 AM ET (US)     52 / 117       
Haven't had any errors with the .dll you sent me yet. Eagerly waiting for a unit type 30 rotation map copy fix



chab
Clubman
posted 09-10-16 08:51 AM ET (US)     53 / 117       
Phatfish I sent you in August a test version that should fix the unit 30 rotation, did you get the mail ? Anyway I sent you a new one recently.

About a previous question about AI, I modified (for next release) the strategy generator so that it creates more villagers when population limit is above 50, so AI players should develop faster in such games.
But I don't guarantee AI behaviour with high populations, it was not developped for such situations, I don't know how effective it can be.
Bichho
Clubman
posted 10-22-16 10:35 PM ET (US)     54 / 117       
I'm Trying to change the game resolution but got that error. Could you help me to fix that?
chab
Clubman
posted 10-23-16 05:01 AM ET (US)     55 / 117       
From what I see in output, the part that failed is the part that patches empiresx.exe file. Probably because the file is locked or read only.

- Did you run customizeAOE as administrator ?
- Is ROR running while you're trying to change resolution ?
- Is there another program that could be locking empiresx.exe ?
- Open windows task manager and kill empiresx.exe (ROR) processes if you find some. Kill customizeAOE.exe also if you find more than 1.

Here is something you can try if it still doesn't work:
- copy paste empiresx.exe file to a new file
- try to change resolution on the new file (in customizeAOE, select the new file instead of empiresx.exe).
- If this works, there definitely is something locking empires.exe
Bichho
Clubman
posted 10-23-16 11:51 PM ET (US)     56 / 117       
Do you have facebook or email? I try to copy empiresx.exe to another folder but i have the same error.
I have teamview to get help form anywhere.
chab
Clubman
posted 10-24-16 12:25 PM ET (US)     57 / 117       
If you have issues copying the file then your problem is not related to customizeAOE !

Make sure you have admin rights, files/folders are not read only, etc. You problem is probably something like this.
There is a mail address in my profile (but I won't configure everyone's windows environment, sorry )
PhatFish
Mr. Beta
posted 10-26-16 07:47 AM ET (US)     58 / 117       
I've never ever had such a problem. Seems user/OS related.



Jan dc
Clubman
(id: Den cekke)
posted 04-10-17 11:10 AM ET (US)     59 / 117       
Hey Chab,

I'm having a problem with the building icons. The building_icons tag is exactly the same as in your example but while all other tags in customROR_tilesets work, this one doesn't.
chab
Clubman
posted 04-11-17 12:19 PM ET (US)     60 / 117       
I just tested to confirm, the tag
<building_icons slpid="50707"/>
works well.
I switched between 50707 and 50704 for example, re-ran the game, and the building icons actually changed for my civ in both build menu and unit info zone (top-left corner)

Make sure you are using a valid slpid (you can use standard ones for testing), and there is no mistyping.
Phatfish, I believe you managed to use this too ?
Jan dc
Clubman
(id: Den cekke)
posted 04-11-17 03:06 PM ET (US)     61 / 117       
If I remember it right, Phat fish also had issues. I can't even start the exe anymore now. It worked fine yesterday.

[This message has been edited by Jan dc (edited 04-11-2017 @ 04:37 PM).]

Epd999
Scout
posted 04-19-17 04:35 PM ET (US)     62 / 117       
I was wondering where you were at with the next release and when it will be available. As I would like to use the currently bugged AI compiler.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
chab
Clubman
posted 04-20-17 11:43 AM ET (US)     63 / 117       
I'll try to release the new version soon enough. Right now I'm off, but in some weeks maybe.
There's plenty of new things coming, a new project name, and AI is continuously getting more challenging...

What do you call "bugged AI compiler" ?
Epd999
Scout
posted 04-21-17 01:03 AM ET (US)     64 / 117       
This is what the strategy generator compiles:
[09:32:46] Strategy for You (#1) : Dynamic CustomROR strategy
elemId Ctgry DAT_ID Name Actor Unitid InProgress Alive Attempts #created Retrains
B 109 TownCenter -1 5467 0 1 0 1 -1 <*T152 G 3 SetGatherPercentage 0 -1 0 1 0 0 1 <*T151 G 2 SetGatherPercentage 0 -1 0 1 0 0 1 <*T150 G 1 SetGatherPercentage 18 -1 0 1 0 0 1 <*T149 G 0 SetGatherPercentage 31 -1 0 1 0 0 1 <*T004 U 83 Man 109 5477 0 1 0 1 -1 <*T005 U 83 Man 109 5476 0 1 0 1 -1 <*T006 U 83 Man 109 5475 0 1 0 1 -1 <*T007 U 83 Man 109 5467 1 0 1 0 -1 <*T137 B 70 House -1 -1 0 0 0 0 -1 <*T008 U 83 Man 109 -1 0 0 3 0 -1 <*T009 U 83 Man 109 -1 0 0 22 0 -1 <*T010 U 83 Man 109 -1 0 0 4 0 -1 <*T138 B 70 House -1 -1 0 0 0 0 -1 <*T011 U 83 Man 109 -1 0 0 0 0 -1 <*T156 G 3 SetGatherPercentage 0 -1 0 0 0 0 1 <*T155 G 2 SetGatherPercentage 0 -1 0 0 0 0 1 <*T154 G 1 SetGatherPercentage 14 -1 0 0 0 0 1 <*T153 G 0 SetGatherPercentage 35 -1 0 0 0 0 1 <*T012 U 83 Man 109 -1 0 0 0 0 -1 <*T013 U 83 Man 109 -1 0 0 0 0 -1 <*T139 B 70 House -1 -1 0 0 0 0 -1 <*T014 U 83 Man 109 -1 0 0 0 0 -1 <*T015 T 83 Man 109 -1 0 0 0 0 2 <*T016 T 83 Man 109 -1 0 0 0 0 2 <*T112 B 12 Barracks1 -1 -1 0 0 0 0 -1 <*T001 C 101 *Tool Age* 109 -1 0 0 0 0 -1 <*T017 U 83 Man 109 -1 0 0 0 0 -1 <*T018 U 83 Man 109 -1 0 0 0 0 -1 <*T160 G 3 SetGatherPercentage 0 -1 0 0 0 0 1 <*T159 G 2 SetGatherPercentage 0 -1 0 0 0 0 1 <*T158 G 1 SetGatherPercentage 19 -1 0 0 0 0 1 <*T157 G 0 SetGatherPercentage 30 -1 0 0 0 0 1 <*T140 B 70 House -1 -1 0 0 0 0 -1 <*T113 B 84 Market1 -1 -1 0 0 0 0 -1 <*T019 U 83 Man 109 -1 0 0 0 0 -1 <*T120 A 50 Farm -1 -1 0 0 0 0 6 <*T020 U 83 Man 109 -1 0 0 0 0 -1 <*T021 U 83 Man 109 -1 0 0 0 0 -1 <*T141 B 70 House -1 -1 0 0 0 0 -1 <*T096 R 16 Watch Tower 68 -1 0 0 0 0 -1 <*T022 U 83 Man 109 -1 0 0 0 0 -1 <*T121 B 50 Farm -1 -1 0 0 0 0 -1 <*T164 G 3 SetGatherPercentage 0 -1 0 0 0 0 1 <*T163 G 2 SetGatherPercentage 7 -1 0 0 0 0 1 <*T162 G 1 SetGatherPercentage 12 -1 0 0 0 0 1 <*T161 G 0 SetGatherPercentage 29 -1 0 0 0 0 1 <*T023 U 83 Man 109 -1 0 0 0 0 -1 <*T024 U 83 Man 109 -1 0 0 0 0 -1 <*T142 B 70 House -1 -1 0 0 0 0 -1 <*T025 U 83 Man 109 -1 0 0 0 0 -1 <*T117 B 101 Stable -1 -1 0 0 0 0 -1 <*T122 B 50 Farm -1 -1 0 0 0 0 -1 <*T085 T 299 Soldier-Scout 101 -1 0 0 0 0 2 <*T086 T 299 Soldier-Scout 101 -1 0 0 0 0 2 <*T026 T 83 Man 109 -1 0 0 0 0 2 <*T027 T 83 Man 109 -1 0 0 0 0 2 <*T168 G 3 SetGatherPercentage 0 -1 0 0 0 0 1 <*T167 G 2 SetGatherPercentage 3 -1 0 0 0 0 1 <*T166 G 1 SetGatherPercentage 8 -1 0 0 0 0 1 <*T165 G 0 SetGatherPercentage 37 -1 0 0 0 0 1 <*T123 B 50 Farm -1 -1 0 0 0 0 -1 <*T111 R 133 Weaving 109 -1 0 0 0 0 -1 <*T143 B 70 House -1 -1 0 0 0 0 -1 <*T106 R 41 Leather Armor for Archers 103 -1 0 0 0 0 -1 <*T129 B 79 Tower -1 -1 0 0 0 0 -1 <*T028 T 83 Man 109 -1 0 0 0 0 2 <*T029 T 83 Man 109 -1 0 0 0 0 2 <*T144 B 70 House -1 -1 0 0 0 0 -1 <*T124 B 50 Farm -1 -1 0 0 0 0 -1 <*T102 R 107 Woodworking 84 -1 0 0 0 0 -1 <*T172 G 3 SetGatherPercentage 4 -1 0 0 0 0 1 <*T171 G 2 SetGatherPercentage 5 -1 0 0 0 0 1 <*T170 G 1 SetGatherPercentage 16 -1 0 0 0 0 1 <*T169 G 0 SetGatherPercentage 22 -1 0 0 0 0 1 <*T030 T 83 Man 109 -1 0 0 0 0 2 <*T031 T 83 Man 109 -1 0 0 0 0 2 <*T032 T 83 Man 109 -1 0 0 0 0 2 <*T125 B 50 Farm -1 -1 0 0 0 0 -1 <*T033 T 83 Man 109 -1 0 0 0 0 2 <*T145 B 70 House -1 -1 0 0 0 0 -1 <*T081 T 299 Soldier-Scout 101 -1 0 0 0 0 2 <*T082 T 299 Soldier-Scout 101 -1 0 0 0 0 2 <*T083 T 299 Soldier-Scout 101 -1 0 0 0 0 2 <*T126 B 50 Farm -1 -1 0 0 0 0 -1 <*T176 G 3 SetGatherPercentage 4 -1 0 0 0 0 1 <*T175 G 2 SetGatherPercentage 11 -1 0 0 0 0 1 <*T174 G 1 SetGatherPercentage 5 -1 0 0 0 0 1 <*T173 G 0 SetGatherPercentage 28 -1 0 0 0 0 1 <*T084 T 299 Soldier-Scout 101 -1 0 0 0 0 2 <*T130 B 79 Tower -1 -1 0 0 0 0 -1 <*T115 B 87 Range1 -1 -1 0 0 0 0 -1 <*T002 C 102 *Bronze Age* 109 -1 0
etc...

And this is what I expect to see:
//Yamato Iron Water.ai
//8 triremes, 4 cat triremes, 12 Cavalry, 6 horse archers, 4 hoplites
//12-10 villagers
//
//By Ensemble Studios

B109 Town_Center1 1 -1
U83 Man 6 109
B12 Barracks1 1 -1
U83 Man 2 109
B45 Dock_1 1 -1
T83 Man 4 109 2

C101 Tool_Age 1 109
B45 Dock_1 1 -1
B84 Market1 1 -1
U19 Boat-War1 2 45
B87 Range1 1 -1
R46 Tool_Working 1 103
U83 Man 2 109
B50 Farm 2 -1
R16 Watch_Tower 1 68
B79 Watch_Tower 2 -1
T83 Man 2 109 2
U19 Boat-War1 2 45
T83 Man 2 109 2
B79 Watch_Tower 1 -1
R107 Wood_Working 1 84
B50 Farm 2 -1

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

[This message has been edited by Epd999 (edited 04-22-2017 @ 02:58 PM).]

chab
Clubman
posted 04-22-17 01:16 PM ET (US)     65 / 117       
So I suppose you're talking about strategy (why are you saying 'AI compiles ???')

Can you give some context ? Are you running a DM/RM/saved game ? campaign/scenario, etc ?
Epd999
Scout
posted 04-22-17 03:03 PM ET (US)     66 / 117       
I was running an unsaved Random Map, with mods installed and was hoping to easily get an AI (Strategy) compiled a bugged AI (Strategy) script for the new civilisations. It didn't seem to be working properly. I couldn't figure out how to set up the information myself because it was complicated so I thought it was bugged.

I was wondering if the strategy was meant to generate like that or if there was something bugged with it. Which ever one is the answer, I think it would be easier for people using this feature to have it compile similarly to the traditional ensemble studios AI scripts.

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
chab
Clubman
posted 04-26-17 06:12 AM ET (US)     67 / 117       
I still don't understand what the problem is.

If you are running a RM game, why would you expect the strategy to be "Yamato Iron Water.ai" ?
- If dynamic strategy generation is enabled, you will get a generated strategy (NOT a strategy from a .AI file)
- If not, the game will pick some AI file for strategy, but there's no reason for "Yamato Iron Water.ai" to be chosen rather than another one
- If you are using a new civilization (a civ you added in empires.dat, I suppose), then why should the game choose a yamato strategy ??

What is not working properly ?
Is the AI player building/researching/training nothing at all ? Stopping at some point ?

You can export again the strategy during a game to see the player's strategy status (for each item, you get the "in progress" and "alive" statuses. If the player is stuck at some point, use this to see which item does not seem to work.
I think it would be easier for people using this feature to have it compile similarly to the traditional ensemble studios AI scripts
The generated strategies *are* similar to traditional strategies (it's binary data - after having been parsed, of course, for AI files).
The fact that you can see them in customROR menu (typing "strat") proves that the strategy was correctly generated (like E.S. strategies) and applied to the player. If it was invalid, you wouldn't see it in the "messages" window.

The text you see is just an export of binary data, it's very useful to debug AI and strategy.

And I confirm customROR does not compile anything (it does not convert some source to binary strategy data), it generates random strategies according to available tech trees/civ bonuses.
Epd999
Scout
posted 04-26-17 06:05 PM ET (US)     68 / 117       
If you are running a RM game, why would you expect the strategy to be "Yamato Iron Water.ai" ?
It was an example of what I expect the generated strategy to look like so I can use it for an AI script. If your strategy generator cannot, will not ever be able to produce an AI script that looks like any Ensemble Studios Rise of Rome AI files then let me know. I then ask why have it produce a written strategy for users at all if you cannot use it in a normal AI file.
- If dynamic strategy generation is enabled, you will get a generated strategy (NOT a strategy from a .AI file)
I know how the feature works
- If not, the game will pick some AI file for strategy, but there's no reason for "Yamato Iron Water.ai" to be chosen rather than another one
I am fully aware of what CustomizeAOE does in that regards and the reason that it was used was an example of what I expect it to use, would you rather me show you Minoan Bronze Water.ai or Babylon Scouts? The Yamato AI script itself doesn't matter, the format of the example does.
- If you are using a new civilisation (a civ you added in empires.dat, I suppose), then why should the game choose a Yamato strategy ??
They game didn't use that, could you read what I say and not make assumptions.
What is not working properly ?
I have been trying to tell you that I was expecting the strategy generator to generate something formatted the same way as Ensemble Studios AI and if you could make it so it does. As it looks like a complicated mess at this point.
The text you see is just an export of binary data, it's very useful to debug AI and strategy.
If this is the case could it generate for .AI files as well?

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

[This message has been edited by Epd999 (edited 04-26-2017 @ 06:08 PM).]

chab
Clubman
posted 04-27-17 12:24 PM ET (US)     69 / 117       
OK so if I reformulate simply and clearly the question is no more than "can we generate .AI file-formatted strategy" ?

There is a big difference between asking for more features and complaining for "bugs", sorry for pointing this out but seeing this word "bug" for no reason (and with obscure explanation) is just extremely rude and disrespectful for the hundreds (thousands) hours spent to develop all this.
Especially here as it takes 10 seconds to see the format is just different (debug text shows in-game "live" information)

Anyway yes I'll add a keyword to export this as AI file format.

As the current format is more detailed, you can already get AI file format, all you have to do is copy-paste to Excel/openoffice and keep the correct columns, or use a macro in Notepad++, etc.
chab
Clubman
posted 04-30-17 11:45 AM ET (US)     70 / 117       
It's been a while... The very new version is finally available (link unchanged : http://aoe.heavengames.com/dl-php/showfile.php?fileid=2464)

The project has now a (new) name => "RockNRor"
And a webpage (done quickly, don't expect miracles there)

As usual, tons of new features/fixes, I couldn't put a list here.
This includes land trading, fixes for non-square maps, very, very improved AI (once again), additional tilesets, a basic DRS editor, AI now hunts elephants, etc.
And the features/fixes from recent conversations/queries.
Installation is supposed to be simpler too.

The download also includes a .doc file that details the fixes/features. (the README text file is kindof obsolete now).

Please give it a try !

[This message has been edited by chab (edited 04-30-2017 @ 12:32 PM).]

Jan dc
Clubman
(id: Den cekke)
posted 05-01-17 03:43 AM ET (US)     71 / 117       
Very nice Chab. I'll give it a try.
Balam Ajaw
Clubman
posted 05-27-17 00:27 AM ET (US)     72 / 117       
Hey chab, I have some questions about your Binary Patcher, but you are kinda hard to find, how can I contact you?
chab
Clubman
posted 05-27-17 10:04 AM ET (US)     73 / 117       
Binary Patcher was the stone age of my projects
You can use the forums or the mail address from my profile
Balam Ajaw
Clubman
posted 05-27-17 01:54 PM ET (US)     74 / 117       
Well, now you are here so I'm going to use the forums, heh. Ok, the story is that I downloaded your Binary Patcher just because I wanted to replace the midi music for the mp3 music. It worked perfectly in RoR, but I don't know how to do the same thing in the vanilla version. There is any way to make it work with Binary Patcher? Or you have another mod or tool to replace the midi music in vanilla? I only want to do that.
chab
Clubman
posted 10-21-17 07:14 AM ET (US)     75 / 117       
New version uploaded

You can now modify some RockNror parameters directly from game screens (press F1 in menus)

New features, for example a game mode proposes random civilizations (random tech tree, random civ bonuses) for all players in Random Map games. Your bonus are displayed as chat at game start, you can see more information in scenario screen (tips tab), and see your tech tree in RockNRor options in game menu.

You can also change screen resolution from game menus (beta version because there's a refresh issue in "previous" screen, but it works)

See more about this in bottom of page => https://aoemodder.wixsite.com/rocknror/installation
PhatFish
Mr. Beta
posted 10-21-17 08:33 AM ET (US)     76 / 117       
Pasting this here as well, this is a comment I wrote a short while ago:

"I can't seem to run this anymore because of Microsoft Visual C++ redistributable libraries 2013 not being compatible with windows 10 x64 architecture.

Is there any way to fix this?"

Thanks for continued updates on your wonderful tool.



chab
Clubman
posted 10-21-17 09:26 AM ET (US)     77 / 117       
I didn't know that
Maybe you just need to download the correct installer for "Microsoft Visual C++ redistributable libraries 2013" on your computer, I have no way of testing this from here.

You can try to uninstall redist. libraries before installing the 2013, or - as some forums suggest - try to install it in "clean boot mode"

Maybe this page can help finding the correct link : http://www.standaloneofflineinstallers.com/2015/12/Microsoft-Visual-C-Redistributable-2015-2013-2012-2010-2008-2005-32-bit-x86-64-bit-x64-Standalone-Offline-Installer-for-Windows.html
PhatFish
Mr. Beta
posted 11-03-17 09:03 AM ET (US)     78 / 117       
I did that and it didn't work. This compatibility bug may be alienating a lot of users, something you should look into. The most simple workaround for now is a dual booting system with both Win7 and Win10, but it's not very convenient at all.



[This message has been edited by PhatFish (edited 11-03-2017 @ 09:03 AM).]

Epd999
Scout
posted 11-29-17 07:29 PM ET (US)     79 / 117       
I am interested in playing against DM AI that goes above 50 population using RockNRoR, but the AI isn't very good. I was wondering if you wanted to me to send you some information or wanted help making the DM AI.

I would also be interested in being able to make my own AI that goes over 50 pop without modding (such as potdindy did) and would appreciate there being an option to make my own and being provided with the information to do so.

I'm also having a problem at the moment which it's causing my game to be incompatible with directdraw but works fine with Upatch. Also, when using windowed mode the mouse goes outside of the screen, it shouldn't do that imo. The game should stop the mouse from going outside the screen.

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

[This message has been edited by Epd999 (edited 11-29-2017 @ 09:25 PM).]

chab
Clubman
posted 12-02-17 11:13 AM ET (US)     80 / 117       
Can you be more specific about AI not being good enough in DM.
Do you mean it's not developing fast enough ?
Is it related to strategy (=AI files) or something else ?

RockNRor automatically adapts strategy to actual population limit, adding more of the units that AI already trains (and more houses, etc).
It also fixes tech tree issues, if some requirement is missing.
I don't really see what you mean by "would appreciate there being an option to make my own and being provided with the information to do so"
Information about AI file is public and documented, I'm not sure I know more than you already do.

Yeah the mouse can be an issue in windowed mode.
Windowed mode is a "must have", but to fully enjoy it you really should set the resolution = your exact screen resolution. In such a case, the game behaves perfectly and is much faster that standard one (to launch, when you press alt-tab, etc).

About win10, I don't have an answer at this point and I am not currently able to troubleshoot this.
Epd999
Scout
posted 12-02-17 11:14 PM ET (US)     81 / 117       
Most definitely it doesn't build fast enough, train units fast enough or build the correct buildings in the correct order. I can beat it in less than 10 minutes on hardest and I'm not even a good DM player. The AI has no idea how to play DM properly and I'm offering my insight to help improve the DM AI, as stated, it's not supported, I would like it to be supported so I can improve my DM skills. Speaking of which.

I would like to practice certain Death match settings, I can't play NS (No Siege) Archer war or Choson War if my opponent doesn't follow the rules of the setting. This also applies to Korean setting. I would like to be able to make my own AI that goes over 50+ pop so I can easily set up a challenging AI for those sets. I would also suggest that the AI is able to exploit the villager, farm glitch.

I would also like to know if the AI uses a custom .per file or the ES ones. As I've found that some changes like minimum town size, maximum townsize & maximum builders increase the ability of the AI.

My screen resolution is not available, being 1536 x 864. I would appreciate it if this is an optional feature or my screen resolution to be added.

Especially if you want RockNRor to be compatible with DE, if that is your intention, you will need to start troubleshooting using that operating system, as it is also alienating me from using the program, among other things, as recently today it no longer works.

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

[This message has been edited by Epd999 (edited 12-02-2017 @ 11:22 PM).]

chab
Clubman
posted 12-03-17 06:23 AM ET (US)     82 / 117       
Let me remind you that RockNRor is an open mod (as much as possible).
- For resolution, you can already set it to 1536 x 864. You always could, even with old releases. RockNRorAdmin.exe allow you to set it to any resolution.
If you want the display to be beautiful you need the corresponding DRS files, I can't make them for all possible resolutions. I already provided some "classical" ones. Does the community expects me to do everything ? (especially for DRS files, I'm not good at all in such things)
I shared what I did, noone ever shared DRSes for other resolution, even if many probably exist...
Remark: the game screen can work well even if you don't have the matching DRS files. It's generally menus that may look weird. IIRC using bigger resolution DRS files grants you the game NOT to crash.

- The game does not use the .per files for RM/DM. But RockNRor allows you to set PER values for RM and/or DM
For example <per_number gameType="DM" sn="161" value="0"></per_number> allows AI players to build faster in deathmatch games.
It's provided in sample file.
You really should have a look to configuration, you can do many things there and examples/small explanations are provided.
Another tip for what you want: maybe you should try to play DM with "start in iron age" option. AI players are generally better this way.

For no siege setting it's easy: just pick an enemy civ that does not use siege (Macedonian, phoenician, persian, egypt...). You can also edit the deathmatch .AI file and make it train whatever unit you like ! Don't forget that DM games always use the same .AI file for each civ.

If you want to preserve the original .AI file, you can also edit "RockNRor_civs.xml" and add a section like this (example for egypt) to force Egypt civ to use some specific AI files for DM games

<civ id="1">
<deathmatch_aifile value="data2/xxx.AI"/>
<deathmatch_aifile_water value="data2/xxx_water.AI"/>
</civ>

I don't understand why AI should use the farm bug (press stop to renew the farm, that's it ?). By the way I thought the bug was fixed in ROR 1.a.
But the solution is simple: just don't use the bug for yourself in single player games. Moreover, farming in SP DM is generally not very important.
(another tip: farming is something like 5 times more efficient for AI players with rocknror thanks to city plan improvements)

Anyway, I must say that I agree with you, AI is not fast enough in DM games at startup.
But huh that's single player game, your game, your rules : just don't attack them until they go iron and start training units (that rule also exists in MP games) and you'll be happy.
This is what I did when I liked to play DM games, just let AI get started and then you'll have a nice game.
But RockNRor fixes already help a lot on this, for example in vanilla game, killing the enemy's barracks (or any other building) before it was fully built was enough to definitely block the AI player.
I hope you see the difference between vanilla AI and RockNRor's

And I also hope this message helps you find what you want.

[This message has been edited by chab (edited 12-03-2017 @ 06:39 AM).]

chab
Clubman
posted 12-03-17 06:33 AM ET (US)     83 / 117       
Especially if you want RockNRor to be compatible with DE, if that is your intention, you will need to start troubleshooting using that operating system, as it is also alienating me from using the program, among other things, as recently today it no longer works.
I know that win10 compatibility issue is very serious, but I'm no professional, I just don't have the resources/time to troubleshoot everything. And the OS specific issues are always a big pain in the ass. I'd love to fix this but at this point I can't promise anything.
I'm not sure people have an idea how complex it is.

For DE I'm afraid it is technically impossible to make RockNRor compatible with it. RockNRor was developed for ROR executable, DE is a new program. Writing a mod for DE would mean restart from scratch.
PhatFish
Mr. Beta
posted 12-03-17 07:19 AM ET (US)     84 / 117       
As I mentioned earlier I'm using Win7 dual booting as a workaround for now. I mainly use RockNror for it's excellent scn editor features.

Actually DE is build on the original executables with Upatch on top. Much of the code should be the same, but there are of course many changes made along the way. Since you don't have Win10 I assume you did not sign up for the DE beta?



Epd999
Scout
posted 12-03-17 04:51 PM ET (US)     85 / 117       
https://i.imgur.com/HvtraL0.png

https://i.imgur.com/eb2TJQO.png
I'm guessing I'm doing something wrong then?

If I were to preserve an AI file will it go over 50 population? Because I'm wanting to make AI that will go over 200 population or provide assistance to help improve the DM AI in RockNRor. For example, I play like this, but quite a bit slower: https://www.youtube.com/watch?v=QyFrnLXrqg4
I would like to tell you what you need to do to improve the AI but you seem to be uninterested in improving your AI further or you are looking over my offer to help you. I always start in Iron Age, it's how I've always played DM, and is how you play DM online.

I'm suggesting that the AI has the option to use the farm bug for patches before 1.0 so players who play with that farm bug can play with an AI who will use it also. How is not using a bug a solution when over 100 players use the bug an play on 1.0 not 1.0a.
For no siege setting it's easy: just pick an enemy civ that does not use siege (Macedonian, phoenician, persian, egypt...). You can also edit the deathmatch .AI file and make it train whatever unit you like ! Don't forget that DM games always use the same .AI file for each civ.
I also specified an archer war. I assume that if I were to play Yammy war that the AI will also make Cataphracts? And, correct me if I'm wrong, what your suggesting is assuming I want to play the AI at 50 population, not 200, 400 or 1000.

No problem, I know that you have your own busy life. I'm not trying to hurry you to add new features or make RockNRor compatible with Windows 10. I'm just offering my knowledge to help you improve the AI, and if your not interested in properly supporting the DM AI, please let me know, as you seem to be telling me to try other options instead of improving it.

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

[This message has been edited by Epd999 (edited 12-03-2017 @ 05:33 PM).]

chab
Clubman
posted 12-04-17 02:08 PM ET (US)     86 / 117       
For your resolution problem, maybe you did not run the program as admin.
Did you resize the window manually for the screenshot ? The bottom of the screen is missing. You should have 2 colored buttons to select the DRS files (data & data2) to use.

If this really fails, you can do "edit game file" in main window menu (make sure to select EXE files first), go to resolution, uncheck and recheck the checkbox => you will be able to change resolution values. Then save.
I also specified an archer war. I assume that if I were to play Yammy war that the AI will also make Cataphracts? And, correct me if I'm wrong, what your suggesting is assuming I want to play the AI at 50 population, not 200, 400 or 1000.
No ! AI will train what you tell it to (in deathmatch AI file).
If you create a specific AI file with only archers, AI will train archers. About the population limit, RockNRor will automatically extend it (in memory, not in actual file on your drive) so that AI builds more units. So your AI file written for a 50 pop limit will be OK.
The problem would be the number of buildings, I guess. (and town size but you already suggested a good solution).
If you prefer, you can write an AI file for population=200 (just copy paste lines for houses and units !), this should work too. Just make sure to add houses early enough.

... and don't forget you can use many AI file and just switch using the XML config file (before starting the game). It might be useful.


I'm trying to offer workarounds to help you, don't take it so badly !
It hurts a bit to hear that I don't want to improve AI, of course I do, I've been working for years on that and noone ever gave feedback. That's not very encouraging.
Without the source code or any knowledge, I'm trying to improve the AI professionnal developers created, do you think it's easy, and that I can change it in a 5 minutes work ?
Even a small change in AI may destroy completely how it behaves, it's not a simple task...


About the kind of games you want to play, it's extremely different to SP games and how AI plays the game, which means adapting AI for such games is very complex, that's a huge work. And to be honest I must admit that the changes I made are useful but cleary very small compared to what you need.

*But* if you modify town size to something very big, and write a specific AI file with many, many buildings (and many villagers), it could work. At least, work better.
The order you place things in AI file would be crucial then.

I hope you understand it can't be easy to create an AI that plays like the video you showed
Epd999
Scout
posted 12-05-17 01:03 AM ET (US)     87 / 117       
For your resolution problem, maybe you did not run the program as admin.
Did you resize the window manually for the screenshot ? The bottom of the screen is missing. You should have 2 colored buttons to select the DRS files (data & data2) to use.
I'm pretty sure that I have been running it in admin and I double checked just to make sure but yes, I still have the same problem. I sent as is and did not miss part of the window or modify it in anyway.
If this really fails, you can do "edit game file" in main window menu (make sure to select EXE files first), go to resolution, uncheck and recheck the checkbox => you will be able to change resolution values. Then save.
This doesn't work, setting my resolution back to 800x600 doesn't work either. As in, I still have the same problem as specified on the other topic
No ! AI will train what you tell it to (in deathmatch AI file).
If you create a specific AI file with only archers, AI will train archers. About the population limit, RockNRor will automatically extend it (in memory, not in actual file on your drive) so that AI builds more units. So your AI file written for a 50 pop limit will be OK.
The problem would be the number of buildings, I guess. (and town size but you already suggested a good solution).
If you prefer, you can write an AI file for population=200 (just copy paste lines for houses and units !), this should work too. Just make sure to add houses early enough.

... and don't forget you can use many AI file and just switch using the XML config file (before starting the game). It might be useful.
That's really neat, I'll look into it as soon as I get the chance.

And I'm trying to help you too. You seemed to be going over the fact that I was offering to help you improve the DM AI and focusing on how to make a work around for my problem. At the time I thought my wording would get that message to you, but I didn't mean to cause any offense. I do know modding is difficult, it's taken me a week just to make an AI and Per file that is any good for DM. So much so that it hasn't lost a match against ES .per files. What you've done is great and you should be very proud of what you've been able to achieve but there's always room to improve. But unlike you I have free time, and wanted to help you with the project, particularly the AI to make it more fun for competitive multiplayer players.

If I stay interested enough in it I have 2 years or so to make a good AI that plays like the players in that video. I also have contacts with some of the best DM players in the world to test it, such as recently I sent my AI out as a 1v7/1v5 challenge and they couldn't beat the 1v7. Here's the first version where I was using modified Rome Tool Rush .per's. Here's version 2 of my AI and per based off of what made other pers strong in DM. Version 3 currently has no videos but it is more challenging than Version 1 & 2. I'll be quite happy to send them your way if you want to take a look.

Edit: Is there a way that it can generate random strategies without running AoE so I can view it and analysis it in more detail? Particular a standard random generated Iron Age start Choson Death Match. Also, is it possible to set gather percentage in AI files normally?

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

[This message has been edited by Epd999 (edited 12-05-2017 @ 01:46 AM).]

chab
Clubman
posted 12-05-17 11:59 AM ET (US)     88 / 117       
At this point RockNRor can only generate strategies for random map games (single player). I'm trying to implement it for deathmatch.

If you want to "collect" the generated strategy for an AI player (let's say player #2)
- type "gaia2" in chat to get control of player #2
- open menu/rocknror menu
- in the free text field, type "strat" and press return key
- A popup will display the strategy (AI file equivalent) as text

There's a display bug with this screen but you should be able to select the text and copy-paste it to a notepad(notepad++ recommended). CTRL-A does not work in AOE but you can press CTRL-SHIFT-END key to select everything from current cursor pos to end of text field.

I'm afraid you need to run AOE to use the strategy generation, I'm not going into details but there are technical reasons.
BUT you can restart the game (if DM/RM & not saved game) as much as you want => a new strategy will be generated each time, for each player.

About gather percentage:
- There is a fix in RockNRor that helps AI gather more relevant resources than it does in standard game (but it's still not perfect). For example AI no longer collects tons of gold in stone age in RM games
- There are PER numbers to control gatherers percentage, did you try to change their values ?
- RockNror allows customizing the PER numbers (SNxxx) for RM and DM games (for scenario, just upload the PER file you want to use in the scenario). You can use this to force values in specific PER numbers.

I am not certain I understood well your last question. Do you want to add "setgatherpercentage" instructions in AI files ?
It would work, but the game automatically adds some, and the last one wins...


About resolution, I can hardly help until I have an environment of my own to reproduce and troubleshoot. Maybe win10 is less tolerant on DRS files ? Because in older systems, the DRS graphics don't need to match the actual resolution, the game only crashes under some circumstances (when background graphics are too small, i would say)
chab
Clubman
posted 12-10-17 01:21 PM ET (US)     89 / 117       
there's an easy configuration you can try for you DM games.
Add this in the rocknror.xml file, this should boost AI town building in DM

The may help a lot on stone-starting games (not your case here though) and when AI files do not parallelize very well the actions
todler
Clubman
posted 02-05-18 02:40 AM ET (US)     90 / 117       
Hey Chab, could you get in skype? We would like to discuss something with you.
PhatFish
Mr. Beta
posted 09-30-18 09:50 AM ET (US)     91 / 117       
I got this to work on Win10 again! To get around the non-compatible Visual C++ 2013 runtime library, use this all-in-one installer: https://www.majorgeeks.com/files/details/visual_c_runtime_installer.html which also installs much faster. MS is just trolling!



chab
Clubman
posted 09-30-18 10:07 AM ET (US)     92 / 117       
Wow that's great, thank you once again PhatFish.
I could not manage to troubleshoot this issue so I'm really happy you found this.

@Todler: oops for some reason the forums never showed me the topic as "unread" so I did not see your message.

(I don't know if I'm the only one but the read/unread status never work correctly on this site/forum)
PhatFish
Mr. Beta
posted 09-30-18 01:57 PM ET (US)     93 / 117       
Pure luck running in to that I guess. Never had problems with read/unread status.



Epd999
Scout
posted 10-22-18 00:33 AM ET (US)     94 / 117       
Hey, I was wondering whether it's possible to change sound files in game. I'm having trouble modifying the games files, I've tried 8 bit, 16 bit & 32 bit and it doesn't seem to read any. Do you know if I'm messing something up or if it's hard coded?

Lost Empires Mod
Maybe it's only a fool who'll perilously journey out to what might not be there. But if you want to solve problems, you don't just solve the ones that are there, you find more and make more and go after the impossible ones.
The neanderthals never ventured into the unknown and they went extinct, so who are the fools?
chab
Clubman
posted 10-22-18 11:55 AM ET (US)     95 / 117       
Do you mean, you want to modify or add wav files in sound.drs, am I correct ?
From what I see original sounds are 16 bits, 22050 Hz, so you probably better use the same format (even if the game probably uses system stuff to read WAV files).

I have not much messed with sounds in my work, the only thing I can say is that if you are using turtle pack to customize your DRS file, MAYBE it could be the root cause of your issue, because DRS editor corrupts DRS files.

There is a small DRS editor in RockNRorAdmin tool (you don't have to install anything, just run that Exe). UI is not beautiful, but it works, and as far as I know, it produces valid/clean DRS files (I added this feature because turtle pack files always had problems).
If you have no other clues, you might want to try this.
PhatFish
Mr. Beta
posted 11-15-18 08:50 AM ET (US)     96 / 117       
Chab, are you still interested in helping us with the Beyond the Indus project? We could really use your expertise with .exe editing!



chab
Clubman
posted 11-17-18 06:04 AM ET (US)     97 / 117       
Hi PhatFish

Yes maybe I can still help a bit, what exactly are you planning ?

RockNRor already allows to customize freely almost anything in the game, without changing game files (preserving AOE installation)
- use a custom empires.dat from another location
- add/overload graphics or sounds using additional DRS files (and keep original ones unchanged)
- add/overload translation text in text files (no need to edit DLL files) => very easy to support several languages
- add tilesets
- add or overload civilizations, 100% configurable, and AI-compatible (you can either ask RockNRor to dynamically create random AI files -compatible and relevant for AI player's civ and tech tree- or configure in a XML file what AI files are compatible with which civilization)
- Check for issues in custom empires.dat files
- trading works with any units, even for AI players
- triggers in scenarios
- (much much better AI)
- and of course everything is configurable, you can disable features you don't like or use different settings
- Technically RockNRor does not prevent from using one or many separate exe-editing mods. Of course the developers would have to be careful with compatibility with other mods

That should allow Beyond The Indus to work quite well, without modifying original game files, unless there are new features I'm not aware of. Please note it's not even necessary to write a single AI file to run single player games with functional AI players. RockNRor automatically analyzes empires.dat and can generate adapted strategies.
nrdani
Clubman
posted 11-29-18 05:28 PM ET (US)     98 / 117       
I'm having problems with screen resolution. RockNRoR installs fine, but the game itself opens in a window/windowed mode instead of fullscreen. I didn't change anything regarding resolution in RockNRor admin.

My desktop resolution is 1280x1024, but always played the vanilla ROR at the default 800x600. I'd like to keep things that way. How can I make RockNRoR run in fullscreen using the original resolution?

I play AOE on WinXP, so privileges can't be the problem.
chab
Clubman
posted 11-30-18 01:34 PM ET (US)     99 / 117       
you can disable windowed mode.
Run RockNRorAdmin (and open the exe with CTRL-O or CTRL-R), then edit (CTRL-E).
Select Windowed mode, and uncheck the box, then save.

That should be OK.

There is an alternative solution, open ROR_API.conf file in a text editor and transform the line
wndmode.dll
into
#wndmode.dll
nrdani
Clubman
posted 12-01-18 12:19 PM ET (US)     100 / 117       
Thanks chab! Now it works as it did before.

Great job on improving the game in all aspects.

By default 7 hardest were no match for an even an avg player, but now you can't stun units with 2 priests anymore

I have made a Hungarian translation to RockNRor's strings. I can donate it to the mod if you'd like to include it in future releases.

[This message has been edited by nrdani (edited 12-01-2018 @ 01:05 PM).]

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