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AoE/RoR Modding and Discussion
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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » Age of Empires: Beyond the Indus Expansion
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Topic Subject:Age of Empires: Beyond the Indus Expansion
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Epd999
Scout
posted 09-01-16 03:12 PM ET (US)         
The expansion is looking promising, we are steadily doing our own part at our own pace and have made (and not made) multiple decisions regarding the expansion. Wish us luck, if you would be so kind.

Features:
Indian Building Set
4 new Civilizations - Alpha stage bonuses
X new Researches (Decided on)
5 new Units (Decided on)
New Interfaces
New Menu Backgrounds (Working on)
Game improving features
New Soundtrack (Working on)

Hurdles:
Turtle Pack Glitch, when two darkest player colours do not change player colour
Anything that is hard coded.

Notice
I would ask that people on the team would refrain from publicly sharing what the new content is in the expansion for now.

Job List:
Epd999: Data editor, Death Match AI maker
Phatfish: Soundtrack, UI
yohomes2: Modeling & Post processing
Todler: Modeling & Post processing
Chab: Software editor
Mystery Man: ...

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 04-13-2017 @ 07:59 PM).]

AuthorReplies:
Epd999
Scout
posted 09-23-16 01:31 PM ET (US)     51 / 252       
The work that needs to be done on the general building is making the gate brown & layered like the other stables, the fence smaller & fixing the lighting.The building looks very Slavic imo. I'm going to see what others think of the style before making any more comments.

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 09-23-2016 @ 04:58 PM).]

Highwing
Clubman
posted 09-23-16 10:06 PM ET (US)     52 / 252       
I picture brighter colors for Indian, like maybe more gold instead of the gray and black tones?

For what it is, though, I do like that stable. Good job so far.

[This message has been edited by Highwing (edited 09-23-2016 @ 10:07 PM).]

todler
Clubman
posted 09-24-16 01:22 AM ET (US)     53 / 252       
Looks great! I agree with Epd's suggestions, the tent needs to be resized too, unless it's for elephants?
Idk anything about the ancient indian architecture, but this color scheme is unique compared to the old sets, golden might be confused with yellow pc.
Highwing
Clubman
posted 09-24-16 01:29 AM ET (US)     54 / 252       
Maybe gold wouldn't be appropriate, but the colors just look too dark in general.
Epd999
Scout
posted 09-24-16 03:53 AM ET (US)     55 / 252       
A light ground like brown would work, as I believe their buildings were generally made from clay.

The tarp is to big and even if it for elephants I still stand by what I said. The building size is fine, the fence is to big, the gate should be brown and layered etc.

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 09-24-2016 @ 03:54 AM).]

knightse72
Clubman
posted 09-24-16 07:28 AM ET (US)     56 / 252       
While work is going on with the Indian/south eastern Asian architecture I am going show some links for insiperations for the Northern European Set

Walls
http://kunstundfilm.de/wp-content/gallery/die-welt-der-kelten/19_animation-steintor-heuneburg_r.jpg
https://upload.wikimedia.org/wikipedia/commons/c/cb/Oppidum_manching_osttor.JPG
http://www.ancient-celts.com/heuneburg.jpg
https://upload.wikimedia.org/wikipedia/commons/5/5f/Heuneburg_(Diorama_-_Ausschnitt_im_Heuneburg-Museum,_Hundersingen).JPG
https://s-media-cache-ak0.pinimg.com/originals/96/67/f4/9667f4cf2c6761e531472f8f7777e340.jpg
http://www.megalithic.co.uk/a558/a312/gallery/Central_Europe/Switzerland/dkl_Oppidum3.jpg

Houses
https://s-media-cache-ak0.pinimg.com/564x/d3/03/fa/d303fa9fb6ecfd94fd1f5938c1a7fa9f.jpg
http://3.bp.blogspot.com/-fXhY56uDYfQ/VFPe4FBhdXI/AAAAAAAAGSs/wqt_FNBRylI/s1600/langhaus_neol1.JPG
http://www.scottishheritagehub.com/sites/default/files/u12/Fig_27_top_Balbridie.jpg
http://www.scottishheritagehub.com/sites/default/files/u12/Fig_27_bottom_Crathes.jpg
http://www.dandebat.dk/dk-images/970p.jpg
http://www.uffes-smedja.nu/longhouse.JPG
https://upload.wikimedia.org/wikipedia/commons/b/bd/Roundhouse_(dwelling)_Celtic_Wales.jpeg
http://resources.woodlands-junior.kent.sch.uk/homework/celts/images/house.jpg
https://s-media-cache-ak0.pinimg.com/564x/ed/57/30/ed57302fa7aa0bc2317282dff5b25c21.jpg

Buildings
http://65.media.tumblr.com/tumblr_m1psycPubG1r4106ao1_500.jpg
http://www.philarm.com/category.aspx?pageSelect=prehistoric#1
http://www.gaulois.ardennes.culture.fr/mediatheque/communs/images/grand_format/1/498_2.jpg
Epd999
Scout
posted 09-25-16 05:46 PM ET (US)     57 / 252       
I think the first hurdle would be the graphics, we can't really get anywhere with it until we have the darker player color bug fixed or avoided, is there anyone who actually has the knowledge to fix something like that or even convert SLP Studio to run on a 64bit system? Alternatively we need someone who has 32 bit computer or the ability to run a Windows XP emulator (which I can't).

If anyone knows how to fix Turtle Pack or is happy to do all the image converting on a 32bit system, that would be much appreciated.

Lastly, has anyone got contacts with aoe_scout, I haven't seen him around as of late and was wondering if he had any time to contribute or guide the expansion?

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?
yohomes2
Clubman
posted 09-25-16 06:54 PM ET (US)     58 / 252       
I'm not sure about anything with .slp files, nor would I know how to set up Win XP. Maybe we should all get in contact with our older family members for that .

I will work on some of the buildings and possibly some of the units for the expansion. What are you working on, Epd999?
Epd999
Scout
posted 09-25-16 07:53 PM ET (US)     59 / 252       
At the moment I'm not working on any specific task, I have measly abilities when it comes to graphics and fewer still with programing, though I can edit .dll, .dat & .slp. So really I'm guiding progression on at this point.

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?
yohomes2
Clubman
posted 10-05-16 01:15 PM ET (US)     60 / 252       
Hey. Epd, Phatfish, and Eurotool. Are you guys willing to commit to this project? We will have to keep in contact regularly, and you guys should pick some of the role Jan DC had listed that would be needed. That way we can get this unofficial expansion started. I can do some of the Indian buildings.
Epd999
Scout
posted 10-05-16 09:45 PM ET (US)     61 / 252       
These are the jobs I can do:
- Data editing
- Research
- AI creating/editing
- Beta Testing(ish)

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 10-05-2016 @ 09:45 PM).]

yohomes2
Clubman
posted 10-06-16 04:04 PM ET (US)     62 / 252       
EPD, can you use skype to stay in contact? It is the best way to regularly discuss the expansion's progress.

Also. We should discuss these ideas about the expansion.

The name, we've come up with two decent ones so far. Any more suggestions are appreciated.
-Road to India
-Beyond the Indus

What civilizations should be added in the Indian architecture set.

What bonuses and the tech tree each civilization should have.
Mahazona
Clubman
posted 10-07-16 07:01 AM ET (US)     63 / 252       
Mayura,chola,Sinhalese(hela) kingdoms can be used.
Chola's are a good option to represent the southern part of india as they conquered kerala pandya pallawa and parts of sri lanka.
Mayurans pretty much conquered all of india and fought of Alexander the great.
Sinhalese or hela people are totally different to india and fought with south indian invaders for centuries.

Btw can someone update the first post with what is new in this project.

[This message has been edited by Mahazona (edited 10-07-2016 @ 12:44 PM).]

Jan dc
Clubman
(id: Den cekke)
posted 10-07-16 08:12 AM ET (US)     64 / 252       
So no southeast Asian civs? I'd do 2 Indian and 2 southeast Asian to cover both.
Highwing
Clubman
posted 10-07-16 01:21 PM ET (US)     65 / 252       
Southeast Asian meaning what? Hong Bang and something else? Would they have the same architectural set as Indian? I personally don't think Hong Bang should look Indian, but maybe there's architecture that would work for both Indian and Southeast Asian?
todler
Clubman
posted 10-07-16 03:22 PM ET (US)     66 / 252       
All RoR civs use the same set and are from 3 continents, so what's the issue exactly?

I still think that having civs from different regions would be benificial to the gameplay as opossed to only indians, would they all have elephant bonuses? A camel civ and a chariot civ might be cool too.
Mahazona
Clubman
posted 10-07-16 08:25 PM ET (US)     67 / 252       
I agree it will not be much of an issue,we should try to follow the original expansion as much as possible much like the aoe 2 FE mod.
Highwing
Clubman
posted 10-07-16 10:12 PM ET (US)     68 / 252       
I thought that since we voted on Indian (if the voting is even done), the new civs should stay as close as possible to Indian. Sometimes this can be stretched a bit, of course.

[This message has been edited by Highwing (edited 10-07-2016 @ 10:14 PM).]

XLightningStormL
Clubman
(id: TheBronyKing11)
posted 10-08-16 03:32 AM ET (US)     69 / 252       
Add a Celts (and maybe Norse/Saxons) civ or something, What really irks me about AoE is the lack of a Northern European civ until AoK came out, that and it would make those Gaul Missions in the Caesar Campaign a lot more fitting.

Lead Designer and Producer of Age of Mythology's biggest mod compilation: http://aom.heavengames.com/downloads/showfile.php?fileid=11038
Jan dc
Clubman
(id: Den cekke)
posted 10-08-16 08:11 AM ET (US)     70 / 252       
Would they have the same architectural set as Indian? I personally don't think Hong Bang should look Indian, but maybe there's architecture that would work for both Indian and Southeast Asian?
The architecture sets in the original game didn't make any sense either so I don't think it's a big issue.
we should try to follow the original expansion as much as possible
I agree. Just add the same amount of things RoR added. It will be more appealing to the general public and taking on a too big scope never works out.
I thought that since we voted on Indian (if the voting is even done), the new civs should stay as close as possible to Indian
Imo opinion it would be more interesting for the campaigns and tech trees/civ bonuses to include the southeast as well. 4 Indian civs seems a bit too many to me.

The polls are a bit of a mess and it's hard to say how representative the results are . Still atm both polls combined have:
Northern - 22
Indians - 22
Nomads - 13
Meso-americans - 12
Africans - 10
Polynesians - 4

Indians were in the lead most of the time though. What we also can do is to raise awareness by posting it on reddit to get more people involved.
Add a Celts (and maybe Norse/Saxons) civ or something
That's the idea if the Northern building set wins the vote. Because the amount of work involved in modeling a whole set it's more realistic that we just stick to one set for now.

[This message has been edited by Jan dc (edited 10-08-2016 @ 08:16 AM).]

Mahazona
Clubman
posted 10-08-16 10:02 AM ET (US)     71 / 252       
One new buildset,4-5 new units,one or two new gameplay features would be more than enough as the community is small.

Using already created assets will speed this up rather than doing everything from scratch.
PhatFish
Mr. Beta
posted 10-08-16 03:36 PM ET (US)     72 / 252       
As mentioned I may be able to do some sound effects, beta test, maybe some designing, an UI, post about the expansion on the main site.

I'll leave the poll open for another week. Indeed it is a close call between Indian and Northern, so we'll see what the result is when the poll is closed.

We need either the support of Chab or aoe_scout before we could have something tangible though. I don't know anyone else (todler?) who could modify the .exe.

Also, what Mahazona said.



todler
Clubman
posted 10-08-16 04:31 PM ET (US)     73 / 252       
I don't have any experience with the exe.

I think having Chab on board would be very good, even if it's based on UP and you can easilly add the civs etc.

Also as casual myself i'm interested in fully fletched(map art) campaign and this should be a main focus but it wasn't mentioned so far.

Another maybe down the line is contacting expert competitive players for the balance.
knightse72
Clubman
posted 10-08-16 07:19 PM ET (US)     74 / 252       
I think we should do Indian/South East Asia first before we work on the Northern Civilisation

This is the list I would like the Civilisation groups would be added in the following order

1.Indian/South East Asia
2. Northern
3. Nomadic
4. African

The reason why I did not list the meos-americans is frankly realistically they would be limited to the Tool Age as the most advanced of pre-columbian native american civilizations did not use bronze beyond jewelry until the Icans which is outside of the time period of Age of Empires 1 and more in line with Age of Empires 2

[This message has been edited by knightse72 (edited 10-08-2016 @ 07:47 PM).]

chab
Clubman
posted 10-09-16 05:22 AM ET (US)     75 / 252       
If I can help on specific subject I will give it a try, as I always did until now when people asked for specific features on the forums.
You think you may not need guys working on AI files, as I already developed the necessary feature to create it dynamically according civ tech tree/bonus. It even adapts to custom units that are not from standard game. And my in-game tech tree viewer also supports custom units/tech trees.

However I've already spent hundreds of hours developing an architecture and a framework that is compatible with anythin/any possible mod so i'm not spending more time on this (I don't even have time to complete my own features).
PhatFish
Mr. Beta
posted 10-09-16 07:15 AM ET (US)     76 / 252       
I guess we would use RoR as a base template to work on? Is there a way to make AoE and RoR recognize a second custom expansion? Could just be a simple version change in the exe and changing the data2 path to data3. Would that work?



Jan dc
Clubman
(id: Den cekke)
posted 10-09-16 08:39 AM ET (US)     77 / 252       
This is what was added in RoR.
-1 building set
-4 new civilizations
-4 new researches
-5 new units
-new interfaces
-new menu backgrounds
-game improving features like: the ability to double click a single unit and select others of the same unit-type and unit queuing
-larger maps
-new sound track

(Am I missing something?)


Yohomes2 and I can take care of all the graphical stuff except for drawing new menu backgrounds.

[This message has been edited by Jan dc (edited 10-09-2016 @ 08:39 AM).]

Mahazona
Clubman
posted 10-09-16 09:12 AM ET (US)     78 / 252       
Why not include things like eyecandy objects and things hidden like the valcano.

Someone should make a list of things to be added rather than doing random things.

[This message has been edited by Mahazona (edited 10-09-2016 @ 09:49 AM).]

chab
Clubman
posted 10-09-16 10:18 AM ET (US)     79 / 252       
I guess we would use RoR as a base template to work on? Is there a way to make AoE and RoR recognize a second custom expansion? Could just be a simple version change in the exe and changing the data2 path to data3. Would that work?
This is something that I already made possible with customROR:

- you can specify which empires.dat file to use (can be any location)
- you can specify which interface DRS files to use
- you can load additional DRS files from any location
- you can add language localized text from files from any location (in text format, which is way more practical than DLL)
- For AI files, strategy generation can make the trick (btw I found a bug with all techs, will be fixed in next release). Otherwise there's an option to specify AI file to use for custom civilizations depending on game type (RM/DM) and map type (water/land/mixed)
- Additional researches are not an issue
- Additional units are not an issue provided that they are consistent for all civs
- you can even use other mods that add custom code in empiresX.exe (thanks to ROR_API system)

Most of these features are supported in 4 versions of the game (AOE b/c, ROR b/c). Which means a mod using additional graphics (DRS), a specific empires.dat, additional strings would work the same in all these versions without having to do any additional work.

This also means you can create a mod without having to interfere with game files (empires.dat, DRS files, language.dll, etc).
This also means a standard ROR can coexist with a modded ROR (depending on which EXE you run).

[This message has been edited by chab (edited 10-09-2016 @ 10:25 AM).]

Jan dc
Clubman
(id: Den cekke)
posted 10-09-16 10:31 AM ET (US)     80 / 252       
Does it also support additional civs and interfaces?
todler
Clubman
posted 10-09-16 10:54 AM ET (US)     81 / 252       
Were the original culture UIs drawn(2d) or rendered from 3d scenes?

A pretty HD render of the new buildings might work as the intro/main menu background.
Jan dc
Clubman
(id: Den cekke)
posted 10-09-16 11:45 AM ET (US)     82 / 252       
Were the original culture UIs drawn(2d) or rendered from 3d scenes?
The textures were drawn by hand but that's not a problem. There are plenty of textures for it on the internet.
A pretty HD render of the new buildings might work as the intro/main menu background.
True that could maybe work as well. Will have to see if we can get it in the same quality as the original ones.
todler
Clubman
posted 10-09-16 12:19 PM ET (US)     83 / 252       
I think using some google graphics or aok ones for that matter, won't make this project look polished enough. Maybe we can get Kondrikthus or anoter 2d artist for the indian UI bar then? It's only one image that repeats, it shouldn't be a big deal.

@Phatfish, do you think you can make a short main menu track for this? RoR is about a minute, right?
chab
Clubman
posted 10-09-16 03:49 PM ET (US)     84 / 252       
Does it also support additional civs and interfaces?
yes of course, I was the first to implement the support of additional civilizations.

What do you mean by interfaces ?
PhatFish
Mr. Beta
posted 10-09-16 04:17 PM ET (US)     85 / 252       
Seems I haven't even begun to explore the full potential of CustomizeAoE, since my main focus is on using it for scenario design. Also I think the addition of Triggers in the new expansion is something everyone would welcome (which is already possible with CustomizeAoE/Ror for a while now), as well as the greatly enhanced AI. I assume the following is easy to do, but is a custom icon for the new .exe possible?

I know my way around photoshop so I might be able to assist with some stuff there as well.

I have pretty much all the means of creating a new main menu track, I'll see what I can do. No promises though



Jan dc
Clubman
(id: Den cekke)
posted 10-09-16 06:28 PM ET (US)     86 / 252       
I think using some google graphics or aok ones for that matter, won't make this project look polished enough. Maybe we can get Kondrikthus or anoter 2d artist for the indian UI bar then? It's only one image that repeats, it shouldn't be a big deal.
A good 2D artist can do that but so far there's no one here for that.
yes of course, I was the first to implement the support of additional civilizations.
What do you mean by interfaces ?
Ok cool. I mean the building set specific UIs.
I know my way around photoshop so I might be able to assist with some stuff there as well.
In what regard? Do you know how to make textures and things like that?
I have pretty much all the means of creating a new main menu track, I'll see what I can do. No promises though
Nice
chab
Clubman
posted 10-10-16 06:27 AM ET (US)     87 / 252       
I mean the building set specific UIs.
OK, it's about additional graphics.
They can be added in a separate DRS file (no need to mess with original files).
However I think there's some adaptation to do in the EXE because it's not supposed to support more tilesets.
Jan dc
Clubman
(id: Den cekke)
posted 10-10-16 07:29 AM ET (US)     88 / 252       
That's good. Yeah userpatch already supports that and it would be great if you could implement the new tilesets too. Then we can use the other great features you added.
chab
Clubman
posted 10-10-16 08:25 AM ET (US)     89 / 252       
I'll have a look to this when I can
Epd999
Scout
posted 10-10-16 11:39 PM ET (US)     90 / 252       
I am available on skype, you can find my skype username in my user profile.
I don't think we should count both polls towards the final score, because it is highly likely that people who have voted on the Yohomes poll have also voted on the other aoe heaven poll, therefore it would be counting votes, particularly ours, twice. At this point on the aoe heaven poll India & Northern are tying, although the community that is committing to the project are talking about India, Northern has only be mentioned a few times.
Phatfish, I know you have created music for Age of Italy and was considering using the music for the expansion. The soundtrack would work better if the Nothern archeticture is chosen and won't work well with Indian. Also if Heunabu is still lurking around in the backgrounds you are welcome to join as well.
Chab is it even possible to add larger maps to age of empires through the exe or is it hard coded?
Jan, should I just add you to the list? Because despite what you said earlier you still task yourself jobs in the project.
Again the biggest hurdle so far would be the Turtle Pack Glitch, when two darkest player colors do not change player color, would anyone be able to fix or avoid the issue?
And one final question are we using Upatch, CustomizeAOE or will we try using both?

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 10-11-2016 @ 00:40 AM).]

chab
Clubman
posted 10-11-16 03:59 AM ET (US)     91 / 252       
there is a technical limit on map size, the maximum is 255*255
todler
Clubman
posted 10-11-16 04:17 AM ET (US)     92 / 252       
I think having one size larger map like in UP(not sure about the actual dimensions) is enough.

New gameplay modes/types would be also interesting. Having to escort the same artifact in all campaigns gets boring haha.
Jan dc
Clubman
(id: Den cekke)
posted 10-11-16 08:13 AM ET (US)     93 / 252       
I don't think we should count both polls towards the final score, because it is highly likely that people who have voted on the Yohomes poll have also voted on the other aoe heaven poll, therefore it would be counting votes, particularly ours, twice. At this point on the aoe heaven poll India & Northern are tying, although the community that is committing to the project are talking about India, Northern has only be mentioned a few times.
Which poll is the right one then? But yeah I think we should take India too. Seems we're leaning more towards this one and Yohomes2 already showed the Indian stable.
Chab is it even possible to add larger maps to age of empires through the exe or is it hard coded?
Rather than larger maps what about aoe2 features?
Jan, should I just add you to the list? Because despite what you said earlier you still task yourself jobs in the project.
I've not tasked myself with a job yet, just exploring things and helping out Yohomes2. I'm currently not in the position to help out officially with this project.
Again the biggest hurdle so far would be the Turtle Pack Glitch, when two darkest player colors do not change player color, would anyone be able to fix or avoid the issue?
Unless we got the source code of turtle pack it will be difficult. You can use an older tool or if you have programmers make a new one.
And one final question are we using Upatch, CustomizeAOE or will we try using both?
Don't think they're compatible. But if CustomizeAOE can implement more tilesets, that would be the better one.
New gameplay modes/types would be also interesting. Having to escort the same artifact in all campaigns gets boring haha.
CustomizeAOE adds triggers so that gives a lot more options.

[This message has been edited by Jan dc (edited 10-11-2016 @ 08:14 AM).]

todler
Clubman
posted 10-11-16 08:31 AM ET (US)     94 / 252       
Which aoe2 features?

Example of such trigger options? Also i was talking for RM too, like there is a monument in aoe2(although it's a bit similar to the ruins).

Edit: making use of the discovery mechanic would be interesting, like if a team cover all, they win instantly. Only once to put a flag is enough, no need to keep a unit there.

[This message has been edited by todler (edited 10-11-2016 @ 08:40 AM).]

yohomes2
Clubman
posted 10-11-16 11:21 AM ET (US)     95 / 252       
I think we need a group chat. Communicating slowly through this forum will cause many delays.
Epd999
Scout
posted 10-12-16 00:49 AM ET (US)     96 / 252       
Which poll is the right one then?
aoe heavengames poll
What about aoe2 features?
Be more specific, are you talking about unique units, domesticate-able animals, relics, map copy, etc?
I've not tasked myself with a job yet
'Yohomes2 and I can take care of all the graphical stuff except for drawing new menu backgrounds.' - Jan DC
You can use an older tool or if you have programmers make a new one
I have considered this and openly ask if anyone can, please communicate this with us that you are able to.
Don't think they're compatible. But if CustomizeAOE can implement more tilesets, that would be the better one.
CustomizeAOE has more features, less user friendly and not us popular. If chab and aoe_scout can actually collaborate on the project, then the problem would be sorted, but aoe_scout has been afk as of late.
making use of the discovery mechanic would be interesting, like if a team cover all, they win instantly. Only once to put a flag is enough, no need to keep a unit there.
It would be nice, but instantly winning is a bit farfetched imo, some sort of bonus yes, but not winning.
I think we need a group chat. Communicating slowly through this forum will cause many delays.
I have said that I am available on Skype. If you continue to ask and don't act, it would be a nuisance.

@Eurotool, what is your Skype?

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 10-12-2016 @ 00:53 AM).]

yohomes2
Clubman
posted 10-12-16 04:45 AM ET (US)     97 / 252       
Nvm this post here

[This message has been edited by yohomes2 (edited 10-12-2016 @ 04:58 AM).]

Jan dc
Clubman
(id: Den cekke)
posted 10-12-16 05:46 AM ET (US)     98 / 252       
Be more specific, are you talking about unique units, domesticate-able animals, relics, map copy, etc?
Gameplay improvements like shift clicking adding 5 in the queue, reseed-able farms, villagers automatically going to work after putting down a resource drop-off building, ...

All of these are very improbable without the source code but we can always ask.
'Yohomes2 and I can take care of all the graphical stuff except for drawing new menu backgrounds.'
Yes like I said I'll aid Yohomes2 in the graphical stuff. Still doesn't mean I can commit to this project. I'll be more like a consultant.
I have considered this and openly ask if anyone can, please communicate this with us that you are able to.
Has anyone ever wrote documentation for this? That would go a long way if someone would want to start on this.
todler
Clubman
posted 10-12-16 06:23 AM ET (US)     99 / 252       
There should have been a documentation(i'm lazy to search now ), because i think Turtle Pack was based on the previous SLP editor.

All these aoe2 features sound good.

Something different: what about adding a king equivalent?
Epd999
Scout
posted 10-12-16 11:22 PM ET (US)     100 / 252       
I have toggled with the idea of a king equivalent, and the hardest thing would be finding a name that fits all civilizations, unless we have different names for each.

There are a lot of cool features each of us would like to be added to the age of empires expansion. It would be easier if we somehow listed all of them out and chose like 2-5 from the list.

Thanks to those who have contacted me on Skype.

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?
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