Author |
File Description |
The_Patriarck |
Posted on 04/29/18 @ 06:06 PM (updated 05/14/23)
5thLegacy is a large expansion to Age of Empires: the Rise of Rome. The mod currently adds 37 new civilizations, several new trainable units, a handful of technologies, 6 new building graphic sets, improves the difficulty of the computer players, adds walkable farms, and much more. 5thLegacy also tweaks the balance of the game to introduce new tactics and further the strategic depth of the game, without taking too much away from the concept of Age of Empires.
To install: Download the 5thLegacy Main zip file, and move the 5thLegacy mod folders into your "/Age Of Empires/Mods" folder, then load it in UPatch's mod manager.
This mod REQUIRES UPatch HD, which makes the Mods folder.
You can find it here - https://upatch-hd.weebly.com/download.html
For information on Civilizations, check the Tech Tree Primitives.txt file or the Civilization Cards in the "/Age Of Empires/Mods/5thLegacy/5thLegacy Extras" folder.
Feedback is much appreciated.
|
Pages: « First « 1 [2] 3 4 5 6 7 » Last » |
Author | Comments ( All | Comments Only | Reviews Only ) |
---|
The_Patriarck
File Author |
Posted on 05/05/19 @ 12:03 PM
Actually, the Invisible Man technically has a gun, sort-of a man from the future. Archery units like that tend to get over-powered quickly, due to numbers. Yes, the scenarios included in 5thLegacy are ones I designed, except Holy Man, I only redesigned it. Odd, the AI in the video never built an Academy; I will have to tweak it a bit more. Kind of funny seeing someone use Stone Throwers to that extent, I tried to make those scenarios have players learn about the civs they play as; Thrace = Improved Bowman have +1 Attack.[Edited on 05/05/19 @ 12:35 PM]
|
Luna Lynn |
Posted on 05/05/19 @ 03:15 PM
I wanted an unit that was cleaning the buildings as fast as possible since enemies aren't a threat at all after their tool rush =). I see you wanted to use the composite bowmen double bonus against hoplites.
Mixing hoplites with cavs would fully prevent this:"no care about strategy let's rush the scenario style". (cause 20 slingers kiting a hoplite is still 6 hits, and god knows they're slow)But wait still can go double Academy 50% hoplites 50% mercenaries style, give them plenty gold at the beggining of the game cause they wouldnt gather enough though x). Then I don't know this is your scenario but 1 or 2 gold mines on the explorer island and maybe the player would choose as strategy to land there and defend the island + fishing around. But It's always a pleasure to try scenarios made by someone else and I always adapt, here as you can see it like bothers me to go full composite cause I don't need them to win and I don't have time for the food income + the fact we can't build farms without deleting all the roads around the buildings ^^' |
The_Patriarck
File Author |
Posted on 06/04/19 @ 09:41 AM
I have been dabbling in new graphic sets using existing ones and had thought of doing that for "barbarian" civs, right now I'm working on another graphic set though. There are many factors to help balance Helepolis; aside from their reduced attack rate of -30% (-35% total woodcutting, increased Hp for most "Mounted units", Catapults not benefiting Ballistics, quick priest conversion, and many civs that get Helepolis should have some sort of handicap, if I recall). The dock was an early-build graphic that I haven't changed much, I might "improve" it though.
Rafael101, thanks for the feedback, I have taken your concerns into consideration.[Edited on 06/04/19 @ 09:45 AM]
|
Rafael101 |
Posted on 06/09/19 @ 03:19 AM
Can you investigate why Roman civ have masive problem to survive to Bronze and Iron age...
And can you change roman military composition from balista, catapult to Iberian and gallic compositions (swordman archers siege cav) |
Mike13one |
Posted on 08/18/19 @ 06:35 PM
Really nice mod, I like the changes and additions. :) Keep it up!
Any new plan for new gameplay feature, like farm queuing perhaps? Or it's just simply not possible? Perhaps upgrades for tool age units on bronze age, e.g. scout -> light cavalry, or would it break the balance of the game?
Also some possible bug, it seems that the mod reintroduces the old gaia horse graphical glitch from RoR, which makes it invisible while galloping. I tried to use vanilla UPatch (no mods) and the horse is visible. |
The_Patriarck
File Author |
Posted on 08/25/19 @ 04:58 PM
I used the .dat file from ROR 1.0, so the horse probably does not work, like you said. I'll look into it.
Farm queuing is not possible in AOE1, to the best of my knowledge; however, you can use RockNRor to have automatic farm re-planting. |
Baccius |
Posted on 09/01/19 @ 06:34 PM
Is it possible to put minimum time to advance age in mp options? (Would love to have to play some minutes in every age before getting asducking Balistas and Champions) |
The_Patriarck
File Author |
Posted on 09/08/19 @ 04:01 PM
That would be a nice feature/option, but from what I know, it is not possible.
You are having problems against Legions and Helepolis? Any other information you can give me about that?[Edited on 09/08/19 @ 04:02 PM]
|
Luna Lynn |
Posted on 10/09/19 @ 10:45 AM
Well I guess that if we want to keep the settings from older patches for our old scenarios and play multiplayer online we have to keep the older patches and upload on a site like mediafire, I'd like to mod myself but it seems there isnt any good tutorials for noobs, I just tried the rord/aoed but i got lost I have no idea what to write in the black screen since I have no examples and the tutorial isnt clear x). Thought about it because I have a new scenario idea, I like the macedonian civilization bonuses for it but on another hand I wanted to prohibit houses to build on the special trees in order to prevent removing the forests cause you still can build houses on 1 tiles elevation spam, so thought about xiongnu |
Luna Lynn |
Posted on 10/11/19 @ 08:50 AM
If you had to completly disable houses for a specific scenario how would you make it work? knowing the scenario has already secured preplaced houses so don't really need to set their pop at max like xiongnu. |
Pages: « First « 1 [2] 3 4 5 6 7 » Last » |