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.
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Author | Comments ( All | Comments Only | Reviews Only ) |
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The_Patriarck
File Author |
Posted on 05/05/18 @ 10:18 PM
Remove any old versions before updating.
If you've made any scenarios or progressed in the campaigns, you can back up your files before updating (game.nfo in the "campaign" folder tracks your campaign progress and can be moved to newer versions)
You can keep up with 5thLegacy on the Discord server https://discord.gg/pTb4WeH or at https://www.moddb.com/mods/5thlegacy-aoe1-mod
Version 1.84 is now available (May 14th, 2023).
To save on space, the AVI files for the Expanded version campaigns will be uploaded separately as a Miscellaneous File. https://aoe.heavengames.com/dl-php/showfile.php?fileid=2867
If Explorers get glitched, just tell them to target a house and they should start walking again.
Note: Explorers need to target a house before they start wandering.
Version 1.9 is being developed and will be available in a couple of months; I'll let you know when a release date is set.
The new update will be including new civs: Armenia, Yuezhi, Lydia, and maybe a couple more (to be decided).
New units are on the way: the Improved Slinger and new Skirmisher unit-line (4 units in total).
New technologies are also being planned with one new tech confirmed so far.
Unit and civ balance are also getting attention to bring the balancing to its best point.
The AI files/strategies are being overhauled as well and will have more variety.
Version 1.9 will also be separating the Expanded and "Classic" versions, so the Expanded version will no longer be available here; you will still be able to download it on Mod Db though.[Edited on 03/04/24 @ 09:52 PM]
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Sudipto |
Posted on 05/09/18 @ 07:22 AM
Hands down, what a mod it is.
Keep it up man |
Rafael101 |
Posted on 12/22/18 @ 03:08 PM
can you make mod for 200 pop in 5th legacy it's shame to have only 50...
can you raise pop cap please :)
Mod is fantastic ;) |
The_Patriarck
File Author |
Posted on 12/25/18 @ 12:51 PM
You can change the population limit in "mod.ini" file in the 5thLegacy folder. AI won't build more than 50 units though. In the next update, 5thLegacy will be compatible with RockNROR, so the AI will adjust automatically to larger population limits.[Edited on 01/06/19 @ 06:14 PM]
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Rafael101 |
Posted on 12/28/18 @ 10:58 AM
Thanks Man i hope then next edition will have improve AI. And my sugestion is to remove Myth civs like trojan and atlantian :) |
The_Patriarck
File Author |
Posted on 01/06/19 @ 12:14 PM
You'll have to elaborate on improving the AI. If you're talking about the original 16 civilizations, they were left relatively untouched so players could enjoy a more classic, easier game.[Edited on 01/06/19 @ 12:16 PM]
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IaMBraZiliaN |
Posted on 04/29/19 @ 05:27 PM
is an incredible mod, congratulations for the excellent work! (; |
Luna Lynn |
Posted on 04/30/19 @ 04:39 PM
I've just posted a message below my 5th legacy scenario saying that I've set Trojan as red so please don't delete now though xD, well Patriack now that you say it, I was wondering about this item "trade workshop removal" or something like that, so that's it the items prohibiting techs! mmmm so a slinger removal tech item would be more relevant than a Architecture add tech item, I remember that in the 2 first scenario I created I also had this issue with wishing to have melee barracks units only without always having to pick assyrian or hittites :) |
The_Patriarck
File Author |
Posted on 05/02/19 @ 09:57 AM
I'll make sure to include additional scenario trigger objects (TO), namely remove/add Tool Age units and Architecture, and 40 food cost villagers. I recently added a 1/2 Construction speed TO for the Ascent of Egypt campaign that I am remaking for the next version.[Edited on 05/02/19 @ 11:40 AM]
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Luna Lynn |
Posted on 05/02/19 @ 01:16 PM
Alright, I wonder about how complicated it is to make new units cause in fact for the explorer you used the hiddle farmer graphic right? and this hat made me think about the fact that just adding a hat to units like archers would easily make a new very cool unit, I saw this invisible archer with a hat, does it mean that it's too complicated to make it visible? :) Like a bronze age "Bounty hunter" just an archer with a hat, [8 range] [15 hp] [free balistics][-50% fire rate][13 attack] = 30food,30wood,30gold, the dream :D.
All the 5th legacy scenario are made by you ? I recorded the Thrace https://www.youtube.com/watch?v=jmI9yNUvWms, I saw you removed this gold in the middle so I couldn't make plenty mercenaries anymore, not enough gold income x) |
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