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Age of Empires Heaven » Forums » News Discussions » Latest version of CustomizeAoE now out
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Topic Subject:Latest version of CustomizeAoE now out
PhatFish
Mr. Beta
posted 07-29-16 07:11 AM ET (US)         
CustomizeAOE and CustomROR are now compatible with AoE 1.0b and 1.0c, as well as RoR 1.0 and 1.0a versions, and support for the following features:

* Windowed mode is now compatible with ALL versions above.
* Custom resolutions are supported in ROR 1.0 and 1.0a
* Using additional DRS files is supported in ALL versions above (requires customROR plugin)
* Using additional (translation) string files is supported in ALL versions above (requires customROR plugin)
* Using a custom empires.dat file is supported in ALL versions above (requires customROR plugin)

And other new features include:

- Show pierce armors for all units (towers have some but it was not displayed)
- Display more information (including conversion resistance) in unit properties popup (F2 in game screen)

- Improved button bar: view future researches/units that are available in tech tree (buttons are disabled for units/researches that are not available yet)
-- Includes buttons to tell "blast radius" units not to attack villagers + other options
- Ability to queue different units: for example, queue 2 axemen, 1 swordsman and a slinger, you don't need to wait for axemen to be fully trained to queue other units ! "Click" order is totally preserved, even if you mix units.
- Fully dynamic and generic Strategy generator:
This is a huge feature, it took a crazy amount of time to develop it, it's still unfinished but here is a first working version
* Generates a strategy (=dynamic AI file) for AI players at game startup
* It is entirely generic: nothing's hardcoded: the feature chooses the units to train, techs to research dynamically according to available tech tree (+civ bonuses), units complementarity... and a random part (so each game is unique).
* This means that the strategy generator is compatible with any mod ! With this feature, you can play single player games with any mod (any custom version of empires.dat - even with custom civilizations). No need to write dedicated AI files for your mod ! AI will be able to choose a relevant strategy (note: in standard game, the is a set of ~100 strategies, which makes a lot, but strategy choices are hardcoded depending on civilization ID and some other factors like water proportion).
* Automatically adapts to custom population limit (if different than 50)

Especially the latter should be most welcome to people who are tired of the standard build/train orders and instead want a more random dynamic challenge from the CPU. The feature is not entirely completed yet but suffice to say this is another major breakthrough in making AoE/RoR much, much more versatile in pretty much every way imaginable.

Download CustomizeAoE



AuthorReplies:
Gordon Farrell
Big Daddy
posted 07-29-16 11:58 AM ET (US)     1 / 8       
Question: By "generic' do you mean "generative"? Meaning generated by the system?

President and Creative Director, Alternate Worlds (2011 - present) http://alternate-worlds.com/
Lead Writer, Reverie World Studios, (2008 - present)
Director of Voice Acting, Reverie World Studios, (2014 - present)
chab
Clubman
posted 07-29-16 12:05 PM ET (US)     2 / 8       
Yes it is generated by the system, according to empires.dat information (units + researches information).
So customized or even new units are supported - and potentially selected to be trained - provided it respects some game requirements (especially, uses standard unit classes "TribeAIxxx" - cf unit class in AGE3)

As I said, this is far from running perfectly at this point but it already successfully generates strategies for AI players.
edeholland
Clubman
posted 08-04-16 04:08 AM ET (US)     3 / 8       
This all sounds very cool, I'll definitely try it out!
Epd999
Scout
posted 08-04-16 10:18 PM ET (US)     4 / 8       
You just keep to discovering ways to make an Age of Empires game that much better .

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?
EpiC_Anonymous
Scout
(id: SeH_Mystical)
posted 08-05-16 08:18 AM ET (US)     5 / 8       
wow thats umm amazing to say the least! do u plan to try to patch up and fix the new discovery for the AI?

"In 1678 doctors diagnosed a mental affliction soldiers suffered from as 'nostalgia' - homesickness, a longing to return to the past. The cruel reality of war is that there is no return home. No return to innocence. What is lost, is lost forever. Like my father, war's wounds have bled me dry. No words of comfort; no words of forgiveness. No words at all."
chab
Clubman
posted 08-05-16 12:47 PM ET (US)     6 / 8       
SeH_Mystical I'm not sure I understood your question well.

The goal is to make AI players train different units that they do when using default strategies (=> do not use *.ai files, but kind of generate custom ones on the fly). And fix many issues by the way.
(if the option is enabled in customROR config)

Is this more clear now ?
EpiC_Anonymous
Scout
(id: SeH_Mystical)
posted 08-05-16 04:24 PM ET (US)     7 / 8       
Yes and no, my question is, you said it isn't really complete yet this the last customize ror update. Will u update it again if u finish this project u have gotten so well to work with the AI? Like fix any bugs and such, do u intend to in a sense make it as good as possible or leave it like it is now.

"In 1678 doctors diagnosed a mental affliction soldiers suffered from as 'nostalgia' - homesickness, a longing to return to the past. The cruel reality of war is that there is no return home. No return to innocence. What is lost, is lost forever. Like my father, war's wounds have bled me dry. No words of comfort; no words of forgiveness. No words at all."
chab
Clubman
posted 08-05-16 04:57 PM ET (US)     8 / 8       
Yes I'll try to continue improving it.
My current development version already contains several fixes and improvements.
It's hard to tell to which point I will be capable of improving this, depending on the time I have.
And improving the feature will become harder and harder !

I'll probably upload it this weekend unless I find major bugs.
This will also include a map copy feature (copy-paste portions of the map).

edited: I uploaded a new version with map copy (press F4 in editor) and fixes in AI generation

[This message has been edited by chab (edited 08-06-2016 @ 11:17 AM).]

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