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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » UPatch HD - unofficial patch for Age of Empires: The Rise of Rome
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Topic Subject:UPatch HD - unofficial patch for Age of Empires: The Rise of Rome
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aoe_scout
Clubman
posted 03-21-13 05:21 AM ET (US)         


UPatch HD 1.1


For more details and full list of features - visit the official site.

NOTE: You are not allowed to use or include UPatch HD or any parts of it (including graphics) in other software, mods or websites (this includes re-uploading here) without the author's permission. You are not allowed to sell or bundle UPatch HD with other software, mods or services.

[This message has been edited by aoe_scout (edited 11-22-2016 @ 11:33 AM).]

AuthorReplies:
Masked_Pretender
Clubman
posted 09-07-14 03:02 AM ET (US)     951 / 1956       
@Scout - Can I ask for permission to edit the Language files and data file of you Upatch for my campaign? I thought I should ask before I did that, It's your mod. I need to make my campaign better in design and stuff.

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
aoe_scout
Clubman
posted 09-07-14 06:28 AM ET (US)     952 / 1956       
If you include modifications on any other files than scenario/campaign, you will be creating a mod. Keep in mind that some people may not want to download a mod and have to deal with backup/replace just to play a scenario.
As for UPatch - if you want to release it to public (download), I would ask you to wait for the final version, because the Beta is intended only for testing (no mods) - this is explained in the download page and first post here. A lot of things will be changed in the final, which would make your mod incompatible. With the Mod Manager and the modding tutorial for it, which will be available in the Final, it will be much easier to use and create UPatch compatible mods.

As for Elephants, Bann0wned is right. HHA doesn't have any bonus attack against towers, a single tower can be destroyed, but add few more and things will change. 10 HHA cost a lot. Yes, arrows can destroy buildings/ships/siege in the game, it will affect the balance a lot if I change it and people are used to this.

[This message has been edited by aoe_scout (edited 09-07-2014 @ 06:29 AM).]

Masked_Pretender
Clubman
posted 09-07-14 10:11 AM ET (US)     953 / 1956       
@Scout - The final version it is. I respect your decision.

As for other ideas, I have none for now. We should keep it like this until Beta 2 on my opinion. More changes after the 2nd beta. (This is just a suggestion) :/

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
aoe_scout
Clubman
posted 09-07-14 10:43 AM ET (US)     954 / 1956       
I meant that a lot will change in the way mods are made and loaded (files, compatibility, etc), not so much about game changes, which will be very few after Beta2 (if any).

[This message has been edited by aoe_scout (edited 09-07-2014 @ 10:44 AM).]

Highwing
Clubman
posted 09-07-14 12:47 PM ET (US)     955 / 1956       
Okay, some more suggestions, all for the scenario editor:

1. Is there any way to make Gaia towers not shoot at computer players? This can really mess up some scenarios, because the computers will even fight back when shot at. This happens in Caesar vs. Pirates, but it's obviously very easy to test anyway.

2. I think this has been discussed before, but is there any way to allow users to make specific units and technologies unavailable in the "Options" section of the scenario editor? Basically, disabling a building actually just prevents you from being able to build it. But if you put that building in using the scenario editor, you (and CPUs) can still train units from it. The reason you might want to use the building is for aesthetic purposes only.

3. Also, one very minor thing... can you make Alchemy and Engineering affect Cleopatra's Barge? I've used this unit in different scenarios, as a "Hero" unit that will lose the match if killed, and it's always annoyed me how this powerful unit can't outshoot towers and/or archers. 10 seems like way too short of a range. Maybe it could even shoot as far as a Heavy Catapult. It isn't available in regular game, so it wouldn't create any imbalances (except maybe in the one Roman campaign that uses it).

[This message has been edited by Highwing (edited 09-07-2014 @ 12:48 PM).]

aoe_scout
Clubman
posted 09-07-14 01:25 PM ET (US)     956 / 1956       
1. Yeah, I know this but I can't change it (and I shouldn't as some scenarios will be affected). Actually in Caesar vs Pirates I always thought it was intended, so that the towers have some damage when you get them (it's more interesting).

2. Everything there is hardcoded and it would most likely require changes in scenario format itself and how the game reads it. That's very advanced stuff, far from any of the achieved in UPatch. So it's very unlikely to happen.

3. I think it won't affect the scenario "Actium" from "Pax Romana". But the question remains for other Hero units. What do you think, should I make them all updateable or is it better to keep them as they are for better scenario compatibility?

[This message has been edited by aoe_scout (edited 09-07-2014 @ 01:31 PM).]

Kaosism
Clubman
posted 09-07-14 01:46 PM ET (US)     957 / 1956       
@Scout,

This is some awesome work you have done here. As a former Archer/Legion player, and some occasional RM on the retired MSN Gaming Zone. Seeing RoR at higher resolution makes me really happy. This brought me to tears. Age of Empires changed my life, and now so have you. Outstanding work. Thank you.

V/R
IvIeMpHis Kaosism
AKA zNaKez
1997-2005
Long Live Age of Empires!
My old website: http://ithierj.webs.com/

[This message has been edited by Kaosism (edited 09-07-2014 @ 01:48 PM).]

Highwing
Clubman
posted 09-07-14 02:21 PM ET (US)     958 / 1956       
1. Yeah I guess this can be either advantageous or disadvantageous for scenario designing depending on the circumstances.

2. I figured this wouldn't be changeable, just wasn't sure.

3. I personally like the idea of heroes being upgradeable. Some of them are already, so it seems kind of inconsistent. I think this could be really useful for scenario designing, and I just feel like heroes shouldn't have limitations like not being upgradeable. Then again, making a hero like Xerxes upgradeable could make the Assassins campaign much more difficult. Maybe he could be one exception. But I just feel like Jason, Tiberius, Cleopatra's Barge, and some others should be able to be improved.

[This message has been edited by Highwing (edited 09-07-2014 @ 02:24 PM).]

aoe_scout
Clubman
posted 09-08-14 02:14 PM ET (US)     959 / 1956       
@Kaosism: Thank you! I hope it will revive the game.

@Highwing: I think I may leave the rest of the heroes (to avoid messing other custom scenarios) and only change Cleopatra's Barge. If you have any other ideas, please share.
figo
Clubman
posted 09-09-14 06:35 AM ET (US)     960 / 1956       
Hey Scout
I created scenario in RoR but I started game not as an Admin and the file won't appear in scenario folder. Is there any posibility to copy/save it? Couse I can't send it to my friends. When I start RoR as an Admin scenario which I created isn't there.

fb.com/groups/857622270914909 - 54 AoE: RoR players
Join Us!

[This message has been edited by figo (edited 01-23-2015 @ 09:51 AM).]

aoe_scout
Clubman
posted 09-09-14 06:57 AM ET (US)     961 / 1956       
Yes, this is a known characteristic of all newer versions of Windows after XP (Vista/7/8) when you use old programs (not only games). The scenarios are saved in Virtual Store, to see them go to the scenario folder and press the "Compatibility files" button on the top of the folder interface (next to Burn, Email, etc).
figo
Clubman
posted 09-09-14 07:02 AM ET (US)     962 / 1956       
Thank You very much! I thought I've lost it, by the way GREAT WORK! You breath life into this old and great game.
aoe_scout
Clubman
posted 09-11-14 11:48 AM ET (US)     963 / 1956       
I'm wondering if I should remove the added by me Slinger range bonus (they get +1 range automatically in Bronze Age with UPatch 1.1 Beta). It's not very logical for them to get range in 2 different ways and from an age, that's why I may remove it. Have any of you tried using Slingers in Bronze Age with UPatch 1.1 Beta?
Masked_Pretender
Clubman
posted 09-11-14 01:14 PM ET (US)     964 / 1956       
@Scout - Yes, dozens of times, and I think they're good. Why? Because Greeks have lame archers and the slinger will be a good substitute, at least for countering others.

Also a question (or two :P ) : Is the Carthaginian Tileset lookin' good? I'd like to see it in the Final release, or if it's done, in Beta 2; When will you release the 2nd beta? Back then you said in two weeks, which is somewhere now, is it?

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
aoe_scout
Clubman
posted 09-12-14 07:11 AM ET (US)     965 / 1956       
Beta2 will be released when it's ready (same for the final). I mentioned only approximate time.

I explained about the Carthaginian tileset few post back (and its own thread is here in the forum). I'm not the author and I have no idea if/when it will be finished. It's not currently developed and that's why it can't be included in 1.1 (it has to be completed first), possibly in future versions.

Any more opinions on the Slinger range change removal? Also do you think I should restore the Macedonian +2 LOS bonus to fishing/trade/transport ships (I removed it long ago)?

[This message has been edited by aoe_scout (edited 09-12-2014 @ 07:58 AM).]

Masked_Pretender
Clubman
posted 09-12-14 11:28 AM ET (US)     966 / 1956       
@Scout - No, only human units should obtain the bonus. It'll be more realistic.

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
Mystical_Death
Clubman
posted 09-12-14 02:08 PM ET (US)     967 / 1956       
Hello, thank you Suppiluliuma for referring me to the proper thread.

First off a few things I read about updates that I would like to state a opinion.

Why take the egy priest to +2 and not keep +3? There biggest advantage and ability to be competitive was with priest. Yes they get scythe but that's in iron and it cost enough to be a pain. I love their scythe however I almost never go in without priest. And to me that +3 is a great advantage definitely when converting catapults or even eles considering they die easy. In my opinion i would prefer they kept it is all. It's hard to be competitive with just a scythe army they don't match up vs ballista and a cat combo worth their life. So some good priest with range can sometimes change that course of battle. Taking that advantage away can be costly.
aoe_scout
Clubman
posted 09-12-14 09:08 PM ET (US)     968 / 1956       
You can still convert almost anything you want with 10+3+2 range. Catapults and other units are rebalanced, so your conclusions are no longer valid for version 1.1. I cut down all extreme/unrealistic bonuses and a Priest with this range is such. Also Scythes don't cost gold and are really good for spamming. There are worse civs in Iron and Egypt is supposed to be strongest in Bronze (Chariot Archers) anyway.

[This message has been edited by aoe_scout (edited 09-12-2014 @ 09:20 PM).]

Mystical_Death
Clubman
posted 09-12-14 09:29 PM ET (US)     969 / 1956       
Alright I guess is didbt take that into the equation. And true scythe don't cost gold.. But the upgrade does was my point lol.
Also I took a slight glimpse at the Hittites yes they r far to powerful IMO I'd say take away most infantry and cavalry units/ major upgrades however is leave them with good seige and the HHA still gives them a good rm and DM still.
Masked_Pretender
Clubman
posted 09-13-14 02:04 AM ET (US)     970 / 1956       
@Scout - You're right about Egypt, and I disagree with Mystical Death. Also, I have a question : How did you change cheats? I just wondered how

@Mystical - That'll make the Hittites far to underpowered. True, siege make them what they are but I think Scout removed enough upgrades already. They don't get Irrigation or Coinage. That'll keep their economy at bay, as HHA cost food and gold. As for the infantry, remove them, they weren't used a lot anyway as they have archers and siege.

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
aoe_scout
Clubman
posted 09-13-14 11:32 AM ET (US)     971 / 1956       
Please, before posting comments about balance in UPatch, read the changes and play few games with UPatch. Otherwise your opinion will not be relevant and will be off-topic.

The one time upgrade to Scythes doesn't make them less effective, as other unit upgrades cost even more, the unit cost is more important.

About Hittites - I won't change anything else, because they should still look somewhat similar to what they were. Nobody uses infantry when playing Hittites, so no need for more changes there.
Masked_Pretender
Clubman
posted 09-13-14 11:42 AM ET (US)     972 / 1956       
I'm Sorry, you talking to me or him?

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________

[This message has been edited by Masked_Pretender (edited 09-13-2014 @ 11:42 AM).]

aoe_scout
Clubman
posted 09-13-14 12:37 PM ET (US)     973 / 1956       
No, not to you, of course, to everyone else who hasn't played UPatch. And it only applies to balance changes, which are interconnected and can't be viewed without considering everything else.
Masked_Pretender
Clubman
posted 09-13-14 02:22 PM ET (US)     974 / 1956       
@Scout- Thanks for the clarification. I've seen the carthaginian tile set, and it is marvelous. Now sorry for this long post but I think I need to post this. It's a list of most units and if they would need any changes. Hope this might help. This is maybe all the experience I had with the UPatch, so I feel like sharing an opinion or two. Let's start, shall we?

Villager - Fine, I guess?
Clubman - Good enough. He has moar hitpoints than a villager and same attack. No need for changes, I guess?
Axeman - I think they shouldn't benefit from the shield upgrades. They neither have a shield nor deserve it. Realism cause, of course.
Slinger - He's fine. Good at countering archers in the tool age and if the right civ is chosen they might hold
ground on bronze and early Iron. No changes, I guess.
Swordsmen Line - They could fare with 1 pierce armor. They DO have a starting shield, well the Broad Swordsmen and up.
Bowman - No need to change him. He's a tool unit anyway.
Improved Bowman - Same for him.
Composite Bowman - Hm. They are Bronze age units, and I think -1 range couldn't hurt. They are bronze units, you did the same to the chariot archers for they were bronze units too, they're foot archers... Well, -1 range is my opinion.
Chariot Archer - -10 HP and -1 Range is enough I think. Making them even more fragile will make them useless.
Horse Archer - Strong, fast , deadly. These make them quite powerful but seeing as they are Iron age units and available to only some vics, they should remain as they are.
HHA - Same goes for them.
Elephant Archer - I really don't know what to say about them. Never used them much, but I tested them quite some times in the editor, o'course with the UPatch. Don't know. Any suggestion?
Scout - They're fine for their cause; scouting. No changes needed. Thou I think their price is quite big. -10 Food cost perhaps?
Cavalry/HC/C - You changed them for the better, and I stick with your opinions.(and changes )
Chariot/Scythe Chariot - I'm confused on something : ChAriots and Scythe Chariots have 2 Horses, but are in a carriage. But 2 horses have far more power. Do you think increasing their speed would be logical? It just feels right.
Elephants/Armored Elephants - They're good, no neeed for changes.
Camel - Fine by your opinion, as well as mine.
Stone Thrower/Ca/HCa - Still think they could get lower accuracy. They're quite devastating against units, even after the patch, which made them weaker in this point.
Ballista/Helepolis - I don't think they need changes. They have been improved a lot.
Priest - Wololo.
Hoplite/Centurion - The same goes to them as for the Swordsmen; they could fare with 1 starting pierce armour. + They have a large shield.
Ships ~ - All are fine but the Merchant Ship, which we discussed before; lower her health.

Sorry again for the long post, but I had to clarify my opinions. Hope I helped contributing in your work, which I probably didn't But I liked it here. This is starting to seem like a farewell Lolz Well anyways, thanks for making this and thanks for hearing me out.

P.S Sorry if I seemed rude in my previous post, thats just my... personality... Well, smell ya later!

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
Bann0wned
Clubman
posted 09-13-14 06:09 PM ET (US)     975 / 1956       
+1 for:

-Swordmen and hoplite-phalanx-centurion +1 starting pierce armor, they are so vulnerable to archers

-Scout cost to 90 food

About Axeman: I don't think there will be many of them in bronze, since you unlock the dagger boy + swordsmen which are by far better for basically the same cost (35f+15g), but in terms of gameplay I like the idea to push sentry towers using only food and +3 shield armor axemen, even if this gets unreal
aoe_scout
Clubman
posted 09-14-14 07:18 AM ET (US)     976 / 1956       
- Visible shields in the game are not equal to pierce armor and I will keep that to preserve the balance (otherwise it will be messed a lot and then hard to re-balance).
- Swordsmen - giving them pierce armor is a no go - it will offset the balance, especially for Legion (and I won't make even more changes to fix something that I could avoid). I changed archers to be less powerful (since the problem is in them) and added more HP for Broad Swords. Sword units are weak and die easily, but are cheap and fast to produce, especially with the new Logistics - that's their role in the game.
- Hoplite line - they are very strong in close combat and against buildings, you can only stop them with ranged units.
- Scouts: No need for a change, the price is higher to prevent spamming (because their LOS and speed can be a huge advantage in Tool).
- Composite Bowman: range is good, I reduced Chariot Archer's range because they are fast mounted archers and it's realistic for foot archers to have more range (same as in AOE2). Foot archers are weaker and much slower, so it's not such a problem.
- Scythe Chariots should have the same speed as their base unit - Chariot (same as other units in the game). They have 2 horses, but they are armored (heavier).

[This message has been edited by aoe_scout (edited 09-14-2014 @ 07:19 AM).]

Masked_Pretender
Clubman
posted 09-14-14 10:26 AM ET (US)     977 / 1956       
Well sorry, I'm a deflated balloon. There's nothing I could think of to change. Its either absurd, unrealistic or other stuff. I'm just gonna comment on something here and watch the progress go on. Good luck.

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
aoe_scout
Clubman
posted 09-14-14 10:40 AM ET (US)     978 / 1956       
Don't be so hard on yourself, your feedback is actually already useful and got me to think about a lot of things. For example, what you mentioned about Horse Archers against towers is why I checked and increased Guard/Ballista Tower pierce armor +1 (previously it was the same as Sentry Tower and it shouldn't be).

I'm very grateful to anyone who visits this thread and posts their feedback here. Even if I don't always agree with your suggestions, the sum of your opinions can be affecting a lot! That's why the more feedback and discussions, the better.

Beta2 will most likely be released tomorrow (if I manage to recheck everything by then) and I will need everyone's help with testing for bugs + feedback about the new balance changes.

[This message has been edited by aoe_scout (edited 09-14-2014 @ 10:47 AM).]

Masked_Pretender
Clubman
posted 09-14-14 11:20 AM ET (US)     979 / 1956       
Thanks for the pat on the back. Good to know that the new beta is approaching. I'm gonna stick for quite some time around here. I still need to look for comments/reviews for my campaign to see if I should expand it or not. Might make a mod or two myself . I will look for other bugs and stuff, I'll tell you anything I find bad or at least suspicious. See ya!

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
Kenntak
Clubman
posted 09-14-14 12:43 PM ET (US)     980 / 1956       
Yes, Masked_Pretender, I also appreciated your post. Anyone that contributes to this endeavor deserves kudos.
aoe_scout
Clubman
posted 09-15-14 12:51 PM ET (US)     981 / 1956       
UPatch HD 1.1 Beta2 released - Download at the Granary! If you already have Beta1, you can install Beta2 directly over it (no need to uninstall), just reapply the resolution after install. Beta2 comes with a lot of new bug fixes and improvements. Special thanks to chab for some of the new features.

This is most likely the last Beta, the final version is expected to be ready before the end of 2014 (depends on my free time). Please test and report any problems, so I can fix them before the final.

Note: Beta1 and Beta2 are not compatible in Multiplayer!

Changes Beta1 --> Beta2:

--- New features:
- UPatch now supports German, French, Spanish, Portuguese and Italian! You can select your preferred language when installing Beta2. Special thanks to all translators.
- Windowed Mode by VEG: it allows you to play the game in a window. It's experimental feature, if you encounter any problems/bugs, disable it first and try again. Avoid using it in Multiplayer - some additional command lag is always introduced. When the window is not in focus, the game continues to run quietly in the background. Use Pause/F3 key if you need to pause it. Default Windows cursor is always used in windowed mode.
- New Path Finding option: "Very High" is now default. It's 3 times higher than the "Medium" option and twice higher than "High".
Note: This option increases path finding (just like the older options), but it doesn't improve the whole algorithm (which would require source code). So don't expect any miracles.
- New Starting Resource option added - "Low": 150 Food, 150 Wood, 0 Stone, 0 Gold.
- "High" starting resource option changed: 1000 Food, 1000 Wood, 500 Gold, 500 Stone (previously 1000 Food, 1000 Wood, 0 Gold, 750 Stone).
- Prey animals and Berry Bushes are now visible on mini map in light green color (similar to AOE2).
- Mini map colors are improved: player colors are more distinguishable from terrain and other player colors (as much as the limited number of colors in the game allow). Deep Water is lighter so that Blue player ships are now visible.

--- Units:
- All archers have 7% slower reload.
- Chariot Archers -10 HP (now 60, instead of 70).

- Default gold/stone mining work rate to +15% (was +11%).
- Catapults reload 18% slower (previously 15% slower in Beta1).
- Catapult projectiles to 22% faster (previously 25% faster in Beta1); siege boat projectiles to 24% faster (previously 28%).
- Guard and Ballista Towers have +1 pierce armor (previously they had the same PA as Sentry Tower).
- Towers are 10% faster to build (were 12% faster in Beta1).
- Farms are 20% faster to build (previously too slow to build).
- Jihad movement speed bonus (+10%) removed.
- Slinger now gets additional +2 bonus attack vs all mounted archers (previously only HA, CA).
- Trade Boat to 120 HP (was 200); Merchant Ship to 200 HP (was 250). They had unrealistically high HP, much more than warships from the same age.
- Cleopatra's Barge and Flying Dutchman now affected by Engineering.
- Birds are slightly faster (were too slow).

--- Civilizations:
- Persian Elephants 40% faster (prev. 35%).
- Babylonian stone mining to +20% (was +30%). It was supposed to be 20% (that's what the data shows), but it was bugged in the original game.
- Babylonian Towers have +50% HP in Tool/Bronze Age, +75% HP in Iron.
- Babylonians: Priest rejuvenation rate is 30% faster (as documented; previously 25%).
- Babylonians, Assyrians and Shang get Heavy Transports (Hittite, Choson, Palmyran and Sumerian still don't).
- Greek Trade ship speed bonus to +15% speed (+25% remains for all other ships). Trade Ships are already very fast.

--- Random Maps:
- Increased Stone and Gold.
- Tweaked resource distances and quantity for all maps accordingly.
- Small Islands: slightly larger islands
- Few bug fixes and other small tweaks.
- Map description changes: Gigantic for 8 players, Huge - for 6. This is more appropriate setting according to map space.

--- Reverted changes from Beta1 (restored to default game values):
- Villager default speed restored.
- Slinger range bonus from Bronze Age removed (in Beta1 Slingers had +1 range from advancing to Bronze Age).
- Tower reload time restored to default (except for Ballista Tower).
- Fire Galley attack bonus from Alchemy and for Carthaginians now applies to all units (previously only vs ships and buildings).
- Alchemy bonus for foot archers and Ballista is back to +1.
- Persians lose Ballistics.
- Macedonians lose Wheel.
- Macedonian LOS bonus to ships (Fishing/Trade/Transport) restored.

--- More fixes/improvements:
- Computer players are no longer stuck in development after building a Wonder.
- Computer players no longer always prefer attacking human players, instead of other computer players. Both player types are now fairly evaluated by the ai before an attack.
- Bonus computer player resources for Hardest difficulty decreased to 1000 (were 2000).
- Ai: Fixed Armored Elephants research - previously it was skipped for some civilizations. Thanks to chab for reporting it.
- Lion King decay time fixed.
- Some terrain objects previously hidden in Scenario Editor are now unhidden: few Grass Clumps, Rocks and a new Bones graphics.
- Improved the distribution of randomly generated terrain objects (rocks, clumps, etc.) on different terrains - more varied and more appropriate density. This only affects newly generated Random Maps or when you pain new terrain in Scenario Editor, previously created scenarios are not affected.
- Pine and Oak Forests are improved - better distribution of different trees. Again - it doesn't affect pre-existing scenarios, only newly created forests.
- All trees are named according to their properties (Trees/Forest Trees). Single trees are mostly larger with 75 Wood and buildable on top (you don't have to cut them down before placing a building); forest trees are smaller with 40 Wood (most of them), but are not buildable on top.
- Dead trees (those without leaves) now have 40 Wood and are buildable on top.
- A Forest Tree without graphics is no longer shown in Scenario Editor.
- Forest Trees are no longer hidden in Scenario Editor - Units section. You can now place individual types of forest trees more easily.
- Fixed some trees having wrong shadows (from other trees).
- Tree shadows are fixed - rocks and other terrain objects are no longer above them.

- Fixes for selection radius for some units.
- A lot of fixes for unit hitpoints bar position (for example for Camel Rider it was over the rider's face).

[This message has been edited by aoe_scout (edited 09-15-2014 @ 02:00 PM).]

John the Late
Scout
posted 09-15-14 01:35 PM ET (US)     982 / 1956       
The amount of fixes and improvements is amazing. Great work, aoe_scout.
Masked_Pretender
Clubman
posted 09-15-14 02:44 PM ET (US)     983 / 1956       
This is AWESOME! I'm gonna try this tomorrow! Hope I helped a little. Thanks for making this again Scout! I'm in love with this patch

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
Bann0wned
Clubman
posted 09-15-14 03:00 PM ET (US)     984 / 1956       
Excellent work scout!!

Really nice changes, also I was about to report a bug in the AI but I'm too late, it will see next Upatch I think.

Basically is a bug that was in the original Babylonian DM AI, the AI doesn't research heavy catapult, it's an upgrade available to bab and also the AI makes large quantity of large catas, so it's really a waste not researching it.

Thanks for your time spent into making this game better, it's working and I really appreciate it.

Have a nice day
aoe_scout
Clubman
posted 09-15-14 03:06 PM ET (US)     985 / 1956       
Thanks, John, Masked_Pretender and Bann0wned!

BTW, Beta1 got a total of 4780 downloads in less than 4 months, which is unparalleled for AOE1! The total number of UPatch downloads (including those for preliminary 1.0.x versions) is over 9000.

@Bann0wned: This is not really a bug, more like inefficient strategy, but thanks anyway for reporting it. There are a lot of these in the ai files - I only fixed the bugs, I haven't added/changed anything else. If I wanted to improve them, it would require everything to be fully re-written (a huge amount of work), that's how bad things are. And it will still not improve the ai enough to be worthed (as the worst problems are related to poor internal code). So it's not currently on the table for me.

[This message has been edited by aoe_scout (edited 09-15-2014 @ 03:16 PM).]

Kenntak
Clubman
posted 09-15-14 06:04 PM ET (US)     986 / 1956       
I tried running Beta2 and I just got a black window. The program never ran. I had to terminate the process with task manager.
aoe_scout
Clubman
posted 09-15-14 06:14 PM ET (US)     987 / 1956       
Without telling me more details, I have no way to guess what's your problem. Which Windows version, what resolution, when did it happen, with/without Windowed mode, etc. Did you restarted your PC, reinstalled UPatch, did Beta1 worked without problem, etc.

[This message has been edited by aoe_scout (edited 09-15-2014 @ 06:30 PM).]

Kallehagen
Clubman
posted 09-15-14 08:02 PM ET (US)     988 / 1956       
aoe_scout i have to say you do and did a good work!
now that the patch support german, i will try it soon again.
better the week cant start

is i normal that the game lag for 2 seconds ingame when its change the music track ?

[This message has been edited by Kallehagen (edited 09-15-2014 @ 08:57 PM).]

aoe_scout
Clubman
posted 09-15-14 09:55 PM ET (US)     989 / 1956       
Yes, with midi music it happens (in other games too). Turn off the music in Menu - Game Settings or insert your CD to play CD audio (may not work on all PCs). Will be fixed with mp3 music in the final.

[This message has been edited by aoe_scout (edited 09-15-2014 @ 10:26 PM).]

Masked_Pretender
Clubman
posted 09-16-14 06:08 AM ET (US)     990 / 1956       
I have a lot of schoolwork these days so I can only give limited information about my experiences. But I'll try my best. Gonna install beta2 today and play a few games. Gotta love this

M.P ~

--Chronicles of Braavin - Yet Another World-- The demo is released! Get the demo on the Granary ~

____________________________________________________________
“Don't cry because it's over, smile because it happened.” - Dr. Seuss
____________________________________________________________
aoe_scout
Clubman
posted 09-16-14 06:19 AM ET (US)     991 / 1956       
Take your time, because for the balance changes you need to play some more games. But for the rest of the non-balance changes (for example the mini map colors), I would be glad to hear some opinions.
Kallehagen
Clubman
posted 09-16-14 08:08 AM ET (US)     992 / 1956       
Thanks for the answer, the lag is gone now.

But i have a other question - is it possible to play in SinglePlayer with 500 pop ?
or i always have to create a MultiPlayer game with computer to can play with 500 pop limit ?
aoe_scout
Clubman
posted 09-16-14 08:20 AM ET (US)     993 / 1956       
For now in Multiplayer is the only way. The ai will always build 50 units in any case, as it's static. Updating it to support more is a lot of work, which may be included in a future version, not sure exactly when - it's low priority (I explained why few posts above).
PhatFish
Mr. Beta
posted 09-16-14 08:22 AM ET (US)     994 / 1956       
Announced the update on the main page Also I was thinking of adding a new Poll soon asking our visitors wether they play with or without UPatch, do you think this would be a good idea?



aoe_scout
Clubman
posted 09-16-14 08:33 AM ET (US)     995 / 1956       
It's not a bad idea, but I say wait for the final version and few months after that. It's still Beta after all, and some important new features are still not included.
Rasteve
Clubman
posted 09-16-14 05:07 PM ET (US)     996 / 1956       
Great work.

It may be worth promoting a tournament on GameRanger using the new patch.
Highwing
Clubman
posted 09-16-14 06:02 PM ET (US)     997 / 1956       
Very cool scout, I didn't think the Beta2 would be coming out this soon. Thanks for including my idea about Engineering working for Cleopatra's Barge. Also, I kept meaning to suggest that you make berries and animals visible on the mini-map, but I kept forgetting the idea so I never mentioned it. It's okay though because you included it anyways. Very awesome. Good job for all that's done and good luck with everything that remains!
Kenntak
Clubman
posted 09-20-14 10:25 AM ET (US)     998 / 1956       
I am using Windows 7. I installed beta2, and have tried different resolutions. I just get a black window, and it stops responding. I can uninstall beta2 and it reverts to beta1, which has been working. I am not sure what is wrong, and there are no error messages. I note that beta1 did not create an entry in the installed program list, but beta2 does. Did I install beta2 incorrectly?
aoe_scout
Clubman
posted 09-20-14 10:47 AM ET (US)     999 / 1956       
Something is messed with your install. You can't revert to Beta1 by uninstalling Beta2, unless you had it messed up in the first place (moved some folders/files). Beta2 fully replaces Beta1 when installed (including program entries for uninstall).

You need clean install - uninstall UPatch, uninstall the game (move your save games, scenarios, etc. before that, so that you don't lose them), delete the game folder and install the game and UPatch. Clean install should solve it.
Kenntak
Clubman
posted 09-20-14 04:57 PM ET (US)     1000 / 1956       
Wow, this is frustrating. I uninstalled everything and reinstalled it. Still the same problem. I get a message that the program is trying to change my windows color scheme, then the black window.
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