AOE Population and Improvement Mod by Ghost
Posted on 02/15/11 @ 12:51 AM (updated 03/06/11
||The Conquerors 1.0c
- Population limit increased to 600! (through Conscription research)
- More natural resources! Gold pile 1200, stone 600, wood 250
- Can buy fattened sheeps and turkeys from farms and markets.
- Comes with customized Duke AI that has human-like strategies, builds up to 600 units, cooperates better, stronger sieges, and less cheating
- New Units: Flamethrower, Grenadiers and Flame Towers (Read Change Log below to find out more)
- Relics gold generation rate increased 5x!
- Towers cost less stone, and each upgrade gives it more attack and one additional base arrow.
- Scorpions and camels greatly improved.
- Trebuchets have small splash damage, better forest clearing with attack ground command, and friendly fire
- Petards are built from siege workshops instead of castles, now has 200 base attack (one hit KO any enemy units nearby)
- Improved gunpowder units' attack animation (faster bullets and has trail like AOE 3)
- Trading rates improved 25%, trade units cost gold cost tripled, and trade cogs give more gold than trade carts
- Town centers and castles DO receive bonus attack from Chemistry upgrade (I don't know why they were neglected)
- Gates builds as fast as 4 stone walls, and have more HP (equivalent to 2.5 walls)
- (Not really a bug fix) Bombard Towers deals melee damage now, which can greatly hurt Rams and Trebuchets
- Melee units' attack animation corrected to their attack rates. Now you can actually see how fast pikemen really attacks.
Note: I tried my best to preserve original gameplay for early games (dark to castle), so the game plays the same up to Imperial age.
For complete Change Log, please visit my site:
Check out my other mod, which adds new Wonder units and comes with a beefed up human-like AI!
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|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
*Gulp* Seems neat but not balanced, petards with 200 base attack? 2-3 could destroy a whole army. It's neat to be able to train animals from farms, but to be honest, AoK is quite balanced as it is.
Good practice for data editing though. :)
You may be right.
I added the petard thing recently, since they seem quite useless. And yes, 2-3 can wipe out an army, but melee units, if you have any ranged units you shall be fine. Try it and see if it's unfair.
And yes, I did get a little too carried away with modding. Originally I just wanted to increase the population, and that's it.
Please check the change list and see if anything else is unfair (give me a reason though), I'll be glad to change it.
Thanks for the feedback.
Sorry, I have not given a proper description to my mod, maybe I will in my next version.
Here it goes:
So have you wanted to build more than 200 units but couldn't? Have you found that some units like camels and scorpions are totally useless? Well, here is the mod for you.
- Boost Population to 600 (1000 is too much, even if you number all your attack groups, you'll only get 10 * 40 = 400 military units, so 600 seems like a good number)
- Scorpions are weak, I've never seen them win a game. Now their min range is removed, and does bonus damage vs infantry and archers
- Camels are good but too costly. Now they cost less, and is as good as a "medium cavalry"
- Defenses are too weak, no one wants to build a keep. Now they do a lot more damage and shoot more arrows!
- Population boosts occurs when you get conscription, meaning computer players will get this eventually! This enables for some kick-ass AI! Therefore I included a mod version of Duke AI, which builds more units, cooperates better, and as a bonus, taunts you ;)
- Reduce building number of houses, because no one wants that
- More resources to build your 600 army!
Also, even though it looks like I've made a lot of changes, but the basic game play stays the same. I tried not to modify anything in the beginning of the game, like dark, feudal and castle age units, and most of the balances and new units come in imperial age. This ensures original gameplay, while having some new strategies in late games!
[Edited on 02/18/11 @ 01:41 AM]
me and my friends have the gold stock pile 30000, also stone 30000, wodd ranging between 100 and 250. u cannot imagine how powerfull the computer players become. usually 2 or 3 humans against 6 computers, and sometimes we get beaten...
Is it the standard AI or a custom AI? I really like the Duke AI because it's more human-like. It has interesting strategies too.
When I increased the population to 600, I noticed the standard AI and Duke AI did not build more than 200 units.
Now in my custom Duke AI, it builds up to 600 units! That's about 400-500 military units each, in late games. Currently a 3v3 or 4v4 is tough for humans.
Note: I haven't tested my custom Duke AI in the regular / unmodded games. Maybe it won't work so well because it won't balance economy and military well.
Nevertheless, I improved the counter units, cooperation (saving each other, and team attacks), more siege units (up to 16 trebuchets in one wave), resource balancing (through markets), and modified cheating. Maybe I will work on improving Duke AI for the original game, but I would need the permission of the original author first. Enjoy!
Rating: (strong) 4
There are a number of other mods with quite similar effects (for instance, http://aok.heavengames.com/blacksmith/showfile.php?fileid=9082). However, this mod tries to differentiate itself by not making the game any easier, and even balancing the game somewhat. It seems to do a reasonable job at this.
The mod takes care not to break the enjoyment of the game by making most of the changes happen in the imperial age. So far I have not come across any major balancing issues between civs.
The AI, based off the Duke AI, is quite strong, although perhaps not as strong as many of the other AI scripts on this site. It is meant
The biggest change is, of course, the increase in natural resources. This makes certain maps a lot less strategic, for example Gold Rush. Migration maps become a little easier for the AI.
There are a few extra fire-based units, which are fun and add more variety to the game. The addition of trails of fire is nice as well. You can also buy fattened animals from farms or markets, which are OK. However, the animals deliver food much faster and in greater quantities than farms, making them over-powered for the late game. I would suggest making wheelbarrow / hand cart techs not boost food collection quite so much. Also, markets produce fattened animals much faster than farms, making training them at farms essentially pointless if you keep your market near your TC.
Siege weapons become a lot more powerful in this game, with a few petards and some bombard cannons easily able to destroy a whole empire. In my games this has not led to major imbalances (as one can use siege units to defend as well). I think that on the whole, these changes are good.
There are a few other, minor changes. Houses are garrisonable, but ringing the town bell doesn't cause them to garrison in them, which detracts from the quality somewhat. Camels are more powerful, which is good, and there are various changes to the unique units. Towers are much improved, making flushes much easier.
A buildable trade workshop (with something to do in it) would have been nice. The author has also indicated an interest in a "wonders mod" which sounds exciting.
I had no problems installing the mod. The author provides a straightforward readme and a backup folder. Doesn't have a fancy installer, but then again, in my opinion it doesn't need one. Could also do with an AI reference, for instance, the unit ID for fattened turkeys. Adjusting the unit and civ descriptions in the language files was a nice touch, though.
Overall, this is a quite enjoyable mod. I would love to see the author keep working on it!
[Edited on 03/11/11 @ 06:22 PM]
I am continuously working on this mod and I am testing it with my friends constantly, so I will improve the mod. All I need are helpful comments like above. The more the merrier :)
For next version I will:
- Make Houses +20 population starting Castle Age (or just give +10 starting from dark? It's hard because when houses go to another age, it doesn't automatically increase the age, that's why I have to manually give +120 population out of nowhere)
- Shore fish gives less food (maybe 300?)
- Fattened animals give less food? or should it be harvested slower? Also, I'm thinking to make them non-convertible, because it's annoying when ally trade carts accidentally convert them. Comments?
- Comment: Fattened animals cannot come out of farms because it would make a "Set Rally Point" flag button that over-writes the "Reseed Farm" button, until I figure out how to resolve that, I don't have a choice to put it in Mills. Also, houses can't train units at all. Maybe the Market is a good place to train them? But there are so many buttons already... :(
- Monks and Missionaries will both be 25% lower in gold, i.e. cost 75 gold
- Continue to work on the AI, also try to improve the comments
- There are a lot of undocumented changes, I will try my best to document them (hopefully I will remember)
By the way, I've seen the Ultra mod, it's given me a lot of great ideas. Thanks for the suggestion.
Also, be on the look out for a new version soon.
Thank you very much for your support!
Sounds really good, looking forward to it.
I still think +120 population is a bit much.
300 food seems like a good amount for shore fish.
Personally I like fattened animals as they are, except that they start giving much more food than any other source if you have researched hand cart as they are collected so fast. I think either of your proposed solutions would be good. As to converting, while it wouldn't be a bad thing to stop conversions, I don't see why the problem is any worse than ordinary sheep. Add the fact that they walk slow and I think that if you lose a fattened animal it's really your own fault.
A pity that you can't move the reseed farm button. Market would be the next best, I agree.
Keep up the good work!
EDIT: Forgot to mention that your AI has one other error: you train 120 villagers, but the computer cannot task more than 100, meaning you'll get 20 idle villagers.
[Edited on 02/23/11 @ 04:43 AM]
I did +120 because I estimated that computers build 8 houses before going to feudal, and this will correctly make all the old Dark Age houses to +20 population. This was a big issue before because if I didn't do that, every house you kill in Feudal to Imperial age deducts 20 population, and sometimes your population can go below 0! This causes a lot of headaches. I think I will just make them all uniformly give +10 population like Ultra mod does, in the process, maybe making them cost 50 wood instead.
Fattened sheeps give 300 food, which is a little less than upgraded farms, I think it's good. And yes, you may be right about the harvest speed. I will make it matching that of farms (right now it's probably 50% faster than farms, and Britons will harvest sheeps at like 150% speed or something).
The annoying part with sheeps being converted is that when your ally's trade carts go through your town center, some automatically get converted without your ally's knowledge, and you can't even harvest your ally's sheeps! So they just sit there blocking the way. I usually avoid this by secluding my sheep gathering area, so it's not a big deal yet. I guess I will change it if I get too many complaints.
Yeah, I'll try putting the animals in the market. For easy transition, I will leave fattened animals in both farms and markets.
Yes, it's a pain to learn that computers do not know how to use more than 100 villagers. I kept the villager count to 120 because it includes 20 trade carts. I watched the replays before and they usually only have a few idle villagers. Can you confirm this 20 idle villagers?
Yep, my primary focus right now is the AI, so that part will have the most updates next.
I will reduce the gold amount to Ultra Mod's, 1200, and stone maybe decrease to 600.
hm... I never really noticed Straggler trees... how much do they provide? EDIT: and what map could they be found?
Thank you for the useful feedback. They are essential for improving this mod!
EDIT: By the way, can you download the mod again from here again? v1.71. I uploaded a new version recently, so the AI having too many rules should be eliminated (I tried Salt Marsh with 7 computers, and no problems were found). If you are still having trouble, please tell me how many computers you included and what races were they. These factors contribute to how much scripts are loaded into the game. Thanks.
[Edited on 02/23/11 @ 05:27 PM]
8 houses? Well, that's more than I build on the Dark Age, but never mind.
I've finished trying Salt Marsh games using your new version's Duke AI playing every civ. It crashes every time. This also seems to be regardless of how many players there are. However, when it plays against only computers (no humans) there is a small chance that it works.
On Arabia I have seen the Duke AI with 11 idle villagers. I suspect that it has something to do with me killing a few of his trade carts and him converting my villagers. I tested Salt Marsh using my AI and everything works fine (and being destroyed by an army of about 400 looks impressive, too!) so it's definitely not an issue with your data editing.
Straggler trees (the few extra trees right next to the town center) appear on all the ES maps. They provide 300 wood in this mod.
Overall Rating: 4
Can't say anything bad about it, still not very good. Flame towers and flame throwers don't have flame sounds. Greander is from AOE1? And Petards can be created from siege workshop? Castle was good too! Population 600 is good. Even better when you play with huns!
Fattend sheeps and turkeys are not needed(when i play).
When there's a new update i'll download it for sure!
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