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Age of Chivalry: Hegemony
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Author |
File Description |
Kor (id: Derfel Cadarn) |
Posted on 03/16/08 @ 05:26 PM (updated 12/29/18)
File Details |
Version: |
The Conquerors 1.0c |
Screenshot:
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Age of Chivalry: Hegemony
Age of Chivalry - a total conversion modification pack for Age of Empires II: the Conquerors set in Western and Central Europe 1100-1500 AD.
Requires the C patch.
Some versions of AoK:TC come with the patch pre-installed, such as some Gold and Collectors Editions. If this is the case, do not install the patch!
Although the graphic changes are been extensive, we've also gone for a total revamp of the gameplay. We've replaced all of the 18 civilisations, there are many new units, new, civilisation-specific buildings (the Princely Court, the Assembly Hall and the Guild Hall) as well as over a dozen new technologies, policy decisions, a mercenary system, new combat dynamics, and even an extensive history section. Yes, that's right: we're replacing all the civilisations in the game with new ones!
Wider support for scenario-only objects is included, and to showcase these a multi-scenario campaign is included with the mod itself. Multiplayer and random map balance has been tweaked, a rudimentary AI has been included, and with the new countries joining the mix, the European battles are even better!
Features:
* Command one of three types of civilisation: the early-game Communal civilisations, the mid-game, militia/spear-centred Urban societies or the heavy infantry/cavalry Noble principalities
* Prepare to fight! Changed game mechanics ensure a much earlier start to the combat, with archery units available in the first age and castles and battering rams in the second
* Complement your armies with mercenaries like the Genoese Crossbowman, the Privateer, or Scots Guards
* Take up the fight as Austria, Bavaria, Bohemia, Brandenburg, Brittany, Burgundy, Denmark, England, Flanders, Florence, France, Friesland, Genoa, Guelders, Helvetia, Hungary, Liege, Milan, Naples, the Papal States, Poland, Savoy, Saxony, Scotland, Venice, or Wales, each completely different
* Advance your country on one of at least two paths by making essential policy decisions, affecting the future of your people
* New buildings, technologies, and units, from the ordinances of the Princely Court to the might of each faction's hero
* Research new, civ-specific, technologies, such as English Longbowmen or Helvetia's Eidgenossenschaft
* Discover the history of each of the 26 countries - plus special articles on the period's conflicts and warriors
* Historical 8-scenario campaign takes you through some of the major events of the period (the battle of Bouvines, the Barons' War, the conquest of West Friesland, the battle of Kortrijk, the start of the Hundred Years War, the siege of Maastricht, the battle of Chioggia, the battle of Vitkov Hill and the siege of Neuss)
Comes with auto-installer.
Version 2.03
Last updated 29 December 2018
Now includes the Userpatch, which allows you to set the population limit to 1000, play with widescreen, and many more features besides! |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 [12] 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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BairdPC |
Posted on 03/20/09 @ 10:09 PM
problems and errors
your chivalry ai will not transport units on water maps that requires too.
the town lancers and lancers from stables don't a bonus attack at siege units/mounted units very weak attack add a better bonus if possible or make them stronger on health or attack
and those who don't read the help theres a ai called chivalry ai under computer behavior
he said on ins. that theres a new one but i idk what he talking about!
which one def you added?
i have others ai from others so i cant tell.is chivalry the only one?
i will look forward to patch 1.63!
this is so not final yet you need to fix more. :/
regards
Bairdpc aka (aok game tag) mrempirehimself[Edited on 03/21/09 @ 07:01 PM]
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Kor (id: Derfel Cadarn)
File Author |
Posted on 03/27/09 @ 07:33 PM
Daschalks said:
"One quick question, when selecting a multiplayer game, which AI is being used? I play online with a friend and we like to go against the computer and in the original AI the computer would never attack. I noticed there is no choice of AI when selecting a multiplayer game. Graphics and concepts are great, I hope it works with multiplayer against the computer. Thanks for all your work."
With the latest version (1.62), the AI automatically used in multiplayer and singleplayer will advance through the ages properly and also attack actively on land maps (though, as far as I know, not yet on water maps). So yes, if you have the latest version playing multiplayer against the computer should be fine. :)
Bairdpc said:
"problems and errors
your chivalry ai will not transport units on water maps that requires too. [...] and those who don't read the help theres a ai called chivalry ai under computer behavior
he said on ins. that theres a new one but i idk what he talking about!
which one def you added?
i have others ai from others so i cant tell.is chivalry the only one? "
Yes, I didn't make the AI myself but as far as I know it has not been optimised for naval combat yet. This is partly because AoCH is not intended for naval combat.
Apart from the Chivalry AI, the other AI that has now been added is the standard in-game AI, which is selected by default on any random map game you will play. This one does ship troops around on naval maps.
"the town lancers and lancers from stables don't a bonus attack at siege units/mounted units very weak attack add a better bonus if possible or make them stronger on health or attack"
The lancers have a more than significant bonus versus cavalry (10 in the case of Lancers, 18 in the case of Ducal Lancers) which is enough. They do not have a bonus versus siege weapons. I don't think they are underpowered.
As to Militia Lancers, they have +3 versus siege (+5 for Town Lancers), +8 versus cavalry (+12 for Town Lancers) and +8 versus priests (+10 for Town Lancers). This does not strike me as underpowered, either. Both units have a specific purpose (for the Lancer/Ducal Lancer fighting cavalry; for the Militia Lancer/Town Lancer scouting and dispersing archers) and they do well at this. They are not intended for sustained combat against all troop sorts, in the same way heavy infantry or cavalry is.[Edited on 03/28/09 @ 12:42 PM]
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rbaleksandar |
Posted on 03/28/09 @ 03:31 PM
Hi :)
Before the questions and critic (so that I don't sound ungrateful :P) - Great mod! Huge variaty of redesigned units, buildings and upgrades. :)
Now...So far I've played with the Britons mostly (forgot the name in the game of this nation - think it was Brittans or something). I couldn't help noticing the beautiful real-size houses.I've always hoped that someone will make at least them real size.And so you did. ;) BUT there's a little problem (at least I think it is) - after the player can build the fresh redesigned houses (and other buildings of course), some of the houses that he builds remain as they were before that - like in the Feudal Age - with straw on the roof. So at the end of the game one has a mixture of country and town houses.I also noticed that some of the castles don't fit the whole graphic style. That's all of the critic for now. Really awesome and definitely worth playing. Thanks! |
daschalks |
Posted on 03/29/09 @ 01:37 PM
I have played several multiplayer games against the computer while teamed with a friend and most of the time the computer is a formidable opponent when playing 2 human players against 4 or 5 computer players. Sometimes though, one of the civilizations will just create villagers and make military buildings, but really doesn't make any military units after the initial stages of the game. A hundred villagers may just be standing around and not doing anything. This only happens about every third time. Only once have the computer opponents just refused to take military offense. Graphics are great, new techs are suberb. If I understand correctly you have implemented a new AI developed by someone else, if the developers of the AI could look at the issues I have mentioned above and correct the flaws, this will be even better than the original game. Thanks again for all your work on this. |
Kor (id: Derfel Cadarn)
File Author |
Posted on 03/30/09 @ 05:34 AM
rbaleksandar:
Thanks for the comments! As to the houses, that is intentional. Houses historically were in the middle ages rarely built of stone with tiled rooves, only the very rich could afford this. Most European cities had primarily wooden buildings until the 18th century. Every civilisation still has one wooden/thatched roof house to represent the only slowly evolving way of constructing houses.
daschalks:
I have passed on your comments to the AI scripters, but as the AI acts differently depending on what civilisation you are playing, they would like to know what countries you were fighting against when the AI didn't work. That may have something to do with it. Thanks in advance.
Also, I have just released version 1.63, which includes the following bug fixes and balance tweaks:
• Fixed the Helvetian skirmisher/javelineer range (the displayed range was incorrect).
• Fixed the Szlachcic' pierce armour (it was incorrectly displayed)
• Fixed the Gascon Crossbowman's pierce armour and attack (again, problems with their displayed statistics).
• Fixed Ribald/Ribaudequin’s population (it only took up 1 when it should have taken up 2).
• Slightly nerfed the Herwr/Herwr Mawr (now deals less bonus damage to spearmen and is slower).
• Made the Habsburger/Imperial Knight faster – it now has the same speed as the Royal Knight.
• New editor unit: the Starosta. This is a heavy infantry unit suitable for Polish and eastern European units.
• When killed, the French and Welsh priest still took up one population.
• Adjusted the French/Burgundian (and some other civs’) houses; their shadows were too lengthy.
• Renamed a few Church technologies (Fervour is now Mendicant Orders, Illumination is now Manuscript Uniformity, Theocracy is now Girdle Book and Sanctity is Celibacy). Their in-game names remain the same, however (so AI scripters need not change anything).
• Swordsmanship no longer improves militia infantry.
• Enabled Plate Barding Armour for Saxony.
• Enabled Iron Casting for Bohemia with Luxembourg Dynasty (this should already have been the case, but there was a bug with the technology).
• Liv Auxiliary has +15 hit points.
• The English king now speaks French rather than Latin.
• Like the Poles, Bohemian soldiers now speak Polish, rather than German. |
daschalks |
Posted on 03/30/09 @ 08:18 PM
Thanks for your reply. I will keep track of what Civs are involved whenever we experience an issue. Played a few more last night. No issues observed. Thanks again, this Mod is great! |
BairdPC |
Posted on 04/01/09 @ 11:09 PM
best if u tell which ai. chivalry or normal?
regards
Baird
p.s best mod ever! |
BairdPC |
Posted on 04/11/09 @ 11:43 PM
suggestion
make special blacksmith upgrades
to make the mod more unqine
increase pop limit
and let the i love the mokney head cheat the ram with the flag on it give increase attack and defense near by, a insprtation unit. |
Swaroslav |
Posted on 04/13/09 @ 07:24 AM
Greetings to the creators of this wonderful mod!
I'm from Poland and I have some ideas for you, to make Poland more historically correct, more ballanced and more extension. Soon I'll send you an e-mail, becouse unfortunately I have no time now to write it just here.
Once again thanks for the greatest AoE:TC mod ever! |
Nytrogod |
Posted on 04/21/09 @ 01:29 PM
Rating: 5
Age of Chivalry is a very good modification for a great game like Age of Empires. It is technically the normal The Conquerors, but with buildings changed, units and buildings names changed, and new units.
OVERALL: Now, with these changes, the game is awesome! All new buildings and units! And like there are many changes: for example, now the cavaliers (now named knights) are made at the castel, the old knights (now troopers) are made at the barracks... Then the buildings. Like now there's not archery range and stable: the two ones are now together on a building, that the name changes for every civilization (but still has the icon of archery range). And many other things...
The rest is not very changed, except the start menu and other minor things. But what I liked too is the ability to uninstall the mod, so if you want AOC back, just uninstall it!
I give 9.8/10! Perfect mod!
Nytrogod |
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HGDL v0.8.2 |
Rating |
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4.9 | Breakdown |
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Usefulness/Novelty | 5.0 | Quality/Instructions | 4.9 |
Statistics |
Downloads: | 124,832 |
Favorites: [] | 99 |
Size: | 99.25 MB |
Added: | 03/16/08 |
Updated: | 12/29/18 |
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