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Age of Kings Heaven » Forums » General and Strategy Discussion » UserPatch v1.1
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Topic Subject:UserPatch v1.1
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galacticninja
Squire
posted 07-02-11 09:12 AM CT (US)         
I found this "UserPatch v1.1" for AOE II: Conquerors with a lot of neat features: http://www.xomicron.com/software/userpatch/

Thing is, it doesn't include a no-CD check in the patch. Anyone know how to make this patch work, but with no-CD check?

Will this patch work fine with AllianceThundaEmpire AI's gameplay (or perhaps make it play better)? Will AllianceThundaEmpire be able to make use of this patch's AI updates? Or will the patch have minimal, or no effect at all with AllianceThundaEmpire's gameplay?

Patch update details here:
This is a feature and bug-fix update for Age of Empires II: The Conquerors Expansion. Its primary focus is to correct several long existing issues with the AI system and related game elements.

New Core Features
- Game version identifier changed to v1.1
- Vote panel/serial sync bug has been fixed for multiplayer
- Random map scripts can be used directly in the scenario editor
- Additional full map print options for higher resolutions
- Population limit options have been extended up to 250
- Ungrouped AI players will not ally themselves against humans
- AIs are selectable in multiplayer games (only host needs AIs)
- Multiplayer games can be started with only AI players
- AIs can assign guards for specific units and buildings
- AIs can now construct docks on Nomad maps and along ice
- Boar hunting is now fixed and operational for AIs
- AIs can build multiple buildings simultaneously
- Buildings destroyed mid-construction can be rebuilt by AIs
- Building cancellation is now configurable by AIs
- Cancelled buildings are only rebuilt if requested
- Construction is now possible after a wonder is placed
- AIs will now close wall openings created by lumberjacks
- Villagers will now repair damaged buildings and siege weapons
- All AI villagers no longer rush to destroy towers
- Setting sn-attack-winning-player-factor to 0 will not crash
- Trade carts will travel across shallows to other markets
- AI unit spreading can be controlled in multiplayer mode
- Hero units can now be used by AIs as scouts for exploration
- AIs can construct lumber and mining camps in close proximity
- Gaia units and buildings can now be converted by AI explorers
- Coop play against custom AIs in multiplayer is now possible
- Idle sheep will now gather at the town center on Nomad maps
- Simultaneous messages from AIs now appear in the right color
- AIs can now gather resources using up to 200 villagers
- Pseudo-random number generator algorithm has been improved
- AIs can choose to attack with the patrol attack system
- Players can survey the map after a single player game ends
- AIs can now specify which player to target for attacks
- AIs can request gatherers to drop resources at any time

Release Details
Current version: 1.1
Date of build: 2011/07/01 @ 11:25 AM
Development phase: Beta

[This message has been edited by galacticninja (edited 07-02-2011 @ 01:43 PM).]

AuthorReplies:
offwo200
Squire
posted 07-26-11 10:38 AM CT (US)     101 / 230       
Oh? Did I tell you how it kills you?

It drives you mad and causes you to fracture your head onto a brick wall. Sometime later, ghosts appear tourtered and with a very smashed face.
Keisari Tapsa
Smith
posted 07-27-11 00:17 AM CT (US)     102 / 230       
Are all UserPatch features hardcoded in the exe or does it also edit dat files? Dat file related things shouldn't be hardcoded in the exe.

Advanced Genie Editor
Follow coding here and here.
offwo200
Squire
posted 07-27-11 04:33 AM CT (US)     103 / 230       
All the features are hardcoded in the exe, so it remains compatible with mods.
Keisari Tapsa
Smith
posted 07-27-11 05:08 AM CT (US)     104 / 230       
The newest feature is pretty problematic then.
"- 0000112: [Request] Bombard towers are no longer effective against siege weapons (adminicron) - resolved."
What if I want to mod Bombard Towers? How can I see (and mod) its special attacks/armors if they are not in dat files?

Advanced Genie Editor
Follow coding here and here.

[This message has been edited by Keisari Tapsa (edited 07-27-2011 @ 06:21 AM).]

offwo200
Squire
posted 07-27-11 05:27 AM CT (US)     105 / 230       
The feature is optional. He hardcoded the +40 attack bonus in the .exe, you could still change it from pierce to melee if you want, but the +40 bonus still remains.
Keisari Tapsa
Smith
posted 07-27-11 06:21 AM CT (US)     106 / 230       
Has the pathfinding cliff bug been noticed by UserPatch creators? It seems that pathfinding does not include cliffs at all. This is problematic when placing forest over cliffs in the editor and trees get placed over cliffs. Then lumberjacks stumble behind cliffs. And when cliff is placed to disable route, units think they can get through it. And when I set land-unit's terrain restriction to 0, it doesn't avoid cliffs. I think that this problem does not exist in Star Wars Galactic Battlegrounds as in it, there is a unit that can pass any surface without objects on it (Its terrain restriction number is above The Conquerors terrain restrictions' list).

My Suggestions For UserPatch

Features already in SWGB:
•Gather food in mill by garrisoning sheeps and turkeys.
•Show resource generating amount in monastery and mill.
•Power units/buildings which can increase workrate of units/buildings in their range.
•Shield units/buildings which give addition HP bar to units/buildings in their range.
•Additional HP (shield) slowly increases into the maximum starting from zero, also doesn't disappear instantly.
•Show power and shield units range as a circle around them.
•Hidden units until attack or attacked.
•Units that can see hidden units.
•Techs which makes units hidden.
•Homing missiles research.
•Flying units, multiple vertical positions?.
•New terrains.
•Animated gaia objects (lava bubbles, water waves).

Other nice things:
•Increase the max player amount from 8 to at least 10.
•Show all attack/armor types of a unit when selected (AoE III).
•Show units' min range and speed in the game (AoE III).
•Heroes and Town Center convertible research.
•Infinite farms (and other resources) (AoE III).
•Add new civs.
•Gold/Stone/Forage placeable like terrain in the editor.

Advanced Genie Editor
Follow coding here and here.

[This message has been edited by Keisari Tapsa (edited 07-27-2011 @ 07:48 AM).]

Basse
Squire
posted 07-27-11 06:32 AM CT (US)     107 / 230       
Features already in SWGB:
•Gather food in mill by garrisoning sheeps and turkeys.
•Show resource generating amount in monastery and mill.
•Power units/buildings which can increase workrate of units/buildings in their range.
•Shield units/buildings which give addition HP bar to units/buildings in their range.
•Additional HP (shield) slowly increases into the maximum starting from zero, also doesn't disappear instantly.
•Show power and shield units range as a circle around them.
•Hidden units until attack or attacked.
•Units that can see hidden units.
•Techs which makes units hidden.
•Homing missiles research.
•Flying units, multiple vertical positions?.
•New terrains.
•Animated gaia objects.

Other nice things:
•Increase the max player amount from 8 to at least 10.
•Show all attack/armor types of a unit when selected (AoE III).
•Show units' min range and speed in the game (AoE III).
•Heroes and Town Center convertible research.
•Infinite farms (and other resources) (AoE III).
•Add new civs.
•Gold/Stone/Forage placeable like terrain in the editor.
It's a userpatch, not a mod pack
episkopos
Squire
(id: pong676)
posted 07-27-11 07:08 AM CT (US)     108 / 230       
It's a userpatch, not a mod pack
Actually, quite a lot of those things would require patching the game executable.
Keisari Tapsa
Smith
posted 07-27-11 07:17 AM CT (US)     109 / 230       
While there may be some workarounds of the things I listed, I believe they all require exe editing.

Advanced Genie Editor
Follow coding here and here.
Blanket PI
Squire
posted 07-27-11 10:52 AM CT (US)     110 / 230       
I think he was referring to the drastic changes in gameplay that would occur.
For examples:
-When were homing missiles invented and how many would it take to destroy a Castle? (19...40s I believe? Probably 1 or 2)
-Not even now do buildings have shields. They might have a defense system but not energy shields. Plus, that means 1-3 more Trebuchets required to destroy that Castle or Bombard Tower. Whoopee....
-Oh boy! Cloaking technology! I would love to have no clue what area my enemy is headed to next, nor when I could be attacked by a swarm of cloaked Light Cavalry. It makes my lovely Outposts, which are already extremely unlikely, even more useless! Horray! ...It also hasn't even been invented today.
-Flying units are great! ...so long as they stay in modern/futuristic/fantasy war games instead of being broken, pointless to add and unrealistic.
-Adding civilizations would be nice in an expansion pack. Also, you never mentioned any.
-They had the idea of strengthening your army if your monk carried a relic into the battle. I notice that that made it into the final game.


What you really want is a SWGB expansion pack. Unfortunately, you won't be getting an official one and the likelyhood of an unofficial one is slim. Just don't poison our soup because yours doesn't taste wonderful, please.
murray jnr
Squire
posted 07-27-11 06:18 PM CT (US)     111 / 230       
+1 Blanket.

Also this patch was orriginally meant to be a fix to the game, mostly focusing on the unfinished ai engine. Since it has been taken up by players in certain places, the patch now is also fixes to multiplayer bugs and improvements to game setup screen. Adding in game play changes like
Techs which makes units hidden.
Homing missiles research.
Power units/buildings which can increase workrate of units/buildings in their range.
are changes to game play, not fixes or optional improvements/style change to something already existing, and are unlikely to be added or considered.

Things like that are for mods, not patches.

This post has been approved by IDA
(International Display of Awesomeness Est: 1992)

All rights reserved. All components including (but not limited to) text, images, opinions and ideas remain the property of murray jnr. Deal with it.
Keisari Tapsa
Smith
posted 07-29-11 11:24 AM CT (US)     112 / 230       
Don't you think these would be good?

•Show gold generating amount in monastery.
•Increase the max player amount from 8 to at least 10.
•Show all attack/armor types of a unit when selected.
•Show units' min range and speed in the game.
•Gold/Stone/Forage placeable like terrain in the editor.

Advanced Genie Editor
Follow coding here and here.
Basse
Squire
posted 07-29-11 11:33 AM CT (US)     113 / 230       
•Show gold generating amount in monastery.
Every relic gives 1 gold/~2 sec. So easily calculated, even for a minor
•Increase the max player amount from 8 to at least 10.
This would be cool, but would require way too much programming
•Show all attack/armor types of a unit when selected.
Would be cool, but maybe a bit overwhelming info on some units. Where would every bit of info fit?
•Show units' min range and speed in the game.
Would be cool, but everybody should know Skirms and Siege have min range.
•Gold/Stone/Forage placeable like terrain in the editor.
Ever heard of mapcopy?
Keisari Tapsa
Smith
posted 07-29-11 12:01 PM CT (US)     114 / 230       
Mapcopy makes all pasted units to have same graphic frames. It looks very ugly.

Advanced Genie Editor
Follow coding here and here.
Basse
Squire
posted 07-29-11 12:05 PM CT (US)     115 / 230       
Resources change to a random graphic when the game has started (not trees)
TomYo689
Squire
posted 07-29-11 03:30 PM CT (US)     116 / 230       
Wait what we can already put resources in the editor right? I mean like we do it all the time what you mean by we can't?

You guys got some real whack signatures.

[This message has been edited by TomYo689 (edited 07-29-2011 @ 03:31 PM).]

Jon321
Squire
posted 07-29-11 11:15 PM CT (US)     117 / 230       
have the known bugs been fixed? like socut bug etc (assuming exe coding is the cause)
fenris_w0lf
Squire
posted 07-30-11 08:31 AM CT (US)     118 / 230       
"scout bug"

As much detail as possible and a recording would be nice.
Keisari Tapsa
Smith
posted 07-31-11 02:53 PM CT (US)     119 / 230       
Is it possible to make an overriding patch dat file from UserPatch changes? In that way, modders could edit UserPatch changes to dat files AND it would remain compatible with the 1.0c mods.

Advanced Genie Editor
Follow coding here and here.
offwo200
Squire
posted 07-31-11 03:00 PM CT (US)     120 / 230       
No need to.

Nothing will change with mods. Install any mod over 1.1 and see that nothing changes.
Myll_Slaghter
Squire
posted 07-31-11 04:59 PM CT (US)     121 / 230       
"scout bug"
If the enemy scout is killing one of your villagers, it sometimes trigger a bug that makes the skeleton disappear at once. If you at the same time had the villager that was killed selected you will be able to see where the enemy scout is at any time by clicking on your idle villager key.

I cant remember if it was enough to have just the villager selected when its killed, but I seem to remember its a "random" event, i.e. sometimes it happens and you can use this, other times it works as its supposed (i.e. you cant see the scout).

Quote:
You will never learn what I am thinking.
And those who boast most loudly that they know my thought, to such people I lie even more.
Adolf Hitler (August 1938)

Check out The Myll Clans Homepage.

Jon321
Squire
posted 08-01-11 00:07 AM CT (US)     122 / 230       
yea, but the most annoying part is pressing idle villager hotkey after, finds the enemy scount and centres screen over what is usually fog
murray jnr
Squire
posted 08-01-11 02:59 AM CT (US)     123 / 230       
thats very interesting. ill pass that on straight away.

This post has been approved by IDA
(International Display of Awesomeness Est: 1992)

All rights reserved. All components including (but not limited to) text, images, opinions and ideas remain the property of murray jnr. Deal with it.
BugA_the_Great
Squire
posted 09-15-11 05:58 PM CT (US)     124 / 230       
Wow, certainly one of the most important things that happened to AoEII since releasing of 1.0c patch O.O Hats off to all people involved in this project! I really can`t describe with words the happiness I feel regarding all this... =) Really, thank you.

Trying to contribute, I`ll leave AI fixes and (possible) game balance fixes (if any) to people more into those, while I will try to remind of some known (more or less) "core game" bugs ruining the gameplay, and features that already exist but are not yet merged into one patch (not yet fixed or implemented into UserPatch v1.1).

Please note that not all bugs might be easily reproducible, some occur only in specific situations (and usually with multiplayer lag involved) and fixing them might be pretty hard (locating the bugged code that is), so if you find anything in that assembler code - good, if not, never mind, thanks for the effort anyway. Here we go...


A. CORE GAME BUGS (not yet fixed in v1.1):
  1. Color bug on Windows Vista / Windows 7 - easily fixed through writing a registry entry, as described here. But maybe a more straightforward solution is possible (if needed)?
  2. Freezing bug on Windows 7 (Vista, too?) - hardly reproducible, happens occasionally. Computer freezes completely (restart needed), while music is still playing normally. It can happen anytime once the game started, or not happen for weeks of playing. I read that it is related to DirectDraw and Win7, when they both try to write to the screen (Win7 not respecting DirectDraw exclusive screen more, something like that), causing the display deadlock. I also heard that it it`s been fixed in Win7 Service Pack 1, but I can`t confirm.
  3. Restored games cannot be recorded (tracker), even if you check "Record game" upon restoring. I saw this has already been reported, but just wanted to say that it maybe should get a major flag (severity), as recorded games are one of the most important things that keep AoC community alive. Being able to watch experts play tough matches is priceless, while analyzing your own is a way to success. As drops happen on tournaments (having people from all over the world inside the game, and usually poor connection), many excellent games were not recorded because of drops and restoring. It really ruins the game for all those expecting to see the legends in action, and recorded games is what tournaments are all about - and there are still big money involved tournaments that bring back expert players, and provide so much fun and joy for the community watching their recorded games... if they don`t drop :/
  4. Computer player(s) lag in multiplayer (AI issue?) - Having computer players (AI) in multiplayer games can cause severe lagging. As an example, I played a lot 2v2 games with my friend against 2 AIs, and always around 20 minute mark (if I remember right) the game would start lagging a lot (almost a complete halt, then works for a few seconds, then freezes again for 10 seconds, and so on). After a while it would be back to normal, but interesting thing is that it would always start lagging at almost the very same moment in time, each game (we played each game till 25', so I don`t know if this lagging happens again later).
    I remember ES_MattP talked about AI path finding calculations, but except that, maybe AI is doing some other calculations at that point in time, causing lag?
  5. Wrong "Reveal Map" in recorded games. "Normal" works fine (shown in rec as in game), but if "Explored" is selected, it will be shown as "All visible" in recorded game (and vice versa, "All visible" shown as "Explored" in recorded game). More info and tool for fixing recorded games here.
  6. Cooperation chat bug - When someone coops (two players pick same color) and selects random team, there is a chance that the chat (who chats to who, who gets to see the chat) will be randomly changed. If this happens, you need to go to chat menu and select your allies (so you only chat to them by default).
  7. Inaccurate information - Fixing small in-game mistakes, like that technology tree saying that Goths have 25% cheaper infantry, while they in fact (in game) have 33% cheaper infantry.

B. GAMEPLAY BUGS (not yet fixed in v1.1):
  1. Walk-through walls (houses, maybe other bulldings, too?)
    (1) If you build your tower in the corner of the wall (usually enemy`s wall, as on Arena map), you can garrison your units inside, drop a gather point behind the wall and ungarrison, and your units might appear on the other side. It also works sometimes with units garrisoned inside a ram (ungarrisoning on the other side of the wall, not necessarily in the wall corner, usually if the ram is crowded by other units around it), and it might work for created units appearing outside of walled building (walled Siege Workshop might create units that will appear on the other side of the wall).
    (2) Sometimes, (enemy) units tend to walk directly through the wall as it doesn`t exist (happens really rarely, but I`ve seen it a few times), once saw it happen with built houses (enemy units walking through the wall of houses, or more like "over" them, as they were flat on the ground). One game was lost because of this bug :P
  2. Gaps in walls - if the hill is too steep, and you build a continuous wall there (dragging your mouse), the wall still might have "cracks", allowing enemy units to pass through it. You can`t "patch" the wall, as wall blocks are placed on each possible tile, but due to elevation difference some gap appears after all.
  3. Can`t build over dead trebuchet. You can build (place foundations and start building) over all other units, but not over destroyed trebuchet.
  4. Trebuchet shot does not make any damage - if a treb is shooting at castle, but gets killed before its fire hits the castle, this fire will make no damage to the castle once it hits it. It`s working with some other buildings too, but not all.
  5. "Instant build" villager bug - specific villager(s) gets into "turbo build" mode, building even castles with only one or two hammerings. Hard to reproduce, but it`s reported that it can happen after a villager, while repairing the wall, is being hit with a cannon ball (from bombard cannon, conquistador rifle...), or with mangonel shot (while building something?), and player instantly reschedule him to continue repairing (or start building something), rather than flee from being attacked. Example game link here, watch red player building walls around 00:21:40. This "instant build" mode turns itself off after some time has passed (5 seconds, 25 seconds...?). Multiplayer lag might "help" this bug to happen.
  6. Idle farmer - if you reach enemy farmer with your scout`s (for example) line of sight (while the villager can`t see the scout) and attack the villager by right-clicking him several times, but then move the scout somewhere else (before actually attacking him, or entering his line of sight), the villager might get idle, as it is under attack, while it actually isn`t (multiplayer lag might "help" this bug to happen).
  7. (not really) Exhausted farm - sometimes the farmer returns from dropping off food, and that "farm exhausted" sound is heard, making the farmer stand idle in the center of the farm. The only problem is that the farm is not exhausted, graphics show it still has food on it, if you click it it says it still has food on it, but if you right click with farmer selected to continue working (or reseed, if really exhausted) nothing happens. Farm needs to be deleted, then built again.
  8. "Scout bug" - known for a long time, happens sometimes when your villager gets killed by an opponent`s scout. Then if you use "Idle villager" hotkey (or if that killed villager was assigned to some number as hotkey and you press that number) your screen moves to unexplored fog-of-war (actually centering that enemy scout, but you can`t see it as it is in fog-of-war). Like villager`s soul got transferred to that enemy scout :P This is annoying (screen moving), and it reveals scout position of your enemy, which is not fair. The bug can last as long that scout is alive.
  9. "Fog of War" being see-through - once you explore a map area (so that black fog of war becomes gray, allowing you to see the map layout of explored area even if you don`t have it in units line of sight):
    (1) You can see a dead wolf (if your enemy kills one), even though you can`t see the wolf while it is alive, which makes it possible for a player to predict movement of enemy units (those that killed wolf). Player can delete the wolf corpse by placing palisade foundation over it, and cancel building it, but the corps shouldn`t be visible anyway through the fog of war. Only if scout (or other unit) comes close and get that corpse in LOS (line of sight), it should be (and stay) visible (not if attacking player already deleted the corpse with palisade).
    (2) You can see that enemy is cutting the tree, through the fog of war (you see the tree cut in half).
    (3) You can place a building foundation (palisade, house, whatever) into the fog of war, and you are able to see all enemy units that pass over it - while enemy can`t see your building foundations as you haven`t started building them yet.
    (4) You can use buildings (house, for example) as a radar to "scout" around the map. You can`t see through the gray fog of war (you see there the last thing that was there when you scouted), but if you try to place a building foundation on the location where enemy units/buildings are (even if you shouldn`t know that, you can`t see it as it is not explored since last exploration when those units/buildings weren`t there), your building (house) will become red while you hover your mouse over that location, indicating that you can`t build there, and giving a clue that there is something there (enemy unit/building). This shouldn`t work like this, but you should be able to set foundation, and once the builder gets there and location gets into his line of sight, if the location is occupied, the foundation should disappear and resources restored to the player (ES_MattP explained it in his topic, regarding AoC Graphics).
    (5) You can see deer and boars in fog of war (explored). This is fine, but once your opponent scares them away you can see them running around, thus revealing your opponents movement in fog of war, it is not fair. Also, if enemy attacks your boar, trying to steal it, you will see the boar running through explored fog of war. Same goes for killed boar/deer, you will see their corpse in explored fog of war.
  10. Buildings not visible behind other building - The best example is when your enemy puts relics in his Monastery, then builds a Castle in front of the monastery so you can't see the monastery at all - you don`t know it even exists, nor you can attack it. Another example is palisade wall not being visible behind a building - you can`t go between two buildings because there`s a palisade tile between them (for example), but you can`t see it, and can`t attack it.
  11. Visible enemy`s gather points - when you select enemy building, you can see its gather point (appears as X on the mini-map).
  12. Unit conversion bugs - Once you convert (with a monk) an enemy unit, it keeps its stats prior to conversion. But later in the game, it can even downgrade, or change. Some examples...
    (1) Aztec monk bug - if you are playing Aztecs, with fully upgraded monks, and you convert an enemy monk (non Aztec monk), the monk will keep its stats prior to conversion. But, if you pick up a relic with that monk and then drop the relic, the monk will instantly change to fully upgraded Aztec monk.
    (2) When you convert a siege onager, and your civilization doesn`t have onager upgrade, it`s still the siege onager. But once you repair it, it will turn into mangonel instantly.
  13. Two types of Huskarls - if you have huskarls produced in castle and in barracks, you can't select all of them by double-click. They are considered to be different units, and if u go to army mini-map, to check your army numbers, huskarls from barracks are not counted there. People even reported that huskarls built in castle fight much better that the ones from barracks (could they be using different AIs?)
  14. Sometimes spears can hit units behind the palisade wall (wall doesn`t have any gaps in it, bit like they can reach through it with spears).
  15. "Scaring" the boar/wolf - when a boar/wolf is chasing your villager, if you are fast enough you can place a building foundation (house, for example) over the animal, and it will slow down, moving away from the foundation. Once it gets out of it, it will continue chasing the villager, but you then remove foundation and place it over the animal again, slowing it down again, until your villager runs away.
  16. Deleting Town Center by mistake (or other building) instead of deleting idle villager - not necessarily a bug, but it is annoying and maybe can be fixed. When you want to delete idle villagers quickly (usually in later stages of the game when population limit is reached), you usually press Idle Villager hotkey, then Delete, and repeat this quickly. If you don`t pay enough attention (because you`re in the middle of the battle), if you have any garrisoned villager(s), when you press Idle Villager hotkey, instead of selecting that villager the game will select the building which holds that villager - and once you press delete to delete the idle villager - you will delete the building :/
  17. Custom scenario "speedy spawning" - (reported by user) In custum scenario in aok there was a scenario called herofest. Units were spawning from a main castle, if you build a workshop on spawnpoint the villager couldn`t build it, but it tried to hit the seige workshop, causing the spawned unit to jump away fast so another one gets created instantly. It increased spawned units by 50%

C. GAME FEATURES (some already implemented in various fan patches, but not united into one single patch):
  1. Game version readable from recorded game file, once it`s changed to v1.1 for good. For example, version AOC 1.0c now has this (hex) 04 00 00 00 F4 01 00 00 in the game file, the "game start" command, while AoC 1.0 has 03 00 00 00 F4 01 00 00. This helps tool makers to recognize the recorded game version file, and inform players of game version they need in order to replay the game. Something should be put into recorded game file to indicate that game version is v1.1 (maybe 05 00 00 00 F4 01 00 00 :P)
  2. Check "Fog of War", uncheck "Demo Loop" on start of the recorded game replay. It feels more logical, as people want to see what the player was able to see, and they can uncheck "Fog of War" to see everything (rather than vice versa). Also, with "Demo Loop" checked the games is instantly replayed from beginning once it is over, so you can`t examine the last battlefield situation, nor go to Achievements screen without replaying the whole game again (but unchecking "Demo Loop" this time). Unchecked default state for "Demo Loop" and checked for "Fog of War" seems as a logical move.
  3. Play game in window (rather than full screen) - VEG made this possible, in his patch (check ChangeLog for more info on changes made). Window mode should be optional, maybe as a parameter for launching the game? -window, or something, if possible. It is important to say that playing in window mode fixes issues with game freezing on Win7 (which happens sometimes with original game, due to DirectDraw problem?).
  4. Custom in-game resolution (wide and standard) - made possible by boekapart, in his patch. It would be good to make this one optional, and customizable too. Another parameter for game launching? Like -res1920x1200, -res1366x768, or whatever (if possible). It doesn`t really matter if bottom and top menu graphics are stretched a bit (as boekabart made it, to cover purple no-texture background), because the feeling it gives is fantastic - no stretched (fat) units on wide monitors, and you can see as much of the battle field as your monitor allows (as an option, you don`t have to play in your max monitor resolution, as it is not always the best solution - hard to move mouse across big distances on large monitors without running with your mouse all over the room, and if you raise mouse sensitivity then it will be hard to have good unit micromanegament).
  5. More random map seeds (more variations) - currently, there can only be around 100,000 variations of a certain map. For Arabia (maybe the most played map), that number is too small, people get same maps sometimes :P Anyway, if the number of seeds could be raised, it would be an excellent thing, providing even more map variations (for all maps).
  6. Mirror Random Civilizations - Very interesting game setting proposed by the community, random civilizations, but each team gets the same ones (for example, Hun + Azt + Byz vs Azt + Hun + Byz).
  7. "Spectator" mode - being part of the game (something like coop, cooperation), but without a possibility to chat, and you can switch players to see their point of view (with fog of war, as they see it, or you can turn it off). It would be great for "live" streaming of the matches ("live" because it should be delayed a bit, not to allow people to spy on each other).
  8. Replay recorded game directly (by double clicking the game file) - it should open AoC and replay the desired recorded game automatically (no need to go through game menus and select recorded game). When recorded game ends and you close Achievements screen, AoC closes (not going back to Main Menu).
  9. Even faster recorded game playback - beside Slow, Normal and Fast playback, add some much faster playback option so it is possible to fast forward some parts of the game much faster than it is now.
  10. Folder structure for SaveGame folder - so the game sees recorded game files placed in separate folders (placed in SaveGame folder), and not only games in root SaveGame folder. It would make recorded game files organizing much easier (if it could even read from packed .ZIP files, it could be great... but maybe it is too much to ask? :P )
  11. Enable -MidiMusic parameter hidden in exe file (as VEG did in his patch), so the game can play midi files from "Sound\midi" folder.
  12. Enable playing mp3 music from folder (if possible, in same manner as midi music from "Sound\midi" folder). I remember VEG sad that he already saw something about it in exe file, just that it needs appropriate enabling.
  13. Wait for dropped player - when someone drops in the middle of the game, to be able to rejoin the game, while others are waiting (on the voting screen, for example).
  14. Network play model improvement (if possible) - make it possible to play the game without a need to forward ports. Game clients like Voobly and GameRanger already offer this functionality, through their "NAT traversal", but I think that some kind of server is needed for it to work, at least until the connection is made. Any other solutions?
  15. Fixing float point precision issue - I don`t know if it would benefit the game now, but I remember ES_MattP mentioned it in that other topic...
  16. Anti-cheat (if possible) - system of some kind to make cheating as hard as possible (not to say impossible).


Well, that`s about everything I can remember of at the moment. I don`t know how much of it can be fixed / implemented, but I posted it here, and you guys see what can be done - and one HUGE THANK YOU once again!

Wish you all the best, BugA =)

"Master of the Huns" Collector`s Edition (Best Games, Archives, The Final)
AoC Tools: SaveChapterTool, Voobly Rating Calculator || AoE Dev Group | AoC Zone

"When I was a fighting-man, the kettle-drums they beat, The people scattered gold-dust before my horses feet;
But now I am a great king, the people hound my track, With poison in my wine-cup, and daggers at my back..."

[This message has been edited by BugA_the_Great (edited 09-20-2011 @ 04:54 AM).]

murray jnr
Squire
posted 09-16-11 05:55 AM CT (US)     125 / 230       
thanks bugA. those are excellent suggestions.

This post has been approved by IDA
(International Display of Awesomeness Est: 1992)

All rights reserved. All components including (but not limited to) text, images, opinions and ideas remain the property of murray jnr. Deal with it.
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