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Age of Kings Heaven » Forums » Scenario Design and Discussion » UP 1.5 Effects & How to use them in Maps
Topic Subject:UP 1.5 Effects & How to use them in Maps
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posted 08-31-17 09:19 AM CT (US)         
Hello friends! This post was last updated 23/08/2019!

This thread is for discussing User Patch 1.5 and its application as a designer's tool. This first post will give you an overview of the most powerful element; UP-Effect, but following this are more posts going into more detail or other topics.

Post 2 - UP-Effect vs UP_Attribute
Post 3 - Attributes and Effects
Post 4 - Other features

Investigations are posts documenting research into particular elements of UP-Effects and their uses:
#1 - Using UPGRADE_UNIT: Achieving Off-Grid Resource Piles In-Game.
#2 - Using UPGRADE_UNIT: Preventing Villagers taking jobs.
#3 - Train Location: Does Class Matter?
#4 - Train Location: Type differences and cool ideas.
#5 - Using UPGRADE_UNIT: Examining Cross-Type Upgrading & Upgrade Leftovers.
#6 - Using UPGRADE_UNIT: Cross-Type Limits and Freeze-Frame Units.

Extra Info:
Full List of all non-UP Resources, from AGE 2019.

What is the "UP Effect"?
The UP Effect, or up-effect, is a special feature of UserPatch 1.5-onwards that -- put simply -- allows some basic data modding within the Scenario Editor through manipulation of tech effects.
Tech effects can alter a lot more attributes than the standard editor, accross every unit of that ID (or class).

UserPatch has opened the doors to entirely different games distributed through scenarios and random map scripts. It is, in a word, Brilliant.

I'm over-exaggerating how great it is.
  • Well, kinda. Let's look at it from a technical view.

    "up-effect" works by using AoC's Technology Effect system. Everything that can be achieved through technology effects can be achieved through up-effects (with some notable additions)

    Scripter64, creator of UserPatch, has provided some outlining documentation on how to use the up-effect, how it can translate to random map scripts, and provided a few examples. However, I feel this doesn't go into much depth and doesn't serve well enough to get your creative juices going.
    I have also been answering a lot of questions on the topic of using up-effects, and what they can achieve.

  • There are two types of up-effect.
    These are up-effect, and up-attribute. I will talk more about up-attribute later.

  • up-effect can be a little confusing to use at first.
    But you'll get the hang of it!

    How do I use one?
    To use a up-effect, you need a Display Instructions trigger. To prepare it for an up-effect, set the timer to 99999999 (UPDATE: The latest beta now only needs 99999 or more!) and the number field to 9 -- like so:

    One thing you might struggle with is remembering all the 9's for the timer field. You can't just put any old number in there (unless Scripter changes that in the future), you need to put 8 9's. When typing it, I tend to 4 9's, then pause a split second, then the other 4 9's, to keep track.

    Next, we start the "Message" field with "up-effect". Until you get used to it, I suggest also completing it with 0,0,0,0,0,1 -- Like this:

    This should hopefully help you to keep track of all your numbering. The up-effects all rely on numbers, and there must always be six of them. Let's dissect them:

    In Scripter's documentation, he writes:
    up-effect player,effect,item,attr,value,style
    - player: 0 for default (all) or 1-8 for a specific player
    - effect: the id of an Effect such as SET_ATTRIBUTE (0)
    - item: the id of the Item to modify such as VILLAGER_CLASS (904)
    - attr: the id of the Attribute such as ATTR_HITPOINTS (0)
    - value: the value to set
    - style: 2 if value should be divided by 100; otherwise 1
    Looking at that, a quick glance might make you think that you can write something like "up-effect 0,SET_ATTRIBUTE,VILLAGER_CLASS,ATTR_HITPOINTS,200,1" but this isn't correct. The reason Scripter has written these block-capital words is probably due to the way up-effects can be put into random map scripts, using these words instead of numbers like we do in a scenario.

    So, Scripter provides an example:
    up-effect 0,0,904,0,100,1
    The top line is what you'd do in our Display Instructions trigger. The bottom line is what you'd put in your random map script. I haven't experimented with the random map script functions yet, and probably won't ever. So I won't talk much about them here, but it is useful to note that there's potential for making random map scripts that, for example, incorporate X-Patch's balance changes, without needing the mod. This is something that, whilst I won't use it (probably), should definitely not be overlooked as a cool side-effect.

    So instead of just copying Scripter's example, let's do our own.

    A quick unit modification example
    First, we want to choose the player for our effect. You can use 0, 1, 2, 3, 4, 5, 6, 7 or 8. 0 means "All Players", 1-8 should be self explanatory. I haven't experimented with the Gaia attributes much, but as I understand it -- if you want to specifically effect ONLY gaia, you need to set player number to 0 and use negative numbers in your "effect" field.
    I'm going to use player 1.

    Next, we want to decide on our "effect". I'm going to keep things simple, and ignore everything that doesn't affect a unit. In the documentation, under file "UserPatchConst.rms", Scripter writes:
    #const SET_ATTRIBUTE 0
    #const ADD_ATTRIBUTE 4
    #const MUL_ATTRIBUTE 5
    #const ENABLE_OBJECT 2
    #const UPGRADE_UNIT 3
    If you were writing a Random Map Script, you'd use these const names. We however are only interested in the numbers.

    So, these numbers:
  • 0 will set an attribute outright. For example, Health, Range, Movement Speed, etc. will be set to the value you specify.
  • 2 will enable or disable a unit. This means that you can, for example, enable a Britons player to train Plumed Archers instead of longbowmen by doing up-effect 0,2,8,0,0,1 followed by up-effect 0,2,763,1,0,1.
  • 3 will upgrade a unit. This is what happens when you, for example, research Man-At-Arms. There's various things you can do with this and all of them are cool. Shape shifting units? Changing looks but keeping stats? It's all there.
  • 4 is like 0, but ADDs to what already exists. For example, you can ADD 50 HP to a 100 HP unit, and get 150 HP. I don't want to insult your intelligence by providing an example image though.
  • 5 MULTIPLIES the attribute, and here you might want to be careful. You could, if you set the "Style" wrong, accidentally multiply a unit's speed by 110x, instead of 1.10x. It's also worth noting that stacking Multiplied attributes is exponential. It multiplies the previous stats, NOT the BASE stats. If you multiply 100 HP by 1.10, then do it a second time, the second time around it will be multiplying 110 HP by 1.10.
    35+10% HP-> 39+10% HP->

    So, have you decided what you want to try? I'm going to SET, so my second number in the up-effect line will be 0. It looks the same as before, but yours might not.

    The third number is a big deal. This is what we're going to effect. There's two ways we can do this.
  • Use the Unit ID number.
  • Use the Class ID number, + 900.
    up-effects can effect any individual unit whose ID is between 0-900, and 1000-1959. IDs in the 900-999 range are actually reserved for counting data (According to Scripter), so he's made use of them for Classes. This means that if you want to affect a Longbowman like in my above example, you want "8". But if you want to affect ALL archer units, you'd use "900", because an Archer is class 0.
    For reference, Here is a post I made, showing the various classes (and Attributes) listed in AGE 2017.

    In our experiment, I'm going to pick number 24 - The Crossbowman. Now my up-effect line looks like this:

    (I'll award bonus points to anyone who can point out how dangerous this line is for my crossbowman, right now.)

    Our fourth number is also an important one, and it changes depending on our second number. If our second number is 0 (Set), 4 (Add) or 5 (Mult.), this fourth number is an Attribute ID. But, if our second number was, for example, 2 (Enable Object), then this fourth number would be either 0 (To Disable), or 1 (To Enable). Scripter's documentation explains some of these, albeit a bit confusingly. EG, for "Enable Object" he writes:
    /* Type: ATTR_DISABLE or ATTR_ENABLE, Value: 0 */
    You have to scroll further into the document to even find where "ATTR_DISABLE" and "ATTR_ENABLE" translate from Random Map Script text to a Scenario number:
    /* Define Effect Type Constants */
    #const ATTR_DISABLE 0
    #const ATTR_ENABLE 1
    So, in our case we just want to do some simple messing with Attributes. So, your second number should be 0, 4 or 5. We want to then pick an Attribute from the list:

    But wait!
    Scripter has also added some special ones:
    /* New: Category 80+ */
    #const ATTR_GARRISON_TYPE 30
    #const ATTR_DATA_FLAGS 31

    /* New: Category 70+ */
    #const ATTR_HERO_STATUS 40/* ADD_ATTRIBUTE append flags */
    #const ATTR_ATTACK_DELAY 41/* ADD_ATTRIBUTE enabled */
    #const ATTR_TRAIN_BUTTON 43
    #const ATTR_BLAST_LEVEL 44
    #const ATTR_HERO_HEAL_TIME 45/* ADD_ATTRIBUTE enabled */
    #const ATTR_SHOWN_ATTACK 46/* ADD_ATTRIBUTE enabled */
    #const ATTR_SHOWN_RANGE 47/* ADD_ATTRIBUTE enabled */
    #const ATTR_SHOWN_MELEE_ARMOR 48/* ADD_ATTRIBUTE enabled */
    #const ATTR_SHOWN_PIERCE_ARMOR 49/* ADD_ATTRIBUTE enabled */

    /* New: Category 10+ */
    #const ATTR_NAME_ID 50
    #const ATTR_CREATE_SDESC_ID 51
    #const ATTR_CREATE_LDESC_ID 52/* unused (becomes ATTR_CREATE_SDESC_ID + 20000) */
    #const ATTR_TERRAIN_ID 53
    #const ATTR_TRAITS 54/* ADD_ATTRIBUTE append flags */
    #const ATTR_CIV_ID 55
    #const ATTR_PIECE 56
    #const ATTR_DEAD_ID 57
    There's a lot you can do. I've made a post following this one listing all of the attributes, how they're used and what they can do. For this example, I'm just going to pick attribute ID 16 -- But I highly recommend experimenting.

    If you look at the list of attributes, you'll be able to find Attribute 16 and get an idea of what it can do. I'll give you a clue -- It's used by the tech "Chemistry". I advise you skip Attribute's 9 and 8, as they need some special maths which I will explain later.

    Our fifth number is the "Value". In my case, I need a Unit ID. In some cases you might want to use percentages, or float values. For that, you'll need to remember that a value of "100", with a "Style" (The sixth number) of 2, will make it "1.0". You may be wondering why you can't just write in "1.0", and I wonder that too. But clearly -- if that was possible then Scripter would of let us do it that way.

    So, I've went ahead and picked a Unit ID for my Attribute 16:

    My "Style" -- The sixth number -- will remain as 1. This is because I don't need to convert my fifth number into a percentage. If you were doing something like, adding 10% to the Longbowman as above, your Style here would be 2 and your Value would be 110. This turns into 1.10x, or 110% of the original value. The Effect (Second number) would be 5, because you're Multiplying.

    Something to bare in mind is that this projectile change could be overwritten if I were to later research Chemistry.

    Now, this example might be a bit extreme. Changing projectiles is a very specific effect. But, hopefully you've experimented and chosen your own values and attributes to change. Be careful when changing Projectile IDs, though. If you choose an ID that is not a valid projectile unit, the likely case will be that your attacks will fire no projectile and do no damage, and unlike Melee Units that have their projectile ID set to -1, a projectile ID set to something like a Watch Tower would cause the game to try spawning a watch tower and failing, thus the game would deduce that the projectile did not hit and do no damage.

    This could be drastic in a scenario where the projectile might not change for a long time into the map, on a specific unit. The map designer might not even notice that he's firing blanks, because he's not firing a proper Projectile unit.

    Off the top of my head, here's some other examples of up-effects for units:
    up-effect 1,0,550,0,32767,1 -- The maximum health a unit can have without using negative damage object triggers.
    up-effect 2,5,555,5,555,2 -- Gives all of player 2's Elite Huskarls trained at the castle 555% their regular speed.
    up-effect 1,0,504,57,4,1 -- Sets the dead unit ID of player 1's Watch Tower arrows to spawn an archer.
    up-effect 1,0,173,42,903,1 & up-effect 1,0,173,43,14,1 & up-effect 1,2,173,1,0,1 -- Enables the production of King arthur at player 1's castles.
    Something to remember;
    When doing up-effects, each up-effect should be on a separate line, like this:

    And a Display Instructions effect can only hold so much text. There will probably come a time where you need to use multiple effects.

    Okay, that's nice and all. What about the other effects we ignored?
    First, let's look at MOD_RESOURCE (Effect ID 1) and MUL_RESOURCE (Effect ID 6). Contrary to my original belief, these aren't for modifying resource costs. These are actually working just like Tributes.

    Here's an example:
    up-effect 1,1,4,1,100,1
    The Player is 1, the Effect is 1 (MOD_RESOURCE), the Item is 4 (Population Headroom), the Attribute is 1 (When using MOD_RESOURCE, use 0 or 1. 0 SETS, 1 ADDS.), the Value is 100, and the Style is 1.
    What this does is simple -- adds 100 Population Headroom to Player 1. It doesn't go over the player's Pop Cap max, though.

    So what's the point of this, if I can use Tributes for the same effect? (And oh boy, can you use Tributes. UserPatch allows you to select every available resource for Tributes, including ones added by Scripter.)

    Well, unlike tributes you can now:
  • Multiply resources
  • Use float values. EG: Faith Recharge Rate (Resource 35) is by default set to 1.6 -- You can't do that with Tributes.

    Furthermore, these tributes allow you to have control over the Weather and Fog lighting systems in UserPatch 1.5. A very good article on the University Here has more details on it.

    Secondly, let's look at Tech modifications. This one is a bit weird, because there's two ways of going about changing the costs.

    Before we get onto that, though; let's look at Effect 7 (Enable Tech). This work just in the way that disabling/enabling techs through the Research Technology triggers work, with the exception that you can enable/disable techs that aren't listed in the vanilla editor. However, you can't Research techs with this, only Enable or Disable them. This and Effect 102 (Disable Tech) are aimed more for use in Random Map Scripts, where triggers don't apply.

    So what should we care about?
    I've been having difficulty working with the Tech effects. For example, I can't seem to get Effect 8 to work correctly. Hopefully Scripter can enlighten us.

    What I have been able to get working, is Effect (The second number) 100, 101 and 103.
  • Effect 100 SETS a tech cost
  • Effect 101 ADDS to a tech cost
  • Effect 103 MODS a tech time, using Attribute (the fourth number) 0 for Set or 1 for Add.

    So, for example, you might want to take Loom for Player 1 and make it cost 500 Gold. You'd do that with this line: up-effect 1,100,22,3,500,1

    However in my experience I've been unlucky with adding new resources to the costs. You can also use Effect 8 (MODIFY_TECH) to achieve the same effects, but again, I can only seem to affect costs that already exist. I can Change the gold cost of Loom, but I can't make it have a Stone cost.

    One thing to bare in mind; If you alter a resource's cost, you have to Disable then Enable the tech for the costs to actually update. So with my Loom example, I have three triggers. One sets the cost, one Disables (Research Technology, with number field set to 2) and then Enables it again (Research Technology, with number field set to 1).

    What about GAIA effects?
    Using the GAIA effects is a little unknown to me. I assume they're specifically for affecting units owned by GAIA, so lets try it out: I'll use the line "up-effect 0,-1,4,0,200,1" -- In theory this should set GAIA archers to have 200 HP.

    Seems to be a success:

    So I can assume from these results that you need the Player (the first number) to be 0, to affect all players. Then the Attribute set to one of the negatives that only affect GAIA.
    From Scripter's Documentation:
    #const GAIA_SET_ATTRIBUTE -1
    #const GAIA_ADD_ATTRIBUTE -5
    #const GAIA_MUL_ATTRIBUTE -6
    #const GAIA_MOD_RESOURCE -2
    #const GAIA_MUL_RESOURCE -7
    #const GAIA_SET_TECH_COST -101
    #const GAIA_ADD_TECH_COST -102
    #const GAIA_MOD_TECH_TIME -104
    #const GAIA_ENABLE_OBJECT -3
    #const GAIA_UPGRADE_UNIT -4
    #const GAIA_DISABLE_TECH -103
    #const GAIA_ENABLE_TECH -8
    #const GAIA_MODIFY_TECH -9
    #const GAIA_SET_PLAYER_DATA -10
    I've not noticed any performance penalties that don't normally occur. Due to the way up-effects work, the game handles it really well, just like any Tech effect. up-effect can also be used to affect over 300 units at once, and also affects units not even created yet. For example, in a multiplayer RPG I've been working on as a "showcase" of UP effects, I have a scaling difficulty where every 25 losses, the enemy player gains 10% HP on all their units, created or not. Looping up-effects also has a very little impact. Almost unnoticeable unless you have a lot of them going off at once.

    The same performance nicety's can't be extended as much to up-attribute, though, and we'll talk about that in the next post...

    Proud Member of Black Forest Studios
    Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
    and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010

    [This message has been edited by BF_Tanks (edited 08-24-2019 @ 05:32 PM).]

  • AuthorReplies:
    posted 01-10-18 01:31 PM CT (US)     36 / 186       
    I have a issue now with changing a units Accuracy, Reload Time and Blast radius when the unit is on the map it starts in Player 7 ownership. Then after a few minutes it switches to Player 4 ownership who i want the UpEffect to work with. But it seems when ownership is switched over to P4 from P7 the Upeffects dont work on that unit.

    The only work around was to Start the UPEffect with P7 Unit. So that when it switches to P4 the Effects work on that unit still. Thank You if theres another work-around.

    [This message has been edited by l_Skorpion_l (edited 01-10-2018 @ 11:24 PM).]

    posted 01-10-18 09:34 PM CT (US)     37 / 186       
    Your King Arthur example doesn’t seem to work for me.
    Im wondering is it possible to train units from a wonder?
    Also as there a way to add your own entries into the string table on the fly?
    posted 01-15-18 07:25 PM CT (US)     38 / 186       
    When using projectile intelligence #19 (On) Does this effect Ships as well. Like a Fire Ship that cant hit moving targets. (Which is what I need to hit moving targets)
    posted 01-25-18 10:53 PM CT (US)     39 / 186       
    - Set flag to 32, with Attribute 14 as 1 or 2 to enable Suicide attacks. (The unit does damage and instantly dies.)
    If Attribute 14 is set to 1, Unit IDs 440, 527, 528 and 706 are hard-coded to check this flag.

    Can i get a example how to use this for lets say a Champion.
    posted 01-28-18 02:54 AM CT (US)     40 / 186       
    Is there a way to decrease the number of particles and speed when using a weather effect? Eg: snow

    Time of Tea
    Still in the Dark Age
    Don't be a melodramatic clown. ~Mr Wednesday
    posted 02-06-18 02:07 PM CT (US)     41 / 186       
    i know no way of increasing particles. perhaps you can try with 2 effects of the same type..?


    I wanted to ask if it is possible to perform mass change ownership operations through UP
    (id: scenario_t_c)
    posted 02-06-18 03:03 PM CT (US)     42 / 186       
    "attr" 31 (DATA_FLAGS) {Affects Type 80 Units.} -- "value" can be either 2 or 4. In my tests, this doesn't seem to have done anything.
    A building (i.e. tower) with flag 2 accepts the resource a villager is carrying when he/she is garrisoned inside it, while one with flag 4 does not accept.

    Member of Tsunami Studios
    Scenario T.C.: “Yes, the traitors can’t be terminated.”
    Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
    Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”

    [This message has been edited by Trisolo (edited 02-06-2018 @ 03:20 PM).]

    (id: Mashek)
    posted 02-13-18 03:53 AM CT (US)     43 / 186       
    This is a problem I have had for a long time, but for some reason I can't access custom campaigns while using UP. I literally have to extract the campaign as an .scx in order to test it. Any thoughts would be greatly appreciated.
    posted 02-13-18 07:25 AM CT (US)     44 / 186       
    In UP, custom campaigns have to be placed in the 'scenario' folder rather than the 'campaign' folder in your AoE2 directory in order to be playable through the custom campaign menu.

    Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

    "Cattle die, kindred die, every man is mortal:
    But the good name never dies of one who has done well." - Hávamál

    "Hockey is the only sport left for true men." - ax_man1
    (id: Mashek)
    posted 02-14-18 04:00 AM CT (US)     45 / 186       
    posted 02-17-18 11:46 AM CT (US)     46 / 186       
    Your King Arthur example doesn’t seem to work for me.
    Im wondering is it possible to train units from a wonder?
    His example works, but his building number 903 refers to the building group rather than a specific building. Changing that to 276 will result in it appearing in the wonder.

    up-effect 0,0,25,42,598,1
    up-effect 0,0,25,43,14,1
    up-effect 0,2,25,1,0,1

    This will make a Teutonic Knight trainable from an outpost. The 14 in line2 refers to its interface placement. 598 in line1 is an outpost.

    "Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start." -AnastasiaKafka

    "Hard work is evil. Bitmaps are stupid. Working on a scenario for more than one afternoon is stupid. Triggers are stupid. Testing your own scenario is stupid. The world is stupid. You are the Greatest." -Ingo Van Thiel
    posted 02-18-18 04:51 AM CT (US)     47 / 186       
    Is there a way to change the elevation (z axis) of a unit OR a projectile? (like floating in the air)?

    ¤›> PROPHETS OF DOOM <‹¤
    o›> Project Thread:
    Leif Ericson
    Seraph Emeritus
    posted 02-18-18 09:17 AM CT (US)     48 / 186       
    I can think of fly mode (probably also requires some other settings to work properly) or adjusting the anchors in the graphics. I don't think these can be changed by up-effects though.

    ~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
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           |    Learn the joy of AI scripting in my guide: The World of AI Scripting
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       .....Hinga Dinga Durgen! - SpongeBob

    [This message has been edited by Leif Ericson (edited 02-18-2018 @ 09:19 AM).]

    posted 03-20-18 05:43 PM CT (US)     49 / 186       
    "attr" 17 (UPGRADE_GRAPHIC) [Icon/Graphics Angle] {Affects Type 80 Units.} -- "value" can be any Icon ID. But, remember, Unit Icons and Building Icons use the same values but have different images.

    I can't seem to get this to work. Is there a list of the Ion ID's somewhere? Am I doing something wrong?
    (id: Mashek)
    posted 03-21-18 03:37 AM CT (US)     50 / 186       
    I'm not sure if this is a UP issue but lately (probably since Sunday) I've been getting issues in the scenario editor where the writing on all the bars disappear before the game freezes. I can minimise out but any attempt to maximize the game leads to a permanently black screen. Very strange and I've never seen anything like it before. I did have HD playing at the same time but doubt that would affect it?
    posted 03-21-18 05:11 AM CT (US)     51 / 186       
    Chrazini, for attr 17, it only applies to buildings (category 80 objects) and it's used as a delta on the default icon id of the object. The building icon set can be found in 50705.slp of interfac.drs. For example, the Town Center (109) is set to use icon id 28 in A.G.E. If you look at 50705.slp in Turtle Pack's SLP Editor, you can see the TC icon at 28 and the Stone Wall icon at 29, so if you set attr 17 to 1, the game computes 28 (default) +1 (attr 17) and displays icon 29. It's a bit awkward, but that's how Ensemble set it up lol

    Mash, which version of UP are you using? The latest build of v1.5 is 20180309-000000 (build 6068). I tried to replicate that issue, but couldn't see anything unusual and there have been no changes to the scenario editor in several months. If you've been using a particular build for a while now and it's only recently started to behave strangely on your system, it could be another app, driver, or system update causing a conflict. Does the text issue occur while generally using the editor or returning from a scenario test?
    (id: Mashek)
    posted 03-21-18 05:19 AM CT (US)     52 / 186       
    I'm using the latest UP. I thought it was after returning from testing the file but now it happens at any stage where the cursor suddenly freezes and I can do nothing. This occurs to all scenarios I test. I just remembered I updated something on nVidia on Saturday night, and this has been known to cause game-related issues in the past. One solution I can remember doing was to uninstall the past update and install the latest nVidia update after that. I'll give it a whirl. Thanks for the quick response!
    posted 03-21-18 05:34 AM CT (US)     53 / 186       
    Hopefully, that will fix it. I'm sorry for the trouble, Mash!
    (id: Mashek)
    posted 03-21-18 05:45 AM CT (US)     54 / 186       
    I did the installation and the same issue still occurs. This time it happened quite quickly once I created a new map. The text over the icons disappeared and then the game froze. I'm going to try uninstalling and reinstalling the game itself now.

    EDIT: Here's an issue. The Conquerors installer has frozen at 9% on "Copying: Age2_XI.avi.

    EDIT 2: Tried my second disk and the installation worked. I'm going to see if I can't replicate the freeze issue before I install UP.

    EDIT 3: The freezing still occurs even without UP. This at least shows the issue wasn't with UP. I'm going to try system restore now to see if it really wasn't Saturday's nVidia update that is causing the issue.

    EDIT 4: System restore failed. This is getting ridiculous.

    [This message has been edited by Mash (edited 03-21-2018 @ 06:53 AM).]

    posted 03-21-18 07:25 AM CT (US)     55 / 186       
    Hmm, can the Nvidia driver be uninstalled from the control panel? Maybe after uninstall, it will return to a clean state and Windows will auto-install a stable driver version from its driver storage. I only have Intel integrated graphics, so I'm not sure if Nvidia drivers work in this way.
    (id: Mashek)
    posted 03-21-18 04:07 PM CT (US)     56 / 186       
    I did try that however I didn't remove nVidia from the computer completely as there were still elements to it existing on the hard drive. I'll try removing it entirely and start with a fresh download. I've googled "nvidia causing game freezing" and it seems this has been a common issue in the past due to increasingly unstable patches over the years. Apparently build 321 or something was basically the last one that was known to have no issues.

    I also just remembered exactly what the other issue was in the past. It wasn't game related but it would happen on the desktop or when scrolling through folders where the mouse cursor would suddenly freeze and I'd have to do a full restart. Likewise now the mouse cursor is freezing but seemingly only in the Conquerors. HD seems to work fine so I imagine it has something to do with the way the older game works. I hope this is not someone's sick joke at trying to get me to convert!

    [This message has been edited by Mash (edited 03-21-2018 @ 04:09 PM).]

    posted 03-21-18 05:51 PM CT (US)     57 / 186       

    1. Buy some rosemary and scented candles. Organic rosemary is best, but any will do.

    2. Scatter the rosemary in a circle. If you have spare rosemary, scatter it in a pentagram such that each side of the pentagram intersects with the circle.

    3. Place your computer in the centre of the circle and conduct any recognised AoK-related religious or spiritual ceremony.

    Hope that helps!

    [ All_That_Glitters | Pretty_Town_Contest | Other_AoK_Designs | AoE_Designs ]
    Member of Stormwind Studios

    [This message has been edited by Julius999 (edited 03-21-2018 @ 05:52 PM).]

    (id: Mashek)
    posted 03-22-18 05:00 AM CT (US)     58 / 186       
    Hope that helps!
    Haha, I just might have to and cast that demon out. I swear there's a huge event like this happening at least once a year! Notice I could care less about my many advanced brand new PC games - it's all about the 20 year old game.
    posted 03-22-18 01:00 PM CT (US)     59 / 186       
    Hey there! I used the small guide here a lot, and was able to learn some things from using these UP 1.5 features for Random Map scripting. So I made an account here to thank you all and to share some of my findings.

    - I used attribute 23 (SEARCH_RADIUS) to set a higher radius where wildlife will be angered when villagers are nearby. I used this attribute to increase the detection distance for a (modified) iron boar so it gets triggered quicker (A.G.E says ironboar has standart radius of 4, and I increased it to 6, which had positive effect). I'm not 100% sure, but I think LOS needs to be qual or higher to the search radius.

    - I tried changing building times for buildings. I was able to make a lumbercamp take 120seconds longer to build by setting this value to 120. However when I tried to REDUCE the production time of a SPECIAL unit (I made penguins trainablee at the castle) I didn't have succes. I tried setting the attribute to a negative, I tried multiplying by less then 1, I tried adding a negative number. none of them hhad effect and the penguin always had a creation time equal to that of a champion (the toolbox also said the unit was a champion)

    - setting starting resources actually adds/subtracts the amount from the standart starting resources (i guess the option 'standart' i starting resources gives players a starting amount of resources on top of the usual 0f, 0w, 0g, 0s)

    - using the UPGRADE function can lead to strange behavior:
    1) I created 'fake goats' by converting a bird type into a goat, the unit was impossible to capture, it was immobile, and it looks like its untargetable, but with military it was possible to kill it. Then it would decay but villagers wouldnt be able to gather from it's corps.
    2) a wolf that was turned into a zebra showed as a zebra, had only 2 hp (which i wasnt able to change with attr_hittpoint), and 140 hp. however villagers attack it with a knife and only carry 10 food from it, the zebra would chase the villagers using short sprints like a wolf would
    3) I was able to create 'fake relics' by upgrading the PIECE_OF_TRUE_CROSS into a relic. It is impossible to spot the difference with a real relic, untill you pick it up and it disappears.
    posted 03-25-18 05:22 AM CT (US)     60 / 186       
    Is it possible to use UP effect to change Name and/or Color of a player in mid-game?

    ¤›> PROPHETS OF DOOM <‹¤
    o›> Project Thread:
    posted 03-26-18 12:30 PM CT (US)     61 / 186       
    I don't think you can change colors, but there's no need to use up-effect to change names, since there's a Change Name trigger effect. You can also get an AI to change its own name from within its script using the "up-change-name" script action:
    posted 03-28-18 11:59 AM CT (US)     62 / 186       
    "attr" 50 (NAME_ID) {Affects all Types.} -- "value" sets the name of "item" to a given Language ID.
    Anyone have experience with this? I have the player training Nordic Swordsmen in my scenario but the interface calls them 'Object' which looks derp. I tried it a few different ways and nothing seem to have an effect. There is a section of the guide related to these descriptions but I didnt manage to get anything there actually working Not a big deal, its an aesthetic improvement only.

    "Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start." -AnastasiaKafka

    "Hard work is evil. Bitmaps are stupid. Working on a scenario for more than one afternoon is stupid. Triggers are stupid. Testing your own scenario is stupid. The world is stupid. You are the Greatest." -Ingo Van Thiel
    posted 03-31-18 07:48 AM CT (US)     63 / 186       
    In the main post is written:
    to affect a Longbowman like in my above example, you want "8". [...] I'm going to pick number 24 - The Crossbowman.
    but i can find nowhere the list which links these number to these units. Can someone help, pls?

    ¤›> PROPHETS OF DOOM <‹¤
    o›> Project Thread:
    posted 03-31-18 01:52 PM CT (US)     64 / 186       
    unitID list and WololoKingdoms constants

    "Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start." -AnastasiaKafka

    "Hard work is evil. Bitmaps are stupid. Working on a scenario for more than one afternoon is stupid. Triggers are stupid. Testing your own scenario is stupid. The world is stupid. You are the Greatest." -Ingo Van Thiel
    (id: Mashek)
    posted 03-31-18 09:48 PM CT (US)     65 / 186       
    I did manage to fix my previous computer concerns (it was definitely a result of the driver updates), however there is another bug and one I am sure is a result of the latest UP 1.5. Basically when selecting GAIA none of the usual GAIA only objects appear, but it's as if the game is treating it as another player. There are no animals and no objects when selecting 'other'. Even when selecting cinematic in options I cannot see the other bitmaps in the AoK folder. There are no issues when creating a new scenario, as opposed to selecting existing scenarios that I've been working on in the editor. I installed UP 1.5 as standard, which then updates the .exe in the "age2_x1" folder. If I uninstall UP and then enter those same scenarios the bug with GAIA and cinematics is no longer an issue. It's a funny bug as I only just noticed it and it's definitely never been an issue before.
    posted 03-31-18 09:56 PM CT (US)     66 / 186       
    Thanks, Mash! Will look into a fix for that gaia issue soon (caused by another fix last week lol). Are your bitmaps in the Scenario folder? I'm sorry for the trouble!

    [This message has been edited by scripter64 (edited 03-31-2018 @ 10:01 PM).]

    posted 03-31-18 10:22 PM CT (US)     67 / 186       
    Released a fix to public beta. If you have time, please let me know if you can select gaia objects properly:
    UserPatch v1.5 Beta has been released (20180401-000000)! This update fixes an issue with the scenario editor where gaia objects weren't listed for placement due to the other recent gaia fix. Thanks to Mash on AoKH for the report! The multiplayer sync id has been updated, so all players in a game must have this build (6096) to play in multiplayer.
    posted 04-01-18 02:00 AM CT (US)     68 / 186       
    I tried installing the latest version and it worked fine on my PC. Great work as always scripter with an amazingly quick response time!

    "Excellent could be any map that has the quality of a ES random map or ES scenario. AoK is an excellent, award winning game. That's where I'd start." -AnastasiaKafka

    "Hard work is evil. Bitmaps are stupid. Working on a scenario for more than one afternoon is stupid. Triggers are stupid. Testing your own scenario is stupid. The world is stupid. You are the Greatest." -Ingo Van Thiel
    (id: Mashek)
    posted 04-01-18 02:09 AM CT (US)     69 / 186       
    Thanks, Mash! Will look into a fix for that gaia issue soon (caused by another fix last week lol). Are your bitmaps in the Scenario folder? I'm sorry for the trouble!
    Released a fix to public beta. If you have time, please let me know if you can select gaia objects properly:
    Wow, thank you so much for the insanely quick response scripter! There is no issue with GAIA any longer.

    The bitmaps were in the main folder as usual, I just moved them to Scenario and they appear in the editor correctly. I wasn't even aware of such a change, although it also took me a while to realise campaigns had to go into there too! Why the change out of curiosity?
    posted 04-01-18 02:19 AM CT (US)     70 / 186       
    Thanks for confirming the fix! The scenario changes were made a few years ago after the release of Windows Vista/UAC in preparation for a case in the future where Windows may block write access to the game folder under the protected Program Files folder. If a file named "save-per-user.txt" is placed in the "age2_x1" folder (best not to do this for now lol), UP will redirect all user content folders (saves, screenshots, AIs, scenarios, everything) to the user documents folder like Age of Empires 3. Since user created custom campaigns had to be separated from the base game's core campaigns, custom cpx files were made to load from the Scenario folder instead of the mixed Campaign folder. The same idea applies to the scenario bitmaps, so there would be a relatively clean separation between user-generated files and core game files.

    [This message has been edited by scripter64 (edited 04-01-2018 @ 02:24 AM).]

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