You must be logged in to post messages.
Please login or register

Mod Design and Discussion
Moderated by Sebastien, John the Late

Hop to:    
Welcome! You are not logged in. Please Login or Register.619 replies
Age of Kings Heaven » Forums » Mod Design and Discussion » Age of Kings: Realms
Bottom
Topic Subject:Age of Kings: Realms
« Previous Page  1 ··· 8 9 10 11 12 ··· 18  Next Page »
Vardamir
Huskarl
posted 04-29-15 12:12 PM CT (US)         


Available on the Blacksmith
Moddb Page
Voobly Version

Join the Discord

Information spreadsheet

Full Credits


Age of Kings: Realms is a project to consider more of the medieval world. Built on Forgotten Empires, it brings the total number of civilizations to 42:


·Armenians- From Yerevan to Cilicia, defend your lands from a multitude of foes.

·Balts- Form a mighty commonwealth to subdue the encroaching crusader.

·Bamars- Command the rise of Pagan, Ava, Hanthawaddy, or Taungoo.

·Bohemians- Forge an invincible army powered by innovative tactics and the fervor of your people.

·Bulgars- Carve out a domain under the hooves of your armored cavalry.

·Burgundians- Raise a varied army from Europe's finest mercenaries.

·Chimus- Challenge the Inca for supremacy of the Andes.

·Dutch- Protect your economic interests with powerful militia armies.

·Helvetians- Revive the discipline of the phalanx in battles once ruled by mounted knights.

·Jurchens- Contend with the Han, Khitai, and Mongols for a Golden Dynasty.

·Khmers- Dominate Southeast Asia with vast armies, cultural strength, and mastery of war elephants.

·Malays- Establish a grand thalassocratic state across the islands of the Southeast.

·Mandinkas- Build an empire upon gold and salt.

·Moors- Strive with foes all across the Mediterranean.

·Muisca- Lead the armies of the Zipa or the Zaque to victory.

·Tamils- Control the land and the sea in the struggle for South India.

·Tufans- Descend from the Himalayas to forge an enduring empire.

·Turcomans- Rule Khanates from Anatolia to Manchuria.

·Viets- Drive out would-be conquerors with relentless guerrilla tactics and subterfuge.


In addition to the new teams, several other features are included:

Randomized variation of cliffs, wolves, birds and more in every random map

New architecture for many civilizations.

Custom random maps with capturable locations, respawning wildlife, and more!

Balance updates taking direction from the latest DLC changes.

Wonders are a bit more useful. Building a wonder will increase your population limit by 50 (65 for the Goths) and increase the amount of relic income slightly. Additional wonders increase your population by 25 and also offer more relic income. Be careful, though! Losing a wonder will nullify its bonus.

Many new editor objects and trigger effects are added.

Comes with an installer for simple setup.

[This message has been edited by Vardamir (edited 10-28-2018 @ 02:19 PM).]

AuthorReplies:
adamproxdude33
Squire
posted 03-17-16 10:58 AM CT (US)     316 / 619       
what about a foundry or a factory that could produce cannons
Add like
Stability: Cannons Move 10% Faster
Production: Cannons train 10% Faster
Trajectory: Cannons aim higher but 10% Less Accuracy

I couldn't come up with any more ideas these i can only think of these

[This message has been edited by adamproxdude33 (edited 03-17-2016 @ 07:00 PM).]

Usac
Squire
posted 03-17-16 10:16 PM CT (US)     317 / 619       
Make a new thread and showcase all your graphics. Maybe you can make a cartoon mod
Not gonna lie... I'd so play that.
devagrawal09
Squire
posted 03-18-16 07:44 AM CT (US)     318 / 619       
what about a foundry or a factory that could produce cannons
This can be put up as a neutral building providing a good advantage to the owner. You can also add some techs in this building that improve other gunpowder units too.
10% extra accuracy for archery is pointless due to thumb ring setting it to 100% already.
Yeah... forgot that. Then the tech could give them more range, like Yeomen.
I am considering a large change: a new ship similar to a mangonel for clearing out galley blobs (but with minimum range and a vulnerability to fire ships). That one will require some testing.
Gallas's Battleship Blood uses the ship you need. You can use the slps employed into it (ofcourse, after asking).
Not gonna lie... I'd so play that.
Sure! A lot of people here will love a cartoon-ish mod.

|E)\/
Usac
Squire
posted 03-25-16 00:07 AM CT (US)     319 / 619       
Helvetian Realms Civ of The Week is up.

We'll see if this catches on with the Reddit community. I'm hoping they take to this game and maybe, just maybe we can get a streamed Tourney going.
BarbarianKnight
Squire
posted 03-29-16 10:49 AM CT (US)     320 / 619       
Have lost my HD in my notebook, I did lost all my Saves in Realms, specially some recorded games that I could upload with some exclusive tactics for the new Civs, that some A.I scripters probably would find useful to put in the new Civilization Computer Gameplay




But reading the last answers in the topic:

IMO.....

I said the Ruiter was overpowered for their price, Marathon just confirmed what I saw and experiment playing the Dutch.

In the Helvetians analysis, great that you did put the House Bonus Vardamir, but Usac did even mention something I didn't have in mind when I suggested the cheaper houses bonus: The little benefit docks and fishing ships get.


If people want to balance the Helvetians, how about raising the price of the PikeSquare from 90 food and 40 gold to 100 food and 50 gold? Would be more fair?


For the Armenians, starting with +50 stone would help them?


Tufans as I did mention before, bonus armor for their Cavalry Archers, the older Monk bonuses including more anti-Monk Armor in the UT, but even so, they still have several weaknesses, giving them Camels back would maybe balancing them, improving their Cavalry countering ability. And making War Dogs as Usac suggested is a great idea also.

(Yes, the Tufans need a serious boost to be balanced like the other Realms Civs)
Vardamir
Huskarl
posted 03-29-16 11:26 AM CT (US)     321 / 619       
Here's an excerpt from the development version's changelog:
Armenians get half AA-A wood and food trickles at start
Pike Squares cost +10 food
Ruiters +20 gold cost

Sangha replaced with warrior Monks (+5 monk armor), Monks move 20% faster is a civ bonus
Elite Mastiff now costs 500 food, 400 gold
Elite Mastiff +30 hp
War Dogs renamed to Nangchen Breeds, now gives +20 hp to Mastiffs and Cavalry, costs 600 food, 600 gold
Tufan team bonus give +10 total hp to monks
Tufans receive bracer, militia line, get barracks in dark age
Tufans are getting a considerable boost/rework, as testing hasn't shown the free cavaliers to be as OP as feared. They won't be hamstrung in the dark age, and they will be able to tech into flawless Cavalry Archers, Hussars, Paladins, and Champions in Imperial.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
devagrawal09
Squire
posted 03-29-16 12:06 PM CT (US)     322 / 619       
Giving Champs to Tufans is unnecessary I guess... they won't be using them anyway with improved Dogs and cheap Palas and HCAs.
By the way, what is a good counter for Mastiffs? I guess combining them with HCAs, pikemen and siege weaponry will make them really unstoppable?

|E)\/
Vardamir
Huskarl
posted 03-29-16 12:29 PM CT (US)     323 / 619       
Even if Champions won't see much use, it's good from a historical perspective. The total lack of heavy infantry was a purely a nerf to their dark age.

Mastiffs don't have an explicit counter beyond Samurai and Bagaine, but their overall stats are not horribly impressive once the opponent has blacksmith benefits. Ranged units to capitalize on their atrocious pierce armor is probably the best way to take them out, especially combined with some not-spearman meatshield.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Usac
Squire
posted 03-29-16 05:42 PM CT (US)     324 / 619       
Warrior monk seems an interesting upgrade. It would help vs. scouts, but Orthodoxy is cheaper and provides a valuable set of pierce armor.

Also, what's to be done with Azatavrear?

Honestly, if it reduced anti-cavalry damage, it could go a lot further than more expensive Farimbah-lite.
Vardamir
Huskarl
posted 03-29-16 07:19 PM CT (US)     325 / 619       
Warrior Monks' price will almost assuredly be decreased. No pierce armor, but Tufan monks have the speed and extra health anyway.

Azatavrear is a boost to an already powerful stable and UU, not an alternate last-tier set of cavalry upgrades. It is overpriced, but I don't know if changing the effect is particularly necessary.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 03-31-16 05:03 AM CT (US)     326 / 619       
Hi Vardamir, is there a reason why, even though you mention the origins of many of the architecture sets, you didn't attribute the origin of the Dutch buildings at all, which you've taken wholesale from Age of Chivalry?

Edit: Sorry if that sounds harsh, but even buildings as simple as a single house take hours to make. I understand not everyone can make their own graphics so I'm happy to share, but if people end up using my work I would at least expect some recognition that it comes from Age of Chivalry. A single architecture set that you copy and redistribute without reference to its origin represents months of my time and hard work, which you are essentially appropriating. It is not without reason that the new versions of Age of Chivalry have such long periods of time between them, and that's because this is incredibly time consuming and a lot harder than just importing someone else's work.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.

[This message has been edited by Kor (edited 03-31-2016 @ 05:53 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 03-31-16 08:59 AM CT (US)     327 / 619       
One of the great frustrations of producing only original content is that it takes months, years, and then it is considered acceptable for other people to indiscriminately take from it without even a mention. Indeed, you're actually considered somewhat mean if you say no to a graphics request. That mindset needs to change. I've seen ToME beta graphics in several mods now where we were never asked, notified, or credited. It's disheartening.

I believe it may be time for the blacksmith to refuse mods which are not properly credited, as this culture is severely disheartening to artists.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 03-31-16 09:25 AM CT (US)     328 / 619       
I should clarify that Vardamir did ask to use 'some of the Dutch buildings (probably the Gueldrois wonder)' and I gave him permission for that, but I didn't realise that request was meant to include the entirety of the build set (and apparently other buildings as well) until I saw a screenshot posted elsewhere earlier today. I'd also have expected some attribution at least.

Vardamir has been supportive of Age of Chivalry, for which I'm grateful, and I might have granted permission to use the full building set if it had been requested - even though there is an admittedly sour feeling to seeing the work of months appear the following day in another mod - but I would have preferred to have been asked.

And yeah, Matt, I agree entirely. There's nothing more depressing than the thought that people only download your mod to strip-mine it for graphics for their own mod.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.

[This message has been edited by Kor (edited 04-02-2016 @ 09:22 AM).]

HockeySam18
Dúnadan
posted 03-31-16 11:37 AM CT (US)     329 / 619       
I believe it may be time for the blacksmith to refuse mods which are not properly credited, as this culture is severely disheartening to artists.
I agree with this. At the very least everything should be credited, and I think it's important that permission is received from the original artist as well (if they have been inactive for a long time, then an email requesting permission should still be sent). Forgotten Empires received a lot of criticism in the early stages of its development (and rightfully so!) for improper etiquette with regard to borrowed graphical assets, and it goes to show that the reputation of a mod can suffer severely if the proper etiquette is not followed.

Most people at AoKH are pretty good about making the effort to ask permission and credit others for their work, but it's quite worrisome when you see mods and maps cropping up on other community sites (particularly Steam) where moderation and the culture of respecting artists is not as strong. One particularly bold Steam user saw fit to directly mapcopy portions of maps that I had designed (and in one case even used a largely unedited version of a map of mine) and passed the work off as his own, which I found more sad than anything else, really. I'd imagine that graphical artists probably feel similarly. One of the worst cases I've seen was a mod on Voobly that ripped numerous graphics from Fr_Steve's Age of Voivods mod (which is still in development and is as of yet unreleased!), an especially disgraceful action in my mind.

~ Forgotten Empires ~

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

"Deyr fé, deyja frændr, deyr sjálfr it sama; ek veit einn at aldri deyr, dómr um dauðan hvern." - Hávamál 77.
Vardamir
Huskarl
posted 03-31-16 12:47 PM CT (US)     330 / 619       
Age of Chivalry has always been listed in the full credits found in the readme included with the download. The sources listed in the topic header are only the graphical changes made to original and Forgotten Empires civs. That approach does give the appearance of deliberately excluding Age of Chivalry, which was not my intention at all. I apologize for that.

I'm afraid I took your response about updating your graphics as an invitation to use those updated graphics, then applied that logic to the entirety of your Dutch Architecture, which is clearly not what you meant. I'm not really sure what I was thinking with the Teutonic Commandery and Bohemian Wonder, which was very disrespectful. I can remove the offending graphics from the next patch if you want.

Incidentally, using a buffer tech as a prerequistite does work for the Assembly and Guild Hall weapon training techs. But something goes wrong for Policy decisions and Princely Court techs, even when I copy the Guild Hall techs over the unresposive one. Very puzzling.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Mash
Huskarl
(id: Mashek)
posted 03-31-16 06:25 PM CT (US)     331 / 619       
I've seen ToME beta graphics in several mods now where we were never asked, notified, or credited. It's disheartening.
If there's ever a case here on the Blacksmith please do notify either Dead_End or myself. I'd recognise Kor's graphics from a mile away but as for others I wouldn't have an inkling as to whether the uploaded file is an original work or leeched off another mod.
I believe it may be time for the blacksmith to refuse mods which are not properly credited, as this culture is severely disheartening to artists.
We recently had such a case where several mods were submitted without appropriate credit. I notified the author and I believe he has updated his descriptions. A lot of the work he did were remakes of original pieces, for example of the Italian or slavic building sets. I said he still needed to give credit to the original author for using his work. But even this presents a very fine line and (for myself personally) a grey area. It would actually be helpful if you had Blacksmith admin abilities so if I was having trouble identifying whether a new mod was legit or not I could simply give you a holler. You or someone else might have a better idea.
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-31-16 08:59 PM CT (US)     332 / 619       
I have Blacksmith admin access, actually. I was in the habit some time ago of personally downloading every single graphical mod submitted and checking it out, mostly for personal interest. It wouldn't be hard to fall back into that habit again.

What I was thinking about more was some kind of guideline for submissions with graphics from other artists. I can sympathize with both sides whenever an issue such as this arises (and I'm hardly trying to beat Vardamir up over it). It's just raised an issue I care a lot about. Hopefully sooner than later ToME will be released, and the full version represents the largest flood of original never before available graphics to hit the blacksmith at once (Chivalry was released in stages, not trying to compare sizes ). There will be something like a hundred new unit graphics and more than that in buildings and double or triple that in editor graphics (or more). There is simply no way I'll be able to keep track of the level of plagiarism that will encite.

I don't think it's particularly unreasonable for every borrowed graphic to be sourced to the original artist. The sourcing should contain what project it was from, it's original use, and confirmation as to whether consent to use it was given. For example, if someone borrows the Nazgul unit from ToME for their Wheel of Time mod and uses it as a 'Fade' (graphic fits well actually, this is an actual example), the credits should contain a line like this:

Fade Unit Graphics - Originally the Nazgul unit for Tales of Middle Earth, created by Mr. Wednesday. Permission to use these graphics given through email.

My reasons for being so particular about it:

1. Yes, people can lie and write that in their credits if it isn't true (in this example it is actually true), but we can't control that. This gives us a clear protocol, and if the artist later contests this, the file can be removed.

2. It's a bit of a pain...but about 5 minutes total to write and ask permission, and then credit in full. It took me a few hours to make that unit, possibly longer. In comparison, it's hardly work at all.

3. Crediting the original project and use of the graphic is important. This is what made many people quite angry about the way the Forgotten used graphics. The Forgotten became far more well known than the mods it took from. When someone is referring to the Eorlinga from BoME as a copy of the Boyar graphic from FE, you have a problem. BoME predates FE by nearly a decade.

People are very creative in their use of graphics and find new ways to use things than you made them for, and that's cool. But it's quite disheartening to have people think you borrowed graphics when you actually made them. I know this from first hand experience. There is a particular unit that was a fairly generic graphic that appeared in the ToME beta. It became so commonplace in mods that I read someone actually once refer to it as being a borrowed graphic in ToME.

There is a certain kind of mod that gets made by a certain kind of modder that really frustrates me, the Total Conversion made by someone who doesn't make graphics of their own. Essentially it is a lego mod, using building blocks from a dozen or more other mods to quickly assemble what would be years of work for anyone. On the one hand, these mods are great, because they allow unartistic people to enjoy the fun of rebuilding aok to their imagining. But they're a nightmare for content creators, especially because many of them do not get finished, only managing to post several screenshots which 'show off' graphics that weren't actually made for it.

There's nothing wrong with borrowing some or even all of your graphics from other mods or games. But it is reasonable to also impose a more thorough standard of documentation on the community as well in my opinion.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Mr Wednesday
Cavalier
(id: matty12345)
posted 03-31-16 09:06 PM CT (US)     333 / 619       
Also, from a community perspective, it's become very taboo to refuse requests to reuse your graphics. Lately, I've decided to weigh each request and say yes or no based on how reasonable it is, and not say yes regardless.

I remember once being contacted by someone at voobly who essentially wanted to butcher the ToME beta into a multiplayer CBA that used the majority of the graphics but none of the structure. I sort of held my breath and hoped he forgot about it (he did), because with them there is nothing you can do. We can be better than that here though.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Mash
Huskarl
(id: Mashek)
posted 03-31-16 10:54 PM CT (US)     334 / 619       
I reckon a memorandum of understanding (of sorts) could be written up regarding this Matty as you raise very good points and it's something all fledgling modders entering the AoKH community for the first time need to understand. Most designers are more than happy to share their work, just so long as due process is followed in crediting the works respectively. Of course, we would need to have this where people can see it and access it easily.
HockeySam18
Dúnadan
posted 04-01-16 02:57 PM CT (US)     335 / 619       
Agreed entirely. Having it as its own section in a revamped Modding Guild is one possibility.

~ Forgotten Empires ~

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

"Deyr fé, deyja frændr, deyr sjálfr it sama; ek veit einn at aldri deyr, dómr um dauðan hvern." - Hávamál 77.
SRACon17
Squire
posted 04-02-16 08:23 AM CT (US)     336 / 619       
I just recently tried this mod after having a hard time in trying to mod in my own preferences in AOFE and wow, this is awesome!

Hmm, but are you gonna update the old AOFE UU graphics like the boyar, elephant archer and imperial camel?

[This message has been edited by SRACon17 (edited 04-02-2016 @ 09:24 AM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 04-02-16 11:10 AM CT (US)     337 / 619       
Thanks for adding the clarification to the OP, Vardamir. I'm sure it's just a misunderstanding and I suspect no foul play or anything. Like I said in my previous post, I might have given permission for you to use those graphics anyway if you'd asked to use the entire build set, but the question is a hugely different one from asking to borrow just a few. A mod incorporating a few building graphics from another project still tends to have its own feel, but one taking an entire building set is just copying an entire aesthetic, and that's not something I've ever liked. I think mods should try and figure out their own look, not simply copy that of others (the sets by others I re-used myself I always made some alterations to, although I intend to rework them even more when I get the time). But that's not a definitive answer, as I'm conflicted on this and will have to give it some more thought.

You can certainly keep using the Bohemian monument and commandry graphics though, if they're credited - it is only the use of a complete building set I am not sure about.
I don't think it's particularly unreasonable for every borrowed graphic to be sourced to the original artist. The sourcing should contain what project it was from, it's original use, and confirmation as to whether consent to use it was given.
I agree, although I think listing the original project should be the most important issue. One of the main problems at the moment is, I think, that credit files are often largely invisible due to being hidden away in folders unknown to the user. That's why I keep a special credits page on the Age of Chivalry homepage, so that it's instantly visible to people who check out the site, and that you don't have to download the project, install it and then scour through documents to find out who contributed. Ideally the Blacksmith download pages would provide a separate tab listing relevant credits, so that people can see who was involved prior to downloading without these credits having to clutter up the project description page itself. Unfortunately the Blacksmith code is rather lacklustre and leaves a lot to be desired, so I doubt it could happen, but still.

There's a lot more to be said about that, but perhaps it should be discussed elsewhere, as this topic is about Realms.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
Vardamir
Huskarl
posted 04-04-16 03:00 PM CT (US)     338 / 619       
Glad to hear you appreciate it, SRACon17! I don't want to add too much content from the DLCs, but updates to the existing graphics will probably make their way in in future patches.

Thanks for your understanding, Kor. The concern about a mismatched aesthetic is quite valid, and I probably wouldn't have used such a different set if the Dutch civ wasn't intentionally evocative of Chivalry anyway. Let me know what you decide!

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Usac
Squire
posted 04-05-16 00:21 AM CT (US)     339 / 619       
Did the civ of the Week, Khmer on the brain, can't seem to get any dialogue going.

My opinion, a strong civ, though weak if you can close into melee since they lack meat.

Also Capped Rams.
moonnya
Squire
posted 04-05-16 01:23 AM CT (US)     340 / 619       
Is there any AI made for this mod except Principality? Will you make one Vardamir?
Vardamir
Huskarl
posted 04-05-16 07:16 AM CT (US)     341 / 619       
Odd about the total lack of dialogue for Khmers.


The only AI for new civs that exists at present is Principality and a modified Petersen (Standard AI). There is another in the works, though not by me.

Old AIs can still play against new civs, but not as them. Playing as the Tufans vs. Barbarian as the Chinese should be functional.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
moonnya
Squire
posted 04-07-16 03:20 AM CT (US)     342 / 619       
Kay ...
Well I'm not an AI scripter, but I will try editing the standard AI.

Anyway I will share something, to make the new AIs use unique unit, you need to edit the Realms.XML. Then you will see these lines

civilization id="24" name="magyar" soundFile="stream\magyars.mp3" scoutUnit="448" uniqueUnit="869" eliteUniqueUnit="871" uniqueUnitLine="-270" uniqueUnitUpgrade="472" uniqueResearch="515"
civilization id="29" name="slavic" soundFile="stream\slavs.mp3" scoutUnit="448" uniqueUnit="876" eliteUniqueUnit="878" uniqueUnitLine="-270" uniqueUnitUpgrade="504" uniqueResearch="513"
civilization id="10" name="chimu" soundFile="stream\incas.mp3" scoutUnit="751" uniqueUnit="734" eliteUniqueUnit="732" uniqueUnitLine="-270" uniqueUnitUpgrade="579" uniqueResearch="577"

and there are more than jst 3 lines like this. The problem here is uniqueUnitLine = -270, which will prevent your AI from creating anything at all, so you need to change this -270 into your unique unit value, for example, for magyar is 869 (not -869). repeat until you see no -270 (or -280) left, except the one for Korean

[This message has been edited by moonnya (edited 04-07-2016 @ 03:30 AM).]

Bala Arizalu
Squire
posted 04-07-16 08:49 AM CT (US)     343 / 619       
Odd about the total lack of dialogue for Khmers.
very difficult to make a sound or dialogue from the Khmers, given their accent or pronunciation that is difficult to replicate. Unless there is genuine Khmers people or others who can imitate their accent, it will be easier.

marathon
Squire
posted 04-07-16 08:28 PM CT (US)     344 / 619       
I verify what Moonya said. AOFE team had trouble modifying the hardcoded myUniqueUnitLine values in xml, so they figured out they could inject the values of myUniqueUnit instead. Actually AIs can do the job without the -line part with all units because:
- when an AI counts skirmishers, it also adds elite skirmishers that were trained (not converted).
- when an AI counts skirmisher-line, this time it takes into account converted elite skirmishers.
- when an AI trains skirmisher-line, it trains elite skirmishers if they are available.

The fun thing is that most AI scripters still use -line.
Vardamir
Huskarl
posted 04-07-16 09:00 PM CT (US)     345 / 619       
I'll update the unitlines, then. Thanks for the heads up!
Well I'm not an AI scripter, but I will try editing the standard AI.
The standard AI is already modified to function with the new civs, albeit with plenty of room for improvement.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
BarbarianKnight
Squire
posted 04-10-16 07:58 PM CT (US)     346 / 619       
Here's an excerpt from the development version's changelog:

Armenians get half AA-A wood and food trickles at start
Pike Squares cost +10 food
Ruiters +20 gold cost

Sangha replaced with warrior Monks (+5 monk armor), Monks move 20% faster is a civ bonus
Elite Mastiff now costs 500 food, 400 gold
Elite Mastiff +30 hp
War Dogs renamed to Nangchen Breeds, now gives +20 hp to Mastiffs and Cavalry, costs 600 food, 600 gold
Tufan team bonus give +10 total hp to monks
Tufans receive bracer, militia line, get barracks in dark age

Tufans are getting a considerable boost/rework, as testing hasn't shown the free cavaliers to be as OP as feared. They won't be hamstrung in the dark age, and they will be able to tech into flawless Cavalry Archers, Hussars, Paladins, and Champions in Imperial.



Great!! Will you keep it the former attributes: Paladin Upgrade researches quicker and Heavy Cavalry Archer Upgrade costs only gold?


This little trickle at the start as new Armenian attribute, meaning you begin the game already gaining food and wood little by little?



Vardamir, if you don't mind, but I found out some peculiarities in the Principality AI.


"They never research any Monk related Upgrades"
"They never research Chemistry as Helvetians"
"Helvetians don't research Close Order Drill, don't use Siege except Trebuchets, don't research Hussars, also no Parthian Tactics research even thought this is one of the reasons for their Skirmishers dominance"
"Persians, don't research Elite War Elephants, Hussars and Halberdiers, no Heavy Cavalry to be seen in their main army either"
"Balts don't Upgrade the Vytis, and don't research any of the 2 Unique Techs"
"Bohemians never build Wagenburgen and never Upgrade to Trestle Gun"
"Bulgars never creates Cows for food" (So, losing their main strenght in aging faster)

I will try to find more as I play and watch more AI x AI games.



BTW great analysis about the Khmers, Usac!!

[This message has been edited by BarbarianKnight (edited 04-10-2016 @ 08:05 PM).]

Vardamir
Huskarl
posted 04-11-16 09:16 AM CT (US)     347 / 619       
Those are the only changes made, so Tufans still get heavy cavalry upgrades more easily.
This little trickle at the start as new Armenian attribute, meaning you begin the game already gaining food and wood little by little?
Exactly that. Though I might have to reduce how quickly it generates.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Usac
Squire
posted 04-11-16 11:20 AM CT (US)     348 / 619       
Interestingly enough, even if cut in half, the Armenian trickle means that on LN, you can easily start with your villagers exploring and wait for the TC wood to trickle in.

I just tested and it took a setup of 3 Japanese villagers 2:40 to get an lc down and then get enough wood for a TC. By compare, most civs will have it worse, so it might be smarter to have your villagers explore and find more sheep and just wait it out for 2.5 minutes.
marathon
Squire
posted 04-12-16 06:35 AM CT (US)     349 / 619       
Concerning Principality, most of the remarks are easy to fix. But the cow one is a bit harder since AIs don't auto-gather from livestock that they trained. There are 2 ways that an AI can gather from a cow: either it has to convert it, or it has to use a technique called DUC. Besides, since cows are trained in TC, using them takes a toll from economy strength, as does a faster-than-optimal aging-up, and AIs are generally notoriously poor at performing when they age up earlier than they should. I would only train cows if I had a solid plan for an early rush.

I will make an AI for next Realms version that will take all relevant researches but without water support.
BarbarianKnight
Squire
posted 04-16-16 07:35 PM CT (US)     350 / 619       
Marathon, maybe a Flush or Scout Rush, would give the cow bonus some function, but if that fails, it will bring some problems in how the AI shall respond during the game.

[This message has been edited by BarbarianKnight (edited 04-16-2016 @ 07:38 PM).]

« Previous Page  1 ··· 8 9 10 11 12 ··· 18  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Kings Heaven | HeavenGames