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Topic Subject:Age of Chivalry - Download Now!
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Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 08-15-06 03:46 PM CT (US)         


GET IT HERE
Present version 2.03 - updated 29 December 2018.


Join the AoCH Discord!

Age of Chivalry - a total conversion modpack for AoE II:TC set in Western and Central Europe 1100-1500 AD.
Requires the c patch (Don't install it if your version of AoK already has the c patch pre-installed!)

The first modification pack for Age of Empires II that changes every civilisation in the game, Age of Chivalry: Hegemony is a unique and critically acclaimed project set in Western and Central Europe during the period 1100-1500.

Changing not only graphics and civilisations, the entire gameplay has been altered to better reflect the intricacies of High and Late Medieval politics and warfare, and to make each country provide a unique playing experience. There's new, civilisation-specific buildings such as the Princely Court, the Guild Hall and the Assembly Hall, as well as over a dozen new technologies, unique and revolutionary Policy Decisions, a mercenary system, new combat dynamics and even a revised history section. An eight-scenario historical campaign featuring some of the period's decisive battles and sieges is included to introduce some of these elements to the player.

New features:
• Command one of three types of civilisation: the early-game Communal civilisations, the mid-game, militia/spear-centred Urban societies or the heavy infantry/cavalry Noble principalities
• Prepare to fight! Changed game mechanics ensure a much earlier start to the combat, with archery units available in the first age and castles and battering rams in the second
• Complement your armies with mercenaries like the Genoese Crossbowman, the Privateer, or Scots Guards
• Take up the fight as Austria, Bavaria, Bohemia, Brandenburg, Brittany, Burgundy, Denmark, England, Flanders, Florence, France, Friesland, Genoa, Guelders, Helvetia, Hungary, Liège, Milan, Naples, the Papal States, Poland, Savoy, Saxony, Scotland, Venice, or Wales, each completely different
• Advance your country on one of at least two paths by making essential policy decisions, affecting the future of your people
• New buildings, technologies, and units, from the ordinances of the Princely Court to the might of each faction’s hero
• Research new, civ-specific, technologies, such as English Longbowmen or Helvetia's Eidgenossenschaft
• Discover the history of each of the 26 countries - plus special articles on the period's conflicts and warriors
• Historical 9-scenario campaign takes you through some of the major events of the period (the battle of Bouvines, the Barons' War, the conquest of West Friesland, the battle of Kortrijk, the start of the Hundred Years War, the battle of Chioggia, the siege of Maastricht, the battle of Vitkov Hill and the siege of Neuss)

Comes with auto-installer - no more hassle moving files about!

Download (99 mb)
GET IT HERE (version 2.03, 29 December 2018)
Mirror on ModDB HERE

German language pack
A German language pack is available for version 2.03, made by Marian Spill (install after installing the latest release of Age of Chivalry).
Download it from:
[Mirror 1] [Mirror 2]

Italian language pack
An Italian language pack for verson 2.03 was made by JimGam9 (Gianmarco Di Totero) (install after installing the latest release of Age of Chivalry).
[Mirror 1] [Mirror 2]

Spanish language pack
A Spanish language pack is also available, made by igorhp (most of the work), wowegoo and Sak (install after installing the latest release of Age of Chivalry).
Download it from:
[Mirror 1] [Mirror 2]

igorhp - Steam profile
ZyPhr@™ / wowegoo - Steam profile
Sak - Steam profile - Youtube channel

Additional resources:
- Homepage, featuring country profiles.
- The Age of Chivalry wiki, maintained by jordanthejq12.
- A visual tech tree made by HerzogDePuce.

Now includes the Userpatch, which allows you to set the population limit to 1000, play with widescreen, and many more features besides!

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 05-06-2019 @ 02:17 PM).]

AuthorReplies:
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 10-30-09 03:21 PM CT (US)     1366 / 5772       
You are only thinking of today's French part of Savoy. The majority of the population was centred on the other side of the Alps, however, and spoke Piedmontese Italian languages. That Italian was also the preferred language of the dukes when they officialised it, replacing Latin, in the 16th century, indicates that it already had a semi-official status beforehand.

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.
fr steve
Squire
posted 10-30-09 04:22 PM CT (US)     1367 / 5772       
Finally, you weren't so wrong. I have looked at many wikipedia's articles, and, that's beats everything, it's on a spanish article that I find the languages of Savoie: piedmountese, french, latin, italian and the provençal.

So I think that for voices, peasants could speak savoyard/provençal, soldiers could speak italian or french, king could speak piedmountese and monks could speak latin. What a thing! I understand why you have made them speaking latin. But I assure you that on French sites on Savoie, I have seen that Savoyard was spoken(one of its denomination is arpitan or francoprovençal). Everybody his ideas...

Also, I have found an original idea for AOC H: maybe you could replace a civ for or insert as a policy decision the Cathars, French heretics that built many castles and fought French crown. If you're interesed on, I can give you more information about it.

Regards.

EDIT: Also, could you do a briefing, a readme or a historical rubric in 1.66 to desribe every illuminations or just telling what/who do they show? For exemple, who are that bavarian knights (Mülhdorf?).

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.

[This message has been edited by fr steve (edited 10-31-2009 @ 10:44 AM).]

Courtjester1
Squire
posted 11-03-09 10:43 PM CT (US)     1368 / 5772       
@Kor

Thanks for your advice, I will take it into consideration. However, no matter how much I compare them, I cannot find a noticeable difference between my horse and the AoK horses. There shouldn't be a problem with it, seeing as I used the default Poser horse for my base. Take another look at it, this time from a different angle, and tell me what you think. British Horseman
Belisarivs
Squire
posted 11-05-09 12:07 PM CT (US)     1369 / 5772       
Courtjester1

I'd suggest you to use some graphics program take horse from AoK as background and put your horse in higher layer with low opacity.

You'll see differences easily.

I tried to make AI to train Imperial Knights, Order brethen, Knights and Royal Knights, but I didn't manage to achieve so.

However TO is able to provide some challenge as it is able to train Aux and Militia units. Maybe, they could have cannon available. I think that at Tannenberg, they used it.

Also, 1.65 is often crashing for me. I don't know why. AI reports no error message in game and I don't know whether there are some logs created by AoK.

AI also doesn't work on water map well and doesn't build walls.

Now it has problems with playing with less than 200 pop, but I have taken measures to fix it. Currently military is fixed this way and should work. Fixing villagers will be tough, however and I'm not sure if it is worthwhile.

[This message has been edited by Belisarivs (edited 11-07-2009 @ 09:08 AM).]

Vires
Squire
posted 11-08-09 08:31 AM CT (US)     1370 / 5772       
Belisarivs, Herzog de Puce asked me to remind u that the Order can get German Gunner Mercenaries.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 11-14-09 05:50 AM CT (US)     1371 / 5772       
The next patch is expected to go out on 21 or 22 November and will even include an updated AI, courtesy of Belisarivs and sudalphi.
Also, 1.65 is often crashing for me. I don't know why. AI reports no error message in game and I don't know whether there are some logs created by AoK.
I've found that the mod becomes more unstable if you keep installing it over an already modified version of the game - reinstalling AoK and installing AoCH over a vanilla install seems to work best. I've not had any crashes in a long time, myself.

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.
Belisarivs
Squire
posted 11-14-09 03:46 PM CT (US)     1372 / 5772       
Hm. That was fresh install.

But I'll reinstall it completely. Just to be sure.
Belisarivs
Squire
posted 12-03-09 03:29 PM CT (US)     1373 / 5772       
What's up Kor?

I thought that ~22.11. was deadline for my AI so your update is released in somewhat same date.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 12-05-09 08:21 AM CT (US)     1374 / 5772       
You asked me to take a look at the AI first and see if I could get the knight training to work. Obviously this took some time (although unfortunately I could not get it to work either), not even taking into account my incredibly busy schedule. On the plus side, the latest version can now be downloaded from the Blacksmith, usual link.

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 12-05-2009 @ 08:28 AM).]

Belisarivs
Squire
posted 12-09-09 01:55 PM CT (US)     1375 / 5772       
No problem. I was just worried that there is no response and so.

I'll try to test AI with new version of your mod.

In order to make AI working I had to make AI to train units it could train instead of those troublesome.

So maybe you couldn't train them because AI didn't do it and you actually could fix it.
Mash
Huskarl
(id: Mashek)
posted 01-02-10 10:41 PM CT (US)     1376 / 5772       
Hey Kor,

I was recently thinking of continuing my HSC file based on Aethelflaed, but expanding it from a single scenario and into a campaign, much like Stephen Richard's Athelstan, Emperor of the World of Britain. Anyway, I was wondering it was possible to create another female character, a little different than Joan of Arc (although still impressing the image of a female warrior) and with a new face graphic? Maybe this could also start the opportunity to create a few other notable female characters?

[This message has been edited by Mashek (edited 01-02-2010 @ 10:43 PM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-04-10 01:11 PM CT (US)     1377 / 5772       
Hey Mashek, that is a good idea and I considered doing just that in light of the HSC, but eventually didn't because mods weren't allowed to participate. Apart from that, I was hard pressed to find icon images in the same style as the others used in Age of Chivalry, as well as finding suitable women to depict. In honesty, due to the time frame and the location (1100-1500 in Western and Central Europe) I couldn't think of many fighting women apart from Jeanne d'Arc and Jacoba van Beieren/Jacqueline of Hainaut, who I was intending to use for my own contest entry, had mod packs been allowed. However, as I was going to use the mounted Jeanne unit for her anyway, I saw no real reason to add a new unit.*

Most famous warrior women I could think of, such as Matilde di Canossa, were outside both the time- and/or regional frame of the mod (Matilde was from the 11th century and north-east Italy). However, if you have any suggestions for other female characters, feel free to suggest some and I will consider them!

Apart from creating additional units with new icons, I can't really do anything - I don't have the time to make any new full unit graphics, and there's no decent graphical mods of women that I know of that I could use.

* Although a contemporary painting of her survives (link) it does not fit the graphical style of the other icons.

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.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-04-10 01:56 PM CT (US)     1378 / 5772       
Incidentally, this is a very belated notice as I only discovered this now, but the quarterly magazine of Dutch medievalists, Madoc, mentioned both Age of Empires II and Age of Chivalry: Hegemony in its 4th issue of 2008, in an article devoted to the depiction of the middle ages in computer games. The author, Frank Brandsma, praised the relative historical accuracy of AoK, which isn't complete but enough to stimulate those with a historical interest to research the subject further, as well as the many sided ways of achieving victory. Other strategy games that were mentioned include Stronghold, Empire Earth, Anno 1404 and Medieval: Total War (both 1 and 2).

When it came to Age of Chivalry, Brandsma talked mostly about the 'exceptional' ('verbluffend') attention to detail and realism, illustrated with a picture of the real San Lorenzo cathedral right next to the one from Age of Chivalry. The illustrations, for example of Guelders herald (as seen on the article dedicated to Guelders in the history section) 'reveals the necessary background knowledge'. Well chuffed with this, only wished they'd contacted me about it! Ironically, I do have a membership to the magazine, but only since early 2009, so I missed this issue by a few months!

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.
Mash
Huskarl
(id: Mashek)
posted 01-04-10 08:25 PM CT (US)     1379 / 5772       
Hey Kor, considering everything, I could probably just stick to using the Jeanne d'Arc figure for Æthelflaed. I had planned to simply use her for the contest once I knew mods weren't allowed. Despite Æthelflaed being from 10th Century AD, I believe your mod will at least open up more possibilities as opposed to vanilla AoK.

I plan to cover most of Æthelflaed's life; from childhood when her escort was attacked by the Danes to foil a planned alliance through her marriage with Æthelred between Merica and Wessex, to the battle of Tettenhall when her husband was wounded (and later died), until at last when she took absolute reins of Mercia and drove the Danes from northern Mercia, as well as teaching the Welsh a few lessons. It's going to be another dark atmosphere campaign, a period piece of one of England's darkest phase.

Having said all that, congratulations on the magazine feature! Any celebrations with a new update and a few notable and upcoming designs?

[This message has been edited by Mashek (edited 01-04-2010 @ 08:28 PM).]

ARFFI
Squire
posted 01-04-10 11:54 PM CT (US)     1380 / 5772       
Hi Kor nice to meet you and thank you for the great work.^^

I am a scripter and thinking to answer to some AI request for this mod. (Leif has organized some request thread in the AI-thread.)
I breafly made some tests and found some problems that can be fixed by the scripting method but "is hard...".
I just wished to know if it is possible to fix within the mod or I shall take time to fix the bugs all by scripting.
Thanks.

[Quote from aiscripters]
http://forums.aiscripters.com/viewtopic.php?f=18&t=1949&start=20

I DLed the mod last week and found that it might be interesting for me.
Great hard work, and it is interesting mod to play.
Thanks for the time and effort for making this.^^

Now at least, I found some way to detect if the game is Chivalry or normal AOK(AoC) so I think it will be possible to make an AI that plays both mod or normal game.
It shall take time but I wish to give it a try.^^

The problem I found is that the Chivalry contains many errors that harm AIs.
Some examples.
Ex. Problems of Chivalry
ri-elite-skirmisher at range and the new building(tool somthing) is different "and can be researched together" although it means nothing.
(c.f. all-research-enabled games and my test AI started researching "ri-elite-skirmisher of range" while the "ri-elite-skirmisher of tool..." was under research.)
With these kind of errors, the simple 1 rule (can-research A)=>(research A) needs to have 6 rules to avoid this error.
To enable a research when needed and so on will make the rule more difficult to script. (6 less rules to be able to use for scripting meaning you will only face an around 150-rule-AI power, not ATE.^^)


The AI will detect "can-research" "research-completed" "research-available".
So we need this rule.
(defrule(true)=>(set-goal 1 1)(disable-self))
(defrule(or(research-completed A)(research-completed A'))=>(set-goal 1 5));research A or A' is compleated. Do not reseach the other one.
(defrule(goal 1 1)(can-research A)=>(research A)(set-goal 1 2))
(defrule(goal 1 1)(can-research A')=>(research A')(set-goal 1 3));A' stands for the research in other buildings
(defrule(or(goal 1 2)(goal 1 3))(nand(research-available A)(research-available A'))=>(set-goal 1 4));hold research to avoid errors till A or A' is compleated
(defrule(goal 1 4)(research-available A)(research-available A')=>(set-goal 1 1));research A or A' crashed. (might be that the building under research was raized.)

I will also try to seek for some better system to avoid those errors for Chivalry, but it will be helpful if the mod-team/others will fix these errors.
I think you can see from the example but the bugfix is what is "really hard" in scripting.
(finding bugs->thinking how to take it out->reducing rules to add the bug-fix-rules...)
Also, please give us the "real civ-bounus, research-tree and other datas".(there was many errors in doc. or the game-shown-research-tree...)
It is really confusing when I try to script and find that the data shown is different.
It will be really helpful if these are provided cause I need to finish my thesis this year. (And sorry but I will take my "real life" before scripting.^^)

Last, thanks for the great mod and I will at least take a trial for scripting for this mod.
Before I start this long journey, I will be happy if I get some comments and contact from the "AI-user" and the "mod-team" as well as "former chalenger for scripting with this mod".

Questions for users.
1) Do you need the AI "quick (takes few months) but weak" or "a good AI (takes few years)"?
2) Do you wish the AI to be agressive/play-as-human(with-mass-cheat) or do it's best at the ocasion(non-cheat)?
(Human's-strategy is not always the best answer for the AI's strategy.)
3) What is the major game-settings for Chivalry?
(Random-map?, arabia-map?, conquest?, dark-age-start?, 200pop?, low-resource-start?,.... etc.)
Please vote for 3).

>mod-team
Will it be possible to take out those errors as double-research?
Also, it will be very thankful if you can provide us some (#load-if ... ) that will only be true for Chivalry.
Again, thanks for the mod. It was very easy to install and was interesting.
Looking forward for the updates.

>scripters
Are there any recomendation for the AIs for this mod?

ARFFI: A scripter from japan : Main script ARFFI-De'gel
Leif Ericson
Seraph Emeritus
posted 01-05-10 01:48 AM CT (US)     1381 / 5772       
Hi, Kor. Some forumers have requested a more powerful AI for Age of Chivalry. ARFFI's post is in response to those requests. I understand that Belisarivs is the one that made the AIs in the past, and if you still want to use his help that is fine with us. We were just offering to try and make our own AI for Age of Chivalry. ARFFI and I are reasonably experienced with AI scripting.

ARFFI's questions were about facts of the game that make the mod hard to script for, and we were wondering if you knew a way to make the scripting easier. If some of the questions didn't make sense to you, ARFFI or I would be happy to clarify them. We just wanted to make this offer to you.

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

[This message has been edited by Leif Ericson (edited 01-05-2010 @ 01:50 AM).]

ARFFI
Squire
posted 01-05-10 06:49 AM CT (US)     1382 / 5772       
Sorry for the former post Kor.

Found a post from you explaining "How to stop B research researched when A is researched".
(c.f. answer to qaz123tfg's post here)
The answer was "You can very simply use the 'disable technology'." and it seems to be used within the game.
I assume this will be able to avoid double research of "ri-elite-skirmisher".

To be sure, is it possible to disable a technology as soon as the other starts researched?
If so, it will be very helpful if you would disable "ri-elite-skirmisher in asembly hall (ID: 516)" when normal "ri-elite-skirmisher of range (98)" starts researched.
(this bug was seen in all-research-available-game, with Helvetia civ for the initial test for scripting.)

Thank you.

ARFFI: A scripter from japan : Main script ARFFI-De'gel
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-05-10 02:06 PM CT (US)     1383 / 5772       
Hey Kor, considering everything, I could probably just stick to using the Jeanne d'Arc figure for Æthelflaed. I had planned to simply use her for the contest once I knew mods weren't allowed. Despite Æthelflaed being from 10th Century AD, I believe your mod will at least open up more possibilities as opposed to vanilla AoK.
Sounds like a very interesting project, Mashek! Once you need a tester, let me know. Also, which may help you in your designs, there's two additional female units that you could use if you needed to: the serf and forager units. Both utilise the standard villager graphics, the first the normal, melee one, the second the archer villager (with both types, male and female versions are available). They will work as military units, however, and take up position in formation and fight from range or melee, without the possibility of gathering resources or constructing stuff.
Having said all that, congratulations on the magazine feature! Any celebrations with a new update and a few notable and upcoming designs?
Thanks! I have no plans for an update right now as I only just released one in early December, and I've not encountered any bugs since. And as it changed the in-game interface for every civ, it was quite time consuming. I'm really rather satisfied with the way everything is right now, almost entirely bug free, and I'll first see about doing some more scenario designing, possibly.

------------

@ ARFFI and Leif: Thanks for the offer! I can only encourage anyone to donate free time to create AIs for Age of Chivalry. That said, Belisarivs has done a lot of work on the present AI and it may save every one a lot of time if you contact him and work together on that one? It really is a time consuming affair and although his AI still has difficulties with some countries, many of them function very well, depending on the settings.
Furthermore, Age of Chivalry has made some changes that the AoK engine has some difficulties with. As such, the in-game technology tree is entirely messed up. Belisarivs is already acquainted with the do's and don't's of Age of Chivalry scripting and his AI is already specialised for many of the different civs. If you'd be working on your own you'd largely be reinventing the wheel, I fear.
Now at least, I found some way to detect if the game is Chivalry or normal AOK(AoC) so I think it will be possible to make an AI that plays both mod or normal game.
Although that may theoretically be possible, Age of Chivalry has so many peculiarities that I don't think that would be worth your time - you'd essentially be writing two entirely different AIs in one file. In Age of Chivalry, countries have different priorities and bonuses entirely compared to the original game, and their tech and unit trees are incomparable.
Also, please give us the "real civ-bounus, research-tree and other datas".(there was many errors in doc. or the game-shown-research-tree...)
Both the doc listing the civ bonuses and the AIref.xls that install with Age of Chivalry are at least 90% accurate. However, the AoK engine cannot deal properly with the mod and so you can only play from a 12th century (old Dark Age) start, or it will simply mess up everything. There's no logical explanation for this, the game just can't deal with the branching technologies, I fear. Similarly, you really shouldn't play all-techs section, it doesn't work right either. This may explain some of the errors in the docs you've encountered, because it looks like you used those settings.
>mod-team
Will it be possible to take out those errors as double-research?
Also, it will be very thankful if you can provide us some (#load-if ... ) that will only be true for Chivalry.
Well, the double research only applies for the 'all tech' game mode, which is bugged with Age of Chivalry any way, so it's not really worth the investment as other bugs would remain.
As to '#load-if', I have no idea what that is. Could you explain? Right now I have no idea whether I can provide this or not.

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.
Leif Ericson
Seraph Emeritus
posted 01-05-10 07:44 PM CT (US)     1384 / 5772       
Thanks for the feedback, Kor. Hopefully ARFFI will be able to contact Belisarivs, since other people use my e-mail account, and I don't think they would like their e-mail account full of e-mails from someone they don't know about.

#load-if is an option for AI code to function only if a certain game type is specified, such as 200-population-limit, feudal-age-start, high-resources-start, the random map type, and the civilization chosen. We were wondering if there are any new random map options or if there are some options that don't work (you pointed out all-techs and starting ages in ages other than the first age are bugged).

@ARFFI:

You can use AGE to disable a technology after it starts researching. Check out the policy decision researches in the techage section of AGE. If you go to the techage section in AGE you can add a disable technology effect.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´
ARFFI
Squire
posted 01-06-10 01:06 AM CT (US)     1385 / 5772       
Thank you Kor.

While testing, I really found Chivalry very different to AOC and understanded that this was done by really hard work.
It will be my pleasure to be involved in the project of yours as well as Belisarivs's AI.
(By the way, Belisarivs seems to disable private mails at AoKH and aiscripters so I think this site is the best place to contact him.
Then Leif can join the discussion, but is it OK to talk about scripting here? This is the mod thread...)

Also, sorry that I did not know the limit of Chivalry and was confused by the non-12th start or all-tec.-available-games for the initial confirm-test.
It is my habit to confirm the basic before scripting and make some future-plan of the AIs.
To be sure, do we only have to concentrate on the "12th-age-start, Random-map or Regicide or defend-Wonder" games for the AI?
It seems that wonder-race, death-match, turbo and other playstyles are not mentioned for this mod on the main thread.

PS:
I had looked at the .docs and the AIref.xls that install with Age of Chivalry as well as the ones that shows "counter this units with this, not this" and so on.
Still, I was looking for a data list, as "attack-bonus",
the invisible datas that will be very important to script.
If it is provided, it will will be very helpful.


@Leif
>You can use AGE to disable a technology after it starts researching.
Thank you for the information.
Still I do not prefer to say "install and use AGE when using my AI", so I think I will take the "user-frendly" method for these ocasion.
Well, it seems that we do not have to think about these settings so lets focus on other things.^^




@Belisarivs
Hi Belisarivs

I am quite interested in Chivalry and wish to join the scripting for this mod.
Now, I know almost nothing about Chivalry, so I think I can only join the project by sharing my scripting knowledge.
I heard that you have almost finished the basic, but if there is anything that I can help on scripting, I will be happy to be.

Regards

ARFFI

ARFFI: A scripter from japan : Main script ARFFI-De'gel
Mash
Huskarl
(id: Mashek)
posted 01-07-10 10:01 AM CT (US)     1386 / 5772       
Hey again Kor, I've recently been working on the prologue for Aethelflaed using your mod, and I must confess I'm really quite stunned by the whole thing. The mod certainly opens up a new directive of realism and atmosphere for a historical scenario. Once the prologue's done I'll certainly send the file your way so you can have a gander. I think it's rather a little disappointing I haven't seen any designs using your mod as of yet... there's no reason why there shouldn't be, and anyone can have the two versions of AoK installed within different folders, like I do - so there should be no issue there.

Having said all that, I'm keen to give you a test to see what you think of the prologue, but as it's only three minutes long thus far, I'll have to resist the urge of sending it out to you and just wait until it's finished.

[This message has been edited by Mashek (edited 01-09-2010 @ 07:23 AM).]

Belisarivs
Squire
posted 01-07-10 12:44 PM CT (US)     1387 / 5772       
Hello guys.

My mail is "v.pelcak no-spam gmail dot com".

Jabber IM is "belisarivs no-spam njs dot netlab dot cz".

Feel free to contact me. I can send you my work.

I have enabled those PM, mail and jabber contacts in aiscripters.

But I'm not there too often.

I can't provide hidden bonuses, because I don't know them.

At least old units remain ~same. Lancer and Ducal lancer are camel replacement (basically, units with spears/lances have bonuses against cavalry). Pikes IIRC do some bonuses also against militia infantry and some civs have range of pikes +1 giving their deep line real power, AI is not able to use this as it is not able to hold formations.

[This message has been edited by Belisarivs (edited 01-07-2010 @ 12:57 PM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-09-10 07:46 AM CT (US)     1388 / 5772       
#load-if is an option for AI code to function only if a certain game type is specified, such as 200-population-limit, feudal-age-start, high-resources-start, the random map type, and the civilization chosen. We were wondering if there are any new random map options or if there are some options that don't work (you pointed out all-techs and starting ages in ages other than the first age are bugged).
From your description it sounds like the #load-if is a part of the main game data .drs. I could edit that for you if you have specific requests, but I didn't make any changes to game modes or introduce any new ones. As far as I know, the options like turbo random map *should* still work, but I haven't tested them myself and haven't heard of players who have, so I don't know for sure. I did play regicide games, however, and they seemed to work fine.
Still, I was looking for a data list, as "attack-bonus",
the invisible datas that will be very important to script.
If it is provided, it will will be very helpful.
As Belisarivs has said, most bonuses are identical. The counter list provided in the .doc file, compiled by Herzog de Puce, has also taken into account every bonus. (As to pikemen, they don't have a bonus versus militia infantry, but the Swiss unique unit pike/halberd unit does have a modest anti-infantry bonus, but otherwise Belisarivs is entirely correct here.) But if you have more specific questions feel free to ask and I will answer asap.
Having said all that, I'm keen to give you a test to see what you think of the prologue, but as it's only three minutes long thus far, I'll have to resist the urge of sending it out to you and just wait until it's finished
Looking forward to it! As to your earlier question about pre-Norman music, I'm afraid I can't really help. Music notation was purely liturgical at first and so, for the majority of the middle ages, we only know church music (primarily Gregorian chants). Only with the 14th/15th century did secular music get written down (although we know the lyrics from earlier songs, most famously the 12th century Carmina Burana, which was put to music by Carl Orff in the 1930s and includes 'O fortuna'), and even then it was often intended for an upper or middle class audience and probably performed entirely differently to the pre-Norman music. So as accuracy cannot really be attained, just go for whatever music you think best fits the mood of the scenario.

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.
Mash
Huskarl
(id: Mashek)
posted 01-09-10 07:10 PM CT (US)     1389 / 5772       
So as accuracy cannot really be attained, just go for whatever music you think best fits the mood of the scenario.
I thought about as much, and removed the question once I saw how websites only described what instruments the Saxons used and not actually what the music sounded like, let alone containing any examples I could download for my own interest. Still, I went with your advice handily and some of the Celtic music I have works perfectly. It's not so much as Celtic as it is a universal theme of the British Isles. Hauntingly beautiful music, I honestly nearly had tears in my eyes when I saw how melancholic the particular piece is that I used for my cut-scene.

I'm a sensitive kind of bloke.

[This message has been edited by Mashek (edited 01-10-2010 @ 07:01 PM).]

ARFFI
Squire
posted 01-11-10 08:32 PM CT (US)     1390 / 5772       
Thank you Belisarivs and Kor.

Belisarivs, thanks for the mail.
I will start with the work as I posted (bug fix for training new units.).


Took a look in the AI you mailed, I think this is a very "hard-scripted AI" that keeps on the strategy you start till the end.
I agree with the training of army at the starting age and it seem that some specific-strategies for this mod is included.
Very impressed about that.
Still, I have a fealing that it might be better if we add some "counter" for enemy's units and change the unit training to counter the enemy's units.
This will be harder work, but it is worth to do.^^

PS:
Some scripting errors.
1.
(build-forward lumber-camp);<-can not use build forwards to LC, MC, mill, house, farm, docks. Use build for these buildings.

2.
(defrule
(enemy-captured-relics)
(not(hold-relics)) ;<- add this. AOC has a bug that enemy-captured-relics will be true when "WE have captured all relics" too.
(building-type-count wonder < 1)
=>
(set-strategic-number sn-special-attack-type1 1))

3.
(defrule
(can-research ri-elite-skirmisher)
=>
(research ri-elite-skirmisher)
;(disable-self)<- do not use disable-self for research cause we can be raized the building we started research. In these cases we need to re-research.^^
)
Sorry that I posted some answer in aiscripters.com.
post at: http://forums.aiscripters.com/viewtopic.php?f=18&t=1949&start=20

@Kor

>#load-if
It will be great if you can add a game type as "Age of Chivalry: Random-map" in the "game-type" with different value to normal "Randon-map".
(Same for "turbo-random", "defend-wonder" and so on will be great.)

The #load-if is usually used as you mentioned, detection if the game is turbo random map or not and so on, but the real power of it is as bellow.
AI can "load the rules in #load-if only", and this provides us some option to change the loaded rules compleatly.
This will very help us scripters to specify the AI to some gametype cause AI has some limit that it can not load rules more than 999.

Thank you.

ARFFI: A scripter from japan : Main script ARFFI-De'gel
Lord Maximilian
Squire
posted 01-11-10 10:45 PM CT (US)     1391 / 5772       
First Off, I'd like to thank you for making this mod.

Second I have a bug to report; whenever I go to load a save game AOC crashes. This is really bad as some scenarios require you to reload often.

This is happening on a fresh install of 1.0c followed by 1.66 of AOC.

Also: How come most castles get their country's flags flying on top, but Brittany's doesn't? The Generic Blue and White shield is ugly.

[This message has been edited by Lord Maximilian (edited 01-12-2010 @ 10:23 PM).]

Belisarivs
Squire
posted 01-14-10 09:20 AM CT (US)     1392 / 5772       
ARFFI

Hm. I expected a lot heavier criticism from you (actually, econmical part is IMHo lot heavier to do and that Sudalphi implemented, I took care only about military). Well, it is good to know that it isn't not complete junk.

I'm not AI scripter at all. I just read something here and there and try to understand it and implement it and I'm lucky enough that it somewhat works (I even tried to adapt some existing AI and produced stupidest AI ever as at the beginning of the game villagers spread to the woods and got eaten by wolves).

If you wish to overtake AI development, I wouldn't object at all. As it is clear to me that you would be able to get it into better shape than me and these days I'm rather busy with my life (no issues or problems, but simply have problem to find spare time for work on AoC).
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-14-10 10:00 AM CT (US)     1393 / 5772       
It will be great if you can add a game type as "Age of Chivalry: Random-map" in the "game-type" with different value to normal "Randon-map".
(Same for "turbo-random", "defend-wonder" and so on will be great.)
I'll see what I can do! And, obviously, if you (and Leif) want to take over production of the AI from Belisarivs, then that's perfectly fine with me, as he seems to agree with it also.
Second I have a bug to report; whenever I go to load a save game AOC crashes. This is really bad as some scenarios require you to reload often.

This is happening on a fresh install of 1.0c followed by 1.66 of AOC.

Also: How come most castles get their country's flags flying on top, but Brittany's doesn't? The Generic Blue and White shield is ugly.
Thanks for your comments, Lord Maximilian.

Re the bugs, they are not specific enough for me to investigate them right now. What scenarios does it happen with? And at what point were you in the scenario when you saved?

Re the castle flags, this doesn't happen with all the castles. Initially, every castle used the white/blue flags, which are from the vanilla AoK graphic sets, and off the top of my head, it is still the case for Burgundy, Savoy, Switzerland, as well as Brittany, while Poland, France, England and Genoa use static coats of arms). I then started creating more and more castles that did not simply replace an old castle in a graphic set, but were stand-alone - this also meant they didn't have the old flags in place. However, as I haven't satisfactorily been able to adjust the places where those white/blue flags appear, I had to make new flags for the new castles. There was only a limited amount of graphics slots available for these straight away, so I had to use them only when absolutely necessary. This is why many countries (Guelders and Flanders; Austria, Bavaria and Bohemia) share a flag, to save on slots (the other flags are for Friesland, Scotland, Wales, Saxony, the Teutonic Order and Denmark).

Another factor of note is the origin of the flags: I imported them from Paradox' Europa Universalis II. However, not all their flags fitted in with what I had in mind for Age of Chivalry (EU II is based more on the 16th/17th/18th centuries than the Middle Ages), so I couldn't even use them all. The one they had for Bavaria, for example, is not very good, and I would say the same about the ones they use for Burgundy and Brittany (nor am I very pleased with the flag of Friesland, because it isn't really contemporary). So there is definitely an advantage to using the original white/blue flag for some countries, especially as I think the original flag has a more convincing animation.

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.
Mash
Huskarl
(id: Mashek)
posted 01-14-10 06:53 PM CT (US)     1394 / 5772       
By the by Kor, when can we expect to see the Teutonic Order?

EDIT: Never mind, I hadn't realised it was a technological advance for Saxony. For the most, it seemed a little difficult using them, and I had to rely on militia from the Town Centre or two selections of mercenaries from the Guild Hall, to support the ritterbruders and halbruders. It seemed just a little scarce, and maybe I would have liked another mercenary unit. A few things come to mind, what about a spear militia? Or mercenary axeman?

[This message has been edited by Mashek (edited 01-17-2010 @ 08:27 PM).]

ARFFI
Squire
posted 01-14-10 08:23 PM CT (US)     1395 / 5772       
Thank you for the reply Belisarivs.
First of all, I think your AI is a good starting point and thank you for handing it over.
We will try our best to take over the project.

As I mailed the training problem seems to be hard to fix, so I will first focus on the "land-based dark-start economy".
Also, as you did, we will try to pack the AI in one file so that we can overwrite the Default AI in the future and do not use #random-load that has problems for these projects.

Thanks for the initial work.
It will be great if we can keep in contact and you may tell us when we are going in the wrong direction.^^
(I will give it a try, but never have scripted for mods.^^)

Wish you luck for your real life too.^^


@Kor
Thanks for the work, Kor.
The #load-if Age_of_Chivalry:Random-map and so on will be very helpful.
I forgot to write, but please make the new game-types in one word (I mean "_" or "-" rather than spaces) to avoid errors.
Also, it will be great if you place the new game-types above the old ones so that the humans will usually select them.
(If the humans do not select it, it will not work...)
Thanks.

I need some times to learn about this mod, but I will keep on with this project.
Please be patient though.^^

Cheers

ARFFI: A scripter from japan : Main script ARFFI-De'gel
Lord Maximilian
Squire
posted 01-14-10 08:35 PM CT (US)     1396 / 5772       
Okay good to know.

Also it crashes when I load any campaign save made at any point in a scenario.

Also I noticed that the main page on here for your mod states that Poland wasn't added because it never fought with some of the other countries you have; yet it is in the game.

Did you just change you just change your mind, and does that mean we might see a Castile/Aragon/Basques/Spain after all?

[This message has been edited by Lord Maximilian (edited 01-14-2010 @ 08:49 PM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-15-10 06:14 AM CT (US)     1397 / 5772       
Also I noticed that the main page on here for your mod states that Poland wasn't added because it never fought with some of the other countries you have; yet it is in the game.

Did you just change you just change your mind, and does that mean we might see a Castile/Aragon/Basques/Spain after all?
No chance of that. I changed my mind about Poland essentially because I decided to include the Teutonic Order as a policy decision for Saxony, and realised they needed a historical opponent to be relevant. With Poland, Lithuania and Novgorod to choose from, Poland made easily most sense, as they had considerably more contact with the other Age of Chivalry civs. I have no intention whatsoever of changing any countries in the present line-up.

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.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-16-10 02:56 PM CT (US)     1398 / 5772       
Also it crashes when I load any campaign save made at any point in a scenario.
I saved in the middle of a number of scenarios, and this never happened to me. Are you perhaps trying to load scenarios saved with an older version of Age of Chivalry?
Thanks for the work, Kor.
The #load-if Age_of_Chivalry:Random-map and so on will be very helpful.
I forgot to write, but please make the new game-types in one word (I mean "_" or "-" rather than spaces) to avoid errors.
I had a look through the gamedata_x1.drs (where the AI files are stored, among many others) but couldn't find any place where the #load-ifs were defined (at least, not that I could recognise). This is the list of AI/rms related files I used. If you think one of these sounds a likely location for #load-ifs I can extract it and take a look, or send it to you (I have already checked quite a few, but I'm not exactly a scripter so your hunch would be better).
Also, it will be great if you place the new game-types above the old ones so that the humans will usually select them.
New game types? There's not really any new game types included with Age of Chivalry. But perhaps I misunderstood what you mean.

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.
fr steve
Squire
posted 01-17-10 05:32 AM CT (US)     1399 / 5772       
Hi Kor,

I have noted a strange thing in AOC:
why did you put Snorri Sturlusson as a Danish king in language_x1.dll? He's Icelandic. You could replace him by Christopher II.

Also, for English policy decisions, maybe you could replace Combined Arms and Nobility by House of Lancaster and House of York, relevant to War of the Roses.

And another thing, how did you do to change Barbarossa's, Conquerors', Gengis Khan's and Jeanne d'Arc's campaigns?
"belisarivs no-spam njs dot netlab dot cz".
Belisarivs,
Are you czech? If so, would you create some czech sounds for a mod (and maybe for Kor too). Czech aren't easy to find on AOK Heaven. But if you're too busy, I would understand...

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.

[This message has been edited by fr steve (edited 01-17-2010 @ 08:00 AM).]

ARFFI
Squire
posted 01-17-10 10:52 PM CT (US)     1400 / 5772       
If you think one of these sounds a likely location for #load-ifs I can extract it and take a look, or send it to you (I have already checked quite a few, but I'm not exactly a scripter so your hunch would be better).
I think this file seems were the "define" are inside.
gam54000.bin=random_map.def
If there is any difine for "game-types" or "maps (as ARABIA)", this idea will be possible.

Thanks for the link.
I will try to extract with the tool and see if it is.^^
New game types? There's not really any new game types included with Age of Chivalry. But perhaps I misunderstood what you mean.
Yes, no difference for game-types but I meant that I wished to have some "notification for AIs".
AI has no clue if the game is Chivalry or normal AoC till they run in some problems, while the human knows if it is or not. (cause they installed mods.^^)

The #load-if commands enables the AIs to know what kind of game this is at the start. So if the value of the game-type is different, we can easly provied an AI that plays both normal AoC and Chivalry with full potential strength.

ARFFI: A scripter from japan : Main script ARFFI-De'gel
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