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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:
Pepp
Squire
posted 08-16-18 02:09 AM CT (US)     5671 / 5772       
Kor, are Burgundian mercenaries (italian, flemish, and longbowman) meant to be accessible by just their respective techs without Mercenary tech?

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
HerzogDePuce
Squire
posted 08-20-18 08:55 AM CT (US)     5672 / 5772       
@Pepp
There are some other "mercenaries" that are also treated like that, e.g. Scots Guards for France, Gascon Crossbows for England, or Szekely, Cumans and Mongols for Hungary.
I assume, though am pretty sure about the Flemish Infantry and Gascons, it's because those units weren't really mercenaries, but served in the respective army of the duke/lord/ruler who had governed their territory at that time.
Others, like Scots Guards or Italian Infantry, are already enabled by an additional unique technology - perhaps to show a particular relation to that particular country rather than a mercenary contract.

Qui nescit dissimulare, nescit regnare.

[This message has been edited by HerzogDePuce (edited 08-20-2018 @ 08:57 AM).]

jordanthejq12
Squire
posted 08-30-18 09:30 PM CT (US)     5673 / 5772       
Hi everyone! Haven't been with this mod (or AOKH, or indeed, the game period) in quite a while. Couple of things:

1) Holy cow, everything has a new graphic. (Well, almost everything.) It looks like a completely different game not only from the vanilla, but from when I last played AoC:H years ago. It'll take some getting used to, but I love it!

2) I am actually playing on an HD game, with the Compatibility Patch installed, of course. It works. Perfectly, in fact, and it won't interfere with either the HD install or any other mods installed for the Compatibility Patch. Given the complaints about HD incompatibility both on this thread and on ModDB, I would strongly recommend highlighting this.

"Preparation is not prevention. Just because you know what's coming does not mean you can stop it."
--Me

Something to remember: always know where you're going, but never forget where you came from.

The Age of Chivalry is upon us! Visit the only wiki devoted exclusively to Aoc:H by clicking on the preceding link. Oh yeah, and it works with the HD edition, too--just make sure to get this first.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 09-04-18 06:20 AM CT (US)     5674 / 5772       
I've just returned from a holiday abroad, so can already admit that I've not made any progress since my last post. But thank you for all the positive comments!
Btw, I have another question: I just launched the game to play a random map. It is a coastal map with Turkeys, Macaws and Palm Forest Trees... all of those are not the most common things you will find in Europe! :P

Are you planning on changing them? Just asking. Keep up with this amazing work, and thank you again for making this game so enjoyable!
I understand your annoyance here. One thing I've changed for the next version is that turkeys are now gone (sorry all turkey lovers) and have been replaced with chickens. There's a basic chicken that replaces the turkey and functions in exactly the same way, and an additional editor-only chicken unit that functions like a deer (ie can be killed and gathered from, but not controlled) for scenario purposes.

That doesn't really alter the presence of jungle and palm forests or macaws (which, despite adding some more birds, I've not replaced - as they could be used to resemble parrots/parakeets, which some people in Europe collected at the time). I don't really know how to alter the appearance of these trees or what animals will spawn on a map, but if someone told me how to, I would gladly change it so that there's less chance of jungle and/or desert maps (apart from RMS that are explicitly desert-oriented, like Arabia).
Kor, are Burgundian mercenaries (italian, flemish, and longbowman) meant to be accessible by just their respective techs without Mercenary tech?
Burgundian Mercenary Longbowmen do require the Mercenary tech to be enabled. Flemish Infantry are auxiliary units rather than mercenaries, and are drawn from the Flemish cities that were controlled by the duke of Burgundy, so would not require mercenary contracts. The Italian Infantry comes through a special tech which simulates a direct contract between Burgundy and unnamed Italian states that bypasses the Mercenaries tech. In the last case making Mercenaries a prerequisite could have been an option, but it wouldn't have been a lot of fun to make you research a tech that does nothing except enable a unit, only to discover you had to research another tech before getting to actually train that unit. It wouldn't be very transparent and, as such, it seemed like a better idea to scrap the Mercenaries prerequisite.

ie pretty much what Herzog said.
2) I am actually playing on an HD game, with the Compatibility Patch installed, of course. It works. Perfectly, in fact, and it won't interfere with either the HD install or any other mods installed for the Compatibility Patch. Given the complaints about HD incompatibility both on this thread and on ModDB, I would strongly recommend highlighting this.
As I understand it the compatibility patch requires a legitimate installation of AoK:TC in addition to HD anyway, which makes it useless to anyone who doesn't own that to start with, and superfluous to anyone who does.

[This message has been edited by Kor (edited 09-04-2018 @ 06:51 AM).]

Vardamir
Huskarl
posted 09-04-18 09:11 PM CT (US)     5675 / 5772       
RMS files aren't too hard to change. They're just text files, so you can replace jungle-related keywords or alter the percentages without any special software. The base maps in can be found in gamedata_x1.

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 09-05-18 04:53 AM CT (US)     5676 / 5772       
Thanks Vardamir, that's been helpful. I've seen those files before as I worked on the real world map scripts, but never really took a closer look and I can see there's a lot to be gained there, such as adding constants for the new units (I'll keep those of already existing units as they are for obvious reasons).

As it is I've set the chance for desert and jungle maps to 0% where applicable. That comes with two caveats: first, some maps will still have some Palm tree terrain, such as Coastal or Mediterranean maps, but that seems like a realistic aspect of Mediterranean areas anyway and I've decided to keep it in place. Second, the obviously themed maps (Arabia and Yucatan being two of the more obvious ones) will retain their characteristic climates, because it wouldn't make much sense for them to be different. I might play around with this a little more if I find the time, but I'll probably leave the standard RMS as they are, because that's what the players are used to anyway.
Pepp
Squire
posted 09-05-18 09:09 AM CT (US)     5677 / 5772       
Kor, have you received my email? I've sent the french things. But not the danish yet.

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 09-07-18 04:51 AM CT (US)     5678 / 5772       
Hi Pepp! Yes, I received your email with the files. Thanks for that! Because I left on holiday at pretty much exactly the same time I didn't get a chance to reply yet. Like I said I won't be able to implement these graphics yet in the next patch, as I'm sticking to the Italian sets for now (prioritising them to speed up the eventual release) but I hope to use them soon after. If you are willing to send me your Danish graphics that would also be welcome, although I have to warn in advance that the same thing applies there. Please include the photoshop files if you send them. Thanks in advance!
John the Late
Knight
posted 09-19-18 01:39 PM CT (US)     5679 / 5772       
As I understand it the compatibility patch requires a legitimate installation of AoK:TC in addition to HD anyway, which makes it useless to anyone who doesn't own that to start with, and superfluous to anyone who does.
Not quite: The compatibility patch uses and reformats HD's files (graphics and data) together with the freely available 1.0c patch to create a functional CD version copy for those people that only have the HD version. You don't need it at all if you own the CD version, and it does not bring any of the HD-exclusive features such as animated water or oversaturated terrain colours. However, the former can also be achieved using Userpatch 1.5, which is included in the compatibility patch - at least I think so. Either way, it works fine on the compat version, so it can be installed later, too.

Edit: Therefore, jordantheq12 is not playing on HD, but is playing the game as if it had been installed from a CD. Just with a different route of having gotten there.

[This message has been edited by John the Late (edited 09-19-2018 @ 01:40 PM).]

Pepp
Squire
posted 09-22-18 06:18 AM CT (US)     5680 / 5772       
Got some questions:

Why is Swabia so underrated?
https://en.m.wikipedia.org/wiki/Swabian_League_of_Cities

And why Bavaria receices a guild hall? And it technically does nothing.

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
HerzogDePuce
Squire
posted 09-22-18 08:35 PM CT (US)     5681 / 5772       
The Bavarian Guild Hall has the same functions as any other Guild Hall: it provides military technologies, may serve as a minor defensive building, and - if available - trains unique units and handgunners.
However, since Bavaria neither has access to handguns nor does it have a proper unique unit, this might be the reason why there are no further units available to train from the Guild Hall. Instead of a proper UU, Bavarians either hire mercenary knights or gain the privilege to muster imperial knights of the Holy Roman Empire.

TL;DR: Out of three functions the Bavarian Guild Hall fulfills two, not "nothing".

Qui nescit dissimulare, nescit regnare.

[This message has been edited by HerzogDePuce (edited 09-22-2018 @ 08:46 PM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 09-24-18 02:30 PM CT (US)     5682 / 5772       
A little update on the progress on the next patch: a lot of work has been done, and the 12th/13th century graphics for Italy (minus Naples and Genoa) have now been completed apart from the houses and walls. At the moment there's 10 different 14th/15th century house models, and each faction gets 5 of those in different configurations, so creating downgraded 12th/13th century versions of each of these will still take a while.

And while the Stone Wall graphics have been finished, unfortunately the damage and construction graphics for them still need to be done, and the same is true for the Fortified Wall. I also still need to complete all gate graphics. This will take a while as making high quality graphics for each is both precision work and a chore. Creating the damage graphics for just one wall type will require fifteen frames, for instance. It's impossible to predict at the moment how long that will take me.
Why is Swabia so underrated?
Non-inclusion of a polity does not constitute a value judgement.
And why Bavaria receices a guild hall? And it technically does nothing.
As Herzog pointed out your hyperbole is incorrect. As to your question, Bavaria had a fair few powerful cities, in part because ducal authority over the territory was at times very fragmented. The dukes of Bavaria were more dependent on the support of these towns (both financially and militarily) than the Habsburgs were in Austria. We decided to give them the Guild Hall to highlight the importance of the Bavarian towns on the one hand, and on the other to set the faction further apart from Austria, which it was potentially too similar to.
Not quite: The compatibility patch uses and reformats HD's files (graphics and data) together with the freely available 1.0c patch to create a functional CD version copy for those people that only have the HD version.
Interesting, I hadn't heard that. I thought it was just a way of porting the HD civs to Voobly so that people could play them there rather than on the HD servers.
John the Late
Knight
posted 09-24-18 04:14 PM CT (US)     5683 / 5772       
I thought it was just a way of porting the HD civs to Voobly so that people could play them there rather than on the HD servers.
That's WololoKingdoms, a mod that aims to port all the Steam DLC data to the CD version. It is seperate from the compatibility patch, and can be installed on either the CD version or said patch's version.

It basically copies over and reformats everything but the campaigns in order to get the best of both worlds: The performance and features of Userpatch 1.5 and the content of Steam's DLCs. It's also very widely adopted in the competetive community, last I checked on Voobly, about 50% to 70% of the games that were hosted were with WK.
Pepp
Squire
posted 09-28-18 05:03 AM CT (US)     5684 / 5772       
I must be so drunk asking those stupid questions...

About the new version, can we put some expectation on release month/season?

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
Rico_jolla
Squire
posted 10-28-18 03:49 AM CT (US)     5685 / 5772       
Hello,
so I am back at work on my Kolossal Scenario after many months of break (I am still busy designing a building, imagine that's fairly more complicated than a AoK scenario...).

Diving again in almost 5000 triggers is quite an exercise of memory...so I made a test, and discover a bug in my scenario.

The bug is:
i need to patrol/task certain units in an area.
These tasked units are mixed of classic military units (archers, infantry...) AND "armed civilians" (foresters, serves...).

The trigger options are left blank.
But IF a monk of the same player passes by while the patrol order is executed, he will also join the patrol, and I don't want it.

Before "preutsen"(*) around with tens of triggers, I wanted to ask:
If I set the patrol order to "military units" will it:
a) exclude the passing-by monk from the order?
b) include the "armed civilian" units in the order?

thanks

(*) originally i wrote the F word, which was promptly censored by the automatic system, therefore this is the first comparable word which comes to my mind, out of the Flemish language :P

~--------------------------~{±}~--------------------------~
¤›> PROPHETS OF DOOM <‹¤
o›> Project Thread: https://tinyurl.com/y93q84s9
~---------------------------~÷~---------------------------~
Ivenend
Squire
posted 11-04-18 00:44 AM CT (US)     5686 / 5772       
Anyone knows the script constants of 'Scaerwetter', 'Herreman', 'Man-at-Arms' and 'Foot Knight' in AoCH?

AoK Unit Graphics:
Landsknechts (Doppelsöldner) - 5 variations

RoN Unit Graphics:
Landsknechts
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 11-04-18 08:11 AM CT (US)     5687 / 5772       
Just a little progress update. Don't worry, this is still being worked on. The currently ongoing labour is to create the 'supporting' graphics for the walls - that is, damage and construction graphics. These are an absolute chore to produce but have been coming along nicely, with the Italian Stone Wall set now finished (including all gate graphics!) and the Fortified Wall graphics coming up next. Finally, some work also needs to be done on the houses. Of the 20 unique house graphics for the 'red brick' Italian sets, 16 have been finished. Once all that has been wrapped up, I'll go over everything to make sure it all works fine and the latest versions of scenarios are included in the campaign, and it should be uploaded shortly after. Mind you - this may still mean a wait of a few weeks for all of you, but it should probably see a release before christmas.
Before "preutsen"(*) around with tens of triggers, I wanted to ask:
If I set the patrol order to "military units" will it:
a) exclude the passing-by monk from the order?
b) include the "armed civilian" units in the order?
The best way to figure out stuff like this is to set up a new test scenario with the units in question and a single trigger to test out how these units would respond to the control effect. This wouldn't take you more than a few minutes to do.
Anyone knows the script constants of 'Scaerwetter', 'Herreman', 'Man-at-Arms' and 'Foot Knight' in AoCH?
Your install should come with an AoC Technology Tree.xls, which lists all the unit IDs. For these units the IDs are the following:
41 - Scaerwetter
725 - Herreman
291 - Man-at-Arms
560 - Foot Knight
JimGam9
Squire
posted 11-06-18 05:00 AM CT (US)     5688 / 5772       
Hey, Kor! Just a very random question. Have you ever considered changing the Scorpions' sprite to match this one from the Beta of Age Of Empires? Or even using it – just saying – as the base of some other sprites? I kinda like that "man" pulling Siege Weapons.

However, I don't know if this'd be the case of Houfnice/Florentine Gunner/Culverine/Whatever and Tarasnice. They surely look identical (except for the fact that the former fires regular cannonballs, the latter, bolts) but I am afraid that the "man" of the sprites is the same that got recycled into the Bombard Cannon one of the main series, thus it probably won't make any substantial difference.

Btw, I am really looking forward to see the new upcoming version of the game with my new chicken fellas, LOL! Thank you for your attention! <3
HerzogDePuce
Squire
posted 11-07-18 08:09 PM CT (US)     5689 / 5772       
Kor, would it be more precise to refer to the Frisian monument as the monastery of Ihlow (Eastern Friesland) instead of Aduard?
Its church looks pretty similar to the ingame model. This website, which I found by accident via google pictures, mentions Aduard as the parent monastery to Ihlow.

Qui nescit dissimulare, nescit regnare.

[This message has been edited by HerzogDePuce (edited 11-07-2018 @ 08:25 PM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 11-08-18 06:34 AM CT (US)     5690 / 5772       
Kor, would it be more precise to refer to the Frisian monument as the monastery of Ihlow (Eastern Friesland) instead of Aduard?
No, the monument graphics were explicitly based on a recent 3D reconstruction of the main church of the Aduard monastery. But of course, cistercian monasteries were built according to a very standardised plan, so it's no surprise that it's fairly similar to Ihlow in appearance, and could pass for that in a scenario.
However, I don't know if this'd be the case of Houfnice/Florentine Gunner/Culverine/Whatever and Tarasnice. They surely look identical (except for the fact that the former fires regular cannonballs, the latter, bolts)
This is no longer the case - in a recent patch, the Houfnice was given a different appearance, so it no longer looks identical to the Tarasnice. The Tarasnice still looks the same as a regular Gunner, but that is, imo, not a huge problem, because if you're facing a Bohemian enemy you'll always know which it's going to be.

I don't have any plans to make changes to siege weapon graphics otherwise. (If anything, I think the Serpentine and Falconet have the worst graphics by far, but I don't have any replacements at hand.) I'm not a huge fan of siege weapon graphics with crew attached to them. Realistically, they all required a multi-person crew, so making one guy push them around isn't quite realistic either (they would've been disassembled and loaded onto a cart, not pushed around ), and in practical matters adding crews would make them more likely to cause weird graphical overlaps with other units/buildings. So I prefer the abstraction of showing just the siege engine, comparable to how it's done with ships and buildings.
Mahazona
Squire
posted 11-10-18 05:04 AM CT (US)     5691 / 5772       
Good to hear the progress.
If possible can you include the sail designs from HD,i know you dont like to use HD assets much.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 11-10-18 09:47 AM CT (US)     5692 / 5772       
As I understand it, none of the European-style sails in the HD DLCs are animated (those for the Portuguese caravel UU are part of the unit itself, not separate graphics, and so cannot be used) which makes them not fit in.
Vardamir
Huskarl
posted 11-10-18 10:07 AM CT (US)     5693 / 5772       
They are, actually. HD sails match the AoK style pretty well.

On the subject of ship graphics, have you ever considered using Mahazona's Cannon Galleon to differentiate Privateers and Caravels? It's based on the original Galleon graphic and can be confused with it fairly easily, but that wouldn't be a problem in Age of Chivalry.

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

[This message has been edited by Vardamir (edited 11-10-2018 @ 10:14 AM).]

Mahazona
Squire
posted 11-10-18 10:26 AM CT (US)     5694 / 5772       
JimGam9
Squire
posted 11-14-18 01:36 AM CT (US)     5695 / 5772       
Hello, it's me again! I am writing this post to tell you that if you need a translation of AoCH into Italian, feel free to contact me! You should be able to find me on Steam with this very nickname.


Speaking of translations... what do you think about changing the name of Policy Decisions for Genova from "Guelfi" and "Ghibellini" into "Rampini" and "Mascherati"?


This is what Wikipedia says:
The struggle between Guelphs and Ghibellines was also noticeable in the Republic of Genoa, where the former were called "rampini" (lit.: "grappling hooks") and the latter "mascherati" (lit.: "masked"), although there is no clear etymology for these names.[5]
Looking forward from hearing from you!

[This message has been edited by JimGam9 (edited 11-14-2018 @ 02:34 AM).]

QtyaFiyah
Banned
posted 11-14-18 11:04 AM CT (US)     5696 / 5772       

[This message has been edited by Sebastien (edited 11-21-2018 @ 05:46 AM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 11-17-18 05:02 PM CT (US)     5697 / 5772       
Progress report: this has been coming along rather quickly. I felt that the update was only half-done with only half the Italian build sets updated, so I'm now making adjustments to the Genoese and Neapolitan set. This is not nearly as time consuming as the others were, as I'm mostly retexturing the 'reddish brick' style Italian buildings (with a few other minor adjustments) and so most regular buildings are actually already done, apart from houses and towers. I've already been working on fixing up their walls (stone wall done, fortified wall in progress).

I appreciate this patch has taken forever and tested the patience of many, but considering the many graphical changes to Florence, Venice, Milan, Genoa, Naples, and the Papal States, many featuring at least a few unique graphics, I hope you'll find it's been worth it. These factions will certainly have a whole different feel to them now and I've intentionally not shown off everything to leave you some surprises to discover.
They are, actually. HD sails match the AoK style pretty well.
Thanks for the reference - I had a look at them again and remembered that I'd viewed and discarded them before - their designs of the Maltese and Orthodox/Patriarchal cross are not really historically fitting for any of the factions in Age of Chivalry. The Portuguese UU sails are the only ones I'd considered using because they're not using square sails but triangular ones, which would be fitting for Mediterranean galleys, but those are not separate unfortunately.
Speaking of translations... what do you think about changing the name of Policy Decisions for Genova from "Guelfi" and "Ghibellini" into "Rampini" and "Mascherati"?
Thanks, that's a really cool find, I've implemented this in the upcoming version.
I am writing this post to tell you that if you need a translation of AoCH into Italian, feel free to contact me! You should be able to find me on Steam with this very nickname.
I don't really use steam for communication. What's your email address? Then I can drop you a note with some instructions. I always welcome more translations.

[This message has been edited by Kor (edited 11-18-2018 @ 05:12 AM).]

JimGam9
Squire
posted 11-19-18 01:25 AM CT (US)     5698 / 5772       
I don't really use steam for communication. What's your email address? Then I can drop you a note with some instructions. I always welcome more translations.
Hello.

You can contact me on this very unoriginal e-mail address: jimgam9@gmail.com

:3
Ivenend
Squire
posted 11-19-18 06:16 AM CT (US)     5699 / 5772       
Hi do you still plan to release the update before Chrismas this year?

AoK Unit Graphics:
Landsknechts (Doppelsöldner) - 5 variations

RoN Unit Graphics:
Landsknechts
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 11-19-18 08:34 AM CT (US)     5700 / 5772       
I've sent you an email, Jim. Let me know if you didn't get it (or check your spam filter).

Ivenend, that's certainly the plan. I only need to complete the graphics for the Genoese/Neapolitan houses and towers now and it's all done, so it looks like I'm well on schedule.
Rico_jolla
Squire
posted 12-02-18 03:20 AM CT (US)     5701 / 5772       
Hi, may I ask if you tweaked something in the gameplay, or on the existing sprites?

Also, in the past you spoke about some ameliorations with the farms' colour and the merge with the surrounding terrain. Did you manage to address something in the end?

Thank you!

~--------------------------~{±}~--------------------------~
¤›> PROPHETS OF DOOM <‹¤
o›> Project Thread: https://tinyurl.com/y93q84s9
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Mahazona
Squire
posted 12-05-18 07:52 PM CT (US)     5702 / 5772       
There will be new unit graphics and buildings.go few pages back and you will see.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 12-07-18 12:28 PM CT (US)     5703 / 5772       
I haven't had a chance to look at the terrain yet. I didn't make it myself - Jorgito did and he hasn't been around. The only problem with the farm terrain, imo, is the dead farm terrain, which would be better off having the same underground colour as the other farm terrains, for easier mixing of the various states of the farm. I might attempt to extract the terrain file, recolour it using photoshop, and reimporting it, but can't give any guarantees there.
Hi, may I ask if you tweaked something in the gameplay, or on the existing sprites?
There have not been any significant changes to gameplay. In terms of new graphics, really only the Italian factions are affected by those, with the main exception being the Austrian UU, the Doppelsöldner.


In terms of development progress, it's very nearly done. The only graphics that still need to be done are three or so new house graphics for Naples - otherwise it's finished. Then it'll need a proper look over to make sure there's no errors, and to ensure that the campaign runs fine with the new language.dll file updates.

To tide you over, here's the final pre-release screenshot: the port of Genoa. I made the houses as authentic as I could, basing them on historic buildings, and as Genoa had quite a few tower houses (and a fair few survive) that's also what you'll get in the game. It gives them a rather distinct appearance, especially in combination with the typical horizontal stripes (although Naples will share a similar, grey architecture style, none of their buildings have these lines).



(Scroll to the right to see everything - it's a widescreen image)
HockeySam18
Dúnadan
posted 12-08-18 06:21 AM CT (US)     5704 / 5772       
Looking good, as always! It's always nice dropping by this thread and seeing what you've come up with

~ 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.
Sebastien
Dark Samurai
posted 12-08-18 07:24 AM CT (US)     5705 / 5772       
looks beautiful.

but how much do we have to pay you to revert back to the original terrains :P

[This message has been edited by Sebastien (edited 12-08-2018 @ 07:25 AM).]

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