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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:
Mahazona
Squire
posted 12-22-18 09:14 PM CT (US)     5706 / 5772       
Are we there yet???

Kor hypothetically if the turks are added should they be ottoman or start as sultanate of rum and become ottoman in 13th century?
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 12-24-18 05:31 AM CT (US)     5707 / 5772       
Unfortunately there will be a small delay. I was running my final tests before release, checking the campaign with the updated Spanish language.dll file, and there was a problem with it which prevented some of the scenario text from displaying properly. I already know the cause of the error and how to resolve it, but it's relatively time consuming and I won't be on my pc for a few days so can't address it until after christmas. Sorry for the delay! But rest assured, it'll be done soon! The rest of the release seems to function as intended. In the mean time, enjoy christmas (if you celebrate it or if you're relaxing over the holidays) and see you soon!
Kor hypothetically if the turks are added should they be ottoman or start as sultanate of rum and become ottoman in 13th century?
I won't be adding any more factions so there's no point in speculating.
Mahazona
Squire
posted 12-24-18 06:15 AM CT (US)     5708 / 5772       
I was actually thinking of renaming civis to make a mod for personal use,i was going to make brandunburg the turks and TO the ottomans.
Ivenend
Squire
posted 12-26-18 05:59 AM CT (US)     5709 / 5772       
Can we expect the update being released before the new year?

AoK Unit Graphics:
Landsknechts (Doppelsöldner) - 5 variations

RoN Unit Graphics:
Landsknechts
Kurfurst_Johann
Squire
posted 12-26-18 09:28 PM CT (US)     5710 / 5772       
Unfortunately there will be a small delay.
lol that's totally predictable. it is more and more common thesedays that games and mods can not release at their planned time
Can we expect the update being released before the new year?
hehe I don't think so, it probably takes another month or two to address the "small" problem

[This message has been edited by Kurfurst_Johann (edited 12-26-2018 @ 09:36 PM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 12-29-18 10:17 AM CT (US)     5711 / 5772       
Can we expect the update being released before the new year?
Yes, in fact you can expect it right now - the latest version has just been released! You can get it HERE.

The Spanish and German Language Pack have also been released and can be downloaded here: [Spanish language pack] | [German language pack].
An Italian Language Pack is quite far along in production.

This version focuses mostly on the Italian graphics set. While Age of Chivalry already offered a large number of Italian factions - from the famous city states in the north, Milan, Venice, and Florence, to the kingdom of Naples in the south, and the Papal States at its centre - previously their architecture was a little out of place, mostly using the old mod Rome at War as a basis. Because this mod was based around ancient Rome, rather than medieval Italy, the building set was more than a little jarring. However, in this new release you will now find a fully revamped roster of Italian buildings, based on Italy's rich medieval architecture.

In recognition of this diversity in building styles in medieval Italy, different Italian factions will also have uniquely different architecture, so that you should be able to see who you are fighting simply by looking at their city. This unicity manifests particularly in town halls, churches, castles, and houses.

In addition, this release includes modest balance changes to address problems, and tweaks to improve the gameplay atmosphere. There are also some new unit graphics - for instance for the Neapolitan Almugavar, the Austrian Doppelsöldner, and the Italian and German Men-at-Arms - and a wide array of new objects and some animals for the scenario editor, allowing you to create ever more detailed maps.

Also included are an updated version of the Userpatch - patching it up to version 1.5, the most recent release. People wishing to edit scenarios using Trigger Studio will find an updated version of the .xml file in the Support folder here, which includes all the new objects etc. Those curious about the music used (I've received more questions about this than I expected, frankly) can find a comprehensive list of musical credits in the Support folder as well. With help from Vardamir I was able to change the random map scripts so that they will now generate European maps, rather than desert or jungle terrain, except where this makes sense for the random map theme (ie with maps like Yucatan or Arabia).

This version took forever to release, because I had very little time to work on it and my plan to revamp the Italian architecture was considerably more ambitious than I'd considered. Simultaneously, changing the scenario files so that their dialogue is all included in the language.dll files and more easily translated for language packs is something that took a lot of time, will not be visible at all to the players, and caused the earlier release hiccup, but will make things immensely easier for the people doing the difficult work translating all this stuff.

I hope you'll enjoy this version! Please report any bugs you encounter.

[This message has been edited by Kor (edited 12-29-2018 @ 04:05 PM).]

Mahazona
Squire
posted 12-29-18 08:23 PM CT (US)     5712 / 5772       
In recognition of this diversity in building styles in medieval Italy, different Italian factions will also have uniquely different architecture,
Beautiful buildings must be your best work to date.
I was really hoping to see the rest of the french foot units this time.
Ivenend
Squire
posted 12-30-18 07:11 AM CT (US)     5713 / 5772       
Thanks for this big update, Kor, everything is nice, the new Italian building and the new "few"(actually a lot to me) unit graphic are all beautiful.

What's your plan next? Do you still have plans to update this great mod in the future after this big update? If so, I would like to make some suggestions:

1. could you consider do some rework on buildings of South German civs (Helvitia, Austria, Bohemia, Bavaria)? Now all civs have fancy buildings but I think buildings of South German civs are relatively older and many of them using vanilla graphics, I think they should get some love just like other civs you have reworked on.

2. could you consider keep the current German MAA unit graphic to North German civs, while give the current Italian MAA graphic to South German civs, and give the Cola di Rienzo graphic to Italian MAA? I have two reasons, the first is that the current Italian MAA graphic looks more German than Italian (judging from the helmet), the second is that only giving the Italian Inf graphic to one hero unit seems like a waste.

3. the AI may need a major rework. I noticed the AI files are not updated after 2016/3. AI always do not attack enemy peasants. And I don't know much about how AI work on random maps, but at least on Death Match, some AIs are crazy while many AIs are pretty stupid, especially for Italians civ, they nearly train no military units in mid-late game.

AoK Unit Graphics:
Landsknechts (Doppelsöldner) - 5 variations

RoN Unit Graphics:
Landsknechts

[This message has been edited by Ivenend (edited 12-30-2018 @ 09:42 AM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 12-30-18 09:19 AM CT (US)     5714 / 5772       
Thanks!

I don't have concrete plans for moving forward, as the period immediately after a release is normally a time where I just see the inevitable bugs being reported and relax by not doing anything. I'm planning on working on at least one more - Italian-based - scenario, although I don't know how long it'll take to complete.

To your points:
1. As I see it, there are two big groups of factions left that have not been remodelled, namely the French and southern central European factions (and additionally, the Polish and Hungarian factions, which are harder to qualify and are both pretty unique imo so less of a big group). So any further architectural redesign would probably centre on one of those. I travelled through southern Germany and parts of Switzerland last January and really liked the architecture there (and took a ton of photographs as reference material) so I would definitely be interested in giving them a facelift. The vanilla graphics don't really cut it imo (and the same is true for the French set). So chances of this happening are pretty good. But it would be a substantial effort that would probably take a fair amount of time.
It's also tempting to add faction-appropriate graphics to more editor buildings. It would be really useful to have unique graphics for the Monastery, Trade Workshop, etc, depending on the faction.

2. I'm not planning on using the Cola di Rienzo graphics for the Italian Man-at-Arms. Those graphics are fine for a hero unit, but don't really fit the look of a regular knight, especially with the extravagant cape (which is totally in character for Cola di Rienzo, funnily enough).

3. While the AI hasn't really seen big changes since 2016, the gameplay changes that have been made since then have been relatively modest. I couldn't script an AI myself if my life depended on it, so the current standard AI was made by Wergorne, who afaik focused on regular random maps, not necessarily on deathmatch games. Sooo my answer here is pretty much the same as it's always been - I very much welcome people to script AIs and would gladly include more with a full release (or update the current AI if I get an updated version) - but I don't really have the time to learn how to do this myself.

[This message has been edited by Kor (edited 12-30-2018 @ 11:13 AM).]

Mahazona
Squire
posted 12-30-18 06:12 PM CT (US)     5715 / 5772       
Is it not possible to use units like the skirmishers M@A champion and 2 handed swordsman as placeholders for some units?
What ever happened to the Frankish knight and TK skins?

How should the kignar/gwaster units look like,I have been trying to find a ref pic but nothings comes up for this unit.
Ivenend
Squire
posted 12-30-18 09:26 PM CT (US)     5716 / 5772       
I was really hoping to see the rest of the french foot units this time.
Hmm.. what french units?
1. As I see it, there are two big groups of factions left that have not been remodelled, namely the French and southern central European factions (and additionally, the Polish and Hungarian factions, which are harder to qualify and are both pretty unique imo so less of a big group). So any further architectural redesign would probably centre on one of those. I travelled through southern Germany and parts of Switzerland last January and really liked the architecture there (and took a ton of photographs as reference material) so I would definitely be interested in giving them a facelift. The vanilla graphics don't really cut it imo (and the same is true for the French set). So chances of this happening are pretty good. But it would be a substantial effort that would probably take a fair amount of time.
It's also tempting to add faction-appropriate graphics to more editor buildings. It would be really useful to have unique graphics for the Monastery, Trade Workshop, etc, depending on the faction.
Nice! looking forward to them!
2&3
That's fine. Also I will try to code some DM ai scripts.

---------

A very small bug:

As you know, now many units have different graphic in differenct civ. This cause a little issue.

For example, if a Bavarian MAA converted by a French monk, this MAA will still have German MAA graphic when he is in French army, that works as intended. But when this MAA dies, his dead body will show up with French MAA graphic rather than German MAA graphic.

I don't know if this bug a fixable or not, just pointing that out.

-----------

And a question to Kor, not actually relate to AoC:

The most famous warrior using two-handed sowrd in late medieval/renaissance might be german landsknechts. But were Dutch people also known for fighting with two-handed sowrd in this era?

I find some images of Dutch with 2h sword:
http://members.home.nl/tetrode/Watergeuzen/Camstra3.jpg
https://scontent-mia3-2.xx.fbcdn.net/v/t1.0-9/23172439_10215019524107468_4353734275867585735_n.jpg?_nc_cat=108&_nc_ht=scontent-mia3-2.xx&oh=04da2a7857328c56b28cda696b86fe75&oe=5C9C49C9
https://scontent-mia3-2.xx.fbcdn.net/v/t31.0-8/23213076_10215019533627706_1130581071563589085_o.jpg?_nc_cat=102&_nc_ht=scontent-mia3-2.xx&oh=0cf0a9b4c2d05c09b65c2b61efce6571&oe=5C96661E
https://scontent-mia3-2.xx.fbcdn.net/v/t31.0-8/23120290_10215019533587705_1639337298661968302_o.jpg?_nc_cat=108&_nc_ht=scontent-mia3-2.xx&oh=eb0ee989f793467148702e7c826cce0f&oe=5C93417F

There are also many 2h swords stored in Rijkmuseum Amsterdam and National Military Museum of Netherland:
https://scontent-mia3-2.xx.fbcdn.net/v/t1.0-9/12373363_204906576518991_3526514250226879324_n.jpg?_nc_cat=100&_nc_ht=scontent-mia3-2.xx&oh=e73cc74f822aa48a8980a7c8afa82240&oe=5C8D2B5D

AoK Unit Graphics:
Landsknechts (Doppelsöldner) - 5 variations

RoN Unit Graphics:
Landsknechts

[This message has been edited by Ivenend (edited 12-31-2018 @ 08:47 AM).]

Mahazona
Squire
posted 12-30-18 10:30 PM CT (US)     5717 / 5772       
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 12-31-18 08:24 AM CT (US)     5718 / 5772       
Hi Ivenend! Can you change the pictures in your post to links? They take up about 4 pc screens altogether, which is a bit much. Thanks in advance!
I don't know if this bug a fixable or not, just pointing that out.
I'm aware of this, and while it's technically fixable, doing so would be rather a hassle because it would require other units to be moved around. Units used by the AI - and that includes dead units - need to have an ID under 900. But by now there are well over that number of units and objects in the game, so every time a new AI unit is added some old object, non-AI prone object/unit with an ID under 900 needs to be moved to a different ID to make room. This causes problems with existing scenarios etc.
The most famous warrior using two-handed sowrd in late medieval/renaissance might be german landsknechts. But were Dutch people also known for fighting with two-handed sowrd in this era?
The two-handed sword was primarily really useful against Swiss tactics, which is why it was most-used (and developed tactically, afaik) in southwest Germany. It was used less in the Low Countries, but the international nature of warfare meant that it also made its way there, partly via German mercenary companies that operated there, and partly via osmosis. It was never as prominent as in the southwest of Germany though, and was primarily popularised in the 16th century. I think all your images are 16th or even 17th century. Older swords of that size in the Low Countries tend to be those used by executioners, rather than in battle.
Is it not possible to use units like the skirmishers M@A champion and 2 handed swordsman as placeholders for some units?
What ever happened to the Frankish knight and TK skins?
Pretty sure I've explained this a few times already but I've already used the graphics by Jorgito that were period appropriate. A couple, like the Teutonic Knight and the 'Frankish Knight', are editor only objects (the latter, in two variations, under the name Paladin). The Elite Skirmisher graphics were used in a previous version as a placeholder for the Almugavar, but now that there's actual Almugavar graphics in the game, the old graphics have been dropped.
I'm using unit graphics where they're appropriate, not just to add new unit graphics.
Ivenend
Squire
posted 12-31-18 09:01 AM CT (US)     5719 / 5772       
I'm aware of this, and while it's technically fixable, doing so would be rather a hassle because it would require other units to be moved around. Units used by the AI - and that includes dead units - need to have an ID under 900. But by now there are well over that number of units and objects in the game, so every time a new AI unit is added some old object, non-AI prone object/unit with an ID under 900 needs to be moved to a different ID to make room. This causes problems with existing scenarios etc.
Oh, I didn't know that at all!

May I ask that what would happen, if I add a new unit with ID after 900, make it a dead body and make a unit with ID under 900 use this dead body?

AoK Unit Graphics:
Landsknechts (Doppelsöldner) - 5 variations

RoN Unit Graphics:
Landsknechts
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-01-19 08:57 AM CT (US)     5720 / 5772       
Nothing immediately noticeable - the game wouldn't crash or give error messages, for instance. What happens is that the AI would not be able to keep track of its units. Scripter64 - the creator of the Userpatch - wrote a very good explanation of the problem here a few years ago.
chiruscan
Squire
posted 01-02-19 01:32 AM CT (US)     5721 / 5772       
Your buildings are among the best Ive ever seen Kor. Congrats on this awesome, long-lasting, and historically accurate mod!!
Pepp
Squire
posted 01-03-19 09:23 AM CT (US)     5722 / 5772       
I know I have congratulate you in moddb, but congratulations!

There is only one thing that kind of bugged me. The Sistine Chapel, Papal States' monument, seems to be huge compared to Lateran Palace and other wonders. It looks extremely big when put next to the Scenario Editor Peter's Basilica. Is it actually big as it is or...?

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-03-19 09:45 AM CT (US)     5723 / 5772       
Your buildings are among the best Ive ever seen Kor. Congrats on this awesome, long-lasting, and historically accurate mod!!
Thank you! It's much appreciated.
There is only one thing that kind of bugged me. The Sistine Chapel, Papal States' monument, seems to be huge compared to Lateran Palace and other wonders. It looks extremely big when put next to the Scenario Editor Peter's Basilica. Is it actually big as it is or...?
I agree and had wanted to remake it before this patch released, but ran out of time and didn't want to delay it just on account of this one graphic. It should be replaced with something more appropriately scaled (and correctly aligned with the St Peter's editor buildings) in the next release.
Mahazona
Squire
posted 01-06-19 02:54 AM CT (US)     5724 / 5772       
It would be really useful to have unique graphics for the Monastery, Trade Workshop, etc, depending on the faction.
Unless you are going for accuracy like the rest of the buildings Im sure there are plenty of trade workshop graphics made.
As I see it, there are two big groups of factions left that have not been remodelled, namely the French and southern central European factions
This page might be of use for french buildings.
http://chateau.over-blog.net/12-diaporama-brommat.html


Im seeing an error has anyone else got this issue?I see 2 Bohemia and 2 Brittany.Tech tree works fine I can see this in the single player and editor.
http://tinypic.com/r/28a6b1f/9

[This message has been edited by Mahazona (edited 01-06-2019 @ 08:38 AM).]

HerzogDePuce
Squire
posted 01-06-19 09:33 AM CT (US)     5725 / 5772       
Im seeing an error has anyone else got this issue?I see 2 Bohemia and 2 Brittany.
I don't have this issue. Though I'm currently using the German version, it uses the same IDs as the English version.

Qui nescit dissimulare, nescit regnare.

[This message has been edited by HerzogDePuce (edited 01-06-2019 @ 10:19 AM).]

Pepp
Squire
posted 01-07-19 00:01 AM CT (US)     5726 / 5772       
Kor, when you make the French set, will you give Burgundy a different touch with Burgundian tiles roof? Or is it a newer invention?

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
patine
Squire
posted 01-07-19 04:08 AM CT (US)     5727 / 5772       
Wasn't the Burgundian esthetic of that day big on really dark colours (like deep purple, dark red, navy, blue, almost black, etc.)? I recall reading something to that extent somewhere.
Pepp
Squire
posted 01-07-19 04:19 AM CT (US)     5728 / 5772       
Nah, that is the exact reason I ask. Is it something new or already existing since the old days.

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-07-19 10:34 AM CT (US)     5729 / 5772       
Im seeing an error has anyone else got this issue?
Not one I've heard of before, and I can't replicate it. Try reinstalling on a clean install perhaps?
Kor, when you make the French set, will you give Burgundy a different touch with Burgundian tiles roof? Or is it a newer invention?
I haven't really considered it yet, but probably not. Most of the examples I could find came from the 16th century at the earliest, and while they were supposedly also used a little before, they would have been restricted to rare and prestigious buildings, like churches. But I probably wouldn't really want to use them there either, as 14th/15th century Burgundy in AoCH is more an approximation of the Valois Burgundian state than of the modern Burgundy region, and its architectural style would have to cover the entire area. So I'll probably settle on a Burgundian romanesque style for the 12th/13th century and international high gothic for the 14th/15th, so that it could somewhat represent both Dijon and Brussels.
HerzogDePuce
Squire
posted 01-09-19 08:17 PM CT (US)     5730 / 5772       
I didn't know - or perhaps I forgot - that Spadaccini count as militia. Anyway, the civ description should perhaps mention that they and Militia Lancers are more expensive for Florence.
I assume the cost nerf didn't affect regular Florentine militia so they remain an affordable choice of infantry if one decides to go with Medici Signoria?

Qui nescit dissimulare, nescit regnare.

[This message has been edited by HerzogDePuce (edited 01-10-2019 @ 02:32 PM).]

Pepp
Squire
posted 01-12-19 11:01 AM CT (US)     5731 / 5772       
Kor, I have a small suggestion. I think it fits better for the Papal States to share the round towers of Milan and keep the Venetian towers - which I guess are based offthe Venetian Arsenal port - unique. After all, most towers in the Roman wall are round, such as in Porte Nomentana or Porte San Paolo. The Milanese round tower also got striking similarity with Torre San Giovanni, although I suppose it is based on Sforza palace corner towers.

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-25-19 08:14 AM CT (US)     5732 / 5772       
Anyway, the civ description should perhaps mention that they and Militia Lancers are more expensive for Florence.
The description already mentions that...
Kor, I have a small suggestion. I think it fits better for the Papal States to share the round towers of Milan and keep the Venetian towers - which I guess are based offthe Venetian Arsenal port - unique. After all, most towers in the Roman wall are round, such as in Porte Nomentana or Porte San Paolo. The Milanese round tower also got striking similarity with Torre San Giovanni, although I suppose it is based on Sforza palace corner towers.
The issue is a bit more problematic than that, because the parts of the wall you're referring to were built in late antiquity rather than the middle ages, so do not really reflect high/late medieval Roman architecture. The remaining medieval part of the wall (primarily that covering the north side of the Vatican leading to Sant'Angelo) seem to have a combination of round and, primarily, square towers. I ended up choosing square towers because they seemed most common, especially when taking the other cities of the Papal States into account as well. However, as the Papal States has neither Keep nor Bombard Towers, the question is pretty much entirely hypothetical. You will never see either design in a random map game when playing as/against the Papal States.
HerzogDePuce
Squire
posted 01-26-19 07:36 AM CT (US)     5733 / 5772       
Must have been blind that day. Just checked every source to find one where it wasn't altered, but I was changed in all of them - except for your website, so it seems I only checked that one.

Qui nescit dissimulare, nescit regnare.
Khan Ivayl
Squire
posted 01-26-19 07:52 AM CT (US)     5734 / 5772       
Kor, I am intrigued about your newest update, but stupid question, will it require a more modern computer, HD game or anything more fancy? I am still using my old computer from the early 2007/2008 for moding and game testing.

Btw. congratulations on ever further developing this beautiful masterpiece which serves as inspiration for many of us even today!
Mahazona
Squire
posted 01-26-19 09:47 AM CT (US)     5735 / 5772       
If you are able to play the original game I see no reason to update the pc,it should work fine.
Khan Ivayl
Squire
posted 01-26-19 09:59 AM CT (US)     5736 / 5772       
Well a while ago I play-tested some gigantic mod and the computer almost died
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 01-27-19 02:06 PM CT (US)     5737 / 5772       
Must have been blind that day. Just checked every source to find one where it wasn't altered, but I was changed in all of them - except for your website, so it seems I only checked that one.
No problem, I guess I still have to update that on the website!
Kor, I am intrigued about your newest update, but stupid question, will it require a more modern computer, HD game or anything more fancy? I am still using my old computer from the early 2007/2008 for moding and game testing.
If your pc runs regular AoK fine, it should run Age of Chivalry fine. If you do get problems with lag it may help to reduce the pop caps in the game.
HerzogDePuce
Squire
posted 01-27-19 07:42 PM CT (US)     5738 / 5772       
If you do get problems with lag it may help to reduce the pop caps in the game.
This; and it comes with a nice side effect: the AI will be easier to play against, as it doesn't seem to research the pop techs, or at least it will field smaller armies.

Qui nescit dissimulare, nescit regnare.
The_Old_Breed
Squire
posted 01-28-19 05:37 PM CT (US)     5739 / 5772       
Hi guys, firts of all, great job Kor with the new version.

So... i got some time and just for fun I tried to make my "own" (copy & paste from graphics that aint mine) version for the original town center and this are the results. What do you think?

If Anyone gets mad becouse i made this i will delete it.




Castle Age Town Center



Imperial Age Town Center

Pepp
Squire
posted 02-04-19 09:09 AM CT (US)     5740 / 5772       
Bug report. Saxony doesn't change name into Hanseatic League with respective policy decision.

Creator of AoE III: Struggle of Indonesia

Once tried to mod AoK but failed due to laziness
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