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Age of Chivalry - Download Now!

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John the Late writes: Do you mean the player colour circle in the tympanum? That's fine, it may be hard to see but the pediment extends outwards at the top. The tympanum - with player coloured circle - is therefore further back compared to the top of the pediment.Ah, now I get it. It's indeed hard to see, but it makes sense now, after your explanation. Would it be possible to make it more noticeable, though?- Bohain Ordonnance (troops affected by Princely Court upgrade +1/+1P armour)So this means that if you take Swordsmanship, knightly and Italian infantry get +1/+1 armor, if you take bow practice then crossbowmen and mercenary longbows, etc.? Sounds very interesting! I think this is the first tech to have variable effects dependant on other techs.

Civ3 to Aok unit converter tool !

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greenpig2014 writes: Yeah, I remember that Civ3 units use pallete, they all 256 color graphic. Because in my game I use true color, so it all display nice. But when convert into aok graphic, the pallete must be convert, that can be a trouble. Making the tool will probly take 1 or 2 days. So I think I only make it when there are people who will use it

Your works of art.

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Hades85 writes: Thx for the information.

Introducing Advanced Genie Editor 3 with Language DLL Editing

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Hades85 writes: Can some one me tell which number is the right village towncenter for castle/imp age?

There a lot of numbers, before i will start to test it, maybe someone of you know it.

Introducing Advanced Genie Editor 3 with Language DLL Editing

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John the Late writes: There are different town centres: One is built and then creates the actual TC on it. I think you are looking for 141/142. Not sure.

Introducing Advanced Genie Editor 3 with Language DLL Editing

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Hades85 writes: I took a look into another project and other modder use 611,484,483,482,481,141.

Make it sense to make one village towncenter including all parts? I dont understand why the village town divided in many parts.

Tales of Middle Earth

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Mr Wednesday writes: also i will ask a weird question. what about a second tax collector would appear, as a gaia unit, from the map border, to gather tribute for a higher lord, like the trade caravan in caesar 3. i think it would be a nice feature though possible also with triggers...maybe all sort of peoples could appear from "outside the map" like raiders, invasions, wild animals, caravans, tax collectors, punishing armies, fleets, travelers, entertainers, doctors, travelling smiths and so on.Cool ideas, but that's far outside the scope of ToME really. To make our game we've needed a lot of new things, like flying units, training units from wagons, tax collectors, assassins who hide in hay bales, etc. But those were all things added to make our Middle Earth. What you're looking for is a new mod in itself.

Pulkit, all the graphics you asked for are done. Any other burning desires?

Civ3 to Aok unit converter tool !

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enkeli writes: LOL....LOL.....lol......





Lol.... :v

Introducing Advanced Genie Editor 3 with Language DLL Editing

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Pulkit writes: but when working with buildings, never automatically copy graphics.I've noticed the newest AGE preserves the graphic sets when copying buildings including graphics.

Tales of Middle Earth

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DJeronimo writes: mathew, these are just vague ideas thrown by a poor old fan...

Introducing Advanced Genie Editor 3 with Language DLL Editing

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John the Late writes: Graphic set depends on the number set for each civ in the civilisations tab.

Edit: Or are you talking about copying a building and pasting it? Then it is copied 1:1, each civ's stats will also be the same in the copied building.

Introducing Advanced Genie Editor 3 with Language DLL Editing

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DJeronimo writes: hades, the town center has so many parts because there are parts in front and parts in back, it is actually a collonade, and you units are walking benath some parts, in front of some other and behind a third group...but you can simply add the same graphic in each slp with the same anchor...

Civ3 to Aok unit converter tool !

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qaz123tfg writes: greenpig2014,

Sounds like a good idea. Good luck.

Tales of Middle Earth

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Vampirus Mortem writes: @DJeronimo you should create your own mod with the ideas you had. I think it might be well liked. Most modders will not accept ideas that encompass that much, because simply getting graphics is a lot of work. If the TOME team tried to implement your ideas, we'd see the mod delayed from release by about a year or it may not even be finished at all. Just some tips for you

Noobie questions

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danielpereira writes: @chiruscan: Not really.
If you know how to use it, you'll do everything quickly.
Believe me, it was much more harder some years ago

Noobie questions

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Kor writes: It's not AGE that's confusing there, it's the data. AGE has a very good way of dealing with it really. When I started data modding I had to use genied1, which turned everything into text and numbers, and you had to figure it out based on that, then compile the text files, which could take ages depending on how much new data you were adding (it once took me 8 hours on a crappy pc, because I was adding a lot of units). And if you made a tiny mistake, you had to do it all over again! So no, AGE is not a complex and tedious editor to use, it is the very opposite of that.

Age of Empires II: Total War expansion.

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Carmelious writes: Hi Furik.
I'm considering offering you a hand in the job. Do you have an estimated time for release?

Tales of Middle Earth

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DJeronimo writes: vampirus mortem, thanks for you kind reply...i principally want more than a mod, i want implemented data features. i have no power over the creators of various mods, and myself have not enough knowledge of data editing. if this would be the case i would have done it myself without lamenting or years on the forums. i just want to give some more realistical ideas and hope someone recognozies their full potential in gameplay. the news the forgotten team implements tax collector is one of the many thoughts that run through here long time ago, and even if it might be a ressurected idea it shows the capacity of the modders around here and especially of the larger modteams to adapt the real deal to a age-defining game!

Noobie questions

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Mr Wednesday writes: It's not AGE that's confusing there, it's the data. AGE has a very good way of dealing with it really. When I started data modding I had to use genied1, which turned everything into text and numbers, and you had to figure it out based on that, then compile the text files, which could take ages depending on how much new data you were adding (it once took me 8 hours on a crappy pc, because I was adding a lot of units). And if you made a tiny mistake, you had to do it all over again! So no, AGE is not a complex and tedious editor to use, it is the very opposite of that.Set these kiddies straight, old man!

Seriously genied1 was brutally slow. Genied2 was decent, but limited, so for most hardcore editing you were still stuck with 1. The first versions of AGE were bugged in a lot of areas, so at one point I was using all three at once.

With turtle pack and AGE you can make a mod in a fraction of the time using MPS and genied1.

Need help in creating new civ

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El Cid II writes: You have to use the "USERPATCH" by scripter64 in order to add new civs to AoK and also their UIs, civ sounds etc.
The userpatch overrides the exe file of the game so that new civs are displayed.
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