Civilization Conquest Mod

I’m exploring how to generate Greek fire on the ground, come here to watch.

Man, your mod still exist? Because I can’t find it in the mod list

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It is exist but I currently remake the mod from zero because new expansion ruined all files where AOE4 developers changed many core systems.

I have completed half of the mod currently in a more clear way. I change many data files for every unit and their spawn way from the buildings where you will be able to access the initial age units with different weapon set and mechanics.

It just takes time, I will release the new version in the future.

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I managed to apply the Greek fire but you cannot see the full animation unless you use it while playing as Byzantine Civilization. There are two types of Greek fire, one from ram and other one is from ship version. When you try to use the ram version in another weapon then the game crashes - ship version of Greek fire there is no problem but you cannot see that fire throwing animation fully. At least, I got these results from my testings.

I still could not fix this Crusader model unit red box cache issue… the helmet is making the problem :confused: and no fix from AOE4 developers still too.

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Oh ok damn that’s very good to hear, love to see that you’re still working on your amazing mod! The best things requires the more time right? I’ll follow the post to remain up to date then, and I’ll feature your mod on my channel 100% when the time will come!

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Thanks for all of your work MomentoTR89, I appreciate it! Looking forward to this mods release, but please take all the time you need :slight_smile:

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I have completed the data file changes for every civilization, so when you upgrade your units - you still can keep the older civilization units with different outfit and weapon skins.

In the above picture examples, the X there is showing the occupied locations of every military buildings of the specific civilization. Then I place that previous ages’ military units to free grid locations for you to recruit, of course some of them will only appear at appropriate ages.

I have completed half of the civilizations in this regard to place the new units. It is only taking time to take note of each building for every civilization on the paper then make the new changes on the data files one by one.

In the meantime, I re-test the unique features I had implemented on the original mod that I published before; because this new expansion kind of ruined many mechanism before where time to time I get crashes or getting weird visual red box effects.

However, the new mod is more organized and I avoid every unnecessary changes on the campaign units and buildings, so I will not need to try to find where do I put this new expansion units for the existent civilizations.

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Hi MomentoTR89!

A new tuning pack was just added to the all mods section of AOE4, it adds the Teutonic Knights, the Knights Hospitaller, and the Templars to the HRE civ. I tried the mod and all 3 Knight types were buildable with no pink blocks over their heads. The mod is called: new ways 0.6.5. The author’s Steam Profile name is hosein81. Maybe they can offer some insight into how they were able to add these crusader knights to the HRE without any visual errors.

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In fact, I also made a mod can spawn orders.
I think the most critical place here is ebps and sbps It must be set in the right directory, and must also be set to the right race


mod name is Legion and Legion Commander, We can exchange experiences

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Hi i just want to know if there is another version of this with small scale units for realism?

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I just updated my mod files again after a new patch from AOE4 developers, and see what happened…

x122 errors…

Everything I worked on is gone again… I need to fix that 122 errors one by one… I was about to publish the new version of the mod. I am really sick of these non-sense changes non-stop…

This is not a big new expansion to generate so much errors again, but one new patch update. I have started to question, why I am wasting my time on AOE4 modding at this point :frowning: AOE2 does not have this problem; but only AOE4… I am really angry now.

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That’s such a bummer :frowning: , the Dev’s need to come up with a solution for the modding issues in AOE 4. We are supposed to get news on the next big update during their livestream on Feb 23, but I doubt there will be anything regarding modding. The AOE 4 devs are losing so many good modders due to these issues. Thanks for your hard work, but I understand if you decide not to continue your mod.

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PreciousSprout, I lowered the errors to 24 from 122 :smiley:

Last 24 errors are little more challenging, I will try to fix them too.

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Oh wow! Good job! :slight_smile:

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I’ve recently been playing a tuning pack called CD Tuning 2. It adds storage capacity for wood, stone, gold, and food up to 1 million each. Being able to go past 100000 per resource is very fun for long games! No pressure and I’m not sure if this feature could be added to your mod too, but it would be awesome to include :slight_smile:

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I already applied a better solution long time ago - it is +1 year already hehe:
image
You can place your own resource planting with a cost which can be destroyed by other enemy units too. So, it is better than changing every storage capacity manually :smiley:

Even all resources are depleted, you can collect your grown, harvest and mine yourself.

Already all the resources are very high in my mod but in a more logical way which you still can do long fights just by collecting natural resources around the map only.

If you go to in game mod section and search my mod in Tuning Pack by typing “Conquest” you will see it with a Sauron wallpaper. Yes, my mod exist for +2 years already.

Now, I remake it in a new project, I deal with some new extra errors now again as a new patch came… I already fixed around 100 errors. My mod changed the whole game. Even some of the features I applied years ago, now is applied by AOE4 developers too^^. I am very creative in this regard to use the provided assets in the Content Editor, I push the limits of the Content Editor^^.


These three errors were exist before too, because “abilities\toggle_abilities\civ_core\core_market_auto_sell_food_enable)” this ability is not exist at all. I believe that AOE4 developers forgot to remove it from their side I guess.
image

Now for the build section. I have fixed all the errors. Only x40 warnings remained; but unless thy give errors directly, no point to change them for now.

Because of new patch update, some of the files are updated themself in my original files, or I needed to remove some data files fully to fix the previous errors.

Shortly, I can work on the mod again. Some parts I need to redo again, it is the only frustrating part for me now. Otherwise, I was about to release the new project last week.

I wanted to keep you updated all, that’s all for now.

Note:
These fixes takes lots of time which caused the release of the new project mod unfortunately. Now, from 120 errors, there is zero errors now again^^.

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That’s great news that the errors went down to zero :slight_smile:

Did the latest season update cause more errors?

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Chinese Great Wall turned into red box while old version of the mod I did not have this problem. I still could not fix this Crusader unit red box issue on the helmet even I try to recruit them from HRE. I have added most of the features from old version, a few reminded now.

Recently I made this edition for Bizans / Byzantine defense on the walls more cooler version:



1 month ago, I was able to place spike on the ground too but not they don’t appear. For the campire, I can spawn it for every unit when I click but now only one campfire is allowed. Some weird bugs appeared or maybe thy changed the way these unique skills are working.

I test some new features too. And I added destroyable stone bridges to every nation. I kept one undestructive bridge with very high cost and 180 sec to build to make the war hardcore^^.

Tomorrow I will finish as much as I can and then release the initial version of the new modified mod very soon. For some unique buildings and units (to prevent visual red boxes), in your gameplay you should add Rus, Chinese, HRE, Byzantine and Ottoman Empire Civilizations always.

After I release the new version of the mod, I will fix the problems you have encountered.