Bro unit upgrades dont work thats the only problem i liked everytihng else its really good.
I have implemented a new type of system. At back ground the upgrades are actually is working but thy are not upgrading the previous version of the model; because I have made you to still access to every Age(s) units. Otherwise, you will not have them to access when you become a reach to a new Age and upgrade your units.
My main problem I have encounter in my PC while playing the mod again, sometimes villagers stop working and you cannot control them at all, thy just stay where thy are. I have reseted every villager files to default and then I have even created a new villager to keep unique building that you can get them spawning scout from town center capital; but still same problem occured. Maybe it is only happening in my PC, I don’t know…
Note:
The recruited new villagers via scout from town center capital building, these villagers have “king icon” on them so you can find them easily for the applied new features I made. I have just updated the mod.
The main focus on my mod is the fights between Ottoman Empire vs Byzantine Civilization in the game^^.
I found the cause of why some civilizations’ villagers stopped working, it is corrupted file - probably new recent patch made some problems, I just need to replace the files again.
When I play with less amount of AI like 1vs1, 2vs2, 3vs3 etc this villager stopped working issue is not happened.
I will release a patch for the mod tomorrow.
Let me know if there is any problem, I did not check the recent patch whether if it is affecting the current version of the mod or not.
This is a really amazing mod, thank you. Can you make the “Militia” from the campaign trainable please?
There is “Crusader Militia”, “Mongol Militia”, “Militia Archer”, etc. I think these should be trainable from the TC and can be an alternative to villager production.
Actually thy were exist in my 1st mod before the major patch had ruined many modders’ mods last year. Current version is the 2nd version of the mod. I have kept many cool unique features I had added from my 1st mod, and the 2nd mod has tons of new unique units and features too.
2nd mod - remake version took my 2 months to complete fully; because I change almost every main files to add these new units and features^^
Currently, I am waiting the next big patch within 2025; because I know that it will ruin my 2nd mod, so I don’t include more new unites. I am waiting the next patch and remake the mod from sketch again in a more organized way and probably the mod size will be double.
The problem of the extra villager units, the AI sometimes acting weirdly that thy stop working after some time, there are still very weird bugs in this game that the developers don’t address to fix for years already. For the next patch, sure I will add every units. In the mod, I have made every civilizations in an unique way that you never feel like copy paste. I tried to add historical meanings too. For examples, Chinese Civ has more villager and faster produce, or Rus Civ has faster wood cutting near certain buildings, and of course I have improved Ottoman Empire by eliminating the given weird debuff on Janissary and Sipahi units, and I have increased the reload time of great bombards but in return it gives more damage and range - historically more accurate which I even made coastal defense great bombard (
) and normal siege version
etc.
I am glad you have enjoyed with the mod.
I am going to test our the new DLC to see the new changes and editions
After this month, I will start to work on the mod again
how are you everyone?
Hi Momento TR89,
First of all, congratulations on your mod — it’s really impressive work. The amount of effort and technical depth you put into it is inspiring.
I have a question: do you know if it’s possible to create multiple identical upgrades on an Outpost? For example, being able to research the same Arrow upgrade multiple times (like 10 levels), and potentially do the same for another weapon branch.
I’m trying to implement a system with multiple upgrade tiers on the same building, but the other upgrades disappear once one is researched.
If you have any insight on this, I’d really appreciate it.
Also, it would be amazing if you ever considered making some YouTube tutorials about your workflow and modding techniques — I think a lot of people would learn a lot from you.
Thanks again for your great work!
This is the first time I’ve heard of this mode. Sounds promising, but what is it about, what is different or special about it? I don’t understand it.
Could the description be adjusted so that people know what it’s about?
“do you know if it’s possible to create multiple identical upgrades on an Outpost?” yes you can do it but you lose the precious limited grid block the game provide to you, and if you add so many extras it causes some problems for AI to use it. When I have time in the future again, I will completely separate what every civilizations have and what I add extra from completely different buildings from special villager units only - so AI will not use and so no extra problems in normal matches when you fight against AI.
The military buildings in my mod keeps every Age units’ visuals and thy still get updates when you research tech but the visuals still same for both weapon and armor.
I have already remade my mode two times because of the AoE 4 developers that thy don’t care if our mods are competible with the new systems they bring which thy don’t update the modding tool properly for years… so the old mods don’t work properly most of the time and it forces us to recreate everything. The modding tool is very buggy that lots of visual red box issues too so we cannot use some of the 3D CAD models.
My mod has many unique features, functionalities and units etc that devs did not add into the game, so I have shown to everyone it is possible and some of my features are added to game officially by the devs already - although thy never mention the modder names.
In this forum officially and via private message, I have guided many modders already and lots of comments in many posts.
I want to do Tutorial videos but this year I am very busy, 3rd Year in my PhD in Aerospace. Modding is just a hobby for me, I like AoE, so I wanted to create a nice mod for everyone to play^^.
Actually my mod is quite popular, the first released version I had like +5k subscribers or more (Jun 2022); but some problem happens when new patches came and so mod did not work properly so I had to remove it, and with Ottoman Civ - I have remade the mod entirely from sketch again.
I was pushing the limits of the AoE devs provided modding tool to see what can I do with what thy provide, and so I have added lots of new features, functionalities, new units, new buildings, effects etc. I always shared what I have done and how I have done in this forum too and helped many modders. Already some of my applied ideas in my mod has added to the game later on by AoE devs by themself.
My mod aims to be as realistic and tactical as possible (one wrong move, you can lose the game, and the AI is more challenging than before too), and having unique units, features, functionalities, buildings, skill usage etc for you to use and have more fun from the game. I was pushing the limits of the modding tool^^. Last time, I was trying to figure out how to add AOE2 arrow mechanic. Some civilizations were not realistic at all and very weak comparing to the historical facts and so I have improved them accordingly without making them overpowered. Every units have their strong side and weak side to counter, so every civilization become more unique as what thy present. I have even changed and added historical figures etc too. Most King units cannot fight normally but thy can do it with my mod. There are many many features and touches in my mod.
I think that current old version is still compatible with the current game because noone has asked or informed me about any issues yet. However, next year I will remake the mod from sketch and put it on github too - not to get affected by new patch related problems that modders are encountering for years, sadly AOE4 devs still did not solve the problems we have encounter. As a results, many modders left the game and many good mods have ruined because of it.
Current version (Mods Single - Age of Empires - World's Edge Studio) has 1424 subscribers and it has a good rating too and I know that many players enjoy to play the mod I have created^^.
I will update my mod for a third time when I find free time but this year I am very busy really; because I am at my 3rd year in my PhD (PhD in Aerospace). I hope that you have enjoyed with my mod too. If you have any other questions please let me know, thank you for your interest in the Civilization Conquest Mod
So much passionate text but no answer, sorry. That still doesn’t answer my question. What’s this about?
If I understand correctly, you add Very Unique mechanics and new units for every civilizations. I will test it
hopefully it work on xbox ![]()
Just a tip: for those who haven’t subscribed yet, a short description would be more helpful than so much text.
This is the text I had written at June 2022 when the AOE4 modding tool has been released. It is very short:
/**
With this mod, you will enjoy to play with your favorite civilizations to do conquests against your opponents in a smooth and enjoyable way. Your battles will last longer and you will experience intense battles when you fight against AI or real players.*
*/
It seems like you have missed out. I advise you to check from the beginning. This mod is one of the oldest mod in the AOE4 that still get updates and still working with the current version. However, as I said before, I wait the next major patch to update the mod again with a new fresh project with more organized version.
The mod improves the game to make it more realistic and enjoyable so your fights last for hours that even sometimes it does not end if you don’t do a real push to end your enemies in your campaign.
Less players come and check the forum for the mod updates, so I have tried to write briefly what kind of feature this mod changes in the game to give a general idea to players who will play it.
Note:
So, if you cannot finish your opponent - they can strike you back after some time. It means that you cannot invade enemy lands with less troops or with one single victory - with one battle. Best way is to target their economy to slow their progress and troop generating to defeat them with one big push but you need to maintain your troops; otherwise the enemy has more advantage as you close to their capital city area.
On PC the mod works but I don’t know whether it works or not in xbox - never tried really.
Thank you for your detailed answer, and congratulations again for the work you’ve done on your mod. It’s really impressive to see how many unique systems and ideas you managed to implement.
I completely understand that you have a lot going on, especially with a PhD in Aerospace. Modding takes a lot of time, and when it’s a passion project it has to fit around everything else. Respect for still contributing to the community despite that.
I do find it a bit unfortunate that there aren’t more complete tutorials, because your experience would help a lot of modders. But thanks to the information you share on the forum, I’m still managing to move forward little by little with my own mod.
So thank you again for taking the time to help others and share your knowledge.



