Civilization Conquest Mod

@GutsYxGameR8485
@ahioz9426
@StereoQuasar163
@xtyd3941

I have some good news for you.

I believe that I HAVE FOUND THE MAIN REASON FOR THE “BAD DATA MOD ERROR” in the MOD…

At Neutral Trade Post and Sacred Site, I had put an unit named “Bohemian Crossbow” special unit which I had put it for defense purposes (when you summon this Bohemian Crossbow unit, thy stay around where thy are summoned and protect that location only) from Content Editor that you can access it from selecting yourself manually, otherwise you cannot see its clone file in the Content Editor already.

So when AI tries to recruit it, you get the “BAD DATA MOD ERROR”. I removed that Bohemian unit. After that I have done a few gameplay while “Sacred Site” Capture win condition is on and there was no problem.

Only unique summoning for combat purposes remained is that “Booby Trap” feature that you can explode “Core fireship - invisible unit”, I have waited a long time with lots of testing while enemy or allied AI has captured the Sacred Site, and there was no problem for ten minutes until the Sacred Site count down timer is finished for the win condition.

And other summoning of “Wolf, Boar, Deer, Sheep” in the Neutral Trade Post and Sacred Site after you capture that zones, enemy or allied AI didn’t make any problems so far too.

@GutsYxGameR8485
@ahioz9426
@StereoQuasar163
@xtyd3941

or anyone, please would you make some gameplays with the Civilization Conquest MOD to check if you get any “BAD DATA MOD ERROR” anymore?

I have fixed many bugs and possible error conditions when AI trying to use the new features I have added.

I believe that you will not experience any error / crash anymore in the game. Please let me know if you get any errors.

That’s all for now. I wanted to inform everyone.

Note:
Medjai or Medjay Warriors from Mummy Movie as inspiration, so I named these special units for the Abbasid Civilization. I have added the names like these to some of the Civilization from the movies I like.

The Mod is waiting for you to explore and enjoy the game more.

2 Likes

I have increased the damage of the melee units too (it was not fair after increasing the range and damage of the ranged units in the game). Now, battles are more enjoyable.

I added this building model to some civilizations on the mining building model, so the game became more colorful:

it’s excellent work,bro

2 Likes

@MomentoTR89 I’ve only had a chance to play a couple of games, one full game as Abbasid and one shorter game as English. Overall, I’m very impressed with your creativity and quick mastery of the content editor. I have several points of feedback, which I may compile into a document for you and others if you’d like.

First, I want to ask you and the Conquest team this: How do you want this Mod to function? Are you making this primarily for your/others’ fun, to explore the functionality of the Content Editor further, OR a viably competitive mod?

I think this has immense potential however the focus as of now is extremely broad. Understanding your direction will not only help us provide feedback but also inspire more balanced gameplay overall.

2 Likes

Thank you for your reply @GutsYxGameR8485 . It will be really nice if you would compile the MOD into a document. I really don’t have time to do any documentation, so my comments are not so organized in this thread while showing a feature I applied in the game. I constantly update or add something new or extra to the every civilization for balance purposes already.

Currently, I am the only person in the Conquest Team. I mainly started to have more fun from the game to play it with my Twin together. At the first initial release of Civilization Conquest, +2500 subscribe happened within the 1st week; but then some game problems happened as game related problems itself which I couldn’t update or upload the mod in the game anymore. AOE4 developers solved that issue after 2-3 weeks. In that period I remake the MOD with more experimental features.

In addition to this, I want more people / players to join to Conquest Team as a tester or as a developer or as a fan to contribute to make the MOD perfect.

@GutsYxGameR8485 you might remember that crash Bad Data Error Bug? To find the cause of it, I played many AOE4 games with lots of different scenarios and changed many things on the way, it is same for that “Pre-Cached Red Box Model Error” or some of the animation problems which I still try to fix them when I see (adding different weapons on different units and different civilizations don’t work as intended because of the game limitation). And the main crash problem was the Bohemian Archer from Content Editor but it was not available as a visible file that you can clone… and the cause was AI for not be able to use / spawn it from Neutral Trade Post and Holy Site grid box…

There is no crash problems or red-box pre-cached model errors anymore in the game. But still if you find somewhere, please let me know.

At the beginning, I wanted to explore the functionality of the Content Editor further first to understand how the Content Editor works. After that, once I started to do experiments with adding new features which thy have made the gameplay more fun, intense and enjoyable. Thus, it motivated me more. Right now, the main concept of the mod is finished and only remained now is to do balance options with adding some extra features if one civilization is lacking something in game progress while fighting against other civilization, or if I find bugs etc I fix them.

@ahioz9426 helped me and inspired me in this progress, so I am thankful to him too.

I want to make a MOD to have more fun from the AOE4. I don’t want to be competitive with anyone or any other mod; but only focused on my own MOD to improve it, and I want to make players to enjoy from game more to play together. That’s why I need MOD developer players and MOD tester players to join to Conquest Team

Please add me in the game and we can play together^^. Yesterday we have done a match in multiplayer: Me + My friend vs 2 AI as Mongols + HRE Hardest and They crashed us so hard which the Hardest of normal game without turning pack, is so easy :smiley: The Conquest Mod made the game really hardcore and more fun to push you to play more strategically.

@GutsYxGameR8485 Install the current new update, I increased the damage of melee units, so melee units become important as Ranged Units. If you want to win the battle, siege weapons and ranged units are very important like in real life battles, I tried to make everything realistically.

In conclusion, my focus to improve the gameplay in a realistic way to make the usage of in game units of every civilization as unique as possible to push players to play the game strategically, and while doing it I want to take feedback, ideas of the players and if some of the players want to contribute more to the MOD, I want them to participate in the development team of the MOD, so we can make the MOD in a better. That’s why I need MOD developer players and MOD tester players to join to Conquest Team.

Note:
I try to add the AOE2 Archer Arrow System which your arrows are not hitting the target with %100 accuracy and that missed arrows will hit on the ground, that is same for bombard stone cannon balls etc too. If you are fighting on the sea, the missed cannon balls will go down to bottom of the sea.

While adding this new feature, I experienced some difficulties (I asked some of the other mod developers but noone helps, but it is fine - it is their own choice really. Although I love to guide and help other players and mod developers; because everyone is using Content Creator to create their mod that you cannot add extra objects that are out of the Content Editor, otherwise noone can use your mod to play in the game already which the game will crash with Bad Data Mod Already. I know it because I tried).

I made the arrows, cannon balls to stay in the world more; but arrows are not going down to the ground but where thy hit the target so most of the time, thy stay on the air (everything in the game is auto target shooting like a TAB TARGET MMORPG for the ranged units)… Try to do everything alone takes lots of time really, so if some mod developers would like to join to Conquest Team, it will help me a lot while developing the MOD.

3 Likes

New Patch Note - Civilization Conquest - v2.0.7.5

Adding more realism to game. I have changed many files data to add this feature.

  • All kind of explosive ranged attacks’ AOE damage will give damage to everyone ( ally or enemy ) it doesn’t matter. Grenadier Units, Explosive Arrow Units, Archers, Crossbow, Hand-Cannoneers, Siege Weapons, Naval Combat Ships etc.

  • If you stand in front of allied crossbow unit, you will get damage too. Thus, use your ranged units wisely.

  • From now on, the units inside of the Keep and Outpost Defense Towers and wall defense towers, the enemy ranged units can attack to occupant units inside of these buildings. I need more testing about this feature.

  • Fire Naval explosive ships have now a higher radius with explosive repulsion and it will damage everyone on their way. If you close to center you will get the most damage. You can think this as “C4 Explosive Effect”. As ground unit, only Mongol has this feature and from the Holy Site you can use it as Booby Trap to kill everyone in the 32 Radius. You can see and guess the after effects and radius from screenshots below.

The reason, I increased the size and damage of fire naval explosive - detonation ship is because all ranged units’ damage and ranges are increased in the game. The MOD became more realistic right now.

I have added some new buildings to Chinese Civilization.

When your archer units and siege weapons’ ammunitions are shooting the enemy siege units or enemy buildings, their incendiary arrow and bombard cannon ammunitions will stay longer in the world. Your ribauldequin, grenadier and hand-cannoneers’ ammunitions too for 5 seconds.

Apart from these, I have done some balance changes and new options on Russian and Chinese Civilizations too.

One by one, I test these civilizations to fight each other to check the responsiveness to make everything fair as much as possible for everyone to play. It takes some time.

Sultanate Elephant Cannon Unit can fire while moving too now.

Note:
From my games against AI, the most changing AI Hardest combo is “Mongols and HRE”. If you want to a hardcore fight to play solo or with your friends to fight against AI Civilizations, then choose AI “Mongols and HRE” Civilizations.

Please don’t forget to update your mod in the game, and let me know about your opinions on the current changes after you test out the new patch of “Civilization Conquest - v2.0.7.5”, thank you.

1 Like

## Civilization Conquest - v2.0.7.7

Chinese Civilization - Chinese Keep - New Units

Multi-Barrel Cannon Launcher Battalion
Summons three Multi-Barrel Cannon Launcher with six Explosive Arrow Archer Unit and Explosive Ammunition Volley Repeater Crossbow Unit. This new siege weapon cannot target the enemy siege weapon unites.

Explosive Ammunition Volley Repeater Crossbow Unit
These units give less damage. Thy give 3 damage with a single shot; but shooting 4 times. And every attack has AOE damage. These units are equipped with Explosive Ammunitions. They are strong in numbers. You can defeat them with your ranged units like archers and siege weapons. This new unit cannot target the enemy siege weapons.

Volley Repeater Springald
Summons three Volley Repeater Springald. It is effective against Ground Enemy Units.

Strong Torch Thrower Springald
Summon three Strong Torch Thrower Springald. It is effective against Enemy Buildings and Siege Weapons only. It cannot target other ground units.

Cannon Ammunition Novgorod Springald
Novgorod Springald equipped with Cannon Ammunition

Flamed Arrow Springald
Springald equipped with Flamed Arrow

Cannon Ammunition Springald
Springald equipped with Cannon Ammunition

## Civilization Conquest - v2.0.7.7

Multi-Barrel Cannon Launcher Battalion
Summons three Multi-Barrel Cannon Launcher with six Explosive Arrow Archer Unit and Explosive Ammunition Volley Repeater Crossbow Unit. This new siege weapon cannot target the enemy siege weapon unites.

Explosive Ammunition Volley Repeater Crossbow Unit
These units give less damage. Thy give 3 damage with a single shot; but shooting 4 times. And every attack has AOE damage. These units are equipped with Explosive Ammunitions. They are strong in numbers. You can defeat them with your ranged units like archers and siege weapons. This new unit cannot target the enemy siege weapons.

Let me know about your opinions with the current “Civilization Conquest - v2.0.7.7” Mod Update, thank you.

Volley Repeater Springald
Summons three Volley Repeater Springald. It is effective against Ground Enemy Units.

Volley Repeater Springald
Summons three Volley Repeater Springald. It is effective against Ground Enemy Units.

Strong Torch Thrower Springald
Summon three Strong Torch Thrower Springald. It is effective against Enemy Buildings and Siege Weapons only. It cannot target other ground units.

Cannon Ammunition Springald
Springald equipped with Cannon Ammunition

Cannon Ammunition Novgorod Springald
Novgorod Springald equipped with Cannon Ammunition

## Civilization Conquest - v2.0.7.8

New Camel Unit to Abbasid Civilization:

From Abbasid Keep - Castle you can access to

  • Cannon Ammunition Springald
    Springald equipped with Cannon Ammunition
  • Strong Torch Thrower Springald
    Summon three Strong Torch Thrower Springald. It is effective against Enemy Buildings and Siege Weapons only. It cannot target other ground units.
  • Volley Repeater Springald
    Summons three Volley Repeater Springald. It is effective against Ground Enemy Units.
  • Flamed Arrow Springald
    Springald equipped with Flamed Arrow

Abbasid Civilization units’ armor values are increased but they are slower. Thus, Abbasid Army become very sturdy army to stand against ranged attacks more now.

Abbasid Civilization’s Wooden Walls - Bastion - Gate are improved visually and you can place units on them too.

HRE Civilization’s Wooden Walls - Bastion - Gate are improved visually and you can place units on them too.

I have fixed one issue on HRE Wooden Walls. Now you cannot walk on the Wooden Spike Walls; but you can place your siege units and ranged units etc on the Wooden Bastion and Gate directly. It become more convenient now.

I have fixed one issue on Abbasid Wooden Walls too. Now you cannot walk on the Wooden Spike Walls; but you can place your siege units and ranged units etc on the Wooden Bastion and Gate directly. It become more convenient now.

HRE, Abbasid and Sultanate Civilizations can recruit some of the HRE units like archers and spearman from the Wood and Stone Gates as Allied Reinforcements.

Russian Civilization economy buildings and houses require more resources now.

I have added reload time to Chinese Civilization New Units for Repeater Crossbow and Volley Multi Barrel Siege Units which were shooting x4 high explosive ammunition in a short time. I have done testing and now they are not over-powered but they are still strong units. They are strong in numbers only; but you can kill them easily; because they have less HP and less range.

I have increased the damage of melee units, and torch damage against buildings. Thus, you will feel that you fight well with your melee damage units in the battlefield, and you can destroy the enemy walls, keeps / castles etc in a more realistic way too.

All ranged attacks can damage the allied troops and buildings (except a few buildings), and you can kill the enemy troops inside of the keeps, defense towers. You ranged attacks can damage your and your allies’ Keeps / Castles, Walls, Bastions, Gates too. So, everything became more realistic in the battle.

I have added a new feature to Abbasid Civilization.

Abbasid soldiers can build Military Tent and Watch Towers any place they want and these new buildings can provide buffs to surrounding builds and soldiers, and you can recruits units from there too. Abbasid can build really nice realistic frontline outpost with more building options now.

I have new ideas and I try to apply them to the game until I encounter limitations. I will try to add these Abbasid tents to other civilizations too. Of course if I don’t get any “Pre-Cached Red Box Model Error”. I want to add really nice ideas; but the extra building and units models are limited in the game.

I hope that you like the current patch, thank you very much.

2 Likes

How to adjust the position of the elephant’s back?
:↓

How did you manage to make 2nd soldier unit on the air with what steps did you follow?

Just change the unit model from “tier_ext” in Content Editor and don’t change anything else, and that unit on the air will not happen.

There is no position adjustment for the models where thy are placed; but only the weapons

In the end, I didn’t succeed. The Spearman on his back was hidden, but his attack attribute was still there,

Floating in the air is because I added it to the barracks of “HRE” and bought it, which leads to such dislocation.

I’m curious. How did you tie the cannon to the elephant’s back :grinning:
I’m MOD name: AI_Plus_Holy RomeV4.1 Give it a try

1 Like

Just change these two parts, and you will have your “Cannon Elephant” that can shoot while moving too for every 5 seconds that it is the default reload time of bombard units.

Thank you very much. :heartbeat:

1 Like