No building graphics in the mod?
Also graphics on unit missing
No building graphics in the mod?
Also graphics on unit missing
You have UHD enabled right?
Iāve given a large list of stuff on the Discord, and Iām seriously considering posting my versions of the civs you have already on here, so you can edit them, making them a bit better.
@bigbossbro08 the mod only supports UHD. You will need to download enhanced graphics DLC and enable in game to see the affect of mod. Welcome any volunteers good with SLX and Data Graphcis to assist with converting to x1 graphics for capatability with regular graphics.
isnt there a way to do it within the tool itself?
There is a resize ability within tool, but some of the data graphics are highly customized due to post rendering process on 3D models to better match game. The preset color schemes and tolerances donāt work right to make resized data graphic, so itās a lot of custom colors (hexcodes) I add to correct. There is no way currently to import these in mass, and so the total process plus compression can be very time consuming.
Itās pretty easy to do this with AoE ported units, but not always. Some of those too can take some time.
The Mod team has grown and so has our ambitions for new exciting content for the Mod.
We are looking to add more civs, more unique tech trees, unique units, and building graphics/wonders to bring the period to life in all its glory.
We will continue to commission art created by professional 3D artists and pour ourselves into this effort. If you wish to help, consider joining our discord or Become a Patron!
Looking for the all the support we can get to help make this dream a reality! Thanks,
Latest Video - partial preview of May update (click picture)
Updates to Expect starting in May
We are currently play testing latest release. Expect patch to address any bugs found soon. (2-3 Days for entire community). We have started a Channel on Discord to track and respond to bugs/issues found.
Starting Work on New Unique Unit - Thracian Peltast. (Late May early release to Patreon Members). If you have ideas on UU that you would love to see in the game, feel free to join the discussion. We have started a Channel to discuss ideas.
Starting work on New Wonders (Late May/Early June Release for Patreon Members). We have started a list of Wonders we would like make for the Mod. If you have ideas, or wish to help with Architecture, we have started a channel to discuss.
Expect General Release for everyone with all updates to date THIS Summer. More to come!!
May release of Mod has its first Patch. You can either DL the full version which includes the patch or smaller Patch only file if you have already DL. Please Read Readme file to install patch only file.
This patch fixes several bugs found during play testing, enhances some graphics, adds second version of New Roman House, and includes replacement graphics for Galley and War Galley.
If you have DL, played, and enjoyed our mod, please consider reviewing/rating it on MoDDB, subscribing to our YouTube Channel and liking some of the videos we have posted there.
If you have suggestions/ideas of how it can be improved feel free to post them here, direct message me, or better join our discord. Thanks,
Done. It took a while, but I got there in the end. Because of the character limit of 32000, and me having over 52500 characters, Iāve split this into two parts.
For the unique units, the first bullet point is the description of the unit, with later points giving the stats. Unless listed otherwise, the units are just castle unique units. With the Architecture sets, Iāve termed them as:
Roman: The current architecture used by the Roman Empire and Roman Republic.
Greek: The current architecture used by the Greeks.
Egyptian: The current architecture used by the Egyptians.
Babylonian: The current architecture used by the Parthians.
Western Barbarian: The current architecture used by the Celts, same as Western Europe, but with Feudal Buildings.
Central Barbarian: The current architecture used by the Goths, same as Central Europe, but with Feudal Buildings.
Nomadic Barbarian: A new variant of the Central European set, but using the ruined buildings in the Scenario Editor, and a smaller Cuman Wonder for the Castle. Should really create a realistic feeling for civs like the Huns.
Barbarian Greeks: A variant of the Greek Architecture, with the houses being replaced with Yurts from the Scenario Editor.
This is an example tech tree, explaining the formatting and how Iāve created the list:
Part 2:
Thatās a massive list of civs with tech trees, just work through it slowly. If Iāve missed anything, please tell me and Iāll fix it, or if you have any ideas on any of it, thatās good too.
Carthaginians seem pretty OP while Britons seem quite weak
Gaelic second eco bonus seems kinda unnecessary
Germani also dont need so many good bonuses
Goths seem kinda OP, but its Goths so its hard to say. I would still nerf Perfusion just in case
Iberians need better spearmen in early game. Either way they may still need more
Mmm Judeans may also need a buff
Macedonians may need a nerf since they get a massive powerspike by early castle age
Nubians seem okay
Partians seem too strong. THey will need to lose something
Persians may be fine
Phoenicians look good
Roman Empire looks mediocre. They are a worse Byzantines so I imagine that they will struggle really badly in closing games beyond pushing the game until their ridiculous UT pays off
Roman Republic looks very good
Spartans look bad but they can be fixed by giving them something vs archers early game
Thrancians look okay, maybe weak but may end up being competent.
Havent looked at the UUs tbh, but in general good work.
Thanks. With the first pass Iām trying to get decent civ bases with some semblance of balance and a lot of historical inspiration, Iāll start finetuning soon.
I also think we might want to wait and see how most of them play out, before making changes. The UUs cover a lot of these things already I think. I agree Parthians need a nerf, Iāve been tossing up between the cheaper buildings and the cheaper vils, but I think cheaper buildings is going to go. Germani could lose one of the wood bonuses, not sure which though. A lot of the bonuses are historically inspired, rest assured, Iāll be buffing or nerfing as required once they start going live.
You reckon? They share some of the same bonuses, but they have a cheaper scout rush, as well as some cheaper counters, then in the lategame, they can churn out legionaries en mass, with the counters and hussars everywhere, and then they have really good siege and a decent UU. I think they should be fine.
Yeah without the early imp powerspike I really dont see a moment in which the civ could really shine, although it is true that they have better offensive units
Also this is kind of a hot take but I believe that scouts are bad without a timing advantage
Thatās true. Iāve toyed with the Parthian vil bonus going to the Roman Empire instead, but I think that would be too strong. I think they should be fine, the civs donāt all need eco bonuses, itāll be interesting to see how they work. They can always be changed if needed.
@TungstenBoar thank you for the feedback and taking the time to review these proposed changes. Thanks as well @TheConqueror753 for all your thought and effort putting this together. It will take me some time to implement but I will prioritize Britons and Roman Republic for your upcoming Campaign. Excited to play this!
Balancing is not my strength, my passion is on graphics, unit and building design. There are many things I cannot do myself.
Participation here in the forums and discord I think has really pushed this Mod to new heights. I am thrilled to see the attention and participation we are getting. Thank you all for your interest and feedback. I know we are making something very special here!
More to come, please continue to check in and offer your thoughts and suggestions. If you wish to contribute please also reach out or feel free to participate on Discord. The is an ambitious project so we welcome the help!
We have created our first early access Content for contributors and Patrons. New Roman Triumphal Arch which restores the Hun Wonder to its former Glory
I downloaded the enhanced graphics pack just to play this mod! Really impressed so far. The new graphics fit in well with the official ones. Iām impressed with the choice of the AoE1 Stone Age Barracks for the barbarian Forts ā I wouldnāt have thought of that, but it works well!
I really like that youāve kept the basic tech tree the same, since it makes it easy for players to pick up, and means the AI knows how to play the new civs. Since some units still have their standard AoE2 names, here are some naming suggestions (though I realise you might already have plans):
Swordsman line: I suggest roughly keeping the AoE1 names, so something like
Militia ā Short Swordsman ā Broad Swordsman ā Long Swordsman ā Champion
Knight line: You could use the AoE1 names:
Cavalry ā Heavy Cavalry ā Cataphract
Youād have to rename the Parthaian unique unit, e.g. to Savar or Aswar.
Alternatively, if you want a more Latin option:
Cavalry ā Eques ā Clibanarius
Scout line: Scout Cavalry and Light Cavalry are fine. I suggest renaming Hussar to Auxiliary Cavalry, and giving it the Alaric the Goth sprite.
Towers: similar to AoE1:
Watch Tower ā Sentry Tower ā Guard Tower
and replace Bombard Tower with Ballista Tower.
Monastery/Temple upgrades: Some of these are anachronistic or too Christian. I suggest changing those to their AoE1 counterparts where possible, something like:
There are other anachronistic tech names, e.g. Wheelbarrow, Crop Rotation, Treadmill Crane, Squires, but I donāt have suggestions.
A couple of other thoughts:
With the AoE1 Town Centre sprites, itās not obvious which parts are walkable. Eventually it would be good to have Town Centres more in the AoE2 style. Theyāre great graphics though, I wonder if you could use them somewhere else.
Lots of ancient peoples used javelins on horseback, e.g. Iberians, Gauls, Numidians, Macedonians, so it would be nice to have something like the Genitour as a standard unit (maybe with a more period-appropriate name, e.g. Prodromoi).
The names Athenians and Spartans seem too specific to me. Maybe call them Ionians and Dorians? (Although those will have less name recognition, of course.)
Are you interested in having some random map scripts as part of this project? I think thatās the only way I know how to contribute.
Tbh it would probably be too strong but with the fact Romans are basically toned down Byzantines they need to either get their bonuses buffed until they look more like Byz or get a new bonus entirely