We have some wishes as modders

I’ve tried to put together a few things that many of us would like to see implemented in the near future! (My english is a bit bad, but i hope, my post is understandable)

Villagers, units etc…:

  • Drop Site problems when modded - Age of Empires II: DE / II - Report a Bug - Age of Empires Forum A problem I reported earlier.
  • Garrisoning herdable animals in other buildings so that they produce food in buildings other than the mill.
  • Resource generation should also be applicable to other worker types: It currently works on gold miners, stone miners, lumbers and farmers. This ability does not work on hunters and fishermens! (Fishing ships also need this feature: Fishing Ships generate gold when woorking…)
  • Automatic creation of herdable animals at certain intervals from a building. (Like pasture from AOE4(?) (By the way, I haven’t played with AOE4 yet. My notebook is a bit weak))
  • Blast damage should also applicable to pierce attacks. (eg: Cavalry Archers attacks do blast damage within x tile radius. Currently only applicable to melee attacks(?))
  • Associate different commands to units. For example, I want to create a transport wagon unit, but if I don’t want it to attack, I have to put it in the “King” class. (The Siege Tower, is in the “Siege Weapons” class, but it does not automatically attack buildings.)

Technologies:

  • Custom notification when someone researched a technology. Like Cuman Mercenaries, Atheism, Flemish Revolution (A simple effects option could be used: You must specify a string id, and we need a new special code: <player_name>)

Text modding:

  • Ability to change civilization description string id in civilizations.json file. Thus, it would not be necessary to change the description of the previous civilization that is included in the technology tree description and in the civilization selector.
  • Ability to change civilization ji##### in civilizations.json file or a similar solution to the one used for civilization theme. (e.g: Khazars_jingle.wem)

DOCS: A detailed documentation about json files. What is buttons.json…

  • Bonus: Ability to add custom civilizations.

That’s all I can think of at the moment.

8 Likes

Well, i had some new ideas in the last 1 month, here are a few things:

  • Placeholder (convertable) buildings in editor: Similar as placeholder technologies. In the editor and xs script, it is possible to edit the graphic attributes. A good idea would be at least 10 different buildings similar to the monument. These buildings can be acquired like monuments. This would add a little spice to the custom scenarios. These buildings could be used for training more unique units, research custom techs. There are currently only 3 types of monument available. (Rock Church, base monument, Palace (hidden) )

  • All “Charge Events” for ranged units with pierce attack (ships, archers, towers…): Charge Attack event it does not work in the current data mod version.

  • Ability to add/modify/remove tasks (e.g: Aura, looting…) and attack/armor classes at least with xs script: Currently not possible (The value of the attack, armor can be modified if available in unit)

  • Technology state detection with xs script (researched, not researched…): Currentry not possible. We need a simple function, like: xsTechnologyResearched(int technologyId, int playerId); The return value would be a boolean: false = not researched, true = researched.

Only scenario editor:

  • Ability to disable civilization and team bonus
  • Ability to lock starting age
  • Ability to lock population limit, starting resources

Suddenly that’s all I can think of! If you have more ideas, don’t keep it to yourself!

2 Likes

Some auras can be removed, like Centurion, for example

I believe you can do this with aoe2scenario parser, disabling the techs that correspnd to certain bonuses

What do you mean by this? If you mean SET starting age or resources, or pop limit, you can already do that.

Agree 150% and I’d add all the unit and tech constants since FE, in the AI docs