We need official unique skins for each culture

then they should probably at least use central asian architecture like the cumans and tatars

Problems that AoE IV does not have hehe

I get why you’re saying that, but this would probably be arguably a worse fit. Really none of the architectures fit them, the Cumans, or the Mongols (Especially because the current E. Asian set is really more of a Japanese set) hence why some sort of nomadic or hybrid nomadic/barbarian type set for them and the Goths is in my opinion very high on the list of needed new architectures.

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It’s because the game is continually updated and in general it’s very complex and fragile, like a tower where you keep adding floors without considering the fundaments. Even apparently harmless changes like adding petards in kreposts will probably break all the mods that used kreposts, something similar happened when they added multiple training locations for units. Remember when they made animals killed by military units still giving you food? That broke Attila, one of their own campaigns, for a while. Or imagine what a simple dock update would imply for older campaigns, custom or not. They should think of a mechanism to render the process of update smoother, no idea how though, but I guess since AI exists it could be useful to apply it to boring and repetitive tasks rather than creative and fun jobs like it’s happening, wasn’t that the point initially?

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Yeah. The game is probably a bit old if we talk about engine/code. A bit sad ! It’s why remaster/remakes are at the same time wonderful concepts to bring old games back but you also lost the modern technology (that can make the game less buggy/more fluid/dynamic/having more options) because they keep the original engine.

The best would be to port/remake all the assets (keeping the original design/style) in a new engine.

Actually its not the engine that limits, its the developers themselves. They can allow, non-data mod regional graphics if they want to. They accidentally displayed the potential in this event mod -

It is impossible to achieve this without a data mod but somehow they made it possible but never revealed the code to the modders.


Similarly, devs initially promised that they will allow adding new civs without replacing existing ones.

But later they retracted their own statement after they started releasing Civ DLCs for money.


They basically don’t want any modder to compete with them.

There is no other explanation for why they have failed to release a functional SLD extraction tool, choosing instead to provide the ineffective DESpriteTool, which quite literally nobody actually uses.

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Thanks for the more ‘‘technical’’ aspect. It’s kind of sad to hear then.

At least they should made their own regional skins even if it’s a DLC if they won’t allow players to make it. Im sure since it will be optional (so toggable) it will be nice for both players who don’t want it and players who want it.
And im sure ‘‘skins’’ like that will have success. I think it would be better to have them as FLC like new castles/upgraded UU but eh… if the price is not too much it can be worth it.

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I personally see no reason why they haven’t released (toggable) regional skin DLC by now. Paradox has released a bunch of those for EU4 and HoI4 and having skins for those games is far, far less important (if at all). Most of the work is going to be done by the art team (so it’s take manpower away from fixing bugs, balancing etc). So it’s like really easy money.

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Again, it is difficult to identify the new regional units but there are just 5-6 civs with a regional stable unit. Your suggestion adds skins to ALL civs’ knights and light cav. Totally fine if its an option that can be disabled, don’t want it forced upon everyone.

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If regional skins are too heavy on the harddrive, make it an optional DLC like the HD textures pack.

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I’m currently creating a Slavic (Rus) scenario.

For this, I’ve included the following units (with the regional character I envision in mind):
Barracks: Volny (Nordic Warrior), Kremlin Guard (Elite Guard via trigger), Varangian (Berserker)
Archery Range: Rus Archer (Recurve Archer via trigger), Peltast Line
Stables: Rus Lancer (Shock Cavalry via trigger), Knight Druschinik (Alarich)
Krepost: Druschinik (Elite Huskarl), Composite Archer
Castle: Boyar, Gridi (Dismounted Konnik)

I’ve also added the following Finno-Ugric tribal warriors, who can be trained in a Pagan Shrine: Finno-Ugric Warrior (Mountain Tribe Member), Finno-Spearmen (Chronicles Spearmen via trigger), Finno-Archer (Laminated Archer via Trigger)

The connection between the Rus and the steppe peoples has also been taken into account. Therefore, Polowz (Steppe Lancers) and Polowz Archers (Kipchaks) can be trained in the Camp Stable.

I know this is all completely over the top. This extreme interpretation can and will never be even remotely represented in the game. But I would be grateful for every single small step in this direction, even if it’s just through additional options via the editor.

I doubt they’ll ever do this, but they should.

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Anyone, who is unsure how exactly this will look, should try Galactic Battlegrounds. Every civ has it’s own unique skin set, but identifying individual units is not an issue at all. Even with the Expanding fronts mod, that doubles the number of civs.
I do support the “optional” part though.

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Thanks for this exposé, the perfidy of this company continues to amaze.

you can’t trust them. they have broken so many promises and lied so much.

They should hire you. This is amazing!

It’s AI.

(20 characters)

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Exactly.

We don’t need more of Microsoft pushing this wretched stuff down our throats.

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By the way, is this true ? You are working on cultural models Juggernaut ? Love the idea and would be glad to support you in that project !

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Yes.

I will DM you..

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