[WIP] Ancient Civilizations - Total Conversion Mod

You might want to check the age of chivalry mod for the vanilla game.It has the light infantry and heavy/knightly infantry in 2 lines and regional/mercenary units enabled with techs

Amburio,

I love this idea. I have been trying to use SLX studio to import Greek and Roman Govt Buildings from AOE to replace Byzantine and Italian Wonders in AOE 2 DE but am having issues with pallette conversion. Have you encountered this issue? Any tricks or workarounds?

If you happen to have these building graphics already converted over for AOE2, I would like to use them for a personal scenario I created.

Please let me know if you can help, or point in my the right direction.
Look forwarded to exploring your mod once completed.

Thanks

I didn’t get any pallette trouble, I just used the default specifications, there’s a AOE2DE pallette setting, using that it’ll be fine. The issue about transfering the AOE assets is size. Using the 2x AOE buildings, it looks too big for AOE2. In your case sicne you want a wonder big might be fine, but otherwise you’d need to resize the original pictures with photoshop. I haven’t done greek and roman buildings yet, but if you still get troubles I can upload them when I do them.

About my mod, I’m in a doubt. I don’t know if making a straight AOE1 into AOE2 DE Mod, with the same civilizations and tech tree, getting rid of castles so everything is the same as AOE1. Or to do it as the way I planned, keeping a mix between AOE1 and AOE2, setting the game in late antiquity.

In the first case, people are already used to AOE1, so it’ll be simplier, and enjoyable to have AOE1 with AOE2 AI, gates, formations, etc. The other version, while interesting might be confusing for people, and harder to make game balanced. But it’d be fun to keep some AOE2 civs such as huns or celts.

And one thing that worries me, if that even if I manage to do any of the two versions, I don’t know how AOE2 AI would react with a modded game, I have no clue on how to change the AI.

Any suggestions or opinions?

Thanks Amburio, looks like I may just need to find more tutorials on SLX studio which is what I have been trying to learn. I have not yet been able to put any new graphics into game (AOE 2 DE), so still a newb. Last time I modded AOE was back during AOKTC version in early 2000’s.

Do you mind sharing how you ported the buildings from AOE DE to AOE 2 DE? Looks like the game reads SMX files only and the AOE building graphics all appear to be SLP format. I was looking for a tutorial on how to convert SLP to SLX or SMX files so the game can read. I assume SLX studio is the key but instructional videos are hard to find so far covering that piece. If you or anyone has any resources for someone like me to be brought up to speed on how to mod AOE 2 DE, please share.

As for your mod, I think your original idea for a hybrid game, mixing elements of both AOE and AOE2 sounds great. No doubt there will be challenges but also a lot of fun. Hopefully the community will offer feedback and maybe even a few folks would be willing to collaborate on certain components.

I personally wish the game covered in greater depth late antiquity and the transition to Dark Ages (4th Century Europe and Africa). Your original mod idea seems to fit right into that period.

If you do get to those Roman building sets early, please do share. I would love to have them incorporated into my game. Best of luck with your project, I look forward to watching its development.

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I’ll make a thread on these modding forum with a tutorial on how to port an AOE DE building or unit into AOE2. It’s a lot of work to transfer them all, so I just got the idea to make a dropbox or any site where people from the community, can upload SMX files. I’ll be uploading the ones I make too.

Also, I think I’ve figured out how to make a slides introduction for custom campaigns, just as the ones that come with the game. I wanted to test if it worked by making a Saxon English vs Vikings campaign. But I’d have to stop with this mod until I finish the campaign if I decide to do so.

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I’ve just finished the tutorial: [Tutorial] How to export an AOE1 DE unit or building into AOE2 DE

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Greek buildings blend in pretty well with Mediterranean building set. Here, monastery and university have been changed.

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Colosseum fits AOE 1 conversion especially well :smiley:
Do you have any idea how to convert AI scripts? Is AI scripting very different between AOE 1 and 2?

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I don’t know how to properly edit the AI, I’ll just use AOE2 AI. I’ll need to be careful, I don’t want to add units and then having the AI unable to produce them.

I’think I’ll just replace Town Center, Market, Monastery and University, leaving houses and military buildings the same as AOE2 Mediterranean. Then, Romans and Greek cities would have an ancient feeling, while keeping an AOE2 Style. Other civs like Indians or the African Kingdoms would keep their AOE2 buildings since there’s none for them in AOE1. Feudal Age slavic buildings would fit well for barbarian tribes.

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You would have to convert AI scripts if you would want to make AOE 1 campaigns playable though.

it can be a nice standalone graphics replacement mod(non-data) that just replaces those specific Mediterranean buildings. Some people maybe able to use them in scenarios.

I was planning in remaking the campaigns in the AOE2 scenario editor since it allows more things than AOE1

That’s a great Idea, actually I can also change the graphics for goths, huns, celts, etc, so they can fit late antiquity style. I find it odd playing attila or alaric campaign with renaissance style buildings.

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I like it! I think the Greek Govt building would nicely replace a Italian Wonder.

They should be added to the Palace unit entry for many suitable large buildings.

Amburio, thanks to your tutorial I was able to convert almost every Roman buildings to AOE2, however they don’t blend well into the game. I agree, the Greek set blends well because the roof tiles more closely match the Med buildings in AOE2, Romans are reddish.

PS. I joined your Slack group but not much activity there. Also no files are shared except Navin’s. If there are any files I can help with let me know.

Thanks

A complete Mediterranean city fully finished. While fitting AOE2 style and sizes, the buildings converted make it look ancient.

In this time I didn’t just migrate AOE building to AOE2 since with sizes and proportions they don’t really blend AOE2. AOE2 buildings are tall, while AOE1 are flat. In some cases I used photoshop to edit them. The castle for example was shortened a bit, market was replaced with Trade Workshop, since original one is too big. The Greek Gov building looks great as wonder.

Regarding the Slack group, I created so we can share our buildings for different mods, but haven’t done much for the moment. I came back to modding after a week.

After that pause I’ve decided how will I continue with this mod. I love how AOE2 has different cultures from many continents while AOE1 is more limited in that way. Since the variety of building sets is wider in AOE2, I can’t get rid of AOE2 buildings. I have decided to try blending some AOE1 buildings into AOE2.

  • Romans, Greeks, Phoenicians and Carthagenians will have the Medi building set as you see in the picture.

  • Celts & Germanic civilizations (Goth, Franks, etc) will have Slavic Feudal buildings in Castle & Imperial Age.
    The following picture has no mods, but I think it suits a germanic forest tribe:


    I will need to make Castle Age buildings, like Castle, Siege, Monastery and Uni using photoshop.

  • Arabs, Berbers & Aksumites will be fine with African building set I think.

  • Indians and Bactrians will have to use Indian AOE2 building set.

  • Chinese Japanese and Koreans will have a blend between AOE2 and AOE1 asian style.

This is an example made by PeakHornet:
image

  • Steppe People, like Huns, Scythians or Xiongu, will use a mix between Feudal age asian buildings, the AOE2 Huts, Shrine, etc. I haven’t thinked much about it yet.

  • Persians: Tatar AOE2 Iranian building set don’t really blend well with AOE1 babylonian buildings. I’m still unsure of what to do. Babylonian buildings alone don’t really match AOE2 proportions.

  • Egypt: I think this will be the hardest. I have already converted AOE1 buildings into AOE2, but sizes are different from AOE2.

What are your thoughts?

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Germanic / Nordic village. Should I edit the town center so it matches the university and monastery during imperial age?

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The Germanic warlord Odoacer deposes the last Western Roman Emperor Romulus Augustulus, bringing an end to 1,228 years of Roman rule, seizing the imperial regalia and sending the Emperor into exile…

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WIP Celt village using AOE1 textures.

Anyone interested in joining the modding discussion, you can join our slack group with this link
https://join.slack.com/t/aoe2modding/shared_invite/zt-e1ki1kn6-CKYX5vywgRI765TYG7GXFQ

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Why is there an Egyptian Chariot in the Celtic Village? 11
Don’t mind just kidding, it looks really beautiful! Good work!