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I remember long time ago when i tried my dat mod i wasnt able to train ID's over 1500 iirc.
Please do not put too much effort into DRM. I can understand that people should pay for their content and that low effort makes people not to do that. But honestly you could already play (kind of) African Kingdoms without owning it.
Anyways I think that more dat modders should reply here and this topic here is far to less popular. Maybe you could post the link under the more popular topics or at least pin this topic here to the top.
lets hope the good dat modders will appear again, some people moved back to modding the CD version because its modding friendly (especially with userpatch) no limits ect. (me included).
Once i see intresting news for me in the patch notes i will install HD again and upload with my previous (popular) dat mods.
About the Unit IDs that are not locked, why not enable ID 5000 - 32767 or even 10.000 - 32767 for modders ? Rest could be for the new DLC and for potentially later expansions.
In understand that once dat. modding is enabled individual mods will be able to do this, but I think many players would value greater variety in graphics mods, without necessarily wanting to deal with ensuring dat. mod compatability and intracacies for MP purposes.
Apologies if this is slightly off topic.
What ever happened to the development of Rise of nations? It seems all work on it literally just fell off the face of the earth about two years ago?
I bring this up cause we have a pretty serious bug in the game for some time now, and nothing has been done to fix it since the last patch 2 years ago.
The music in the game is quite broken to the point where the game doesn't even recognize the volume set in game, and overrides it to maximum volume for fun.
On the most part I think this is the best way to incorporate data mods and make them easy to be played in multiplayer.
I have have a few questions though, I believe allowing to add extra civilizations won't be possible in the near future right ? I get why, so people don't just directly port the DLC and distribute them as mods. Still, it's a big limitation compared to the original game, it would be huge to see something done about that.
I second Catbarf's request to give each civilization it's own building set data wise, so it becomes easy with just a graphic mod to change the set for only one civ, just like with the Indian set. Given that buildings are the most successful mods in the workshop, I believe people would really appreciate that.
Anyways it's great to see data mods being possible again on HD.
Is there any chance the files that can be part of mods can be expanded? Currently at least some bina files (palettes, for instance) aren't recognized in mod directories.
AoE1 glitches and bugged mechanics will remain untouched correct?
edit: (also rejoice if this patch gets pushed, because I can go back to programming my modding api. gag gets first dibs)
2nd edit: morness can me and tapsa finally get some of those tags? :3
2. Since the game is now married with Steam I think this is okay, but why do you claim that p2p file transfers are too slow? I have 10 Mbps upload speed.
3. ok
4. seems ok
5. I don't understand this.
6. Both full dat mod support and "dlc mod" prevention cannot be done simultaneously. You have to either monitor the Steam workshop / make dat mods available only for African Kingdom owners, or give up on proper dat mod support.
7. ok
"Is there any possibility in the longer term that graphics sets could be unlinked from their current meta groupings in the data to allow modders to introduce more individual sets by civ?"
- yes, with a dat mod. I think only one guy needs to make one and everybody who wants to have civ specific graphics can just use that one dat mod.
"AoE1 glitches and bugged mechanics will remain untouched correct?"
- what do you mean by this?
One question morness- do you think we can have support for files that are added into the location of the .exe (similar to what Jorritkarwehr mentioned)? My ENB mods all require external downloading since subscribing doesn't work for the .dlls, .txt, and .ini files that need to be in the .exe folder, for example:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=702876146&searchtext=
And that hint for "future expansions" is even better! :)
"1. For graphic mods that are in conflict (i.e. modify the same SLP), will there be support to randomly, dynamically select variants during runtime?
For example, if I subscribe to 3 knight SLP mods (i.e. knight1, knight2, and knight3), and place/create 100 knights in-game, ~33 should appear as type "knight1", ~33 as type "knight2", and ~33 as type "knight3".
In my opinion, this would be an absolutely revolutionary feature for the modding scene and allow us to play in a much more diversified AoE universe! Subscribers would never again [only] have to pick and choose one mod over another.
My inspiration for this idea came from a very popular Skyrim utility, featured in PC Gamer: http://www.nexusmods.com/skyrim/mods/21377/?"