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License: GNU General Public License v3.0
Game mode that allows more customization over standard game rules in Age of Empires IV
License: GNU General Public License v3.0
If the initially generated wooden wall just blocks the AI's way out, it will not build a door to come out
The option is activated before starting the game.
Diplomacy is broken in a few different ways.
1 There is no lastman standing option.
The game is over the moment a single player allies everyone that is alive they win and the other player's loose.
Colors on the minimap are messed up with colors in game.
This also means you get the wrong line of sight.
Hi, i got a problem, every time i create a custom game with the mod i get a sync-error, it has a fix or i cant use de mod on multiplayer? thanks
I get notification "downloaded mod was corrupt" when try install latest mod version?
Ran into this twice yesterday (Mon, June 13th, 2022) - where it gave a message "Fatal Scar Error - Execution Paused" midway through the game and the game would have sounds going - but completely paused otherwise. Couldn't move / click. Running on a Lenovo PC.
The "starting villagers" count setting is ignored when doing a nomadic start and always starts with 6 regardless of setting. Doing a settled start seems to respect the requested starting villagers.
Amount of PLAYERS & AI's and their teams.
Map, seed, biome.
Tuning pack used.
Options used in the match.
What happened before the crash or bug.
C:\Users\USERNAME\Documents\My Games\Age of Empires IV\LogFiles contains logs, in some cases they might contain additional information that might help for a problem to be resolved. Most informations are logged in scarlog and warnings.
my game keeps getting this error when i do custom matches using advanced settings mod.
when warships shoot cannons and hit / kill an enemy target, when keeps fire cannons, etc.
message pops up fatal scar error - execution paused and i hit escape and resume to "fix" it, some times it happens and itll continue to keep popping up will the point of hitting esc and resume will not fix it at all.
Hello!
I've translate your mode into Russian language. Can you compare it with your mode and merge it?
#27
Game cant be played in dark age only combined with nomad as players cant build TC.
Hi there, I met this issue every time I tried. So sad, looking forward to solve it.
“Synchronization error detected“,and the game crashed.
As title.
Basically when u have that on, the game will crash at loading screen, saying that you're using a mod with bad data blahblah... Hope you can fix it. Thank you.
Greetings!
After playing for some rounds of Sudden Death mode, I spotted, that villagers (both player and AI) sometimes do not drop resources at TC from specific angles. I am not 100% sure if it is because of Sudden Death mode, but I spotted this issue after I tried new mode. AI players often use TCs to drop off resources and in result they do no develop as their villagers stand near TC holding food, wood etc.
Secondly, would it be possible to disable extra TC in other modes?
With regards, Marek
Ran into an issue where I tried the Keep spawn - and it would populate on top of berries making it only possible to grab a few berries instead of the whole.
Greetings!
Would it be possible to recreate Sudden death mode/option from Age of Empires 2? As Main Town Centers already act as essential buildings for landmark objective, so would it be possible to lock town center building, so only 1 town center can be built? (not counting landmarks like Palace of Swabia)
Apologies in advance if formatting is incorrect but an issue i've come across when hosting games is that i'm able to see enemy team's pings and team chat. Please let me know if there's any way i could provide further info/logs etc
Was playing a 2v2v2v2 match on Mega Random crafted map and only 5 relics spawned. This happened three more times and all games had 8 players. Its not the crafted map that has the issue because all relics spawn when using other mods.
Thanks in advance.
Can you make changes to the "treaty" function so during the "treaty" time each team does not receive every team's messages and "ping" notifications?
Now if "treaty" time is set, every team in the game will receive messages and "ping" notifications, even if you only use the function to send messages to your own team.
Everything works fine when the "treaty" time is over, so the "treaty" function is the problem.
I attempted to do this myself, but there kept being errors in my code. Your mod is awesome and has so many options. Could you add the ability to change player color? The more the better. I attempted to do it with hex colors #1d1d1d [black] but haven't gotten it to work yet.
This has happened quite a few times that I have kept up with, and figured it was time to try addressing it for possible solutions.
I have only saw this happen on games with AGS and Forest Nothing, in which if a Silver Tree landmark is destroyed, sometimes traders going to and from it will become stuck. This issue will become so bad that it bogs down game for every player, reducing fps to less than 5, and gets worse until people crash or the entire game crashes.
There is a way to fix this, either by killing stuck traders, or deleting them if they are yours, or repairing the ST fully.
Not sure if this would be an issue with AGS or just a bug that relic would have to patch?
When selecting starting villagers, no matter what is selected, always starts with 6.
Hi, i dont know how much is possible to do/fix. But slower speed unit fps is kinda horrible its like whole game lagging, is there anything that can be done to that or is it because of how game itself works?
E: In internet play
Recently when playing AOE4 using the advanced game settings mod, we played a 7v1 with the 1 player being handicapped. However, upon destroying one of his landmarks the game crashed for everyone stating a "Fatal Scar Error - Execution Paused" error. This has happened twice since we used this mod triggering both times upon the destruction of the handicapped players landmark. Please let me know if you need anymore details, this can be easily tested vs an AI using this mod handicapping the AI any any amount of handicap and destroying one of his landmarks.
The long-term situation is that very few people enter my room, but many people are in "nomad".
The name of this mod is AGS in the front and the back is hidden.、
Please put important keywords, where they can be seen.
Noobs are very much in this game, they don't actively try to understand the settings, they just enter, then exit, then find the next one.
thx for what u did and hope make end age option new mode then the issue with sparemen show as a box and said this mod not precached its not pretty i donot know why hope u hope me with it
Thanks for the great mod!
I got confused by the naming of handicap and that it actually provides a bonus. I thought at first it would provide something negative, like reducing the health amount and such. I think it would be more straight-forward naming it bonus right away. What do you think about that?
For example, if I limit the era to Age3, AI will always stay at age1 or age2, and its desire to upgrade the era will be significantly reduced.
Greetings! First i wanted to say thank you for this very awesome mod, i wish this would have been standard with the release of the Game.
Yet 1 year later we still are waiting :(
Anway, i just wanted to tell you that i stumbled over a problem with your Mod
Took me 100 hours to figure out why AI didn't wanted to place walls in the first place.
When i got the game at free2play week at steam i directly jumped into a session with your mod.
Well it doesn't matter if i use you mod activly as Game Mode, aslong this Mod is active, the A.I starts to refuse building Walls in 99% of the Cases, if i delete your Mod, they start to build again.
I can't really understand how the Mod is affecting the A.I in way like this o0? Did you changed maybe something? Is this intended? Or Is this a random conflict?
I just wanted to let you know, cause i really don't want to miss this mod :( been playing only Coop vs A.I and because i usally need the Tuningpacks for other purpose (improving A.I as example or other great mods) i rely on your mod as Popcap and other settings.
Do you think there is any way to fix this?
Thanks for your time and this awesome mod <3
you got 1 more scout and 6 more villagers than your setting,,,
AI problems are known, but this falls on Relic to fix. As we dont have proper AI api at the moment
I found there was some conflict between the mod I built from GitHub and the mod from the game. It would break the localization strings, causing words missing or garbled. I am not very sure where is the problem and I guess it is the GUID. But how can I change the GUID? It seems to be fixed when the mod is created and I didn't find any options to change it. I find a string "64c5019a145c4e4da448dbd3adeea61e" but replace it causes some bigger bugs on localization strings.
When Kill dead his body will just stand there.
I'm unsure if this is intentional, but I've noticed when using this mod the starting camera angle is adjusted from default expectations.
The Mongol AI does nothing if there isn't a stone deposit within its vision at the start of the game. In the current code you don't reveal the area around the player with AGS_RevealSpawn, so most of the time they can't see their nearest stone deposit. Alternatively, it might be possible to adjust the AI so that it scouts around at the start of the game, or get Relic to do that. Currently, if you lure their khan to a stone deposit the AI will start functioning again.
Once I remember there was a Chinese translation. But after some update it was disappear. Can you bring it back ?
There is a team balancer mod on ao4 but I can't play nomad teams with it could you make a team Balencer mode in your mod so I can use it in nomad teams ?
If possible, I would like to be able to integrate into the mod
Advanced Game Settings_zh-hans.csv
Hello, not a bug, would it be possible to have the option to spawn 1 scout with the villagers for Nomad AGS?
As title.
This bug happens so often that I presume you have already noticed it?
Some resource sites cannot be clicked (the action you use to check its property with a white circle showing up), they can still be harvested though. And those sites do not disappear when they run out. They linger on the map blocking any construction command on top of them, and then vanish after like 10 min.
I originally took it as a map error but then i notice it happens also on all offical maps (Arabia, Altai, MountainPass etc.). And when i switch the game mode to standard, this bug never happens no more. So there must be something wrong with the mod.
I cannot identify the exact cause for this. I hope you can fix it tho. Thanks.
Love the direction of this mod and would make my own other than I know nothing of coding and game modes require the most expertise.. but I think a toggle that causes a whole team to be eliminated if 1 team member is eliminated would fit well within the scope of this mod and be a welcomed addition. I believe this only affects Landmarks (though I suppose Regicide now). Implement or disregard at your own discretion. Thanks for all your work on putting this together!
The "Spawn Keep" checkbox spawns a King and the "Spawn King" checkbox spawns a Keep.
Hello,
This message appeared yesterday. I deleted the mod and reinstalled, same message. Happens to my friends too.
Good day.
Played a version of this free for all and noticed there are no neutral markets. Is that a setting option? Don't see it as an option.
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