Buildings Mod?

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Holy See Imperial Noob
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Re: Buildings Mod?

Post by Imperial Noob »

Omkar_Satapathy wrote:
Ashvin wrote:He is a guy :D

Lol, my mistake. His name and avatar are misleading. :biggrin:


To not recognise the person in his avatars is a good sign. Happened to me too.
Your work is amazing, btw. The old factions need something to match Japanese age IV in aesthetics, or at the very least the Chinese. :grin:
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Re: Buildings Mod?

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Post by Omkar_Satapathy »

This mod not only introduces new building textures, but also fixes some old mistakes by game makers like this-
Image
If you find some other such bugs ingame, please report me.
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Re: Buildings Mod?

Post by wardyb1 »

Damn, this just keeps looking better and better.
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Poland pecelot
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Re: Buildings Mod?

Post by pecelot »

Omkar_Satapathy wrote:This mod not only introduces new building textures, but also fixes some old mistakes by game makers like this-
[spoiler=image]Image[/spoiler]
If you find some other such bugs ingame, please report me.

What was incorrect with that? :hmm:
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Re: Buildings Mod?

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Post by Omkar_Satapathy »

pecelot wrote:
Omkar_Satapathy wrote:This mod not only introduces new building textures, but also fixes some old mistakes by game makers like this-
[spoiler=image]Image[/spoiler]
If you find some other such bugs ingame, please report me.

What was incorrect with that? :hmm:

The ground texture for the native Embassy was a brown square box. It looked really weird compared to others. This is because the developer forgot to add alpha texture ( invisible texture). It has been fixed. You can check it in the original game.
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Re: Buildings Mod?

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Post by Omkar_Satapathy »

By the way I am working on adding many other fixes like, unique villagers for ottomans, unique textures for the sails of the ships of Indians and Ottomans, adding actual upgrade textures for each unit upgrades ( like the pikeman) and much more. I am planning to add some more unique units and techs to each civilisation. I have also enabled home city chats for Asians. Improving the AI to build wall. Many other things are in my plan.
Any other ideas to improve the game without changing balance are welcome.
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Re: Buildings Mod?

Post by Atomiswave »

Omkar_Satapathy wrote:By the way I am working on adding many other fixes like, unique villagers for ottomans, unique textures for the sails of the ships of Indians and Ottomans, adding actual upgrade textures for each unit upgrades ( like the pikeman) and much more. I am planning to add some more unique units and techs to each civilisation. I have also enabled home city chats for Asians. Improving the AI to build wall. Many other things are in my plan.
Any other ideas to improve the game without changing balance are welcome.


Splendid idea!

Is it possible to change mm's models for Otto? They look the same as other euro civs, I think they should have oriental look.

As for new techs and units you plan to add, that will surely change balance.
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Re: Buildings Mod?

Post by EAGLEMUT »

I guess he means more unique unit skins? Otherwise any completely new units are likely to shake up the balance a lot of course.
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Re: Buildings Mod?

Post by Atomiswave »

EAGLEMUT wrote:I guess he means more unique unit skins? Otherwise any completely new units are likely to shake up the balance a lot of course.


Yes, skin is appropriate word. Stats must be the same ofc.
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Re: Buildings Mod?

Post by Omkar_Satapathy »

I am sorry, but I am planning to add some new units to each civilisation.
For example some cheap recruitable horse cavalry to Indians, Brigs to British/Spanish, Polish Winged Hussars to Germans as Mercenary Card, and some other features.
By saying, I don't want to alter game balance I mean I don't want to add OP units or units already present in the game to be recruitable. For example there are few other mods that just enable buildable forts or factory. I don't like that concept.
I want to add historically accurate units. Each new units will have it's unique HC techs and other upgrades. I just want to make the game much more awesome.
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Re: Buildings Mod?

Post by pecelot »

So you're talking about your Age of Dynasties mod, right?
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Re: Buildings Mod?

Post by Omkar_Satapathy »

No, I no longer work on that mod. Huang, will continue it.
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Re: Buildings Mod?

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Post by Omkar_Satapathy »

@pecelot @Atomiswave @EAGLEMUT
Okay let it go. I will continue this mod to be a graphic mod. Will not add any new units or buildings. It will remain completely ESO compatible. :grin:
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Re: Buildings Mod?

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Post by EAGLEMUT »

Cool. As I understand it, anyone can install this mod now and play with other people without the mod on EP/RE just fine, right? I think it would be a considerable downside if you pack completely new stuff into the patch and thus make it incompatible with other patches.
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Re: Buildings Mod?

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Post by Omkar_Satapathy »

@EAGLEMUT Yes. People will be able to play 'with mod' and 'without mod' together finely with this mod. If I have some other ideas I will release it separately.
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Re: Buildings Mod?

Post by Atomiswave »

Omkar_Satapathy wrote:@pecelot @Atomiswave @EAGLEMUT
Okay let it go. I will continue this mod to be a graphic mod. Will not add any new units or buildings. It will remain completely ESO compatible. :grin:


Thnx, AOE III really needs good graphics mods, there are already plenty game changing mods. You can add so much diversity to existing units, especially after upgrades.
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Re: Buildings Mod?

Post by Omkar_Satapathy »

Added new updates ( download and articles). Will be available soon: http://www.moddb.com/mods/omkars-mod
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Re: Buildings Mod?

Post by Omkar_Satapathy »

Good news everyone! @huanglukuzhu has provided a permanent texture replacer programme on moddb. I will check it. If it works, we can get rid of texture lag problem permanently.
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Re: Buildings Mod?

Post by Omkar_Satapathy »

I tried using the file but it didn't work. It does not save files.
Check this file: http://www.moddb.com/company/age-of-dyn ... urechanger
Maybe some ESOC member knows how to make it work.
Please help.
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Great Britain Panmaster
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Re: Buildings Mod?

Post by Panmaster »

I bet if you pack the mod files into art1.bar, art2.bar ... there'd be no more problems.
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Re: Buildings Mod?

Post by Omkar_Satapathy »

Panmaster wrote:I bet if you pack the mod files into art1.bar, art2.bar ... there'd be no more problems.

You lost the bet then, I have already tried this with my previous mods. They still have the problem.
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Re: Buildings Mod?

Post by Omkar_Satapathy »

It seems the mod is now complete with installers for easy use. Please Re-Download from http://www.moddb.com/mods/omkars-mod
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Re: Buildings Mod?

Post by silas66 »

Hi Omkar,
I used ur mod but unfortunately 2 of 3 games were oos, so i had to uninstall it =/
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Re: Buildings Mod?

Post by Omkar_Satapathy »

silas66 wrote:Hi Omkar,
I used ur mod but unfortunately 2 of 3 games were oos, so i had to uninstall it =/

Never happened to me. I have played three matches online. Are you using the latest version?
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Re: Buildings Mod?

Post by Omkar_Satapathy »

My mod doesn't modify proto file, so the problem of oos is not for this mod but some kind of lags like low internet connection or low FPS rate.

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