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Remove population limit age of empires 32/18/2024 ![]() Did defeating 14 archers/skirmishers with a few knights mean you lost the game? Usually not. I don’t think any RTS (regardless of my opinion on them) has such a low pop model where like defeating 5 to 10 units can turn the tide of a game lol. It would change how events and rushes occur, but as usual, powers and tech trees can still tip the tide of a game it stops underworlds and sands, and other powers from being as potentially game-breaking, and frees up room for a ‘response/counter’, rather than instantly being behind etc. I think lower costs and higher pop would mean games aren’t ‘over’ if they simply lose some units and then it’s less like ‘owel I lost 6 archers of resources, so im behind’. Winning/losing isn’t some small event: you almost always have a chance to recover and win, but also winning is more definitive, with more units/tech, when it happens. It’d be much more grandiose of a game, and aoe2 while full of flaws and redundancy, shows that it works quite fine to opt to have more units. (in context that they know from guidebooks and such what is overpowered and not for like 10 years) It’s fun to learn but the little petty things they do now to try to ‘gain an edge’ are downright sad, whereas with more units, it tends to be more of a flood and more ability to counter/do things. Most of the players who continue playing hundreds if not thousands of games, just ‘don’t understand that’, and aren’t improving much anyway. If you don’t understand that’s ‘gambling’ as well as sort of petty/ridiculous, for many reasons, including that it’s a dead ~100 player game. It is much funner at the learning stages and at the level you have some fun to use non-optimal strategies. I felt the micro in AoM is downright low IQ and childish, especially at the level it was left now- only r3t2rds compete at AoM at top levels, trying to like micro units and dodge arrows etc. I don’t think it should be ‘too similar’ where the new game is actually boring. I'm not revealing more info because it might be dangerous for online gameplay moderators can PM me if they want to know in detail.I agree for once, even if only to make an ‘actual change’ to what the new game will be. Every time I try to upload it to a website, it is taken down, because it gets flagged as a virus. Pass another number as a command line parameter if you want more, i.e. I managed to get my hands on the population-cap-mod-tool by Nicifer. The default increase applied by popunlock is up to 400. You'll see a confirmation message when the patch is applied. Never use Iroquois Mother Earth dance (or remove it from techtreey if you prefer)Ģ) Run popunlock.exe whenever you want before starting a game in TAD. I suppose some antivirus report it as a threat because it performs suspicious actions (getting a list of the running processes, opening the game process with debug privileges for read/write operations)ġ) Open techtreey.xml and add these lines to the starting tech of each civ (i.e. My Avira Antivir didn't want me to run my own program when i made it I've compiled it myself and I grant there's no virus in it. If people want to play the game with the original 200 pop limit they can choose to, or maybe have more options for say 300 and 500 population limits. It would simply be an option you choose in the settings or in the game creation lobby. SHA256: c5036b94c2a993af2af9bb9debcf05a88a4cb945957d2796734e9e1bcf83b0d8 However, I would love to see an option to raise the population limit. ![]() McAfee-GW-Edition - 2010.1C - 2011.02.20 - 1 ) Unlimited Population ( you can check in the video the population never increased.) 2) Unlimited Army you can built. I'm posting here an executable that will remove that 250 limit, so you can extend the population through the PopulationCapBonus value in techtreey.xml ![]() The total population ( 200 + PopulationCapExtra + PopulationCapBonus ) is limited to 250! In its latest restriction on religious freedom, the Talibans Ministry of Higher Education has ordered all private universities in Afghanistan to remove. The population cap given by the houses with no other bonuses is limited to 200 Here are the restrictions hardcoded in the executable: So I've come up with another solution to increase the population cap to an arbitrary number! I will never release it for vanilla or TWCĪll the mods I've found so far to increase the population cap, were all about decreasing the population cost of each unit in proto#.xml.
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