SoI have decided to write an article on industrial to modern era warfare for multiplayer, specifically online play. This is my first article so hopefully I can cover everything. ? and plz forgive my spelling :wavey:
As for picking civs, any civ is good if you start from ancient era as they all have their time of dominance, but when i reach industrial era and beyond
I find that spirtual is extremely powerful. The ability to change civics with no anarchy is awsome.
You have been playing this game for awhile now, civs have ben destroyed, wonders constructed and empires forged. There should only be a few people left by this era with huge armies of cannons grens cavs and rifles.
Navy drops are always a threat, counter this with a nice stack of units in each coastal city with a mobile stack of cannons. The cannons will soften up any land invasion leaving the enemy units wounded with no retreat.
-You get factories which give even more mfg allowing you to build anything -extremely fast
-Infantry are good vs everything at this point and are very good -defenders/attackers
-Infantry are a core unit in the game which last a long time
-You draft infantry instead of rifles which is a very nice boost
-The pentagon, allows your units to become really deadly :devil:
-Organized builds factoiries very fast
This is where the transition phase as i call it comes into play.
Whether you pick railroad or infantry, you have to decide when is the right time to go 0% science and upgrade units or change civics (anarchy not a problem spirtual civs). this move costs you valuable tech, so decide when you think it is appropiate. I usually do so when I get infantry, wheter or not i get assembly line first or railroad.
Overall I prefer assembly line over railroad as you can change to Universal suffrage go 0% science and buy factories and the drafting of infantry is unsurpassed at this stage.
When i decide railroad is more important is when i have a large empire, and I dont tech as fast as my oppenents. Mass transportation allows my army to hold from an infantry attack.
You will need numberous healing units to keep your units alive. A warlord unit that wont face combat, should get triple healing so units heal 15% faster then usual. This is very handly surviving multiple cannons.
Say you take a front city that didnt mean to much to the enemy. I suggest keeping it and building a railroad to it. It is likely your culture was already near the city so the effect of the railroad will work. If you take any major city from an enemy, i suggest razing it. even if they cant take it back, it destoryes a huge culture radius allowing you to build more railroad.
When you reach a major city and have pillaged roads leading into that city using the bitc* tactic, you can take it. Sacrifce all your collateral damage units first followed by city attaack cannons. Follow up with your cavalry and it should be yours. If you dont have enough units to take the city, just camp around it and wait for more to come. This is why you choose railroad first, mass transportation.
This blog post describes my lockdown project of (partially) reversing the popular 2019 videogame Age of Empires 2: Definitive Edition.My efforts did not only educate me about lock-step simulation and 90s coding practices, but also lead to various multiplayer hacks.
While looking for a way to connect with nature during the corona lockdown (without leaving my basement ofc.), I stumbled upon AoE on steam.Naturally, I sucked at the game but got interested in how it works internally.I stumbled upon an interesting gamasutra article about how the first Age of Empire games managed to accomplish a (at the time) daunting task. They had to simulate several hundred units for up to 8 (!) players on the internet.
First, I wanted to see if I can perform some actions through code. Using CheatEngine I was able to find a pointer to a unit object, just by manual searching based on changing a units position.Thanks to Runtime Type Information (RTTI) this also gives insights about its inheritance hierarchie.ReClassEx reports this RTTI about our unit object:
To verify that this was indeed the function triggering movement, I wrote a small bot. This bot automatically dodges (my own) catapult attacks by moving all units from the impact location using their virtual move function.
To be honest I did not really expect this to be possible. But since I had so much fun until now, I wanted to see what else is possible.After all disallowing a player to move units owned by other players would be one of the first sanity checks that comes to my mind when dealing with a real time strategy game.Turns out the sky is the limit. There seem to be no sanity checks whatsoever.
This also works for ranked matches and could come in handy for tournaments (just kidding ;)).Be aware that the function offsets are hard coded and could change once there is a new patch for the game.The PoC would still work but would need updated offsets.
Some games are deliberately designed to be easy to modify, including a "construction set" of sorts to build levels, weapons, etc., and whole modding communities spring up as a result. However, some types of mods are discouraged, or even cracked down on, for good reason: If it's a multiplayer game, a mod in the hands of a player but not their opponent usually means an unfair advantage. (Some God Modders will use these anyway and hope they aren't caught.)That's why multiplayer games are usually exempt from mods or, if running on a modular engine, deliberately designed to be hard to mod (example is that most online multiplayer of any Source engine games has a "Pure" server settings which disables any mods including texture replacements).
A few mods take advantage of content that was programmed into the game in the early stages, then scrapped from the final design. Unless space is a big issue, the programmers usually leave all this content Dummied Out in the game's code. This leaves an opening for a modder to re-introduce an access point and enjoy the missing content... albeit at their own risk, since it's usually unfinished and untested. A safer and more generally successful approach is to overhaul the graphics. PC hardware becomes more advanced over time, making it capable of handling more detailed graphics; this helps keep an older game looking new and fresh and thus helping to keep it alive among the community, as well as helping to prevent the game from being overwhelmed by current-gen games.
It's much easier to mod a computer game than a hard-coded console game, but creative adjustments to a save file (and, with the most recent generation of games, console hard drive content) and/or use of a GameShark allow determined amateur programmers to mod with the best of them. Most often, however, mods of console games are edits of the ROM files used in Emulation. These tend to be referred to as "ROM hacks" and are usually considered a separate scene from mods, as running a mod is intended behavior of the original software especially in the case of games that offer an official avenue for modding, or alternatively, as mods are designed for games on open platforms such as the IBM Personal Computer and Apple Macintosh, while playing a ROM hack requires patching the game's binaries (or performing some other kind of hack) and copying said binaries to a flash cart or burned to a disc.note And in the case of more recent systems, performing some kind of modification to the consoles for them to run unsigned or modified code
Early ROM hacks were largely present in Famiclone consoles and cartridges, especially where the said system wasn't officially released. Cartridges contained graphics hacks very often. The most common ones were those where the main character was replaced by Mario, passing them off as an "installment" in the Mario series such as in the case of the now-infamous 7 Grand Dad (a bootlegged version of The Flintstones: The Rescue of Dino & Hoppy). For more on this side of things, see Unlicensed Game (which are more often than not hacks, though more ambitious examples lean closer to homebrew).
As mentioned earlier, computer games are much easier to modify than console games. As such, PC gamers will often list mods as a reason why PC games are clearly superior to their console counterparts, despite the aforementioned Sturgeon's Law.
Official responses to game mods vary from company to company. Some welcome them with open arms, some ignore them, and some call for their lawyers as soon as they catch wind of them, especially if the mod creator(s) are profiting from their work.
See also Rule Zero, Popular Game Variant, Self-Imposed Challenge, and Video Game Randomizer. Sub-trope to Fan Game. When mods start to eclipse the vanilla game in popularity, it's Come for the Game, Stay for the Mods.
Some of these even have their own work pages on this Wiki; see Game Mod Index.Here are examples of the popular modded games among the modding community. Feel free to add in a game and some description if its community endorses it enough:
Action-Adventure The Legend of Zelda: The Zelda games have a Video Game Randomizer, a mod that shuffles up all item locations and sometimes a whole lot more. Kotaku called the first game "one of the best roguelikes in recent memory". Full randomizers exist for both NES games, A Link to the Past (page), Link's Awakening, Ocarina of Time (page), Majora's Mask, Wind Waker, Minish Cap, and Twilight Princess. There are several mods for the original The Legend of Zelda; the best-known is probably Zelda Challenge: Outlands. The Legend of Zelda: A Link to the Past's mods Parallel Worlds (which began as the demo "Tower of the Triforce", and has an updated, slightly easier version known as Parallel Remodel) and Goddess of Wisdom, among others. Made possible with Hyrule Magic and Black Magic editing programs. ZethN64's Ura Zelda restoration project is a particularly infamous mod that never was completed. It was a mod Ocarina of Time that, despite its name, originally was supposed to just add a bunch of developmental elements back into the game, such as the fairy fountain and the Sky Temple. This later warped once more new elements were added, such as a custom story, the Dark World, and a new protagonist. It got to the point where it was essentially a new game, similarly to Majora's Mask. The project was too ambitious and it ended up cancelled. The smaller but no less ambitious hack The Missing Link luckily did make it to completion, and serves a short Interquel between Ocarina of Time and Majora's Mask. What's impressive about this mod is how it doesn't just modify existing assets from the original game, but rather adds new graphics, animations, music, NPCs and areas to explore; even the only preexisting area, Kokiri Forest, was redone from the ground up. It also gives Link back the ability to shoot sword beams from the 2D games, which is integral to solving many puzzles and beating many enemies. One of the most famous hacks in the Spanish romhacking scene is "La Lellenda de la Cerda", a parody translation of The Legend of Zelda: Link's Awakening DX, where the texts are translated re-framing the game as Link adventuring in a island full of drug addicts, prostitutes and assorted lowlife population, and the graphics were redrawn accordingly. Have a video. Metroid: The Super Metroid community gets its share of hacks, and you can enjoy such thing as the masterful (and difficult) Super Metroid Redesign, the brilliantly atmospheric Super Metroid Eris, or the complete level overhaul of Metroid X. While the definitive history of ROM hacking has yet to be written, one of the oldest total-conversion hacks, Super Metroid Redesign, dates at least from 2004, which establishes the game's hacking scene as perhaps one of the longest-standing outside the fan translation world. There's a wide variety of Super Metroid hacks, ranging from relatively minor gameplay and physics tweaks (Project Base) to radically deuterocanonical and hugely ambitious reimaginings of the entire game and its backstory (Hyper Metroid); while the total number of released hacks is relatively small compared to, say, the Super Mario World scene, the gameplay variety and general quality level of Super Metroid hacks is surprisingly high. They make a delightful diversion, especially for the veteran SM player who knows the classic game back to front. Would you like to know more? There are also a fairly substantial number of randomizers, as mentioned in the game description; they can completely reshuffle items and, in some cases, rooms, allowing a new experience each time one plays the game, and often requiring use of some clever, obscure techniques to reach critical items. There are several different randomizers, including this one, this one, this one, this one (which also shuffles up the rooms), and perhaps most interestingly, the Super Metroid/A Link to the Past randomizer, which mashes the game up with A Link to the Past: Randomizer (any item can be almost anywhere in either game, as long as its location doesn't render either game unwinnable). If you wanted a hair-ripping hack, try your hands at Super Metroid: Impossible. This is made by the person who developed the under-two hour tool-assisted speedrun for Redesign, a mod that typically takes as long as Metroid Prime. When it comes to reasonable hacks, we have Super Metroid Dependence which, for the most part, is pretty fair in its gameplay and really only has two points that come to mind (at least at the moment) where the player can become completely lost, one involving bombing a particular wall in Brinstar and the other that involves the creator being a dick by making a certain fake wall in Tourian not be revealed by the X-Ray Scope. Can't find your way through the orignal Metroid? Hate having to write long passwords? Hate having to choose between Ice and Wave Beams? What about grinding for health after continuing the game? Well, my friend, someone was thoughtful enough and made us a hack that improves the original Metroid! That's right! It not only gives you 3 save slots, but also a map screen while paused and allows you to use Ice and Wave Beams together! And it will also save your health! Sekiro: Shadows Die Twice is no stranger to mods like its Dark Souls predecessors. Early on there has been mods aiming to either tweak the gameplay like the Bloodborne Combat mod, or character mods ranging from the more or less serious such as Kenshin Himura and Shishio from Rurouni Kenshin, to the more outlandish like Woody, Bo Peep and even Benson the dummy from Toy Story, CJ and Big Smoke from Grand Theft Auto: San Andreas, along with the main cast of Frozen for good measure. This video pitting Elsa against Hans is something to behold.
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