Age Of Empires 1 Mods

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Milton Beaty

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Aug 4, 2024, 9:20:20 PM8/4/24
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TheEmpires Mod[1] handles a number of aesthetic changes to the world of Empires, from custom hats and tools to rabbitfolk villagers and giant boars, whose appearance was made by commissioned 2D and 3D artists. The series holds firmly to the vanilla survival aspect of the game, however, so all of the changes are purely cosmetic, and everything in their world behaves identically to some basic element of vanilla Minecraft (e.g., Shelby the Witch has a magic wand that shoots arrows like a bow).

Aside from the Empires Mod, the server also has a proximity voice chat mod and a few resource packs. Some members also have minor client-side mods like minimaps and freecams. There are no other major mods.


Season 2 introduced craftable bags of empire magic to create the various custom elements of their world. The magic bags can combine with certain items in a smithing table to give them unique models, and they also work on mobs to create fantasy creatures like the harengons of Sanctuary, the giant boars of Gobland and more.


These mechanics are rarely seen in the published series, and the custom elements are usually narratively introduced some other way; such as when Scott of Chromia crafted his wings out of fabric and wood, or when the magic of Sanctuary's land bestowed Princess Gem with magic butterfly wings.


Empires SMP has a resource pack for adjusting armor stands (posing them and turning them invisible, controlled using a book) and a pack that replaces wandering traders' stocks with randomized "microblock" trades. Most members also use a client-side pack for turning armor invisible.


Kwok's Galaxy Mod is actually a component from my Space Food Empires mod. However I thought it might be a good idea to release it as a standalone mod since it has a number of interesting features not available in other mods. This includes stellar objects like Neutron Stars or Pulsars, Dwarf stars, Supergiants and Blackholes with physical footprints! Planets are also arranged in a slightly more realistic fashion and there's lots of moons. Altogether it adds 100 new and original system types and dozens of new images. Even better is that all the objects are completely randomally generated!


The current version is a bit unpolished for regular Space Empires IV since it was designed with the Space Food Empires in mind. However, I will provide several small patches in the next few weeks as required. Overall the planet balance should be quite good. I also left in a couple of test Quadrant Types so you can check out some of the special systems.


I am starting this as a new thread as I am hoping to get into modding, with a game that I want to mod I was hoping that if there are any KOTOR and Sith Lord mod authors out there who could possibly enlighten me in the creation of jade empire mods whether there are similarities to KOTOR modding, If it can use the same tools what kind of programs would be required to get me started i am no programmer but i do have a love for the game and would ideally like to give it a fresh coat of paint if anyone can help i would be most grateful.


Modding is the act of modifying an Age of Empires game using third-party tools to add or change content such as attributes, buildings, units, etc, which it does not support natively (unlike say custom scenarios and campaigns).


The lists below divide mods between partial conversions (add-ons) and total conversions; the first category includes mods that add to the original content of the game, as well as unofficial patches, but without dramatically altering the core aspects of gameplay. Some partial conversions can be considered overhauls; these significantly change an entire game's graphics and gameplay but not to the extend of a total conversion.


Who's still playing Sins of a Solar Empire: Rebellion [official site]? It's been about a year since I last dabbled with Ironclad's lovely space RTS, but I'll admit that I think I'd quite like to play it right now rather than writing about it.


First up is Sins of the Prophets, a total conversion which "aims to capture the fast paced intensity of the Halo series" and bring it to Sins. They recently released an update tweaking the Sins map editor to use their custom assets. Prophets has been knocking around since the original Sins game was released in 2008 and a lot of the Prophets code still relates to that version of the game. The mod's team have elected to go through everything and ensure greater compatibility with Rebellion all round. The Forge update is a small offering to their followers and an opportunity to provide an update on the overhaul, which is apparently halfway done. Good luck to them!


Next up is Thrawn's Revenge II: Ascendancy, which is of course a Star Wars mod. Hey, I remember Thrawn! I read a couple of Zahn's books as a teenager. It looks like Thrawn's experienced some success since then. Always nice to see a local Mitth boy done good.


The 0.9 beta release of this mod was launched earlier this month with quite a significant bevy of updates. It sounds like quite a few features function differently to vanilla Rebellion, to the extent that the mod team recommend doing a bit of reading before you play. Or you could just dive in and build some Corellian Corvettes; whatever floats your spaceboat.


Finally, we've got one that Mass Effect mod Alec teased back in 2012, before it was even available. It is, happily, available now. The mod's most recent release update was last August, but the team have been showing off some of their recent work, having made good progress over the past few weeks, and mentioning three mods seems better than mentioning two, yes?


I've barely scratched the surface of the Sins modding community here, which if I'm honest is because I'm as new to it as many of you reading this probably are. Still, hopefully I've inspired a few of you to join me in reinstalling Rebellion and trying out some of these - or other - conversions and mods for Sins.


This article is about creating mods adding custom (prescripted) empires. Please note the fact this guide is not describing the process of modding any graphic assets (alien portraits, flag symbols, starship models etc.), just txt instructions needed to create the custom empire using default assets of a game.


99_prescripted_countries.txt is a file contained in a folder Stellaris->prescripted_countries, which is the base file you need to modify in order to make your custom empire appear correctly in a Stellaris New Game empire selection screen. Modding that file is enough to add the most basic custom empire to the game.


By default, 99_prescripted_countries.txt contains code for the game's default empires, beginning with United Nations of Earth. The order of empires coded in this file is also the order of those empires displaying on the New Game scrolled list of empires, so uppermost humans display first. In your mod you can either delete default prescripted countries and replace them with your own, or simply add your own to the bottom of the list so they will display after default ones.


Self-explanatory part. "humans1" in this case is the base code for the empire, it will be referenced in other files but won't display in game. Name = "humans1" means the full name of that empire displaying in the game - such as United Nations of Earth or Human Commonwealth - is coded in the localisation files this way. Species_name is the name a singular pop of those species will have, plural form is used in appropriate moments in game.The difference between species_adjective and adjective is, the first one applies to species and the second one to imperial adjectives. This shouldn't matter in most cases though.


This is a ship prefix appearing before name of every single starship in the game. For example, if namelist contains starship name "Discovery" and you type "USS" as United States Ship in prefix, then the result in game will be USS Discovery. You can invent whatever abbreviation and prefix you want - for extra immersion check rules of real life ship prefixes here _prefix


Here you put the phenotype of your species, one of the following: mammalian, reptilian, avian, molluscoid, arthropoid, fungoid, robotic and machine. You have to type the phenotype of your empires species portrait here, or portraits of your species may display wrongly.The code for species classes is: mammalians - MAM, reptilians - REP, avians - AVI, arthropoids - ART, molluscoids - MOL, fungoids - FUN, plants - PLANT, machine - MACHINE, robotic - ROBOT.


Reference file for traits is in Stellaris->common->traits->00_species_traits.txt, here is everything you need to know while assigning traits to your custom race.You just need to paste here all traits you want your race to have.Remember about default trait limits and rules. It is impossible for species to have more than 4 positive and negative traits, some of traits exclude each other (quick learners-slow learners etc.) and traits need to fit under trait points limit. If you break one of those rules then empire may be bugged or not display. 00_species_traits.txt contains cost of each traits point cost and list of traits contradicting each other, so use it for reference.


The names of government types and general gov references are in common->governments->00_governments.txt. Ethics are in common->ethics->00_ethics.txtRemember about default government-ethics restrictions: democracies are not allowed with authoritarian ethics, autocracies with egalitarian, oligarchies with fanatic egalitarianism or fanatic authoritarianism etc. If you make the inappropriate combination of gov type and ethics, then custom empire may not work.


First two names are self-explanatory, here you input whatever names you want starting planet and system of your empire to have. As for the planet class, here you choose type (climate) of planet preferred by your species; code of allowed planet classes is pc_desert, pc_tropical, pc_continental, pc_ocean, pc_arctic, pc_tundra and pc_arid. As you probably care what climates your Xenomorph species want to inhabit, remember about the Habitability Wheel while assigning base planet class.

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