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Topic Subject: Patch MP Evolution 2.0
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posted 05-02-11 07:52 AM EDT (US)   


http://aow2net.azurewebsites.net/mpe


3.5 years of development.
37 fixed bugs.
2 new wizard skills.
Over 100 game engine improvements, including spell dependencies, production transfer and new terrain/movement features.
Additional mod editor with more than 20 new mod settings to tweak.
Numerous balance improvements, thoroughly weighted and properly tested.
NO crazy new units, stolen and poorly converted graphics or any other ridiculous changes - this is still good old AoW, carefully improved in so many ways.

This is our new masterpiece: MP Evolution 2.


We'd like to say a big loud "thank you" to everyone who's been with us for all these years. Through all supportive posts and all the criticism, through countless bold suggestions and even bigger amount of the games played to test them you've helped us to make this patch better.

Thank you!

~ HellBrick & Jobe

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0

[This message has been edited by HellBrick (edited 09-12-2014 @ 02:49 PM).]

Replies:
posted 06-25-13 11:18 PM EDT (US)     841 / 952  
Thats awesome...

Thank you so much for this terrific work!


Edit:
To continue the discussion in the Lab-Break topic:

Sorry, i was too unspecific. What i meant was:
Would it be possible to show the damage directly on the battlefield, in form of a little red number above the damaged unit?

The reason is:
I dont watch the log for every damage, as it would disturb my concentration.
When i play, i am completely focused on the battlefield...


One other thing:
The first tutorial cannot be finished with MPE, as due to the balance-changes, the eagle doesnt move far enough on the world map to reach a special location.

[This message has been edited by Juma (edited 07-01-2013 @ 03:59 AM).]

posted 07-01-13 03:35 AM EDT (US)     842 / 952  
Would it be possible to show the damage directly on the battlefield, in form of a little red number above the damaged unit?
Unfortunately, no. We can't do anything with the way UI is rendered.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 07-01-13 06:10 AM EDT (US)     843 / 952  
What about the discompatibility with the tutorial?
Would it be possible to set, just for the tutorial, all stats for all units to default?
Reasons, beside the pure comfort, would be, that new languages are only available with MPE and, especially for newcomers, that after installing Lab Break, no campaign maps can be opened with the standard editor anymore.
That means, that if the tutorial maps have been loaded and saved with the MPE-Editor to make them compatible, there is no way to play the tutorial anymore...

[This message has been edited by Juma (edited 07-01-2013 @ 09:12 AM).]

posted 07-01-13 12:28 PM EDT (US)     844 / 952  
What about the discompatibility with the tutorial?
I think we'll provide MPE-adapted version of campaign maps somewhere in the future updates.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 07-02-13 03:23 PM EDT (US)     845 / 952  
I just discovered the beautiful "MPE coloured spell icons".
Is there a reason that they are not integrated in MPE by default?
Additionaly, it would be awesome, if a similiar set would be done for the skills...

[This message has been edited by Juma (edited 07-02-2013 @ 03:37 PM).]

posted 07-02-13 11:11 PM EDT (US)     846 / 952  
Is there a reason that they are not integrated in MPE by default?
The reason is very simple: most people don't like them and prefer the standard icons.
Additionaly, it would be awesome, if a similiar set would be done for the skills...
Unfortunately, my graphics skills are not enough to do this. I discussed it with Jobe, but he didn't like this idea either. So unless someone with the Photoshop skills gets interested in this, there's not much we can do.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 07-03-13 03:55 PM EDT (US)     847 / 952  
I've written an email to the creator of the spell-icons, PavelS.
Maybe he will be so kind to create skill-icons as well...

Another thing:
Would it be possible on the battlefield, to show only unit-abilities which are combat-relevant?

[This message has been edited by Juma (edited 07-03-2013 @ 11:14 PM).]

posted 07-03-13 10:58 PM EDT (US)     848 / 952  
Would it be possible on the battlefield, to show only unit-abilities which are combat-relevant?
I'm afraid it's not possible either. You have a lot of very nice ideas, but they all are fundamentally impossible for different reasons =) The problem with this one is the game lacks the concept of "combat-relevant" ability, and it's unrealistically difficult to introduce it. Of course it's possible to tell TC action abilities from everything else, but there's a lot of passive abilities that are relevant to the combat, and there's no good way to differentiate them.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 07-04-13 06:34 AM EDT (US)     849 / 952  
Email sent to Juma and HellBrick.

A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 07-04-13 08:10 AM EDT (US)     850 / 952  
Sorry if this seams to be total off topic...

I have no idea what happens if AoW III is released.
Maybe it will not affect AoWSM in no case but maybe there is hope for a release of the code one day.
I think this possibility is very small but hope can even stay in hopeless situations like this.
AoWSM is again sold via online portals and this makes it less probably that we/you ever get the needed codes for our hex mongers.
Itīs a pitty that they hang on their code if I compare this to other companies.
They say they always stay interested in AoWSM but I donīt really believe this. During the years there was no true support by the TS mates.
If they loved their game so much there would be ways to support (for example the FX tool to make FX effects or at least some hidden rubbish pictures of units, structures or whatever that never make it to the final version) the community with stuff and code no matter what laws or orders and moneymakers say.

I think AoW III will not affect AoWSM in any case - not for the good (we get the needed code), nor for the bad (we donīt get it).
For me AoW III will fade away (from all I see so far) like all other 3D games no matter if AoWSM is here or not.
AoW III Players will come and go and will not leave a track here.
AoW III looks like any other 3D game so far. Flatt 3D terrain, hard edges, always known look for such games.
And so the players will hunt for it and vanish with the same speed like we see it every day on the marked.

I wish the devs success and for sure they will sell it - maybe long enough to make the needed money on the fast 3D game marked.
But in fact I only hope for the release of the AoWSM source code for you guys to make the best game ever better (open source - unlimited abilities) and give it - something that AoW III maybe never reaches - immortality.

AoWSM Maps: 1. Marlenes Welt 2. Marlenes Schatten 3. Marlenes Gnade
Up.1.4 Maps: 4. Secrets of Marlenia (UPatch 1.4 Map - update) 5. Gates of Elocin - Part I (Mapmaking Competition - Winning Map) 6. Davidīs Winter Wonderland 7. Fairy Wedding
8. Marleneīs_Laughter 9. The Gods Arena Of Magic And Power 10. The_Wilderness 11. Kayland (AoW I Mod) 12. Mia-Mina_&_The_Seadrake
11. AoW I Sound Set for AoWSM 12. Gentleman Rules Set
Need Help? The Conqueror's Fieldguide to The Groll's Universe
Proud member of the Upatch 1.4, 1.5 & 1.6 Team
posted 07-09-13 09:16 PM EDT (US)     851 / 952  
Why is the resources button greyed out in the editor? I would like to edit Dwiggs mod inside this mod
posted 07-09-13 11:20 PM EDT (US)     852 / 952  
That's a bug of the map editor: it disables the button if mod ID is set to 0. Until this issue is resolved, you can use the mod editor to temporarily change its ID, edit things you want to edit and change the ID back.

(But be careful: there are some issues with the Dwiggs reported which I'm investigating at the moment)

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 07-24-13 08:19 PM EDT (US)     853 / 952  
I Don't Know if its a Bug or Not But When I Tried Creating a New Mod Under the 2.0 Mpe Patch the default Resources Tab for modifying the Wizards and Heroes Resources in the map Editor are grayed out on the abilities Section making it Unable to Add Any Abilities though the resource tab but by loading up a mod that already has abilities assigned though the resource tab allows me to edit them.
posted 07-25-13 03:52 AM EDT (US)     854 / 952  
Yep, it's a bug. Read my previous post, I suggested a workaround there.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 07-26-13 00:07 AM EDT (US)     855 / 952  
Would it be possible to add more awards for units (f.e. a platin medal)?

Also, i was asking myself, if there is/there are mod/s, which improve MPE, in the sense of adding new stuff without disturbing the changes and general idea of MPE?
posted 07-26-13 02:43 AM EDT (US)     856 / 952  
Would it be possible to add more awards for units (f.e. a platin medal)?
Nope. We'll have to wait for AoW 3 for the stuff like that =)

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 08-04-13 00:03 AM EDT (US)     857 / 952  
So how do you change the mod ID?

Also I have a scenario again with starting pioneers where the AI starts with a pioneer but never settles the city. How do I find the seed to give you?
posted 08-04-13 01:37 AM EDT (US)     858 / 952  
So how do you change the mod ID?
http://i.imgur.com/f9sZCG2.png
Also I have a scenario again with starting pioneers where the AI starts with a pioneer but never settles the city. How do I find the seed to give you?
Unfortunately, there's nothing we can do about AI.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 08-23-13 02:57 AM EDT (US)     859 / 952  
What a bout the secret laboratory?

I was send to a dark dungeon but I am back now.

Please HellBrick. Tell us good news or at least you have not abandoned AoWSM and your great mod.

AoWSM Maps: 1. Marlenes Welt 2. Marlenes Schatten 3. Marlenes Gnade
Up.1.4 Maps: 4. Secrets of Marlenia (UPatch 1.4 Map - update) 5. Gates of Elocin - Part I (Mapmaking Competition - Winning Map) 6. Davidīs Winter Wonderland 7. Fairy Wedding
8. Marleneīs_Laughter 9. The Gods Arena Of Magic And Power 10. The_Wilderness 11. Kayland (AoW I Mod) 12. Mia-Mina_&_The_Seadrake
11. AoW I Sound Set for AoWSM 12. Gentleman Rules Set
Need Help? The Conqueror's Fieldguide to The Groll's Universe
Proud member of the Upatch 1.4, 1.5 & 1.6 Team
posted 08-23-13 05:14 AM EDT (US)     860 / 952  
And right after this I played one of my maps finding this bad stop movement bug where groups can stack on the same hex.

My question today: Can you or have you already removed this bug?
Sorry if this question was asked earlier.

AoWSM Maps: 1. Marlenes Welt 2. Marlenes Schatten 3. Marlenes Gnade
Up.1.4 Maps: 4. Secrets of Marlenia (UPatch 1.4 Map - update) 5. Gates of Elocin - Part I (Mapmaking Competition - Winning Map) 6. Davidīs Winter Wonderland 7. Fairy Wedding
8. Marleneīs_Laughter 9. The Gods Arena Of Magic And Power 10. The_Wilderness 11. Kayland (AoW I Mod) 12. Mia-Mina_&_The_Seadrake
11. AoW I Sound Set for AoWSM 12. Gentleman Rules Set
Need Help? The Conqueror's Fieldguide to The Groll's Universe
Proud member of the Upatch 1.4, 1.5 & 1.6 Team

[This message has been edited by The Groll (edited 08-23-2013 @ 05:15 AM).]

posted 08-23-13 12:49 PM EDT (US)     861 / 952  
And right after this I played one of my maps finding this bad stop movement bug where groups can stack on the same hex.

My question today: Can you or have you already removed this bug?
I know this one, but unfortunately there's nothing we can do about it.
What a bout the secret laboratory?
The secret laboratory is as active as always, it's more of a state of mind kind of thing =) But things developed in it right now have nothing to do with MPE (well, almost nothing). A couple of them are AoW-related though, so I'm not just going to vanish into thin air

As for the MPE... I'd say it's in some kind of hibernation right now. It's still supported: a couple of minor updates were released since 2.0, and if we find any issues that are critical or easy to fix, we'll address them. But at the moment we don't plan to enter another full development cycle that would target a new major release. The main reason is very simple: we've done almost everything that was humanly possible with the limited resources we had. There are some things left that are possible, but need an absolutely insane amount of time to be implemented. An amount of time that I'm not ready to sacrifice.

I know this might be disappointing, but from the very beginning it was obvious that someday we'll have to stop. The only question was how far we'll get, and personally I'm more than satisfied with what we've achieved.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0

[This message has been edited by HellBrick (edited 08-23-2013 @ 12:54 PM).]

posted 08-24-13 00:24 AM EDT (US)     862 / 952  
I know this might be disappointing, but from the very beginning it was obvious that someday we'll have to stop. The only question was how far we'll get, and personally I'm more than satisfied with what we've achieved.
Not really disappointing... Because you made such a great improvement to this old game.
You can be proud of what you made and what you give for all the players out here.
You have proven loyalty to this old game while you develop MPE.
If I could decide your salary would be the SC of this game.
AoW III will be total different and we old guys would like to develop and play AoWSM in future.

After all this we must not be disappointed.
We have to thank you for MPE and for many other things like the help you gave us (and me) during the time.
Good to read you will not vanish into thin air.

AoWSM Maps: 1. Marlenes Welt 2. Marlenes Schatten 3. Marlenes Gnade
Up.1.4 Maps: 4. Secrets of Marlenia (UPatch 1.4 Map - update) 5. Gates of Elocin - Part I (Mapmaking Competition - Winning Map) 6. Davidīs Winter Wonderland 7. Fairy Wedding
8. Marleneīs_Laughter 9. The Gods Arena Of Magic And Power 10. The_Wilderness 11. Kayland (AoW I Mod) 12. Mia-Mina_&_The_Seadrake
11. AoW I Sound Set for AoWSM 12. Gentleman Rules Set
Need Help? The Conqueror's Fieldguide to The Groll's Universe
Proud member of the Upatch 1.4, 1.5 & 1.6 Team
posted 08-24-13 10:39 AM EDT (US)     863 / 952  
Just got back into AoW SM (left my copy at home when I moved away, now playing again courtesy of GOG.com) and as a huge fan of MPE in the past, I was eager to download the new version. A couple of questions, and I'm assuming they've already been asked but I went through the last ten pages or so and didn't see anything.


First, I absolutely love the idea of spell pre-requisites, but how does it work with multiclass? For example, is it possible for me to choose 4 Air and get Ice Dragon as my level 4 spell but not get Air Elemental as a level 3 spell?


Second, I'm not clear on how Mist Cloak works. If I understand properly, it ONLY works against people I'm allied with?

Thanks for your patience! Really loving the work you guys did with this mod. The ability to have only your own borders visible is truly astounding.
posted 08-24-13 12:04 PM EDT (US)     864 / 952  
First, I absolutely love the idea of spell pre-requisites, but how does it work with multiclass? For example, is it possible for me to choose 4 Air and get Ice Dragon as my level 4 spell but not get Air Elemental as a level 3 spell?
No, it's not possible. A spell won't enter the pool of "contestants" to be a part of the spellbook unless all its prerequisites have already been included in the spellbook.
Second, I'm not clear on how Mist Cloak works. If I understand properly, it ONLY works against people I'm allied with?
The spell works pretty much like it did in SM, but it no longer hides units that belong to the caster's enemies and no longer disappears after a few days.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 10-07-13 02:20 PM EDT (US)     865 / 952  
All out of sudden, 2.0.3 happened. If there are any online players still alive around here, they probably should recognize the bug that has been fixed with this update

Links to the installer and the change log are, like always, in the main post.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 10-11-13 01:47 AM EDT (US)     866 / 952  
Awesome! Still no way to use resources in editor to mod anything?
posted 10-12-13 01:44 AM EDT (US)     867 / 952  
Well, if you consider solution with temporarily changing the mod ID a 'no way', then yes, no way =) 2.0.3 was really a fast 2-hour-work fix for the upcoming tournament, had no time to work on the more tricky things.

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 10-13-13 11:47 PM EDT (US)     868 / 952  
Could you please explain how you change the mod ID?
posted 10-16-13 10:34 AM EDT (US)     869 / 952  
Mod editor -> Double-click the mod to edit -> Settings -> Generate new ID -> Save

http://i.imgur.com/f9sZCG2.png

Author of the post is not responsible for any side effects of reading it, including mental trauma, blown up brains, hurt feelings, law violation, sudden death or understanding what the hell author meant.
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MP Evolution 2.0 | Lab break 1.0
posted 10-24-13 06:19 PM EDT (US)     870 / 952  
Still following and playing this. And still enjoying it.

Unless I'm imagining things, it seems you made a few undocumented fixes that I like in regards to unit animations. Units I remember looping incorrectly during their idle animations seem corrected now (such as the Dwarven Berserker), and siege weapons that block, such as the Cannon, no longer sink into the ground, a glitch I associated with it not having a block animation.

I'm curious, are you still planning to address the Item Forge at some point?

Also, will the Mod Editor see more features added? Just as some examples off the top of my head:

-The default Wizards could be modified like units, either in that or their own tab
-Building prices, prerequisites, icons etc.
-Unit prerequisites (e.g. Cavalry requires War Hall)

As an aside... I noticed Wolves cost an upkeep of 10 gold per turn? If summoned by Call of the Forest or acquired through control or recruitment, they cost nearly twice as much maintenance per turn as Level 1 units, which they seem to have equivalent stats of. Just curious if this was an oversight or by design. I can't recall their upkeep in the original game, so perhaps this was unchanged.

Anyway, looking forward to future versions. It just keeps getting better and better.

EDIT: p.s., did you find out anything about preserving Guard orders etc. in MP saves like the SP saves do? I mentioned that and you expressed curiosity about it, but I never saw it mentioned again. Wondering if you ever got around to checking out the possibility of MP saves preserving such orders as well.

[This message has been edited by Belix (edited 10-24-2013 @ 06:22 PM).]

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