Age of Chivalry

Age of Chivalry: Hegemony

By Kor Bosch and Andrew Dunn
Age of Chivalry – a total conversion modification pack for Age of Empires II: the Conquerors set in Western and Central Europe 1100-1500 AD.
Requires the C patch.

GET IT HERE
Note: a more frequently maintained website for Age of Chivalry can be found here

The Middle Ages are a popular period in history. Subjects like the Hundred Years War, the feudal system, the papacy and the crusades still grab the attention of many. Age of Empires II was intended to reflect this period, but left something to be desired.A fine gentleman To make the game more accurate, therefore, and focused on the Western and Central European theatre, Andrew Dunn and myself set out to adjust the original and create a whole new gaming experience! In addition changing every single civilisation in the game, we are introducing many new units, new, civilisation-specific buildings (the Princely Court, the Assembly Hall and the Guild Hall) as well as over a dozen new technologies, policy decisions, a mercenary system, new combat dynamics, a new random map AI, and even an extensive history section. Yes, that’s right: we’re replacing all the civilisations in the game with new ones!

Wide support for scenario-only objects is included, and to showcase these a multi-scenario campaign is included with the mod itself. Multiplayer and random map balance has been tweaked, and with the new civilisations joining the mix, the European battles are even better!

Features:

• Command one of three types of civilisation: the early-game Communal civilisations, the mid-game, militia/spear-centred Urban societies or the heavy infantry/cavalry Noble principalities
• Prepare to fight! Changed game mechanics ensure a much earlier start to the combat, with archery units available in the first age and castles and battering rams in the second
• Complement your armies with mercenaries like the Genoese Crossbowman, the Privateer, Mercenary Longbowmen, or, for the French, Scots Guards and Swiss Pikemen
• Take up the fight as Austria, Bavaria, Bohemia, Brittany, Burgundy, Denmark, England, Flanders, France, Friesland, Guelders, Helvetia, Poland, Savoy, Saxony, Scotland, Wales, or Genoa itself, each completely different
• Advance your civilisation on one of two paths by making essential policy decisions, affecting the future of your people
• New buildings, technologies, and units, from the ordinances of the Princely Court to the might of each faction’s hero
• Amass armies of lancers, batteries of ribalds; raise urban militias or chivalric hosts
• Research new, civ-specific, technologies, such as English Longbowmen or Welsh Border Forts
• Regicide and wonder games are given new depth with named rulers and monuments to protect or kill
• Discover the history of each of the 18 countries – plus special articles on the period’s conflicts and warriors
• Historical 8-scenario campaign takes you through some of the major events of the period (the battle of Bouvines, the Barons’ War, the conquest of West Friesland, the battle of Kortrijk, the start of the Hundred Years War, the siege of Maastricht, the battle of Vitkov Hill and the siege of Neuss)

Selected screenshots:

Comes with auto-installer – no more hassle moving files about!

Some statistics: by 28 July 2009, Age of Chivalry has achieved over 17 000 downloads, 125+ comments, at least 1600 replies on discussion boards, and 9 straight 5.0 reviews (the maximum attainable score).

105 responses

30 06 2008
benjamin wright

hi, i was going to comment on heavengames but i cant login!:P

i absolutley love this mod! it has brought back many solid hours of gameplay between myself and friends, reminding us of many fond days in years now long passed…

collectively though we have a HUGE request, which would make us very happy! could you possibly release a modded “empires2_x1_p1.dat” file to expand the level cap? it would mean SO much to us all here and would ensure we carry on neglecting our “real” life duties far longer!:)

all the best, and thanks again

ben

1 08 2008
David

Your mod looks really nice, but where do i dowload it from ?
Thanks for your answer.

1 08 2008
Kor

You can download the modpack here. On the top right there is a red button saying ‘Download file’, which will start the download.

25 02 2009
Hannes

Hi there !

Great work, especially the historical part and the game play.
the new architecture textures are also great!

i wish this mod would be in german available ^^
me and my folks, we truly love it !

greetings and good wishes !
work on that way, i wish you the best !
Hannes from saxony ^^

27 02 2009
Conde_Chocula

amazing mod, an improve to the best game ever, simply great,

27 03 2009
haha im a noob!!!

how did u make your own units? there awsome!!!! could u tell me how?

14 04 2009
Kor

@ haha im a noob!!!: I used mod pack studio to export the game’s unit and building graphics, and then edited them using Photoshop. It takes a lot of patience, time and precision to modify units, though, as you they consist of usually at least 200 different individual images. You can also create 3d units and convert them into separate frames, but that’s also a lot of work and requires extra skills and programs that I don’t have myself.

12 04 2009
igor

hi! I instaled this modpack, but nothing changed exept some skins of the units and buildings. Koreans are called Bohemian…maybe I did smth wrong? But above I read ” Advance your civilisation on one of two paths by making essential policy decisions….”
Please help.

14 04 2009
Kor

@ Igor: It sounds like you didn’t install the AoE2:TC patch before attempting to install Age of Chivalry. You can find the download link for the patch at the top of this page.

13 04 2009
antonious

kor please email me if my suggestions are good. :)

make special blacksmith upgrades for the civilzations
to make the mod more unqine
increase pop limit
and let the i love the mokney head cheat the ram with the flag on it give increase attack and defense near by, a insprtation unit.

14 04 2009
Kor

@ Antonious: Unfortunately it is not possible to include the change you suggested for the Carroccio unit – giving area-specific attack bonuses to particular units is impossible in the game.
As to the other suggestions you offered, thanks, but I’m satisfied with the way it has been implemented in the present version.

8 06 2009
Rumsfield

Kor I love this mod, thanks so much for your hard work on it. I was wondering is there a complete tech tree in an Excel file or .pdf file? Because the tech tree in game is basically incomplete/broken and does not show everything, do you have any plans to release one. It would make comparing and selecting civilizations so much easier for me.

Thanks.

14 06 2009
Kor

Hi Rumsfield, with the installation two extra files are installed in your standard AoK directory, namely AoC – Civilisation Guide.xls (also as .htm)
and airef.xls. The first lists all the bonuses and penalties for the countries in the game, as well as all new technologies, policy decisions and mercenaries. The second file is more detailed, listing not just the new/altered stuff but everything altogether, and even mentions when standard units are trained at different buildings. Hopefully this is of some assistance to you.

18 06 2009
imperia

This mod is great,it’s just totally awesome,but i have one question. If i research “Ius teutonicum “What hero will be availible?

19 06 2009
Kor

Ius Teutonicum isn’t a policy decision, only a unique technology, so it will not enable any new heroes. However, you can only research it as Bohemia if you have picked the Luxembourg Dynasty policy decision, which will enable Karel IV as your hero.

2 07 2009
Oliver

I ran an older version of your great mod on my xp… on vista with the ‘ubisoft exclusive’ version of the game your new mod says ‘insert disk’, even though its in there
Please help!

2 07 2009
Oliver

Got it sorted….
Any chance of putting in a higher pop limit, i dont think those released are compatible, and i cant do it myself. It would add greatly to playablility :)
Thanks

3 07 2009
Sith

Got a question .

I just downloaded it and tryed the Bohems . Its great . But I found some odd things that I like to have answered :

1) one of the houses stays all the time as if in the 2nd age (by basic game standard ,havent played it that much yet) – is it for roleplay costumization or by intent/bug?

2) war wagons – if they are mobile towers , than how come nothing fires thats inside them ? I tried almost everything – archers , infantry , villagers .

3) this might be just me but – some technologies arent restricted by age and also arent teched already if you start in a higher age .

Furthermore on ages – I chose the starting age 13th and I got to get into the 15th already . What the.. ?

If Im just missing somehitng just of the first tries than pardon me :)

8 07 2009
Kor

Hi Sith, thanks for your comments.

1. This is intentional. Not all houses in the middle ages were made out of stone, with tiled roofs – most were made out of wood, with thatched roofs. To represent this (to some extent) we’ve made one of the three houses per housing set stay quite poor in comparison.

2. They’re mobile towers in that they have quite high hit points, don’t deal that much damage and can have troops gathered inside. They can serve as forward outposts or as defensive units near gathering points – if you’re attacked, you can garrison your resource gatherers inside the war wagon, for example. They don’t share all the characteristics of a tower, like having troops inside fire, but I don’t think that’s a problem.

3. What do you mean?

Regarding the furthermore, it is advised you start in 12th century in all instances. The new techs etc for Age of Chivalry have upset the game hardcoding, and this causes problem when you use special starting modes, especially if you enable all techs. Starting in the 15th century is inherently bugged, and is a bad idea because you will no longer be able to pick your policy decision.

6 07 2009
imperia

Are you going to increase speed of Ritterbruder in the next version?Cause,they are a cavalry unit.

8 07 2009
Kor

Yes, the Ritterbruder will be faster with the next update, although they will still be the slowest cavalry unit in the game.

9 07 2009
imperia

When will the next update be finished?I can’t wait!

11 07 2009
Kor

I don’t like making predictions, because I often turn out to be incorrect in my assessment! However, I’m hoping to have the next patch released within two weeks.

15 07 2009
imperia

Kor,will the flanders have their unique gulid hall ?And do you think adding the Landsknecht mercenary?

15 07 2009
imperia

And furthermore how’s it going with the next patch?:)

18 07 2009
Kor

Yes, Flanders will also have a unique guild hall. The initial guild hall graphic was already based on an actual Flemish building (the belfort in Bruges) but it was generalised more than a little so as to fit in with multiple build sets. I saw the original belfort again this Tuesday (while at Bruges’ Charles the Bold exhibition in the Groeningemuseum) and couldn’t help but redo it. It should be noted that the real thing has a much, much taller tower still (the wooden tip isn’t there any more, but it apparently had one until the 19th century).

Flemish Guild Hall

I’m now working on some last graphical improvements (including making some more new graphics) and am hoping to release the patch this week.

23 07 2009
imperia

Should i install AoC version 1.64 over 1.63?

23 07 2009
imperia

I got it sorted.

29 07 2009
imperia

Kor,whenever i play Poland,after some time game crashes.Could you explain me why?

5 08 2009
Kor

I can’t really help you with that, as I don’t know what you were doing at the time. Can you be more specific?

1 08 2009
hans wurst

hi kor, i have 2 question pls help me
1.do i need ModPack Sutdio ?
2.how can i find out what patch is installed?
i cant run the MP S and patch setup i dont know why :S

sry for my bad english

5 08 2009
Kor

1. You don’t need MPS.
2. The AoK gold edition comes with the patch already installed. All other editions require the patch to be applied. If your version is illegal, the patch may well not work, but you should buy the game anyway.

2 08 2009
1337sp34kr

really cool mod glad to see the patch 1.64 came out
what i like about 1.64 is The Ritterbruder moves slightly faster, A variety of new graphics have been implemented for the Princely Court, Guild Hall and Assembly Hall, and “There are two additional documentation files: the Civilisation info, listing the strengths and weaknesses of each civ, and the Counters file (in your AoE II directory), showing what unit counters what. Both were made by Herzog de Puce”
amazing mod gets better and better

7 08 2009
imperia

Well,Kor Whenever i research Union of Krewo.But It might be with Oustiedlung too.Ill check it.

10 08 2009
1337sp34kr

is it possible to add the nopeoplelimit along with this mod?

link: http://aok.heavengames.com/blacksmith/showfile.php?fileid=8633&f=&st=10&ci=

or empires2_x1_p1.dat is already edited

if yes if empires2_x1_p1.dat was edited can you please at least make it unlimited 1000 or at least 500
thanks

i did added to the blacksmith website (link:http://aok.heavengames.com/blacksmith/comment_post.php) in case if you don’t read this

12 08 2009
Kor

Hi,

It’s not possible to install the no population limit simultaneously with Age of Chivalry, because they both replace the empires2_x1_p1.dat file with their own file, and the two conflict.

I don’t plan on adding population increases to Age of Chivalry at any point in the future. The balance of the mod is geared towards 200 population, and in addition to that, it would be impossible for players to turn off the bonus population in the game.

11 08 2009
imperia

I don’t think so,it would take the fun out of the game and possibly create a massive lag.

11 08 2009
1337sp34kr

I don’t think so,it would take the fun out of the game and possibly create a massive lag……… what not even 500 pop…..

i think it wont lag at all you need right now is the computers made from 2006 or even lower with ok graphics should not lag or a dual core CPU will be fine ( i think)
it would add more fun not sure why you said take out fun……. :/
siege weapons have a high pop and really good knights cost 2pop and there not much better then a normal knight (heck the Saxony knights are the only ones worth to be 2 pop but only if you get the 3rd option..the tectonic order and crappy archery sucks ) IMO 500(or 1000) is would be a good setting at least…..

12 08 2009
Oliver

I agree completely… Also maybe new Handgunner and swiss pikemen graphics, pikes with Gothic armour?

12 08 2009
1337sp34kr

well ty oliver i think that 500pop is good because makes the game/mod way better

13 08 2009
imperia

“the tectonic order and crappy archery sucks” I tottaly laughed when i readed this.First do you know what teutonic order is capable of?!It is Powerful if you know how to use it.And archers are powerful Atm. So i see no reason why to give the game a 500 or 1000 pop limit.

Only thing i agree with you that the siege weps take to much pop slots.

13 08 2009
1337sp34kr

still 500 pop is good and i know how to use the tectonic order i mean that i just don’t like the archers that they give you i love the ones you get at the archery guild instead…
but yea the siege weps takes so many pops its not that even realistic,
but i still think 500pop is a great idea better epic fights

13 08 2009
Kor

I have already answered this above but perhaps you missed it:

I don’t plan on adding population increases to Age of Chivalry at any point in the future. The balance of the mod is geared towards 200 population, and in addition to that, it would be impossible for players to turn off the bonus population in the game.

As to siege weapons, they required a very large crew to function properly, more even than a knight had assistants. Their present population cost is therefore quite representative of reality. Furthermore, we intended for siege equipment to be anything but an easily spammed super unit. Consequently, they’re mostly good for sieges, which is also accurate. They weren’t deployed on the battlefield very regularly or in large quantity in this period.

13 08 2009
1337sp34kr

in addition i think tectonic might be OP (overpowered) for its knights/inf so they get a 3 or 3.5 pop because it would stop those monsters…. they are tough in armor too.

13 08 2009
Herzog de Puce

I’ve now read the comments for a while..
Now, being a chivalry-player myself, i think i need to hand out my opinion:

I agree with Kor that the current pop-limit is enough and the included unit-limits are a good balance.

To 1337sp34kr:
I agree that the Order doesn’t have the best Crossbows. Every civ has the possibility to get “normal” crossbows or at least archers, while the order can only get “Lett Auxiliary” which are good as a supporting unit (like, for example, the other mercenary-crossbows of England, France etc…) but they are too expensive (not only in comparison to their stats) to fulfill the duty of a “standard” archer.
I don’t agree that the Halbbruder and Ritterbruder should need a higher pop-limit.
They’re very cost intensive and not that difficult to counter.

I’ve played the order a few times: If you don’t collect enough relics in time it’s very difficult to afford an effective army for longer time.

14 08 2009
1337sp34kr

you see if we made 500 pop (which wont happen then we increase pop on the order)
but still 200 so just keep the pop the same

14 08 2009
imperia

1337sp34k3r:I think the order is good,and not overpowered at all,Ritterbruder can be defeated with pikes,And hallbruder is always dying to hitrun tactics of archers,That mean’s that they are not owerpowered at all,Take a look at Herwr Hawr,And Hobiguir those are ones that are owerpowered,not the order.And one more thing if u ever play the order make sure you have Faith researched,cause enemy monks can convert them.Again a reason why Order is not Overpowered.”but i still think 500pop is a great idea better epic fights”
I had a epic fight 2 or 3 days ago :) And we still lost :P

14 08 2009
Herzog de Puce

Imperia:
Well in terms of pikes i have to disagree. :-)
Because of his high armour, the Ritterbruder may be comparable to Ridders. They can kill pikemen before those can cause them severe damage.
But they’re quite vulnerable to Lancer-units – most of all to Habsburger and Imperial Knights.

I agree with Hobigiuirs, but as far as i know Kor wants to limit the Hobigiuir to only one scottish Policy Decision – Gaelicisation which means:
with Normanisation: Light Cavalry with 105 HP (all upgrades)
with Gaelicisation: Hobihiuir with 110 HP.
I still think, the Hobigiuir doesn’t need the increased attack. With the HP-Bonus it’s already the strongest “normal” Light Cav.-unit ingame.

14 08 2009
1337sp34kr

I agree with Hobigiuirs, but as far as i know Kor wants to limit the Hobigiuir to only one scottish Policy Decision – Gaelicisation which means:
with Normanisation: Light Cavalry with 105 HP (all upgrades)
with Gaelicisation: Hobihiuir with 110 HP.
I still think, the Hobigiuir doesn’t need the increased attack. With the HP-Bonus it’s already the strongest “normal” Light Cav.-unit ingame.

why is the hobiguir becoming OP….?

14 08 2009
Herzog de Puce

“why is the hobiguir becoming OP….?”
____________________

Only for Scotland:
with 8 attack and up to 130 HP with Normanisation.

But afaik in future the Hobigiuir will only be available with Gaelicisation.
So he won’t get more than 110 HP.
Though i think it therefor doesn’t need more attack.

14 08 2009
imperia

It’s good that you Get Hobiguirs by researching Scotlandistion(joke):D ,makes them more realistic.And Herzog i have to disagree with you now.Even normal lancers cannot hit Ritterbruders cause you said that they have enough armor to wipe them out.But i cant say anything to Imp Knights,cause they can wipe out Ritters with ease.

15 08 2009
Herzog de Puce

Well in a game i’ve been playing with the Order, I couldn’t succeed against Imperials in any way using Ritterbrüder or Liv Auxiliary-Lancers.
I haven’t checked their efficiency against Lancers and Ducal Lancers – at least not in Multiplayer – and I can imagine, that they can whipe out Militia Lancers and Town Lancers with ease. (though i’m sure, some Lancers, like polish Ducal Lancers and Swiss Town Lancers can hold their ground against Ritterbrüder.)

And I agree with your comment on the specification on Hobigiuirs to Gaelicisation.
Still i wonder if the increased attack is necessary if they already have increased HP.

In addition to my last post:
_________________________
Imperia:
“Even normal lancers cannot hit Ritterbruders cause you said that they have enough armor to wipe them out.”
__________________________

I didn’t say that they can easily whipe out Lancers.
I wrote:
“They can kill pikemen before those can cause them severe damage.
But they’re quite vulnerable to Lancer-units – most of all to Habsburger and Imperial Knights.”

And to test this, I let a group of 5 Ritterbrüder attack one time 5 Swiss Town Lancers(120 HP, 18 atk) and the other time 5 Polish Ducal Lancers(180 HP, 14 atk). Both times the Ritterbrüder only won with great injuries.(greatest loss: 3/5 Ritterbrüder dead).
If you now consider the costs of all 3 units:
Ritterbruder: 90 food 90 florins
Town Lancer: 25 food 40 florins
Ducal Lancer: 55 food 60 florins
you may see how effective it can be to use Lancers against Ritterbrüder.

Still, this is only “editor-theory”. IMO, the real effectiveness can only be shown in a mutliplayer match.

15 08 2009
imperia

Lancers are cheaper and have a bonus against cavalry and can be massed,but the same goes to ritterbruder’s,of course any smart order player would get a couple of relics before trying to make Ritter’s.
The only civ that order fail’s to is Poland,cause they have one heck of a unit called Bajoras,it is not cheap,but it has a huge bonus against cavalry and it’s also deadly against every other unit.

In a post few days ago,Oliver asked for pikes with gothic armor.Well I’m asking is it possible to do so,cause it seems like a good idea to me.

15 08 2009
Kor

I’ll not be adding new units any time soon.

15 08 2009
Herzog de Puce

Imperia, as long as you don’t get at least 3 or 4 relics, you will never be able to have a constant mass-production of Ritterbrüder. A normal player only needs to wait till the Order runs out of florins (depends on ther relics how long it would last). And it’s not that difficult to keep up a moderate – and quite cheap – defense till that moment.

Another weakness with the Order is the training speed of units.
Even the Axiliaries take a very long time to be trained.

Kor, did you get the messages, I wrote to you about a week ago?
(it also contained a suggestion for the Lett Auxiliary)

What you said about Bajorai, the same goes for them as for Ritterbrüder: At a point you need relics to keep them up.
With 85 florins, they’re nearly as expensive as Ritterbrüder, but maybe you combine them with normal Lancers to reduce costs to effect. ;)

You can’t limit the order’s failure only to Poland.
I wanted to avoid the use of uniques and the restriction on special civs, that’s why i only referred to Lancers and Miltia Lancers.(with Poland and helvetia using stronger forms of this unit types.)

A smart player – to use your words – can handle any unit, even Militia Lancers, effectively against Ritterbrüder, which let’s them fail against any well-organised or outnumbered Lancer-attack.

15 08 2009
Kor

The present changes planned and implemented are:

• The Gaelicisation policy decision is now required for Scotland to be able to research the Hobigiuir.
• Liv Auxiliary now train faster.
• Lett Auxiliary now cost 25 florins and 45 wood (was 60 florins).
• Riga Miltia now cost 60 food, 15 florins (was 60 food, 25 florins).
• The Polish and Genoese castles now have proper garrison tags.
• Reskinned the Guelders castle (still same shape, but less bright red).
• Editor only: the Jeanne la Pucelle unit has her idling graphics fixed.

Herzog de Puce, I got some messages but I don’t think I got any on the Lett Auxiliary.

15 08 2009
Herzog de Puce

I also made a suggestion i’ve got from another chivalry-player on an additional technology for the Skirmisher – to make it a bit more useful, at least for “crossbow-weak” civs and e.g. Helvetia as a, so to say, “spear-civ”.
Did you get that?

Some suggestions:
- Let the Riga Militia cost 60 food 20 florins, like normal Militia (they’re relatively equal)
- will the 8 atk remain for Hobigiuirs?

What i appreciate:
.Thx for the faster training for Livs.
.Good, that the garrison tags have been fixed now.
___________________________________________________

What i’ve sent you about the Lett:
- as strong as a non-upgraded crossbow (atk and hp)
- is LESS accurate than x-bow
- has more armour
- less range ( Lett: 7 , Crossbow/Arbalest: 8 )
- is more expensive (this has been altered now)

one thing to add:

Did you mean 25 wood 45 florins (like normal crossbows)?
Or did you make it cheaper (less florins) because of it’s shorter range and higher inaccuracy?

16 08 2009
Kor

Version 1.65 is now up! Features:

• The Gaelicisation policy decision is now required for Scotland to be able to research the Hobigiuir.
• Liv Auxiliary now train faster.
• Lett Auxiliary now cost 25 florins and 45 wood (was 60 florins).
• Riga Miltia now cost 60 food, 15 florins (was 60 food, 25 florins).
• All Hobelar-type units now have 8 melee attack.
• The Polish and Genoese castles now have proper garrison tags.
• Reskinned the Guelders castle (still same appearance, but less bright red).
• The red brick Stone Wall now has proper construction graphics.
• Two real world maps have been replaced. Texas and Central America are now Western Europe and the Low Countries.
• Editor only: the Jeanne la Pucelle unit has had her idling graphics fixed.

I also made the roofs of the Burgundian castle and the Torenstins look less repetitive.

16 08 2009
Herzog de Puce

Wow – cool that you’ve added new maps.
I’m gonna download directly.

i still would’ve appriciated if the Riga Militia had the same cost as normal Militia to make it equal.

16 08 2009
Kor

But the Teutonic Order can’t really be compared to normal countries. All others, afaik, can resort to train units that do not cost any florins. All Teutonic units cost florins, and the best of them intensively so. As they have no other alternative, and saving for the heavies would otherwise take too long, it’s only fair to make them militia a little cheaper.

16 08 2009
oliver

I know that making graphics for units is a bit labour intensive, but could new swiss pikemen graphics and arquebusiers be (stolen) from the renaissance mod?

16 08 2009
Herzog de Puce

Ok, Kor, that sounds reasonable.
By the way, well done! You’ve done good work on the new maps.
(though Western Europe looks more like Central Europe to me ;) )

17 08 2009
imperia

I really like the new graphics of Gueldroi castle.

17 08 2009
Herzog de Puce

Kor, could you also fix the Flemish Castle?
It shows the flag of Guelders as a garrison tag

And did you also alter the accuracy of Lett Auxiliaries?
It seems to me that they shoot more accurate now. (at least 80% i think)

I first thought that the Order-Auxiliaries now train a little too fast – but due to the fact that the Order only has those units, i think the training-speed is adequate.
________________________

What i recognized with Scotland:
the Hobigiuir doesn’t get the promised +1 armour with Gaelicisation.
(at least it’s not shown)

“though Western Europe looks more like Central Europe to me ;) ”
Ok, after playing and also checking it afterwards, i have to say, i was mistaken.

And i found something you need to change:

Swiss Skirms are said to get +2 atk (civ info)
but they have +3 attack ingame.

21 08 2009
imperia

Kor,with your new update i made a well made scenario,maybe you would like to playtest,though it does not have triggers, but it’s still fun to play. So I’m wondering,should i upload it to AoK blacksmith?

26 08 2009
Kor

Sounds interesting, feel free to upload it (don’t forget to mention it requires Age of Chivalry in the description!) or send it to my email so I can take a look. :)

25 08 2009
Herzog de Puce

Kor: “The red brick Stone Wall now has proper construction graphics.”

What exactly do you mean? Does it now already show the redbrick during the construction – for afaik they still look grey before being finished.

Oh another thing.
You changed the Bavarian Guild Hall not to be available before 15th century (as for there is nothing to get until 15th)
All other GH-civs get it in 14th century – EXCEPT for Saxony (13th).
This should be altered back to 14th cent. as for Saxony doesn’t get any units there before 14th century (like all the others).

I suggest, giving ENGLAND the ability to research “Royal Knight” with Nobility instead of upgrading it for free(like you did with the Polish Cranequinier that now also needs to be researched).

5 09 2009
Kor

I checked on two different pcs, both of which with fresh AoC installs, and the red brick construction graphics worked fine. I suggest reinstalling AoC on a fresh install of AoK.

12 09 2009
Herzog de Puce

I’ve already sent you a message a few days after your reply where i admitted that it was a mistake (my friend didn’t upgrade his version) – donno if you can check them for i haven’t seen you online for weeks.

I sent you messages there to prevend double-posts here.

26 08 2009
Kor

I’ll take a look at the gameplay related suggestions in a week or two, three, though there probably won’t be many apart from bug fixes.

Also please stop double, triple, quadruple and quintuple posting.

26 08 2009
Herzog de Puce

I’m sry.
I can’t edit posts that are already sent – at least don’t know how – and I normally add ideas that come to my mind later to the last already made post to prevend multiple posting.

27 08 2009
imperia

Kor,i E-Mailed the scenario to you, also i made a Random Map: Icecrown Glacier that has support for 6 players.It’s still in scenario form though.
Can you tell me how to convert it into RM?

28 08 2009
imperia

Oops,the version i sent to you is the one that you could not advance to the 13th century,sorry for that,you could just set the age to 13th century then.

2 09 2009
Herzog de Puce

Kor, is Brittany meant not to get Footmen?
(So only the first Town Militia-upgrade?)

I only need the info for the TechTrees.
Imo, this nicely shows how Brittany mostly relies(and has to rely) on cavalry.

12 09 2009
Herzog de Puce

In the desctiption of Alchemy it says, that MERCENARY units aren’t affected. That’s wrong. Gascon Crossbowmen (England only) and Mercen. Longbowmen are affected.

Also: could you please fix the Genoese Crossbow Mercenary for Brittany:
Brittany: 15 attack, 35 HP, 7 range, no upgrades
France: 15 atk, 35HP, 8 range, no upgrades
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How would you counter BAJORAI?
With combined groups of foot-archers and heavy armoured infantry-”tank”-units?
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I sometimes think about MOUNTED CROSSBOWMEN/Cranequiniers:

Advantages:
+ no minimum range
+ fast
+ with plackart: good against pikes

Disadvantages:
- not much attack, but seem to have the same reload as a foot-crossbow
( 9 attack/2seconds = 4.5 atk/sec. former Cav.Archer had 5atk, upgrade: 6 attack)
- upgrade provides more HP and +1 armour (could also increase attack to 10)
- quite expensive (except for Brittany and Helvetia)

18 09 2009
Herzog de Puce

Sry for double-post, but i don’t know how to reach you otherwise:

Your Western Europe Map:
The BRITISH ISLES (in the north) need stone. ;-)

Not even on adjacent Ireland i found any mines at all.
There needs to be at least a minimum amount of each ressource – so at least one mine of gold AND stone before a player is forced to leave the isle and maybe settle on the mainland. :-)

19 09 2009
Kor

Resources on random maps are automatically generated depending on the amount of players present and the vicinity of those players. Unfortunately I can’t really do anything about a specific trouble spot.

Turns out Scotland sometimes doesn’t get resources (they’re mostly in England) so I’ll move the Scotland starting position to the continent.

18 09 2009
Genstallik

If you can, try limiting the areas where you can make farms. Like If it’s “grass” you can make farms there, but if it’s dirt, you can’t. Just a suggestion to make things more realistic. =)

19 09 2009
Kor

That’s a nice idea, although it would be too unbalancing. The terrains on random maps are randomly generated, and so one player could arbitrarily end up in a terrain of only dirt, while another could end up with lots of grass. This would be too uneven to still be fun for the players, in my opinion.

21 09 2009
Herzog de Puce

Well. It would force the “Dirt-Player” to rely more on sheep rather than farms.
And afaik hardly anyone makes use of sheep-training (at least after 12th century).
So if you are placed on dirt-spots, you can, instead, sell your wood (about: 100wood => 17 florins = 1 sheep) while others use it for creating farms.
And you can still look for green places to build farms later.

19 09 2009
Herzog de Puce

Any comments on my former posts, Kor?
(02.09./12.09.)
Or do you consider unit-/stat-changes to be taken care of at a later time?

25 09 2009
Rumsfield

Hey Kor,

A friend of mine discovered that when France progresses to each new century, their mill does not receive any farming upgrades(Horse Collar–>Heavy Plow–>Crop Rotation), in AoC version 1.64. I just tried it out on my PC and can confirm this, is that correct, or is it a mistake? Thanks love the mod!

20 10 2009
Kor

Sorry, I forgot to approve your comment.

What you are describing is not a mistake; France gets those technologies for free, and so does not have to research them.

30 09 2009
Herzog de Puce

Donno if i’m now too much of a perfectionist:

Policy Decision “Three members of Flanders” sounds misleading by saying “spear units get…” better to say “pikemen”.
“spear units” imo are:
Skirms, Stadswachten and Pikemen
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Powery and I discussed if this bonus (45food) could be given to Danish peasants as for denmark so far has no early economical bonus.
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Could you tell me the Attack-Bonus oif Habsburger and Imperial Knights vs. Cavalry?
And does the Bajoras has anti-cavalry-armour?
Because Habsburger/Imperial Knights don’t deal alot of damage to Bajorai (in comparison to [Ducal]Lancers)
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when i created the civ-info, i forgot to add “enables billmen” for “Combined arms”. Would be nice if you could add it.
(also please change the Gaidheal to Cliarthaire where it is mentioned for Scotland.)

I also thought about the description for scottish Light Cavalry:
- Light Cavalry +40% HP
Gaelicisation (Hobelars +1 armour, Highland Barracks units cheaper, enables Claidheamh Biorach, disables Chivalric Order, enables Hobigiuir which gets an additional +5HP bonus)
This explains how the Hobigiuir gets 110 HP ;)

11 10 2009
Kor

Re spears: Spear units are spearmen and pikemen. Skirmishers use javelins, Stadswachten use the goedendag. These are not the same as spears. Spearmen and pikemen have been referred to consistently as spear units from the very start of the mod and even before then it was common to refer to the units by that name.

Re Denmark: with free Loom + the option to research Loom again, they have an amazing early game bonus, which extends into the late game due to the greater carrying capacity and hit points of their peasants.

Re Scottish hobigiuirs: they do not get a 40% hp bonus, they just get 110 hp. There is no percentual modifier at work.

11 10 2009
Herzog de Puce

Re Peasants: i then don’t see the reason why France should have cheap villagers. they already get free farm-upgrades as a good eco-bonus.
Another civ that in comparison could get the 45food bonus due to no early eco-bonus:
Guelders (only cheap 15th century)
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Re spears: ok. goedendag = club-like polearm, right? :)
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Re Hobigiuir:
So then i’ll alter the Civ-Info-facts to “Light Cavalry +25HP, Hobelar +35HP”

also i will alter the Info for Wales to “spears +10 HP” (the “+20HP” shows up ingame as “+10″)
and for Genoa: “Crossbows +10HP” and “+25% HP gunner+caravel”

also I will add the Plackart to Austrian Tech Tree

3 10 2009
Herzog de Puce

after an editor-fight i found out:

Bajorai:
+6 bonus-armour vs Habsburg +10 vs Imperial
+6 bonus-armour vs Lancer, +2 vs Ducal (maybe ducal has anti-cav armour)

for Habsburger: +6 atk vs cav
for Imperial: +10 atk vs cav
which means: the bajoras completely blocks out the austrian bonus, doing alot more damge – ON RANGE!

Lancer: +10 bonus vs cav +11 armour
Ducal: +18 bonus vs cav, +11 armour

correct me if i’m wrong

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also:
i think the Swiss Halberdier/Pikeman is too expensive:
50 food/60 florins

a Stadswacht/Liebaert costs 80food/35 florins (without decresion)
that is almost HALF that price – and they’re almost equal

i suggest: about 50 food/45-50 florins (plumb archer was 46food/46 gold)

11 10 2009
Kor

Stadswachten/Liebaerts are not nearly equal to Swiss Halberdiers and Pikemen. Not only does the ranged damage give the Pikemen a major advantage, both the Halberdier and Pikemen have more bonuses, including anti-infantry (+4/+6) and major anti-cavalry bonuses (+20/+25). The Stadswacht/Liebaert only have a modest cavalry bonus (+5/+6) and a less useful archer bonus (+6/+10) and no range. In terms of hit points, the Swiss Pikeman does have a small disadvantage, but due to the ranged attack they are far more lethal. They’re not changing.

12 10 2009
Herzog de Puce

Re.: 3.10.2009 Herzog de Puce (21:08:34)

What about what i noticed about Habsburger/Imperial Knight?

I think if the Bajoras has anti-cav(lancer)-armour it should be removed – mostly to give the Habsburger a chance to beat it.

I recommend u taking a look at those units.

21 10 2009
Herzog de Puce

re.: Bajoras

The Bajoras still receives less damage (~ -15 afaik) from pikes (feature of former Camels) what could be removed as well. Only “normal” infantry vs Bajoras atm seems to be the Halberd Militia – which isn’t available to all civs.

To sum it all up:
I recommend a nerf in the Bajoras’ bonuses even though they’re standard.
This unit is comparable to the Herwr that has also been complained about. ;)

7 10 2009
Herzog de Puce

What I noticed about Crossbows

for the 3 Pavises-Civs (France, Genoa, Bohemia) i noticed that the cost-increasion and -decreasion differs:

For France: Crossbows cost more Wood (final cost [with pavises]: 58w 29g)
For Genoa: Crossbows cost more Gold (final cost: 29w 52g)
For Bohemia: Gold and Wood increase/decrease in the same way (final cost: 36w 36g)

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Some things are easier to discuss rather then to post them on a forum like this – I still want to be able to inform you about my opinion on things – and atm this is the only way – I apologize for my multi-posts…
I wonder why there aren’t any other posters anymore…

13 10 2009
Herzog de Puce

add. to Crossbows:

For HELVETIA normal archers are still cheaper:

Swiss Archers start with 22f. 40 fl. (normally 25f 45 fl.)

With Crossbow Companies they cost: 21 food 38 florins
(for civs without bonuses: 24 food 43 florins.)

20 10 2009
Herzog de Puce

So you you’ve nearly completed overall work on chivalry? Well done.
What’s been fixed so far (and what else will be fixed) ?

What about the TechTrees? I could already send you 5 of them, that are completely finished, and try to complete the others as fast as possible.
Still I don’t know how i should send them to you …

20 10 2009
suchi argentina

hi fried, i can not play i dont no
i dont speak english, im from argentina

me gustaria muchisimo jugar esta ‘expansion’

saludos!

24 10 2009
Herzog de Puce

Well, and my spanish isn’t that great (at least not without a dictionary)
- just started learning it :)

Cual es tú problema? Por que no puedes jugar?
Has installado el parche 1.0c ante de installar Age Of Chivalry?

24 10 2009
suchi argentina

muchisimas gracias por la respuesta mira te cuento:
instale el age of chivalry pero no puedo jugar a las camapañas nose porq ya instale el parche ysigue sin andar :S

27 10 2009
Herzog de Puce

Tu jugas la “Gold Edition”? Con esa el parche 1.0c ya es installado. Luego no tienes que installarlo.

Si no, tienes que installar el parche. ;)
(1. age of kings, 2. conquerors, 3. parche 1.0c, 4. Age Of Chivalry)

24 10 2009
imperia

Hi Kor. Herzog de Puce asks you to give French pikeman +5 hp back,Cause he says “all pikes have 55HP except france”,”It’s not a big change”,”but also i would otherwise have to include it in civ info”.

And What does actually Counter Bajoras?

24 10 2009
Kor

The Bajoras has mediocre attack, has 0 pierce and 1 melee armour, has only 80 hp and costs more florins than a Knight. The only bonus it has is both bonus armour and attack versus cavalry and the fact that it can deal ranged damage, but only over a tiny distance of 2 squares (for reference: arbalesters start off with 8 range, and get actual range bonuses on top of that).

Anything that isn’t cavalry will be good, in particular ranged units.

24 10 2009
Herzog de Puce

Kor, I have to disagree:
I let several anti-cavalry-units fight the Bajoras:

I’ve already posted the results vs Lancer-Units (03.10.2009).

Besides the standard Cavalry-bonuses it also has
bonus armour vs pikemen (anti-pike-armour which camels got with conquerors) This armour also affects Swiss Pikemen (not Halberd Militia.)

Like you’ve nerfed the Herwr, i would “pledge” you to remove the bajoras’ anti-pike-armour for balance.

24 10 2009
Kor

I have already explained this above. You are attacking them with cavalry. That is stupid, because the bajoras is strong versus cavalry, but weak versus everything else.

I just checked every single country’s pikeman against the bajoras and they unanimously dealt 25 base damage, with variations depending on the strength of that country’s pikeman. It’s ridiculous to demand anything more. The bajoras has no bonus damage whatsoever versus pikemen or spear units and I really do not see how you could come to such a conclusion. It only takes a single unupgraded pikeman barely 4 hits to kill an unupgraded bajoras. As pikes are cheaper, and many have 1 range, it will be a cakewalk to make them kill the bajoras. Also, every ranged unit in the game will have an easy time against the virtually armourless and comparatively low hit point bajoras.

As I’ve frequently pointed out, the bajoras is strong versus all cavalry units. That includes lancers. That still leaves every single non-cavalry unit in the game capable of taking it on. I’m not going to debate this any further.

24 10 2009
Herzog de Puce

Don’t get me wrong – i know that they are an anti-cavalry-unit and i only let them fight vs cavalry-units to find out their bonuses – it was because it surprised me that they could easily stand ground agaionst Habsburger Knights. ;-)
I’m aware of their weaknesses :-)

Re. pikemen: I thank you!
Then it was because i let them fight using an editor-test.
So some chivalry changes do not show up in an editor-test as I now realize with your explanation.
I apologize for having sounded demanding.
______________________________________________________________________________

If I’m allowed to send u an email, i would like to send you the altered Civ-Info – besides others it’s now including “peasants cost -5 food” for France – and some of the already finished Tech Trees:
Austria, Bavaria, Brittany, Friesland, Saxony.

regards.

27 10 2009
suchi argentina

i not can play the campaign

27 10 2009
Herzog de Puce

You need to open the campagn in the “custom campaign” menu – there it should be listed up (name of the campaign: age of chivalry)
~ Tienes abrir el menú de la ” peculiar”(?) y cliquear sobre/comenzar la camapaña “Age Of Chivalry”.

3 11 2009
Herzog de Puce

To quote “fr steve” from heavengames-forum:
————————————–
“Also, do you know something about “fredekogges”? I have seen on a site that it was a hanseatic ship larger than kogge, but it’s the only source that I found. If you have some information…”

I found out that they are armoured Koggen – or Koggen converted to warships – (perhaps) built in Flanders for the Hanseatic League to guard the merchant-ships.
So maybe you could alter the name of the Frisian Elite-unique-ship to Fredekogge? (Standard: Kogge, Elite: Fredekogge)
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Apart of that: is there a way to send you (the altered) files of Civ Info and/or TechTrees?

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