UserPatch v1.3

Mar 13, 2010
3,368
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33
Bor, Serbia
#1
Possibly one of the best things that happened inside the AoC community for a decade and more, if not the very best ever - the well known UserPatch has seen its final release... Heralds, drum roll, please!


Information site: http://userpatch.aiscripters.net/
Standard download: http://userpatch.aiscripters.net/download/
Compatibility download for Win9X/ME/NT/2000: http://userpatch.aiscripters.net/down9x/
AoKH Blacksmith Mirror: <to be added>
Installation Guide: http://userpatch.aiscripters.net/guide.html


An unbelievable project brought all the long way up by the members of the community itself, for free - hidden by shadows, humble as they are, masters forged it in their spare time, yet widely supported by game fans and lovers.

Carefully listening to voices of the players and driven by strong emotions for the game that became a part of our lives, wishing to save it from years of being officially neglected, to inhale it some fresh energy, fix the bugs, improve game features and support for nowadays computers and operative systems, making sure to allow for many more years of enjoyment with our beloved "Age of Empires II" - they brought us UserPatch.

Confirming its importance, some of the features and ideas from UserPatch can already be seen implemented in AoC online playing clients, but now, after more than 2 years, the long journey has reached an end, and the final result we all waited for is here, oh, and what a result that is!

For those not yet familiar with all the improvements the UserPatch brings, here`s the short list:

[anchor]1.1[/anchor]General Features and Improvements
  • Population caps have been extended up to 250, or optionally 1000.
  • All available video resolutions, including widescreen, are selectable.
  • Choose between the standard centered interface or the spanning alternative.
  • Mirror player civilizations with the new Team Random civ option.
  • Select a maximum age for advancement using the "Starting Age" dropdown.
  • Random Map script can generate 4,294,967,296 unique maps (increased from 32,768).
  • Multiplayer games can be started with only one human player (for practice with lag).
  • Single player mode now operates at 60fps (instead of 20fps in v1.0c).
  • Browse saved and recorded games from subfolders in your SaveGame folder.
  • Check real-time achievement statistics while watching recorded games.
  • With the new Relics victory condition, capturing the relics is an instant win.
  • The patrol system responds like The Age of Kings with little to no delay.
  • New Random button above game settings for new styles of play.
  • Flares are now larger and more bold on the mini-map display.
  • Expanded stats in economic mini-map view.
  • New higher resolution 1:1 and 1:2 full map captures with "Ctrl+F12".
  • Age advancement notifications are now shown in each player's color.
  • Restored games can now be recorded in all game modes.
  • The vote panel/serial sync bug has been fixed for multiplayer.
  • New auto-save if a problem occurs to ensure that resuming is possible.
  • Optional multiple building queue to auto-distribute unit training (one click per unit still).
  • Many, many bug fixes for the core game and many, many improvements for the AI system (details).
  • The installer will correct any color problems on Windows Vista and later.
[anchor]enhanced_1.0c_mode[/anchor]Enhanced v1.0c Mode
  • Watch v1.0c game recordings in .mgx format and load .gax saved game files.
  • All networking and gameplay bugs from v1.0c will remain for compatibility.
  • Most of the new game, scenario, map, and AI features will be unavailable.
  • Hold the "Alt" key when clicking "Install" to make a separate "age2_x1.0c.exe".
[anchor]1.2[/anchor]Windowed Mode
  • Select a resolution lower than your desktop resolution to enable.
  • Your chosen resolution will take effect once gameplay begins.
  • Press "F7" to toggle displaying the window on top of other windows.
  • Press "F8" to toggle running even when the window is not focused.
  • Thanks to menopem for d3dhook, and VEG for wndmode.
[anchor]1.3[/anchor]Port Forwarding
  • Install with admin privileges to automatically setup your firewall.
  • Forwarding ports is only necessary to connect outside a LAN.
  • Ports will be forwarded dynamically as required when installed.
  • UPnP must be enabled on your router for this feature.
[anchor]1.4[/anchor]M3U Music Playlists
  • Set your favorite tracks as background music during gameplay.
  • Create a "music.m3u" playlist in the "Sound" folder of the game.
  • Press "F6" to skip to the next track during gameplay.
  • Please see the "Music" section of the guide for more information.
[anchor]1.5[/anchor]Scenario Editor
  • Press "Ctrl+S" to toggle grid placement of non-building objects.
  • Enable free placement of all objects by pressing "Ctrl+S" a second time.
  • Fill new maps or modify existing maps with any available terrain.
  • Create maps using custom rms scripts directly in the editor.
  • Trees, mines, and more are now properly replicated by the map copy feature.
  • Change the names of units in a specific area, without having to preselect.
  • Use negative numbers more freely with trigger conditions and effects.
  • Condition inversion checkbox option for all scenario trigger conditions.
  • Area selection options for the patrol effect and the fewer-objects condition.
  • Change object speed, range, and armor with new trigger effects.
[anchor]1.6[/anchor]AI & RM Scripts
  • Random Map Scripts now generate 4,294,967,296 unique maps (seeds) (increased from 32,768).
  • New maps can use team positioning for a different experience.
  • Start your civilization on maps with new elevation attributes.
  • AIs are selectable in multiplayer (direct ip or lan games are most stable).
  • Multiplayer games can be started with only AI players for practice.
  • AIs can now choose to close openings created in their walls.
  • Boar hunting and luring is now fixed and operational for AIs.
  • AIs are now able to lure deer and clear trees on michi maps.
  • Ungrouped AI players will not ally themselves against humans.
  • The reference guide describes all of the new features.
  • Please visit the aiscripters forum for more information.
(The full list of improvements can be found here, the complete version changelog here)

One more important thing to mention, for all those that maybe wonder -- UserPatch does not change the gameplay nor game balance in any way! "Age of Empires II: The Conquerors" with UserPatch stays the game we all love, just tightened, cleaned up and polished to perfection :wink:

In order to install the UserPatch, you`ll need to have a valid installation of "Age of Empires II: The Conquerors" with the latest official patch (1.0c) - and that`s it, off you go, enjoy playing with your friends and family!

A new age is upon us...
 
Mar 13, 2010
3,368
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33
Bor, Serbia
#8
Re: UserPatch (final v1.2) release date - March 30th!

Whether it is stupid or not is questionable, but not to be afraid, the feature is optional. You can decide to turn it ON (MQ) or OFF (SQ), as shown here. UserPatch does not force any balance nor gameplay changes, as already said.
 

UnknownSarithe

New Member
Dec 29, 2010
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#9
Re: UserPatch (final v1.2) release date - March 30th!

Why is all this hard work being put into AOC now when AOE HD is coming out soon ? to compete with aoe hd and make people think twice before switching to steam? ...I personally like voobly a lot and these changes to AOC seem promising.
just asking.
 
Mar 13, 2010
3,368
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33
Bor, Serbia
#10
Re: UserPatch (final v1.2) release date - March 30th!

This hard work is done for more than two years now, started before AoEHD was even dreamed of :wink: It`s just finished now. Unfortunately, there seems to be no conspiracy behind it, just a pure devotion to the game... for free :D
 
Aug 25, 2011
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#11
Re: UserPatch (final v1.2) release date - March 30th!

IMO, this patch is a better thing for the game than AOFE and AOEHD : improvements and bug fixing, but no gameplay changes.
The two developpers were so ridiculous getting a "out of sync" issue during aoeHD live stream... They didn't fix any bug.

Great work, thank you!
 

BelarusLavie_Head

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#12
Re: UserPatch (final v1.2) release date - March 30th!

  • All food is now just FOOD for resource-gathering, meaning that food collected does NOT need to be dropped off before switching to another 'source' of food (sheep-to-hunting, fishing-to-hunting, hunting-to-farming, etc)
  • Set your favorite tracks as background music during gameplay.
  • Press "F6" to skip to the next track during gameplay.
really like these ones
 

Unknowntimtim

Active Member
Nov 17, 2010
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#13
Re: UserPatch (final v1.2) release date - March 30th!

Whether it is stupid or not is questionable, but not to be afraid, the feature is optional. You can decide to turn it ON (MQ) or OFF (SQ), as shown here. UserPatch does not force any balance nor gameplay changes, as already said.
"All food is now just FOOD for resource-gathering, meaning that food collected does NOT need to be dropped off before switching to another 'source' of food (sheep-to-hunting, fishing-to-hunting, hunting-to-farming, etc)."

Errr....

But still the other improvements pretty much make this easily ignored.
 
Mar 13, 2010
3,368
1
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33
Bor, Serbia
#14
Re: UserPatch (final v1.2) release date - March 30th!

Food is food, isn`t it? Is it a gameplay change, or a bug being fixed? Even every clear bug fix can be considered a "gameplay change", as in fact does change the gameplay in a way that you`re not able to exploit (or suffer from) the bug anymore. But I believe (or hope, at least) that we are not going to go there... Can we just enjoy it, please? lol
 

Unknown_DK_

Active Member
May 24, 2008
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#15
Re: UserPatch (final v1.2) release date - March 30th!

I didn't like the all food is same thing.

food is food yeah and there is no specification in the gathered units, but they have different gathering limits, a vil can hold 10 sheep/fish food and 35 deer/boar food before stack up.

How the next hypothetical situations would work then?:

1) A vill gets 9 sheep food then 20 boar food then 5 sheep food = 14 sheep food (!) + 20 boar food , that would be cheating 11.

2) You have 6 vills on a sheep then click on a boar in the fog and makes the engine to think you are collecting boar meat and keep on eating the sheep.
 

Unknownscripter64

Longswordman
May 22, 2011
1,032
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#17
Re: UserPatch (final v1.2) release date - March 30th!

Hi! Just to clarify, the gatherer caps and gather rates from 1.0c are unchanged. If you try to gather from a source over capacity, your villager will be forced to drop as if they reached capacity, but only upon reaching the new food source, so you may get unnecessary walking if you play differently than 1.0c. Experts would be better off force dropping as before. If you move from food to wood, etc., your resources are still lost like in 1.0c.

This bug was caused by a block of code that misreads the resource type values for food sources. In the proper code path, it maintained the carry (boar <-> deer, no loss on 1.0c), while the broken code path discarded the food, by assuming it was transitioning to another source like wood.

1.
a. villager gets 9 sheep food, no problem.
b. villager moves to boar, now has 29F after getting 20 more (still under default 35F carry). Note, however, that if you do this without force dropping like 1.0c, the resources won't vanish into thin air, but you'll likely get idle TC time if you let them carry too long, so the impact to expert-level gameplay should be minimal. Force dropping or garrisoning as necessary will always be more effective during these transitions, in order to maintain a proper food stockpile.
c. villager is sent to sheep with 29F, but sheep capacity is 10, so the villager is forced to drop at dropsite (no magic teleportation of resources to stockpile, so they must walk)
- villager then, with 0 food, walks back to the sheep and continues

2. the game will adapt accordingly, as it does now, so you won't be able to exceed any caps

In the end, I think the fix should be relatively low impact, and most will not even notice it.
Thank you for the questions, DK!

Here's a small list of other bugs that may be of more interest to players here:
1. the idle villager button -> enemy scout bug in 1.0c is fixed
2. the teleporting monk-with-relic bug in 1.0c is fixed
3. the ability to train units for other players in 1.0c, including enemy, is fixed (yes lol)
4. the near-instant building construction bug in 1.0c is fixed
 

Unknown_DK_

Active Member
May 24, 2008
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#18
Re: UserPatch (final v1.2) release date - March 30th!

Buga, I don't have the patch installed hence I can't test plus I don't know if the food matter is for the last version or old version as if it's a new feature it cannot be tested out yet.

It's not about negative or not, but more of the matter of change the game essence, we played many years knowing that sheep and boar food cant be mixed and some years before in AoK where vills doesn't drop and stack up food when they make a building like mining camp, mill, lumber,... or even a farm.
 
Jun 9, 2012
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#19
Re: UserPatch (final v1.2) release date - March 30th!

I personally don't agree with the food=food change to gameplay.
The ability to record restored games will be very useful, as we saw at least 1 game drop in the GML.
Fan of multiple building queuing and changes to AI.

However, this looks really good! Glad features from AoFE are being transferred!
 
May 25, 2009
164
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#20
Re: UserPatch (final v1.2) release date - March 30th!

I appreciate all the work done but can't we combine forces and put UPv1.2/AoFE/AoC HD Steam all together so the 'small' AoC community won't be scattered all over the place? ...
 
Mar 13, 2010
3,368
1
0
33
Bor, Serbia
#21
Re: UserPatch (final v1.2) release date - March 30th!

Buga, I don't have the patch installed hence I can't test plus I don't know if the food matter is for the last version or old version as if it's a new feature it cannot be tested out yet.

It's not about negative or not, but more of the matter of change the game essence, we played many years knowing that sheep and boar food cant be mixed and some years before in AoK where vills doesn't drop and stack up food when they make a building like mining camp, mill, lumber,... or even a farm.
_DK_, sorry for being jumpy, I guess I`m a bit tired... That same thing about food was posted in the AoFE topic some months ago, in the UP related part, but I believe you didn`t see it, you didn`t need to. You asked a fair question, and scripter64 gave a nice answer (thanks! <3). The bug was there, it was fixed, and no harm is done, no need to be worried about it, I`d say.

(the rest of the post is not for you, but in general)

The truth is that there can`t be a consensus over anything, given that you ask enough people. UserPatch is/was widely done with that in mind (I know as I had many ideas myself that were easily rejected, and I`m more of a hard-core AoC fan :wink:), being very strict on what can and should be changed, not to touch into the hearts and opinions of people that love and play this game, not to separate the community.

Sure, as I said, even the smallest bug fix could be observed as a groundbreaking game change, depending on the one that observes it, but here we should aim for something beyond it, for everything that UP brings - with all due respect to all the different opinions out there, bringing something for everyone, and many for all. The same respect should be awarded to the makers of UserPatch, and the community waiting for it. Not everyone will like everything, but there are many different ways to express your opinion, please think about it.

I appreciate all the work done but can't we combine forces and put UPv1.2/AoFE/AoC HD Steam all together so the 'small' AoC community won't be scattered all over the place? ...
AoFE will surely adopt the final UP version very soon upon its release, while being able to see both UP and AoFE on AoEHD is what we all look forward to :smile:
 

Unknownscripter64

Longswordman
May 22, 2011
1,032
867
113
#24
Re: UserPatch (final v1.2) release date - March 30th!

One other bug fix that may be considered a gameplay change is that the patrol system operates as it did in AoK, meaning that there is little to no delay until your units begin to respond. You can read all of the fixes here.
 

Unknowntimtim

Active Member
Nov 17, 2010
2,882
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36
#25
Re: UserPatch (final v1.2) release date - March 30th!

Food is food, isn`t it? Is it a gameplay change, or a bug being fixed? Even every clear bug fix can be considered a "gameplay change", as in fact does change the gameplay in a way that you`re not able to exploit (or suffer from) the bug anymore. But I believe (or hope, at least) that we are not going to go there... Can we just enjoy it, please? lol

Yeah i get what you mean. But don't get me wrong as much as i don't like this change everything else is amazing. Just the drop record fix would be enough for me to be happy. But they did even better than that with a ton of bug fixes.
 

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