Age Of Empires 3 Crc Mismatch
It is a graphics mod for Age of Empires III by Omkar that presents new textures and arts for to the original game.- Now every civilisation has it's own unique architecture.- Every unit upgrade has some new unit art.- Added new art to some civilisations for more historical accuracy.- Updated some civilization flags to more historically accurate versions.- Fixed the mistakes by the game creators and improved them.- Works with all versions of the game. (preferably TAD for best experience)- No change to gameplay.- All campaigns are playable with this.- Contains an installer and uninstaller for easy use.- ESO compatible. You can play it in multiplayer with players who don't own the mod.Find my mods here:Thank you! EAGLEMUT wrote:Thanks. Page is up now, but download button doesn't seem to work.Thanks for letting me know. Fixed it as well.Nice, works now.I've tried out the mod for a little bit so here's some quick feedback:- Great work on the building models, looks really cool.
Haven't experienced any graphic bug with the buildings.- Some of the units have switched up models in contrast to the RE game version, for example a Veteran Hussar on the mod looks like a non-Veteran Hussar on RE. While I see why you've done this (because age0 models are already in the game afaik), I think this is going to be a source of confusion for players coming from the standard game version or potentially even twitch viewers watching a match on this mod.
I'd rather have less unique models than switching them around in this way, to be honest.- For similar reasons as above point, I'm not a big fan of changing the civilization flags to look completely different. I guess this is less of an issue though, would be interested in how the rest of the community feels about this.- I see you have also changed the general color feel of the UI, I think it looks good.- Can confirm mod doesn't cause CRC mismatch and works on both RE/EP. NiceKING wrote:main menu lags hard for me, but in game it seems fineYou may get low FPS at the menu screen, since the mod preloads all building models into hc so that the colours do not vanish ingame (fix to RT Bug).You can disable the fix, enable Homecity visuals using one of the optional setups in the addons section.Ahh, that's very unfortunate, I've noticed this as well.Throwing an idea here; would it perhaps be possible to preload the models and then somehow delete/remove them from the hc afterwards, so that it stops lagging?
This is actually a considerable issue in not only the main menu, but also in-game when one tries to send HC shipments. @To use building textures only you can opt to use the building folder in art folder only.I got the idea of preloading models into HC from the fact how the building colours in HC can be easily change without RT Bug. I tried the method and it worked!There are about 200 models that are required to be preloaded to HC to fix RT Bug. It will definitely make the menu laggy.
So I was forced to remove the hc visuals to help reduce this lag. I instead added a static UI that hides the background.About possible fixes:1. I also want to do preloading and then deleting but there are no such options in the game as far as I know.
Homecity units do not die since they don't have dynamic hitpoints.2. I have another idea of loading the models to the HC to a place which is not in visual range this will load the units to the game but not to the ram, but I couldn't find the correct bone to attach the model.If someone can find the correct bone to each civilisation hc, I can re-enable the visuals. EAGLEMUT wrote:Thanks for the info.
There is a feature of the original homecities where when you send a unit card, units will spawn in the homecity screen, walk to the docks and then eventually out of visible range. Not sure if you already know about this, but it could be a solid lead, I've only learned about it recently.Otherwise perhaps @ can chime in with his advanced modding knowledgeYou are right. One way is to call it like Homecity shipments.
They will walk out of screen after spawning. Then they can be killed ingame.
But that will need the modification of Proto, Techtree and StringTable to make the new unit and card. As you know it will cause CRC mismatch. So I avoided it.
Interesting idea to load them into the home city. Musketeer925 wrote:Interesting idea to load them into the home city.
EAGLEMUT wrote:- Some of the units have switched up models in contrast to the RE game version, for example a Veteran Hussar on the mod looks like a non-Veteran Hussar on RE. While I see why you've done this (because age0 models are already in the game afaik), I think this is going to be a source of confusion for players coming from the standard game version or potentially even twitch viewers watching a match on this mod. I'd rather have less unique models than switching them around in this way, to be honest.I remember being quite thrilled myself about the idea to update the AoE3 units with nicer, more accurate designs until I came to the very same realization. It basically is why I would only recommend to redraw the aoe3 textures in better quality, though that would need to happen in ideally the same small texture sizes, because larger textures usually result in more lag. For similar reasons as above point, I'm not a big fan of changing the civilization flags to look completely different. I guess this is less of an issue though, would be interested in how the rest of the community feels about this.Yea, I also agree. It should also be noted - especially since EP is multiplayer-focused - that it's by not enough to just exchange the top building flags and HC flag buttons, but that you also need to replace the massive flags in quicksearch and the consulate flags, too.
I don't know if Omkar has done that as well, but it'd need to be a major requirement in order to be included in EP.Finally, in terms of flag selection one needs to keep an eye on ensuring a sufficient level of variety and contrast. For example, there shouldn't be too many flags that use the same color tones.
That's one reason why AoE3 flags are not overly historical, they are like that for the sake of color variation.@OmkarThank you for crediting Imperiosus on your ModDB.:) He was the lead artist of the first NE team generation. Was happy to see the honest credit, thumbs up for that!
It is a graphics mod for Age of Empires III by Omkar that presents new textures and arts for to the original game.- Now every civilisation has it's own unique architecture.- Every unit upgrade has some new unit art.- Added new art to some civilisations for more historical accuracy.- Updated some civilization flags to more historically accurate versions.- Fixed the mistakes by the game creators and improved them.- Works with all versions of the game. (preferably TAD for best experience)- No change to gameplay.- All campaigns are playable with this.- Contains an installer and uninstaller for easy use.- ESO compatible.
You can play it in multiplayer with players who don't own the mod.Find my mods here:Thank you! EAGLEMUT wrote:Thanks. Page is up now, but download button doesn't seem to work.Thanks for letting me know.
Fixed it as well.Nice, works now.I've tried out the mod for a little bit so here's some quick feedback:- Great work on the building models, looks really cool. Haven't experienced any graphic bug with the buildings.- Some of the units have switched up models in contrast to the RE game version, for example a Veteran Hussar on the mod looks like a non-Veteran Hussar on RE. While I see why you've done this (because age0 models are already in the game afaik), I think this is going to be a source of confusion for players coming from the standard game version or potentially even twitch viewers watching a match on this mod.
I'd rather have less unique models than switching them around in this way, to be honest.- For similar reasons as above point, I'm not a big fan of changing the civilization flags to look completely different. I guess this is less of an issue though, would be interested in how the rest of the community feels about this.- I see you have also changed the general color feel of the UI, I think it looks good.- Can confirm mod doesn't cause CRC mismatch and works on both RE/EP.
NiceKING wrote:main menu lags hard for me, but in game it seems fineYou may get low FPS at the menu screen, since the mod preloads all building models into hc so that the colours do not vanish ingame (fix to RT Bug).You can disable the fix, enable Homecity visuals using one of the optional setups in the addons section.Ahh, that's very unfortunate, I've noticed this as well.Throwing an idea here; would it perhaps be possible to preload the models and then somehow delete/remove them from the hc afterwards, so that it stops lagging? This is actually a considerable issue in not only the main menu, but also in-game when one tries to send HC shipments. @To use building textures only you can opt to use the building folder in art folder only.I got the idea of preloading models into HC from the fact how the building colours in HC can be easily change without RT Bug. I tried the method and it worked!There are about 200 models that are required to be preloaded to HC to fix RT Bug. It will definitely make the menu laggy. So I was forced to remove the hc visuals to help reduce this lag.
I instead added a static UI that hides the background.About possible fixes:1. I also want to do preloading and then deleting but there are no such options in the game as far as I know. Homecity units do not die since they don't have dynamic hitpoints.2. I have another idea of loading the models to the HC to a place which is not in visual range this will load the units to the game but not to the ram, but I couldn't find the correct bone to attach the model.If someone can find the correct bone to each civilisation hc, I can re-enable the visuals. EAGLEMUT wrote:Thanks for the info.
There is a feature of the original homecities where when you send a unit card, units will spawn in the homecity screen, walk to the docks and then eventually out of visible range. Not sure if you already know about this, but it could be a solid lead, I've only learned about it recently.Otherwise perhaps @ can chime in with his advanced modding knowledgeYou are right. One way is to call it like Homecity shipments.
Age Of Empires 3 Crc Mismatch Error
They will walk out of screen after spawning. Then they can be killed ingame. But that will need the modification of Proto, Techtree and StringTable to make the new unit and card. As you know it will cause CRC mismatch. So I avoided it.
Interesting idea to load them into the home city. Musketeer925 wrote:Interesting idea to load them into the home city. EAGLEMUT wrote:- Some of the units have switched up models in contrast to the RE game version, for example a Veteran Hussar on the mod looks like a non-Veteran Hussar on RE. While I see why you've done this (because age0 models are already in the game afaik), I think this is going to be a source of confusion for players coming from the standard game version or potentially even twitch viewers watching a match on this mod. I'd rather have less unique models than switching them around in this way, to be honest.I remember being quite thrilled myself about the idea to update the AoE3 units with nicer, more accurate designs until I came to the very same realization. It basically is why I would only recommend to redraw the aoe3 textures in better quality, though that would need to happen in ideally the same small texture sizes, because larger textures usually result in more lag.
For similar reasons as above point, I'm not a big fan of changing the civilization flags to look completely different. I guess this is less of an issue though, would be interested in how the rest of the community feels about this.Yea, I also agree.
Crc Mismatch Aoe3
It should also be noted - especially since EP is multiplayer-focused - that it's by not enough to just exchange the top building flags and HC flag buttons, but that you also need to replace the massive flags in quicksearch and the consulate flags, too. I don't know if Omkar has done that as well, but it'd need to be a major requirement in order to be included in EP.Finally, in terms of flag selection one needs to keep an eye on ensuring a sufficient level of variety and contrast. For example, there shouldn't be too many flags that use the same color tones. That's one reason why AoE3 flags are not overly historical, they are like that for the sake of color variation.@OmkarThank you for crediting Imperiosus on your ModDB.:) He was the lead artist of the first NE team generation. Was happy to see the honest credit, thumbs up for that!