If it loads the textures first then model the new textures do not appear. It seems to me the actually the game engine gets confused while loading models and textures. In any case it seems to me that you ought to be able to use something like a cinematic block with the only in editor flag in the home city to prevent the lag. I was actually very surprised that you could do that and still have it work - it seemed to me that the whole point of preloading would be to actually preload all the textures, which is presumably the very thing that causes all the lag. In WoL we actually resolved the lag involved with preloading so much stuff (when preloading in game) by using the only appear in editor flag on the proto unit. I'll have to think further about how the big HC lag problems could be resolved. Musketeer925 wrote:Interesting idea to load them into the home city. If someone can find the correct bone to each civilisation hc, I can re-enable the visuals.
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. Homecity units do not die since they don't have dynamic hitpoints.Ģ. I also want to do preloading and then deleting but there are no such options in the game as far as I know. I instead added a static UI that hides the background.ġ. So I was forced to remove the hc visuals to help reduce this lag. There are about 200 models that are required to be preloaded to HC to fix RT Bug. 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. To use building textures only you can opt to use the building folder in art folder only.
Can confirm mod doesn't cause CRC mismatch and works on both EAGLEMUT I see you have also changed the general color feel of the UI, I think it looks good. I guess this is less of an issue though, would be interested in how the rest of the community feels about this. For similar reasons as above point, I'm not a big fan of changing the civilization flags to look completely different. I'd rather have less unique models than switching them around in this way, to be honest. 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. 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. Haven't experienced any graphic bug with the buildings. Great work on the building models, looks really cool. I've tried out the mod for a little bit so here's some quick feedback:
Page is up now, but download button doesn't seem to work. For more tips and help, consider heading over to our AoE4 guides page.EAGLEMUT wrote:Thanks.
At least until those features are added at a later date.Īnd that's essentially all there is to know about the pop cap and how to increase population in Age of Empires 4. Unlike Age of Empires 2 and Age 3, there are no options for increasing the overall pop limit of 200 or starting at the max population in Skirmish mode, and since there is no map editor or scenario editor in Age 4, there is no way to set a higher cap otherwise. The number on the right represents the units you have, while the number on the right represents your current capacity. You can see how many units you have and your capacity in the top left corner of the menu in the bottom left corner of the screen. The Village costs 30 wood and takes roughly 30 seconds to build. To build the structure, you must choose the Song Dynasty, which requires both the Imperial Academy and the Barbican of the Sun Landmarks. The Mongols do not have Houses, and the civ's Town Center does not add to the overall limit.įurther, the Chinese civilization can build a structure called the Village starting in the Feudal Age, which adds 40 to the population. These structures increase the pop cap for every civilization except the Mongols, which begin each match at the 200 unit limit automatically.
Indeed, there are a few other similarities to keep in mind when increasing your population of villagers and military units.īoth Houses and Town Centers increase the population limit by 10 for each structure built. Houses cost 50 wood to construct, and Town Centers cost 400 wood and 300 stone to build. The population cap in Age of Empires 4 is 200, the same as almost every other game in the popular RTS franchise except the original Age of Empires.