Open source repository of college football data
Application to train high level Age of Empires 2 players. Implemented with an approximation of the AoE2 engine.
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commit sha 2fc432a5cbf15201d18c40cd4fb38fc5d53885f8
Manually override LanguageNameId for Villager and Trebuchet
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commit sha c272fa46f647015408552be39a6cc8f7373b030e
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Use availability data from civTechTrees.json This enables us to update the availability of units, techs, and buildings with a script instead of manual edits (as long as the game developers update civTechTrees.json correctly, that is). To facilitate this, a few changes had to be made: - Use units 109 and 621 for the two town centers (instead of 621 for both) - Use unit 487 instead of 78 for Gate - Use unit 792 instead of 790 for Palisade Gate - Use units 1225 and 1227 for the Konniks from the Krepost - Remove custom african and asian monk visuals (those were just a cool a WK remnant anyway) - Use unit 1258 instead of 35 for Battering Ram - Use unit 331 instead of 42 for Trebuchet (i.e. packed instead of unpacked) The data file now contains a techtrees section, which lists the **available** units, buildings, and techs for each civilisation as well as the unique units and unique techs from the castle. A lot of the code to find out which unit/building/tech is available to a specific civilisation has therefore been able to be deleted. Everything should be a lot simpler now.
commit sha b34e2094258588d13b1129c2b2423efa6099ba7a
Improve horizontal scroll behaviour - Scroll a bit further - Disable custom horizontal scroll if there is a vertical scrollbar - Disable custom horizontal scroll if the shift key is pressed
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issue openedSiegeEngineers/aoe2techtree
Common tree vs. Civ-specific trees
The newly added civTechTrees.json
contains easily readable structural information about the tech tree for each civ. This finally enables us to somewhat accurately reproduce the in-game tech tree for each civ in the definitive edition.
Having a dedicated tree layout for each civ means that it is possible to sensibly display the effects of Cuman and Burgundian civ bonuses, namely having certain items available in earlier ages. However, this would then be inconsistent with the general approach to applying civ bonuses in the tech tree – which is to not apply them. Mainly because it would be a lot of work to implement a framework to figure out the correct numbers for cost rebates etc., and nobody has invested the time to create that yet.
The approach of having a common tree layout for all civs that includes all extra unique units has the advantage that you have immediate access to their stats at any time, and do not have to remember and switch to their respective civ first. It inflates the tree a bit though.
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issue closedSiegeEngineers/aoe2techtree
Charge attack and cooldown as additional stats
Maybe you are already working on it but here is an issue for tracking purposes. The Lords of the West expansion introduced the coustillier which has the charge mechanic. This can be displayed in the stats. This number can be seen in AGE as Max Charge and Recharge Rate. If I get some time over the weekend I shall write a PR to add it.
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k-sriramissue commentSiegeEngineers/aoe2techtree
Charge attack and cooldown as additional stats
Yeah. That looks how it should.
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issue commentSiegeEngineers/aoe2techtree
Charge attack and cooldown as additional stats
Good call. I added it in 08c556ff03f0b3d5b675150fa5b15389deda2a2e. Does that look right to you?
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