EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

ImageImageTalking about Modding for EE2 and EE2 AOS. New maps, patches, programs and Multiplayer scenarios.
User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 28 Oct 2018, 03:49

Optional Minor update 157001 has been released!
Most important changes:
- Camera FIX ver. 5.1:
* Some players disliked the new camera angles at the low (but not maximum) zoom-in. It could also negatively affect performances. We have restored UP1.5.6 angles for it.
* Increased the maximum zoom-out even more, so the "plane view" activates very high, leaving the vanilla version angles for ~70% zoom-out.
- "Middle Mouse Button Actions" improvements:
* The Maximization Helper window now allows you to control action settings:
# "Rotate" - simulates the CTRL key press to rotate buildings. After 0.5 second the action follows mouse cursor to rotate camera in selected direction (simulates CTRL+ARROW keys press).
# "Move" - scrolls the camera (left, right, top, bottom) instead of rotating. You can manually press and hold the CTRL key to rotate.
# "Invert" - uses the opposite scrolling directions (feels like scrolling on your smartphone screen).
# "FSM Hotkey" - simulates the Full Screen Mode CTRL+ALT+H hotkey press (hides User Interface). To execute this hotkey keep the Middle Mouse Button pressed for ~2 seconds and don't move mouse during this time.
* Additional custom configurations commands (which can be inserted to UnofficialVersionConfig.txt or by UP1.5 Settings) exist:
# MiddleMouseButtonSleepBeforeCameraRotationMs=500 | Time (in milliseconds) after which camera starts rotating when MMB is pressed. Prevents accidentional camera rotation when rotating buildings by a short click.
# MiddleMouseButtonRotationCheckIntervalMs=0 | Delay (in milliseconds) after which Launcher checks for another mouse position change. Default 0 is 1 ms. Low value is recommended.
# MiddleMouseButtonFullScreenModeActivationDelayMs=2000 | Delay (in milliseconds) after which the Full Screen Mode hotkey can be activated.
* Option "Invert" is now activated by default (I like how it is in Anno 2205).
- Fixed an issue, where UP1.5Launcher was unnecessary asking to "run as Administrator" when already had writing permissions to UnofficialVersionConfig.txt file.

If you have got UP1.5.5+, you can update by clicking: empireearth2://FunctionMinorVersionInstall
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains


User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 02 Dec 2018, 02:32

Minor update 157002 has been released!
Most important changes:
- Added a missing text entry for "Asymmetrical" resources layout on EE2: AOS. Thanks for the report to player "Dreadtania".
- Corrected some of UP1.5 units descriptions (text entries).
- Repaired the position of Multiplayer Lobby "Back" and Multiplayer Game "Cancel" buttons on 4k screen resolutions (they were covered by other widgets).
- Increased sounds volume at the maximum zoom-out a little bit more (required after Camera FIX ver. 5.1 release).
- Disabled the doors animation at the Manufacturing Plant in epochs 11-12 when idle (not producing) and slowed down this animation when producing tanks.
- Improved the Christmas expansion: removed oversized candles from Christmas Trees.
- Fixed an issue where UP1.5 Launcher could hang for some seconds on the splash screen, when certain programs were running in the background. It was caused by SystemParametersInfo->SPI_SETFONTSMOOTHING, SystemParametersInfo->SPI_SETFONTSMOOTHINGTYPE function calls, which I forgot to disable after internal tests in ~2014. Sorry about that.

If you have got UP1.5.5+, you can update by clicking: empireearth2://FunctionMinorVersionInstall
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 11 Dec 2018, 02:33

Minor update 157003 has been released!
Most important changes:
- Removed the partial fix for the "Scout Trick" (aka. "Scout Glitch") and reverted scout-related changes from all previous updates (excluding 156011).
* Old fix data is still present in game files for compatibility reasons (old game saves, playbacks), but not used in new matches.
* Kept the change: "Scouts are now forced to move out of the construction site area".
* Fixed a bug where "Scout" and "Temp Anti-Glitch Scout (1.5)" units could respawn multiple times (reason unknown, area effect fixes didn't work as expected).
* Fixed a huge performance degradation (game mouse lag) when a group of citizens or scouts was selected.
- Added new "Starting Forces" -> "Basic" Citizens options: 5, 10, 15, 20, 30, 50, 75, 100 with "no Scout" suffix.
* It allows you to start a game without the first Scout which was used for the abusive "Scout Glitch" in Multiplayer games.
* The player who hosts the Multiplayer game can now choose if "Scout Glitch" is allowed in his game by selecting the "no Scout" Basic Citizens option.

If you have got UP1.5.5+, you can update by clicking: empireearth2://FunctionMinorVersionInstall
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 10 Jan 2019, 10:38

Minor update 157004 has been released!
Most important changes:
- Multiplayer improvements:
* The "session ID" variable (used by the Rating System) is now longer and contains the game process running time float. It's because the old "session ID" could be duplicated if two different game rooms were hosted at the exact time (1 second accuracy).
* Added an information if the "Scout Glitch" is allowed/legal or forbidden/illegal to the "Welcome Message" in Multiplayer Games. It depends if "Starting Forces" -> "Basic" citizens option has "no Scout" suffix selected by the host.
* Fixed an issue where game settings could be reset when user checked the "Don't remind me again" checkbox on the Multiplayer log-in screen (for optional Minor Update notification), and the notification contained newline characters.

If you have got UP1.5.5+, you can update by clicking: empireearth2://FunctionMinorVersionInstall
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

FB-Productions
Posts: 1
Joined: 21 Jan 2019, 19:56

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by FB-Productions » 21 Jan 2019, 20:01

I have found a very small and insignificant bug.

A wrong tooltip is shown for Gardener units when multiple gardeners are selected.
(2 or more gardeners need to be selected and then the mouse must be over their icon on the bottom UI.)

It says "Citizens" instead of "Gardeners".

Added after 2 minutes 7 seconds:
Also, if possible, could you fix the patch so that selecting an idle citizen doesn't select Gardeners and Builders?
And also the number of idle citizens shown on the cursor on the bottom left when you select resources, that should only show citizens, if possible.

User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 22 Jan 2019, 15:29

FB-Productions wrote:
21 Jan 2019, 20:03
I have found a very small and insignificant bug.

A wrong tooltip is shown for Gardener units when multiple gardeners are selected.
(2 or more gardeners need to be selected and then the mouse must be over their icon on the bottom UI.)

It says "Citizens" instead of "Gardeners".

Added after 2 minutes 7 seconds:
Also, if possible, could you fix the patch so that selecting an idle citizen doesn't select Gardeners and Builders?
And also the number of idle citizens shown on the cursor on the bottom left when you select resources, that should only show citizens, if possible.
For the missing plural form "Gardeners" text entry - I'll try to fix it in the next update with text changes (might not be the next one).

City Builders and Gardeners are "children" of "Citizens" for permission reasons and to prevent missing behaviors. Unfortunately it won't be changed any soon, to keep versions compatibility (for example old game saves, playbacks, etc.).

About the idle citizens button selecting Gardeners/City Builders:
You can manually work-around it. Simply set Gardeners and City Builders to Patrol in some short distance. They will no longer be idle, so they won't be selected by the comma button (or resources cursor-icon).
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 08 Feb 2019, 15:33

Minor update 157005 has been released!
Most important changes:
- New UP1.5 Launcher feature/fix: "UseWorkingDirectoryWorkaround":
* Activates itself automatically when the game is unable to start due to a "missing .dll" error, but the .dll file is present in the game directory.
* "Working Directory" problems are usually caused by bad, invasive Antiviruses (greetings to Avast) or the other installed software which changes behavior of "lpDirectory" parameter.
* The new feature also fixes a problem where (in rare cases) Nvidia GPU is not visible in Settings -> Video menu, even when DirectX 9 is enabled by UP1.5 Settings.
* This workaround copies the game executable to the current game directory and presents itself as "EE3.exe". This file name is used especially to tell Nvidia Optimus to automatically use the high-performance GPU instead of the Integrated GPU on laptops. Using a different file name would require from users to manually select desired graphics card by the Nvidia Control panel. This fix might have some negative effects where not all of other fixes applied to the original executable locations are available. Therefore it's not recommended to force this option when not needed.
* This fix can also be manually enabled by the UP1.5 Settings -> custom configuration command: "UseWorkingDirectoryWorkaround=1" or "UseWorkingDirectoryWorkaround=2" (no message). To disable (default option): "UseWorkingDirectoryWorkaround=0".
- Increased the "Settings" -> "Game" -> "Mouse Settings" -> "Double-Click Time" limits, from the minimum "0.25" to minimum "0.01". Keeping "0.25" is recommended. Setting value lower than ~0.10 practically disables the Double-Click. It's to prevent "accidentally moved citizens" problem reported by Multiplayer users with too sensitive mouses.
- "Cycle Selection of Idle Citizens" hotkey (, COMMA) doesn't longer select Gardeners and City Builders.
- "Cycle Selection of Idle Military Units" hotkey (. PERIOD) now selects Scouts and doesn't select Prisoners and Slaves. Scouts are still not selectable for "Add to Selection" (shift+PERIOD) and "Select All" (alt+PERIOD) hotkeys.
- Updated UP1.5 Installers to improve security and reliability.
- Corrected some of UP1.5 units text entries.

If you have got UP1.5.5+, you can update by clicking: empireearth2://FunctionMinorVersionInstall
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

EnderRobo
Posts: 1
Joined: 24 Feb 2019, 00:22

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by EnderRobo » 24 Feb 2019, 00:35

Hello. This patch works great, but I would like to ask something. Is it possible to change the attack type of a unit? I am asking for the Fusion Caster (epoch 15, light artillery). Despite its name, weapon texture and description, which says that it has a particle accelerator cannon, it still shoots missiles. It would be better with lasers like on the Minotaur Herc, as it would make it better. Mainly as it would deliver the damage instantly, instead of the long missile flight time and could pierce Hades and Hera shields. That would make it more useful as currently it is rather pointless to make apart from the cost.

User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 24 Feb 2019, 03:13

Hi. It probably is possible, but won't be changed with the UP1.5 as the main idea is to keep the original game balance. Even if 80% of players liked the changes, 20% could have problems accepting them. We can't risk that.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

User avatar
Dr.MonaLisa
High Representative
Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: EE2, EE2X - Empire Earth II - Unofficial Patch 1.5 (2014+)

Post by Dr.MonaLisa » 04 Mar 2019, 00:08

Minor update 157006 has been released!
Most important changes:
- Included "Loew's Ambient Pack" created by "Loewenherz" as the internal part of UP1.5. Available in the Map Editor:
* Information, Screenshots & Discussion: viewtopic.php?f=54&t=5193
* Over 400 new abient items (like trees for tropical/arid/arctic/temperate climate, flowers, grass, rocks, mountains, water and sea objects, ancient ruins, pyramids, castles, and much more).
* Known World objects: Ancient Mayan/Greek ruins, Stonehenge, Gothic Cathedral, Baroque Church, Lost Temple, Easter Island Statues, Ziggurat, Obelisk, Paifang, Minaret, Desert Palace and more.
* New map assets (Space Ambient, Vulcan and Oilfield objects); unit/building blockers (for pathfinding).
* Most of objects are available in 5 different size variations to perfectly fit your artistic needs.
* Added 27 new Forest Brushes for easier usage of new trees.
- Renamed option "Ask me before game start" to "Loew's Map Editor Mode" under "Unlock UP1.5 units, buildings..." in UP1.5 Settings.
- Fixed the missing shadow of rotational Windmill wheels in epoch 6, when Shadow Detail were set to High (or better). Changed their color to be more realistic.
- Fixed a bug caused by Minor Update 155001 (November 2015) where half of the "dbcombat_unittypeadjust" file was not read on EE2 (the expansion pack - AOS was not affected). It caused some minor balance problems, for example Chinese special unit in epochs 6-10 (Dragon Song) dealt full damage to units where it was supposed to originally deal reduced damage.
- Fixed a bug where Rams could not attack Warehouses (due to alert siren feature added to Warehouses in UP1.5). Additionally fixed a bug where Rams could not attack Anti Aircraft buildings.
- Bomb Shelters (Bunkers) reworked:
* Increased the build time 3 times to minimize the risk of abuses in Multiplayer games, where players use Bunkers to distract enemy army.
* Reduced the damage taken from Ballistic Missiles (including ICBMs) to improve their destination.
* Significantly increased the damage taken from Tanks and HERCs to not distract the ground army for too long.
- Snipers reworked:
* Significantly reduced the default damage. It helps prevent issues where Snipers could destroy tanks and buildings unrealistically fast.
* Increased the damage dealt to Infantry units to kill them (in fast pace) or seriously injure (medium pace).
* Modified the damage dealt to Horses and Artillery in lower epochs, to make them take at least 2 shoots before death. It's because artillery models always have two people who move cannons.
- Significantly speeded-up the Full UP1.5 installer by disabling the failsafe copy method. It does not affect the compression level.

If you have got UP1.5.5+, you can update by clicking: empireearth2://FunctionMinorVersionInstall
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

Post Reply

Return to “EE2 files, modding, maps, testing, etc.”