Age of Empires II: The Conquerors > Game Mods > The Dark Ages

The Dark Ages

by David H. Cooper (aka fobbix) - 140 downloads

~~~ Purpose ~~~To allow the game to be played through the ages instead of being rushed to imperial or castle age; along side starting with semi-dm resources which allows the action to start from the beginning of the game without making aging through the ages meaningless (as in DM). And to better balance the weaker civilizations for fairer and more competitive play. To add a lot of lost value from the DM style of play (no upgrades etc) and not be as slow or as rock/paper/scissor like as RM.~~~ Please Note ~~~~~~ This description will have a few things missing from the most updated version of the mod. Check the Info Link for full details of all changes made (libreoffice calc file). Korean war wagon has been updated (only stats wise) to perform more like a Hwacha. Battering Ram available from the feudal age. Few feudal unit upgrades added. Mayan/Aztec feudal (only) fast conversion added. Load of bug fixes, and started on a new black forest map.~~~ Description ~~~Civilization Balancing for Rated DM Matches. Features include: Weakest Civilization Upgrades, Dark Age Start, Unit Reshuffle For Dark Age, Long Ageing Time (x10 cost), Dark Age/Preferred Bonus Resources For Start (Can Use RM or Regicide or Other Game Types Now), Alternative Gold Generation With Relics, Improved Villager Gather Rates Through Upgrades, Improvements To Existing & Newly Added Upgrades, Three Additional Units – Imperial Camel & Hunnic Horse Archer & Ballista, One Additional Buiding - Sun Temple, Halberdier assigned to its own type, , and Trade Carts Statistics redone to reduce lag.~~~ Overview ~~~This mod increases the tempo of the game with an increased Villager Creation Rate, better villager gather rates, and decreased amount of wood in trees that allows you to chop out progressively expanding spaces in forested maps. It is great fun to play this mod with normal game speed enabled, since it is like playing at the fast speed tempo without this mod being applied which gives players more opportunity to better macro and for spectators time to talk which shouldn't be undervalued.Dark Age start and a brand new DM starting resources enabled by the mod (which excludes the need for the DM game type). Will see the game being played as it should be in an increased tempo with action at every turn with cavalry scouts, archers, and upgrades that keep existing militia units but disallow you to create any more, with all of these units being available even from the Dark Ages! Ageing up will take much longer with x10 amount of resources required and Dark Age and Feudal Age rushes will be a very real threat in the early ages with a variety of units and a certain elusive militia dilemma upgrade to play with and increased attack rates via feudal age upgrades for the weaker units.From the fedual age you will be able to create a "Relic Monky" (Monk With Relic) for 250 gold. Relics have an increased gold generation rate for non-trade gold generation (Which is the main cause of lag). To counter balance the issues with having too much gold generation I have made Monasteries cost 250 wood and 500 Stone with the land mass taken to build a monastery is much larger (8x8). Currently the rate at which gold is generated is set to 30.The Relic Gold Mod is extremely good for 1v1's and FFA's (Free For All) since it allows gold generation without allies. (Try 4 Player FFA on Black Forest :P)The Trade Carts themselves now cost double the amount and 50% as long to build. They also costs 2 population each. They collect gold at around the same rate as orignally. Spanish have had there team bonus altered (which was over-powered gold generation from trade carts). For all the changes I have made you need to look at the spreadsheet located at AoE2->Voobly Mods->Data Mods->DM Dark Ages Mod - Information.ods . The direct link is http://www.voobly.com/files/prompt/33164981 - to view you need a spreadsheet program, like the one found in office suites - [You must login to view link] the bottom of this page you will find a quick-start guide on how to start from the dark age.The below lists a general overview of the changes.---~~~ Civilization Changes ~~~~ Archer Civilizations & Japanese & Teutons (Excluding Turks) (Britons/Mayans/Chinese)(Also repeated below)Onager have +1 Range/LOS/Seek with newly added upgrade “Onager Mechanics” researchable in the imperial age (Counters Siege Onager a slightly bit better). Chinese also have “Siege Engineers” enabled. This might be extended for all civilizations without Siege Onagers especially Vikings.~ Vikings Have there infantry foot soldiers health increased by 50%. Berserker don't have this increase. Instead they have an attack bonus vs Cavalry (+7, Elite +14) and +2 Attack, vs Eagles (+2).Onager has +1 Range/LOS/Seek (Onager Mechanics)These changes have been made to Vikings because there civilization was the worst by far in the game. Quite literally you could do nothing at all with them.Note: need more testing with Vikings can't decide whether they are OP or not (esp vs Mayan)~ Britons Can be aggressive and not just defensive with an increased attack rate of the cavalier (+4) (+6 vs Archer Bonus) and champions (+2). Longbow Men/Briton Archer Units will no longer be thwarted by Rams (+8 vs Ram Bonus).Onager have +1 Range/LOS/Seek (Onager Mechanics)These changes have been made to Britons because there civilization could only camp beforehand.~ Goths Have +25 pop (which is now a proper civilization bonus).Because of Multi-Queue (MQ). There original civilization bonus of barrack units being created 20% faster has been removed (as it made Rams useless against Goths). Also Perfusion has also been removed, which was another Barracks increasing unit creation advantage.(MQ included in the User Patch which enables you
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المعلومات
Type:
Changes Game Play
Game Name:
Downloads:
140
Created By:
David H. Cooper (aka fobbix)
Version:
1.7
Allowed in Rated Games:
نعم
Download Size:
2.33 MB
Uploaded By:
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