Age of Empires II: The Conquerors > Game Mods > FE DM Michi Stones

FE DM Michi Stones

by fobbix - 34 downloads

Known Bugs:
    None

Notes: Text description is currently outdated. Will update in due course.

Youtube video introduction on gameplay elements.

Games vs AI + Scenario Preview Video: https://youtu.be/Sq4pc9jvNEE
Techtree Video: https://youtu.be/ViE2GU_wxrs
Runthrough of civilization units: Not created as of yet.
Behind the datafiles: Not created as of yet.


Michi Stones



Forgotten Empires 3.3: Death Match: Post Imperial:

The purpose of this mod is to make front tree-line walling ineffective or otherwise balanced; to remove the ability to slow down the game to a stand-still.

Designed ONLY to be played in DM Post-Imp games. The Forgotten Empires civilizations have been added which adds additional flavour to the game. I have modded the FE civilizations for online multi-player. Forgotten Empires also changes the building sets for the existing civilizations too, greatly enhancing the dynamic-ness of the graphics (and hence the 50 MB download size).

Made with counter-balances against Persians and other factors taken into consideration, for example Turks/Koreans needed walls for defence; whilst Vikings are generally useless so have been updated too.

This mod should be fine for both closed and open maps, and more so for rush maps as there is also a starting +15 headroom pop, which creates a more organic start. And in my opinion that negates the temporary black-screen that some players experience (along with screen resolution glitches), and any kind of initial delay advantage from the starting game seconds. Palm trees and others have been set to 150 for more balancing between food/wood civilizations on open maps too.



Please take a note that I don't know of all of the changes that have been made to FE 3.3.

Important Known Forgotten Empires Changes (To Original Civilizations)
    Bombard Cannon does area/splash damage.
    Trebuchet does area damage and can cut tree stump; along with easy wood cut.
    Palisade Gate.
    Onager cuts wood. (Removed)
    Onager projectile speed is 0.6 quicker. (Removed)
    Elite Tarkan can be created at stable. (Decided to keep although not the new Tarkan stats/cost)



General Changes To Gameplay! (Listed in the order of the most impact to gameplay)

# Walls,
    Fortified walls have been removed and stone walls have had their HP slightly reduced.
    Palisade walls have been drastically increased as it doesn't work for post-imperial units.

# Stone Resource
    Stone cost is x2.
    Starting stone is x2.
    Stone gather is x2.
    Stone resource is x2.
    Market resource trade is x1.

This makes the market resource trade far less effective for stone, which means most civilizations can't have 2000 BBT (See Turks/Byzantines though.)

The market resource trade for stone does have an interesting impact on FFA and 1v1. As you can trade stone for gold. Although you could be helping another enemy in the long run.

# Tree resources altered (See Trees near bottom.) Depending on the type of tree used (Pine/Forest/Etc). The amounts have been altered. For Michi/BF/Closed maps you should use the tree type that store lesser resources. This potentially makes games play out quicker or fairer, and reduces the amount of maximum time a single game can last. (I have been thinking about increasing the initial amount of wood available since civilizations need to first construct buildings which make it generally unfair for wood civs anyway. This is true, although wood civs usually have food units also. I have however made Farms cost slightly more which should balance the end-game slightly.

# Unique Archer + (Viking Arbalest+Maygar Cavalry Archer) Moderately Destroys Ram (I consider archer targeting rams first to be a gameplay glitch, totally unfair for archer civilizations which don't stand no chance against players of the same skill with siege ram). I have however altered the lesser upgraded rams so that they have more HP and the same speed as siege rams.

# Onager Mechanics (+1 Range for Onager unit ONLY, Siege Onager and Mangonel unaffected).

# Trebuchet has +75 HP which takes it up to 225. This is because it was impossible to stop even a few paladins destroying the Trebuchet (despite being heavily defended.) Might actually have been better to just give it more melee armour as it does mess around with the siege counter. This has a good feel to it, Bombard Cannons will not be cost-effective against Trebuchets now though.

# Bombard Cannon
    +1 Range.
    x1.5 damage to buildings.
    x1.5 damage to stone buildings.
    +200 damage to castles.

Added in since Trebuchets now have more HP which means the bonus is to destory walls/buildings ONLY. These cannons will now destroy a castle about twice as quick as a trebuchet would (Unless you have Japanese as an ally).

# Castle build-time has slightly increased by 5%. However for Britons/Japanese/Mayans they have a speed-up of 20%, (after the 5% has been applied.)

# Farms Cost slightly more wood to produce.

# Cavalry Archers - Cost -25% wood. This is because the unit was deliberately under-powered by the game designers in regard to it being far too over-powered in the original AoE.

It is an combat-effective unit, but it used to squander (costs) too much wood, so it was never cost-effective to create.

# Bloodlines to most Civilizations (145 HP Cavaliers/Heavy Camels.)

# Treadmill Crane to all Civilizations (Villagers build faster.)

# Arrow Tower is now effective as the resources required have been decreased and the time taken to make a normal tower is reduced.

# New building;/unit type for all Americas civilizations as follows..

---

Sun Temple. (Not an accurate depiction). Enables a more dynamic range of units once the game has started. The Elite Eagle Warrior is created at both the Sun Temple and Barracks. Incas Team Bonus is 120% Train Speed for Sun Temple, a note for creation of elite eagles when you are Incas or have an ally that is Incas.

Sun Shaman is an healing unit only, that heals at a quickish rate, he only costs food and has good HP. Extremely effective at keeping units alive (May have to decrease the heal range).

Sun Eagle Warrior The Sun Eagle unit costs double and has increased statistics that is also affected by the civilization bonus. Good vs siege and hand cannon units. Generally untested unit (Probably costs too much also.) Sun Eagle Warrior assigned own slot and has Champion Hotkey.

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# Skirmishers have +2 Attack vs Cavalry/Camels (Slight Tweak For FFA Games)

# -2 seconds Villager creation speed.

# Trade Lag reduced by 10%. Haven't tested to ensure the same, but in theory they should be (-10% speed, +10% working rate.)

# Petards Removed to stop people using them in late-game.

# No Missile Boats (For Water Maps) (Breach Style Game) (Listed last as only for water maps, will need more balancing.)



Civilization Changes (Listed again in order of impact)


Magyar

+0.05 Cavalry Speed
Keep (Arrow Tower) - +6 Attack, +3 Attack vs Cavalry, +6 Attack vs War Elephant, -3 Range
Elite Maygar - +1 Melee/Range Armour (he does have a big shield), +0.25 Speed, +3 Attack Bonus vs Cavalry Archer, +2 Attack Bonus vs Archer, +5 HP

Magyar Team Bonus: +0.1 Cavalry/Cavalry Archer/Infantry Speed, +2 LOS Archer (Except Skirmisher)


Persian

Elite War Elephant -50 HP, -20% Food Cost, -1 Pierce Armour, +0.075 Speed

Persian Team Bonus: +2 Attack Cavalry vs Archers. (Original)


Korean

-1 Siege Onager Minimum Range
Elite War Wagon -30% Wood Cost + Area Attack (2) + -5 Base Attack + 5 Cavalry Attack.
Halberdier Removed

Korean Team Bonus: -20% Onager Cost.


Chinese

Zhuge Ballista (New Unit) - Long-range semi-automatic crossbow/ballista. Very inaccurate and effective against archers, war elephants and general footmen.
Chu Ko Nu +8 Attack vs Unique Units.

Chinese Team Bonus: +45 Farm Resource.


Spanish

+33% Trade Cart Gold Generation.
Conquistador -10 HP, -20 Gold Cost, -4 attack, +4 attack vs cavalry.

Spanish Team Bonus: +5% ALL Cannon Reload Speed. (Very Big Bonus, Removed +33% Gold Trade)


Aztec

Monk +1 Range
Pikeman has area attack (0.25) and +20 HP
+10% Infantry (Excluding Sun Eagle)

Aztec Team Bonus: +1 Infantry Attack.


Inca

-15% Infantry Cost
-15% Eagle Cost (Eagle is also infantry, so they have 15%+15% off) (Note: different than 30% off)
-15% Building Stone Cost
+5% Farm Gather Rate

Inca Team Bonus: +5% Farm Gather Rate, 120% Sun Temple Unit Train Rate.


Viking

Infantry +33% HP (altered directly the HP increase bonus upgrade)
Elite Berserker +10 HP, +0.1 Speed (0.05 off of Celts Woad Raider), +5 Attack vs Cavalry
Arbalest/Heavy Scorpion fire 1/4 more quicker
Heavy Scorpion -1 Minimum Range

Viking Team Bonus: +5 HP Infantry


Byzantine

x0.5 Bombard Tower Stone Cost

Byzantine Team Bonus: Monk Heal Rate x2


Turk

x0.66 Bombard Tower Stone Cost
Hand Cannoneer +3 Attack, -20 Gold Cost
Champion -20 Gold Cost (0 gold cost)

Turk Team Bonus: 100% Accurate Bombard Cannon, +5% Accuracy Hand Cannon Units, x0.8 Cannon/Janissary Train Speed (Removed Hand Cannoneer and Conquistador)


Teuton

Elite Teutonic Knight +0.15 Speed
Conversion Resistance

Teuton Team Bonus: x0.5 Conversion Recharge Time Monk.


Goth

Maximum Population Count +25 (225)
10% Tribute Fee (would be too unfair to feed other civilizations with 225 Population)
Perfusion Reduced to +10% From +100% (Barracks Unit Train Speed)

Goth Team Bonus: +120% Barracks Unit Train Speed, -50% Palisade Cost, -80% Outpost Cost.


Frank

Frank Team Bonus: -10% Cavalry Cost, +2 LOS etc for Cavalry.


Briton

-30% Tower Cost
-20% Castle Build Time

Briton Team Bonus: +5 HP Archer, +120% Archery Range Unit Train Speed


Mayan

-30% Tower Cost
-20% Castle Build Time

Mayan Team Bonus: +1 Archer Attack, x0.5 Wall Cost.


Japan

-30% Tower Cost
-20% Castle Build Time

Japan Team Bonus: +20% Trebuchet more accurate.


Hun

Mercenary - New Unit - Cavalry Archer, 100 Gold Cost, lower stats (Around weaker CA)
Tarkan - Cost 100 Food, +0.025 Speed, +40 Attack vs Buildings

Hun Team Bonus: +1 Attack Cavalry, +1 Range Cavalry Archer, 120% Stable Unit Train Speed.


Italian
Bombard Cannon +1 Range
Cavalier -33% Gold Cost
Genoese Crossbowman -2 Attack Bonus for Cavalry/War Elephant/Camels (set at 5's)

Italian Team Bonus: Condo Unit - Anti-Hand Cannon


Slav

Elite Boyer -2 Pierce Armour
+5 Pop from creation of military buildings (was team bonus - Eeek)

Slav Team Bonus: +1 Melee Defence Cavalry, +1 Melee Defence Heavy Scorpion


Saracen

Heavy Camel -20 HP
Mameluke +10 HP, -2 attack vs cavalry

Saracen Team Bonus: +2 Camel Attack, +2 Attack Archer vs Buildings.


Mongol

-10% Siege Cost

Mongol Team Bonus: -5% Siege Cost, +2 Scout Cavalry LOS.


Celt

Celt Team Bonus: +5 HP Siege.


Indian

Indian Team Bonus: +5 Attack Camels vs Buildings.


Resource Changes

Starting Population Headroom: +15
Starting Stone: +5000
Forage Bush: 1250 Food
Stone Mine : x2 Stone

Pine Tree: 75 Wood
Forest Tree: 70 Wood
Jungle Tree: 70 Wood
Bamboo Tree: 50 Wood
Oak Tree: 125 Wood
Snow Pine Tree: 150 Wood
Palm Tree: 200 Wood

Relic Gold Generation: 150
Forager: +0.15 Working Rate (from dark age)


Spreadsheet Detailing all changes made to gameplay - https://www.voobly.com/files/prompt/53374074
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Information
Type:
Changes Game Play
Game Name:
Downloads:
34
Created By:
fobbix
Version:
1.15
Allowed in Rated Games:
No
Download Size:
53.69 MB
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