Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Mod Design > TDII
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Regarding celts, I think it actually is double atm, cos we checked...a bit too strong like that...
Also, from feedback, chinese are still too strong, while saracens are now way too strong as well...at least 8 pop houses should be made back to normal...but instant trade carts make them too strong anyway
V14 Changes:
Would like a bit more feed back on the Chinese being too strong before changing that again. Still couldn't find any issues with the forage bush mentioned, I tested it and it worked for me.
once ''enemy'' units spawns as p7 p8 they might turn into gaia units
I believe that there is a way to make them not convertible anymore, but i'm not sure if they would be seen as ''enemy'' units
Map: [You must login to view link]
V17 Changes since V14:
you cant set neutral market as spawn location!!
1 more idea: i think it would be nice to have better gold income from ships
you cant set neutral market as spawn location!!
Map: [You must login to view link]
V18 Changes:
yes me too ^^ i was asking this just because the cart from market that cost 100wood is the very best trade units out there and two of those cart are su much better than one boat that cost 200wood in price/gain relationship
that's just my pov but everygame i see 786879686 trade carts and only few boats!! maybe rebalancing a little the trade units could help having different boom strategies than just one wich is the best ^^
anyway game has become so much better than 5 versions ago and i think it's already complete and good working