Medieval Monday: Ask Your Questions and Get Your Answers

Time for another weekly round of questions.

Talk about everything from build orders to advanced strategies.

Whatever your questions, the community is here to answer them.

So ask away!

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The Japanese Castle from a more blocky perspective

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Kinda new player

I've played this game on and off for about 10 months now and i decided to become better. So far i can play decently with the japanese and goths, but i feel like i should be able to play more civs.

What are some easy to pick up civs who preferably don't have infantry as their core units? thanks in advance

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A few slightly advanced modding questions related to the civ concepts that Chu Ko Noob and I have published.

Hey, I've been creating some civ ideas with u/ChuKoNoob you may have seen here on reddit. I've managed to get a functional HD mod working for all of them, with some bonuses changed cause I discovered they cant be coded. Its basically complete, we've played some games against each other and its really fun.

I know reddit isn't exactly the go-to place for modding help, but I thought i'd ask just in case. There are a few minor issues and one major one I cant seem to work out. I dont want to put an undue burden on anyone, but if you have encountered issues similar to mine or know the solution, I'd love to hear from you. The mod is currently set to friends only, but if you want/need to see it in action to see the issues I am describing, let me know and I can give you access. Starting with the minor issues...

I have been working on the assumption that it is impossible to add new civs and units to HD. Consequently we have been overwriting some of the less popular civs and hero units, is this the correct way to proceed?

I have also managed to allow battle elephants to target trees and cut them down (fallen but not removed). Thanks to their blast radius, targeting a standing tree adjacent to the fallen tree will remove that fallen tree, so you can use battle elephants to cut a path through a forest and sneak. But its a little more effort for the player than I had hoped. I have given them the same type of blast damage as Onagers/SO. Is the addition of an attack bonus vs trees the reason they are not being removed first time around?

I've also created duplicate fisherman for a civ (and disabled the normal ones) which have the capacity to gather from fish traps. Even though I disabled those funky fishermen for all other civs, somehow all civ's vils can gather from fish traps. Is this an issue with how I have gone about coding this bonus, or something hard coded within vils?

A followup from that question, vils gathering from fish traps count as idle. Why is that and how could I fix it?

One of our civs has a siege UU which is kinda a Onager/BBC hybrid. As a unit of that type, its essential that it can attack ground to help counteract micro. It appears to me that certain unit numbers are hard coded to have access to the siege commands, and all others have the standard patrol ect. Is this the case, or is there a way I can get a unit to attack ground without overriding an existing unit which can?

Another civ has 2x2 farms. They are super cute, speed up farming by about 15% (only tested dark age), and help defensively by compacting your base. While they can be automatically reseeded via queueing in the mill, you can reseed a dead farm by right click, and have to make one from scratch. While this is only 2 hotkeys, it would be nice to know if I can fix this issue.

Now for the big issue. Most of the ingame text that gives unit/tech information in building interfaces is completely useless. I understand this is a result of how i copy/pasted my units/techs to retain some of the essential formatting. I am investigating using the modded strings.txt file to create new strings that I can assign to my modded units/techs. This is really important to me so that people who are not familiar with my civs can understand what a UU or UT does/costs, as they will not have them memorised like I have. I have been looking at resources like https://steamcommunity.com/sharedfiles/filedetails/?id=504740385 but am not quite sure of where i should store the modded .txt file, and how ingame I should setup my mod list and game to draw from that modded file.

Thanks in advance!

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AoE2Tools 3.1.0.4 Introducing "Twitch Streams/Alerts"

AoE2Tools 3.1.0.4 Introducing "Twitch Streams/Alerts"

AoE2Tools 3.1.0.4 release introduces:

"Twitch Stream Listing" & "Twitch Alerts"

  • Watch Your Favorite Streams Directly through VLC or Web Browser with one click.
  • Add Your Favorite Streamer To Your FAV List To Get Instantly Notified Once They go Live. (Fancy Alert to the bottom right of your screen)
  • Customize your Twitch Alerts (Add, Edit, Delete FAV Stream List)
  • Two Buttons Added: "Live Streams" button to Browse Live streams. "Options" button to manage Twitch Streams/Alerts.

General Bugs

  • UserPatch detection is now fixed and improved.
  • Fixed a critical issue where dragging and dropping recorded games from local computer was not working and renaming wasn't possible. Now It is all fixed and tested with linetyreborn (Thank you linetyreborn)
  • Fixed another critical error with the Launcher, offline mods would not launch or get stuck when AoE2Tools loads up with windows startup.
  • Many performance improvement and caching that should help AoE2Tools perform better than the previous releases.
  • Fixed some issues with file association that denied some players from viewing recorded games through AoE2Tools

Demos

Watch Currently Live Streams through VLC, WEB or add them to your stream list.

twitch live streams of age of empires 2

Add any streamer manually or automatically from a list of currently live streams.

Add streamers to your stream list

Stream list (any streamer you add here, you will be notified once he is Live)

Manage Stream list

Receive an Alert when your favorite streamer is live.

Twitch alerts

Twitch Options to increase/decreate twitch interval, disable sounds and alerts.

Twitch Options

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Caravel hotkey problem.

So I was screwing around with the Portuguese on a few water maps recently against BruteForce and Barbarian on Voobly and I noticed my hotkey for the Caravel wasn't working at all.

Upon a bit of inspection in the Dock section of the hotkey setup menu, I noticed the one ship that's not listed there is the Caravel. It almost seems as though the hotkey menu is still stuck in the AoC days even though I'm playing using WK.

Does anyone know what the hell is going on, and more importantly, how to fix it?

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Some assistance regarding multiplayer

Recently, I've noticed that I have been having connection issues on eso, with half the times it says that it cannot connect to eso servers and half the time stating that the retrieving home cities failed due to time out. Interestingly, I am able to play perfectly fine on vanilla, with the issues arising only from trying to log in on tad.

I've attempted reinstalling, but I've still not been able to resolve the eso issue on tad. Is anyone here able to help?

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