Age of Empires II: The Conquerors > Mods de Juego > WololoKingdoms DE

WololoKingdoms DE

por Pancrol - 1724 descargas

If you are interested in participating in a tournament using this mod, please contact +koandcul13 with your prefered settings. As soon as there are enough players, it will be organized.
You must have AoE II HD installed on Steam including all DLCs, with the latest compatibility patch and the latest Wololo Kingdoms (5.8.1). Age of Kings and Age of Conquerors MUST NOT be installed. If you are still having problems, please give us the full error message you are getting.
Download the ZIP archive and extract it to a random folder, then run Wololo Kingdoms DE.exe. Please make sure, that the install directory and the installer are in the same directory.
Now choose the language, hotkey configuration and visual mods of your choice and click Install. If a hotkey file already exists, your hotkey configuration won't be touched.
You are done!
Make sure to select both, the v1.5 DE user patch, as well as the Wololo Kingdoms DE mod in your game settings.
Random map pool
We have now created three random map pools; one with open maps, one with closed maps, and one with the data obtained from the poll some of you answered. The maps are adaptations of HC2, NAC2, ECL and DE Maps. The current selection and the probabilities of occurring are:
To make it easy to identify the map you are playing, we have added the name to the Town Center during Dark Age. This only happens when using the DE_Random maps.
You can fill this [You must login to view link] to decide the next map pool.
This mod implements most of the changes that came with Definitive Edition so far, such as Kamandaran for the Persians, Steppe Lancers or the Khmer farming bonus, and minor tweaks such as unit stats. The four new civilizations are also implemented, with some modifications due to limitations on user patch.
For the version of this mod without WololoKingdoms visit here.
This mod is not related to the work of the Wololo Kingdoms team. I used their files and implemented as many changes as I found possible within the capabilities of Advanced Genie Editor.
Thanks to:
  • chris@voobly for developing the installer.
  • _everaoc_ for letting me use the graphics of the new units.
  • katsuie for writing the Auto-Farms and overlay patch.
  • Azurzar for the short walls of the new architectures.
  • GorLeon for the DE maps.
  • NighttFury for the testing and bug hunting.
Details about the implementation
Most of the changes are copied from the Definitive Edition game files, following the list provided in: [You must login to view link] If some change is not listed there, is most likely not implemented, so let me know. Most of the quality of life features depend on the user patch and are very hard to implement. We may be able to add some from time to time but it will be a slow process.
  • Auto reseed farms: This functionality is a version of the patch v1.5 RC AutoFarmQ . You don't need to download the patch; the installer will install a version of it called v1.5 DE that you must activate in order to have the functionality.
  • Villager overlay: This functionality comes with the patch v1.5 DE that you must activate. WARNING The overlay is an aditional program called AOC DE Overlay that runs with the game and may cause performance issues. If that happens, you can shut it down and the game will continue normally.
  • Khmer farm bonus: The implementation makes Khmer farmers drop food in themselves but they can't do so unit by unit, as the animation makes them stop every time they drop food, making them very slow. Instead they gather until they have 10 units, as usual, and then drop off. I compared the gathering rates to those of Definitive Edition and they are similar.
  • Steppe Lancers use the same hotkey as Eagle Warriors.
  • Fishermen droping food at docks: At the start of the game, fishermen drop food at mills and town centers. If you build a dock, the fishermen change to recognize only docks as drop sites, as this is the only way to make it work. Once that happens, in the mill you can find a button to change it back and forth five times. It can't be done enternally but this should give you room to change your mind.
  • Hotkeys and queue for technologies. This functionality is based on the mods Tech hotkeys and Queuing Researches V. The techs share hotkeys with the units from the dock so you have to go there to change them. I haven't added hotkeys for every building as it conflicts with my own hotkeys. The buildings that allow it are the Town Center, Blacksmith and University (only on some techs).
    The functionallity is not be implemented in mill, lumber and mining camp since it can not be added to the mill and I find it confusing that some economic buildings allow it and some don't.
  • Lithuanians The cavalry bonus now depends on the relics you collect but you have to manually activate it in the Monastery. The technology has the same hotkey as the Missionay. Since the effect can not be deactivated when the player looses the relics, the maximum bonus is +2.
  • Leitis The game doesn't understand a unit that has neither range or melee attack so the Leitis, who has 12 attack on its special class that ignores armor, shows in the game as having 12-12 attack. Nonetheless, the damage is calculated correctly when it attacks. For the same reason, attack upgrades don't show as an extra number in the stats. To make it easy to identify the upgrades, I've added the upgrade into the Leitis name. For example, if you see a unit called "Leitis+2", it means it is a Leitis with two attack upgrades. The stats will say attack 14-14 but this way you don't have to remember the basic damage of the unit to realize the number of upgrades.
  • Tatars I could not implement the elevation bonus so I've implemented the following: Cavalry archers deal more damage to units with low pierce armor (less than 4). This is done to approximate the elevation bonus for cavalry archers without breaking them against skirmishers. The full list of changes is too large to fit in the civilization description so I've written a document explaining in detail the changes implemented and their reasoning, you can download it here.
  • The longer lasting sheep could not be implemented either. I tried to adapt the Mayan or Malay bonuses but they can not be applied to sheeps only. In the end I adapted the Inca bonus to Start with 2 cows. In a normal map with 8 sheeps, 50% more food on them equals 400 more food. Two cows equal 300 food and, given the fact that they are in the town center and found right away, I consider it a good compromise.
  • Keshik The gold generation ability could not be implented. I thought about giving them some other ability but they are already good at raiding and can hold against heavy cavalry. In the end, they return 5 gold (6 on elite) when they die, similar to Sarracen monks.
  • Flaming camels use the same hotkey as Eagle Warriors.
Recomended mods
  • Artistic Graphics by Azurzar. WololoKingdoms DE includes Independent Architecture, a functionality that allows every civilization to have their own set of building graphics. Artistic Graphics uses this to provide unique architectures to every civilization.
  • Age of Mandala by GorLeon. This mod shows a circle around towers and castles to visualize their range. Future versions of WololoKingdoms DE will incorpore this mod as a visual add-on.
  • ez-counting by Pancrol. This mod modifies the interface and shows vertical lines every five icons to help counting the number of selected units.
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