Ultra - Monks can walk on water, 1000 pop limit, etc
Posted on 03/30/08 @ 01:32 PM (updated 04/03/12
for 1.0c version of The Conquerors
•Bombard Tower attack reverted from pierce to melee.
•Trebuchet attack changed from pierce to melee.
•Sea Tower/Wall/Gates placeable in the editor.
•Huns freepop (set) to 1000.
•Every civ now gets extra pop as follows:
+200poproom/+5freepop in Feudal Age
+300poproom/+10freepop in Castle and Imperial Age
for total poproom of 1000 and 25 freepop in Imperial Age.
•Houses have 10 poproom.
•Town Centers have 15 poproom.
•Castles have 75 poproom.
•Goth's pop limit bonus increased from 10 to 100.
•Castle gets +55 garrison cap in Imperial Age.
•Town Center gets +15 garrison cap in Castle Age.
•All Towers get +5 garrison cap in Castle Age.
•Chinese Town Center pop bonus increased from 5 to 10.
•Monastery can hold +10 relics in Imperial Age.
•More resources as follows:
400 food from Forage Bush
500 food from Wild Horse
300 wood from Trees, 200 from Bamboo
500 food from boars, 900 from Iron Boar
1200 gold from Gold Mines, 500 stone from Stone Mines
100 food from Jaguar
150 food from Deer
50 food from wolves
150 food from Sheep and Turkey
900 or 1000 food from fishes
2000 food from Great Marlin
•Infinite Farms and Fish Traps like in AoE III.
•Horse Collar Farm AND Fish Trap +200 food.
•Heavy Plow Farm AND Fish Trap +400 food.
•Crop Rotation Farm AND Fish Trap +500 food.
•+125 food to farms hidden automatic Dark Age tech.
•Horse Collar and Heavy Plow increase gathering speed by 1.1.
•Bow Saw increases lumberjack's carry capacity by 1.
•Chinese Team Bonus Farm AND Fish Trap +230 food.
•Careening gives more speed, capacity and working rate to fishing ships (x1.2 +10).
•Fish Trap building time reduced from 53 to 25 seconds.
•Caravan: You now get gold from markets/docks as if your trade units would move 2X faster which they don't actually do. I fixed this like it should be by the tech's description.
•Caravan tech also increases the relic generating amount by +15 (+50%).
•Resources don't need to be dropped anymore.
•Monks/Missionaries and Monks with Relic can walk on water like Jesus.
(To disable waterwalkability, edit "Terrain Restriction" of Monks from "0" back to "7" with Advanced Genie Editor)
•Block Printing affects monk's healing range too.
•Theocracy is automatic to all civs from Dark Age.
•Masonry and Architecture applies to walls too.
•Buildable Sea Tower and Wall from Villager.
•Buildable [ID 110] Trade Workshop (costs 150 wood).
•Trade Workshop requires Mill.
•Several 'Super' researches from Trade Workshop as follows:
Compass: Enables Super researches and enhances COBRA cheat car (to get it, type "how do you turn this on" in chat).
Super Saw: 1.2 times faster gathering, +3 carry cap.
Super Guilds: Reduces the commodity trading fee-% by 10.
Super Crops: +1000 food, 1.3 times faster gathering, +3 carry cap.
Super Mining: 1.3 times faster gathering, +4 carry cap.
Super Transport: Transport Ships carry +15 units.
•Map Revealer LOS doubled.
•Guard Tower fires two arrows simultaneously.
•Keep fires three arrows simultaneously.
•Bamboo placeable on shorelines.
No mod affects your already saved games, only new games.
1. Locate "*\Age Of Empires II\Data" folder.
2. Backup the original "empires2_x1_p1.dat" file by renaming it.
3. Copy the new "empires2_x1_p1_um2-10.dat" file into the Data folder.
4. Rename the new "empires2_x1_p1_um2-10.dat" file to "empires2_x1_p1.dat"
5. Backup your old "language_x1_p1.dll" file by renaming it.
6. Copy the new "language_x1_p1.dll" file to the main folder of the game.
You can easily switch between files by renaming them.
Check GenieWiki for unit attribute IDs and resource IDs, etc.
I want to play mods in multiplayer. If you are interested, let me know. (playing in GameRanger)
My other uploads.
|Author||Reviews ( All | Comments Only | Reviews Only )|
The 'Ultra' mod by Kaiseri Tapsa is specifically and selectively changing the gameplay of Age of Empires. While I am very much into visuals, opening up new possibilites and creating new dynamics can also have a clearly perceivable impact on the fun. I think this project manages to offer the player quite something by following an elegantly simple recepy. Let's talk details...
More than one mod here at the blacksmith is specifically a data-editing project, and there is also more than one advertising increased population-limits. The relatively high rating in this category is less due to novelty and more so because of usefulness.
The changes offer new dynamics, asking for new strategies and approaches towards the game. At the same time the game does not become boringly easy, although the list of changes might sound like a collection of power-ups. In fact, I often had the feeling that the computer was making use of these new possibilities more efficiently and I had a hard time defending my base.
A very nice touch was that the population-limit was not just generally heightened, but that the impact of building houses and researching technologies was altered: You actively had to work as to deserve yourself larger troops.
The technology icons in the blacksmith and university were re-ordered, which was novel, but not too confusing, as the new structure had an appealing logic to it and this eased up the adjusting.
The little joke with biblicly accurate monks (the walking-on-water trick) is a nice eye-candy to smile at if you find the other changes overall too subtle. It gives the mod some entertaining value even for those concentrating more on visuals. Yet this is just a little joke/easter-egg. To understand the true value of the mod one has to be interested in gameplay and have fun in playing around with possibilities. Even so some players might have difficulties to feel a difference with some of the changes. For instance altering the bombard tower attack to 'melee' is a rather subtle change for some of us. The bombard tower still kills most units with one shot and that is what I always cared about. Then again, caring for small details is what in my opinion contributes to good modding and so in the end this is more of a plus than a minus.
This is a fairly good project for those who use the game for actually trying out strategies. People more interested in the game's esthetics and visuals might get easily bored or not get the point. None the less, I give a high rating considering how the mod might be perceived by the intended target-audience, which is most likely - the strategy-geeks.