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Topic Subject:Age of Chivalry - Download Now!
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Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 08-15-06 03:46 PM CT (US)         


GET IT HERE
Present version 2.03 - updated 29 December 2018.


Join the AoCH Discord!

Age of Chivalry - a total conversion modpack for AoE II:TC set in Western and Central Europe 1100-1500 AD.
Requires the c patch (Don't install it if your version of AoK already has the c patch pre-installed!)

The first modification pack for Age of Empires II that changes every civilisation in the game, Age of Chivalry: Hegemony is a unique and critically acclaimed project set in Western and Central Europe during the period 1100-1500.

Changing not only graphics and civilisations, the entire gameplay has been altered to better reflect the intricacies of High and Late Medieval politics and warfare, and to make each country provide a unique playing experience. There's new, civilisation-specific buildings such as the Princely Court, the Guild Hall and the Assembly Hall, as well as over a dozen new technologies, unique and revolutionary Policy Decisions, a mercenary system, new combat dynamics and even a revised history section. An eight-scenario historical campaign featuring some of the period's decisive battles and sieges is included to introduce some of these elements to the player.

New features:
• Command one of three types of civilisation: the early-game Communal civilisations, the mid-game, militia/spear-centred Urban societies or the heavy infantry/cavalry Noble principalities
• Prepare to fight! Changed game mechanics ensure a much earlier start to the combat, with archery units available in the first age and castles and battering rams in the second
• Complement your armies with mercenaries like the Genoese Crossbowman, the Privateer, or Scots Guards
• Take up the fight as Austria, Bavaria, Bohemia, Brandenburg, Brittany, Burgundy, Denmark, England, Flanders, Florence, France, Friesland, Genoa, Guelders, Helvetia, Hungary, Liège, Milan, Naples, the Papal States, Poland, Savoy, Saxony, Scotland, Venice, or Wales, each completely different
• Advance your country on one of at least two paths by making essential policy decisions, affecting the future of your people
• New buildings, technologies, and units, from the ordinances of the Princely Court to the might of each faction’s hero
• Research new, civ-specific, technologies, such as English Longbowmen or Helvetia's Eidgenossenschaft
• Discover the history of each of the 26 countries - plus special articles on the period's conflicts and warriors
• Historical 9-scenario campaign takes you through some of the major events of the period (the battle of Bouvines, the Barons' War, the conquest of West Friesland, the battle of Kortrijk, the start of the Hundred Years War, the battle of Chioggia, the siege of Maastricht, the battle of Vitkov Hill and the siege of Neuss)

Comes with auto-installer - no more hassle moving files about!

Download (99 mb)
GET IT HERE (version 2.03, 29 December 2018)
Mirror on ModDB HERE

German language pack
A German language pack is available for version 2.03, made by Marian Spill (install after installing the latest release of Age of Chivalry).
Download it from:
[Mirror 1] [Mirror 2]

Italian language pack
An Italian language pack for verson 2.03 was made by JimGam9 (Gianmarco Di Totero) (install after installing the latest release of Age of Chivalry).
[Mirror 1] [Mirror 2]

Spanish language pack
A Spanish language pack is also available, made by igorhp (most of the work), wowegoo and Sak (install after installing the latest release of Age of Chivalry).
Download it from:
[Mirror 1] [Mirror 2]

igorhp - Steam profile
ZyPhr@™ / wowegoo - Steam profile
Sak - Steam profile - Youtube channel

Additional resources:
- Homepage, featuring country profiles.
- The Age of Chivalry wiki, maintained by jordanthejq12.
- A visual tech tree made by HerzogDePuce.

Now includes the Userpatch, which allows you to set the population limit to 1000, play with widescreen, and many more features besides!

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.

[This message has been edited by Kor (edited 05-06-2019 @ 02:17 PM).]

AuthorReplies:
Youpla_boum
Squire
posted 03-28-14 10:58 AM CT (US)     4166 / 5772       
Trebuchet does it too, but only one tree by one.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 03-28-14 05:06 PM CT (US)     4167 / 5772       
Hi everyone, gearing up for a new release. There's some graphics work I want to do but frankly I'm not going to get around to that for a while so I prefer releasing a more balanced version first. Thanks for all the comments thus far!

I've updated the changelog again, but the list is pretty short so I'll post the new changes here as well:

- Palisade walls: I'm following Wergorne's suggested stats here.

- Denmark: there was a suggestion to make their team bonus affect all lancer units. I'm not going that far, as I think that would OP some lancers, but I am making it affect all light lancer units instead (Bajorai, Liv Auxiliaries, Stradiots, and Wend Raiders). Tell me if I've forgotten any.

- Liège: their hero, Henri de Perwez, was a little bugged as enabling him prevented the AI from training spear units. I've gone for the smoothest solution and have duplicated the unit (new ID 1157), which is the unit trained in-game. For the moment the original hero unit (ID 359) is preserved but hidden in the editor. This means scenarios already using him aren't affected.


Two more things:
- John the Late's suggestion to define eyecandy objects. It raises the issue that there are lots of units that will still be assigned under their old AoK name or not at all. I imagine changing the former group may not be ideal, as it would mess up already existing scripts. But it may still be preferable to change the in-game constants for the new unique units, as they're really very different from the original ones. I also expect changing those will have fewer repercussions for AI and RMS scripts? If this were to cause major problems it should best be avoided, but I imagine the current situation makes scripting quite difficult as you have to do a lot of referencing.

Unfortunately I don't really have any time to look into this at the moment, but if someone can propose a new list of constants I'll gladly insert them (if other scripters agree).

- That brings me to my final point - the AI. Wergorne, can you send me your latest version?

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
John the Late
Knight
posted 03-28-14 07:46 PM CT (US)     4168 / 5772       
About the constants:

There can be multiple constants with the same ID, so my personal advice would be to only add new stuff and not remove anything. The thing that must not be done is having the same constant name with multiple IDs.
Works:
#const HALBERDIER 359
#const HERO_XYZ 359

Does not work:
#const HALBERDIER 359
#const HALBERDIER 1157
palabor
Squire
posted 03-29-14 03:44 AM CT (US)     4169 / 5772       
Wait a minute, I thought the AI hasn't been updated since 1.83 or has that changed?
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 03-29-14 05:31 PM CT (US)     4170 / 5772       
Thanks John, that's actually the most convenient solution. Is there already a list of custom constants in circulation that I could perhaps adapt?

Palabor, a new AI (an adaptation of the Barbarian AI) was released with the 1.94 beta of Age of Chivalry, which can be downloaded from ModDB here.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
palabor
Squire
posted 03-29-14 06:48 PM CT (US)     4171 / 5772       
Thanks, Kor! This is a superb Mod! I have been patiently waiting since 1.83 for a new AI to be released so that I could finally all of Jorgito's and your new units. Good work.
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 03-30-14 03:48 PM CT (US)     4172 / 5772       
Thanks palabor! Glad to hear you've enjoyed it thus far.

I've released 1.95, you can find it in the Blacksmith. I also updated the version on ModDB but it needs to be approved first. This new version includes the balance tweaks discussed above as well as an adjusted version of the AI by Wergorne.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
DesoPL
Squire
posted 03-31-14 11:44 AM CT (US)     4173 / 5772       
Kor is there any chances for new neutral buildings? Like taverns or something like that? That would be very helpfull in making scenarios, because i start working on that.
John the Late
Knight
posted 03-31-14 01:15 PM CT (US)     4174 / 5772       
Thanks John, that's actually the most convenient solution. Is there already a list of custom constants in circulation that I could perhaps adapt?
Not that I know of, sorry. If I understood it correctly, though, then Cysion wasn't opposed to adding them to AoF.


Thanks for the update!
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 03-31-14 01:23 PM CT (US)     4175 / 5772       
FYI, I added the following constants in this release:

#const  SPADACCINO1
#const HAIDROIT15
#const STRADIOT52
#const CONDOTTIERO119
#const GASCON_CROSSBOWMAN127
#const SCOTS_GUARD251
#const LETT_AUXILIARY260
#const LIV_AUXILIARY282
#const WEND_RAIDER489
#const TARASNICE542
#const GERMAN_MILITIA727
#const GOTLANDER_AUXILIARY753
#const BRANDENBURG_ARCHER651
#const HANDGUNNER870
#const SZLACHCIC877
#const RITTERBRUDER878
#const HALBBRUDER879
#const BAJORAS882
#const RHENISH_KNIGHT883
#const MERCENARY_LONGBOWMAN884
#const REICHSRITTER885
#const FLEMISH_INFANTRY886
#const SWISS_GUARD887
#const ITALIAN_INFANTRY888
#const CARROCCIO206
#const BEGUINE889

#const GUILD_HALL110
#const ASSEMBLY_HALL696
#const PRINCELY_COURT689

#const TALL_GRASS 997

I essentially just copied Wergorne's new units list from his constants file for the AI. Renamed units still need to be added.
Kor is there any chances for new neutral buildings? Like taverns or something like that? That would be very helpfull in making scenarios, because i start working on that.
There are quite a few additional buildings already, so scroll through them all. It's easily possible to make a tavern using the buildings that are already there, for example by copy-pasting them together. I still intend to make a couple of extra buildings, including an inn, but it will be a while before I can get around to that.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
DesoPL
Squire
posted 03-31-14 02:18 PM CT (US)     4176 / 5772       
I not sure how i can copypaste them since i never do that. But i will do my best, for making semi ideal inn or lighthouse.

Too bad only, i not good much map maker like others. Because map what i maked, a edited from already exsited map. I think i gonna soon post some screenshots.

Anyway. Thank you very much Kor for your great job, and adding Poland as playable faction. unfortunelly i think, Poland is weak faction, not about sub factions, but until you don't choose in Poland sub faction, you can have only freeman like units.
AFFA the Cleric
Squire
posted 03-31-14 05:09 PM CT (US)     4177 / 5772       
Sorry for the bother guys, I've a tiny proplem... when I launch the game with the latest update of this Mod, the game start windowed, and I can's set it in full screen... can someone help me please?
danielpereira
Squire
posted 03-31-14 06:26 PM CT (US)     4178 / 5772       
If you mean full screen ONLY at menu, delete the wndmode.dll from your age2_x1 folder. But, if this is happening the whole game, simply put your resolution in Options in the Max (although, menu will still be windowed)

The Portuguese Civ Mod III - Download at the Blacksmith
A mod that adds new civilizations, a new age, a new resource and introduces new gameplay features!
2nd place as Best Mod Pack in AoKH GOTY 2013 (PCM I) | 1st place as Best Mod Pack in AoKH GOTY 2015 (PCM II) | 2nd place as Best Mod Pack in AoKH GOTY 2017 (PCM III)


"And he that sat upon the throne said, Behold, I make all things new. And he said unto me, Write: for these words are true and faithful." - Revelation 21:5 (KJV)

[This message has been edited by danielpereira (edited 03-31-2014 @ 06:26 PM).]

AFFA the Cleric
Squire
posted 04-01-14 05:14 AM CT (US)     4179 / 5772       
Oh thanks Daniel, now it work properly, by removing the wndmode.dll the game work in full screen... but why that file has been created? who play in windowed mode?
mega_nix
Squire
posted 04-11-14 04:43 AM CT (US)     4180 / 5772       
"- Longships have +10 hp, +2 ship armour"

Please no, they already beat galleys without effort. I was playing with my friend and I nearly always win over him but I Loose on the Water everytime because of his longships. We both agree that they are OP. Anyone else agree?

[This message has been edited by mega_nix (edited 04-11-2014 @ 04:58 AM).]

Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 04-13-14 10:12 AM CT (US)     4181 / 5772       
What version were you playing? Longships received a considerable nerf earlier on. This bonus was to keep them competitive because they had become too weak.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
rewaider
Squire
posted 04-13-14 10:21 AM CT (US)     4182 / 5772       
Please no, they already beat galleys without effort.
Of course they beat galleys... Galley is the worse war ship from the game, and a longboat is a viking unique unit (also unlocked only in the next age).

The Fall of Hummaria -- Teaser [4.2] -- Project's Thread
Cavern Pirates -- The Treasure Hunt [4.6] -- Captain's Revenge
My Blacksmith
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 04-14-14 04:23 AM CT (US)     4183 / 5772       
Rewaider, Age of Chivalry is a total conversion mod. Galleys may share a name with an AoK unit, they are not the same thing. Neither is a longship the same as a longboat, and Vikings are altogether gone.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
Youpla_boum
Squire
posted 04-21-14 10:02 AM CT (US)     4184 / 5772       
Well, i tried the latest version of the mod.

By the past (1.94) I complained about the AI, which was by far too strong : unable to survive in hard difficulty. The moderate level was ok, but the enemy gave up too fast.

The AI has changed : now (1.95), i get slaughtered in moderate difficulty.

Exemple : this afternoon, i brought an huge army close to an enemy city. I had 60 longbowmen, 30 knights, 20 Ecorcheurs, 10 monks, 6 trebuchets, 20 pikemen, and i was help my several allied units (scorpions and riders). All of them fully upgraded of course.

....i've been exterminated in less the 10 minutes, by an enemy spamming arbalesters and heavy scorpions, without a single chance to resist.

My conclusion : the new AI is a pure nightmare. I no longer have any pleasure when playing. Very sad, because the AI in
the 1.83, even not perfect, was by far much enjoyable : strong, but not invincible.

This is not to shoot down in flames the wonderful job made on this mod, but, in my opinion, a game is made for fun. If the fun is annihilated by a very frustrating AI, i don't see the point of playing.

Again, this was only MY opinion. I'm open to all comments.
John the Late
Knight
posted 04-21-14 10:54 AM CT (US)     4185 / 5772       
After some online games I can say the changes in 1.95 work very well and certainly improve the balance. I just noticed that the Florentine militia units actually have the same cost as others. Also, the Bavarian tech tree description is wrong, as it states that they start with 150 food less whereas it is 200.

About the AI... It depends on the situation. We have already won 3 vs 5 on hard, so it is nowhere near invincible.

Edit: If you want the AI to be weaker, play on Standard or Easy. Moderate is not supposed to be easy. I also think the resigning requirements were changed, but I'm not sure about that, maybe Wergorne can tell us.

[This message has been edited by John the Late (edited 04-21-2014 @ 10:56 AM).]

Youpla_boum
Squire
posted 04-21-14 11:35 AM CT (US)     4186 / 5772       
In the 1.85 i use to play in Hard or very hard.

In the 1.94, you told me to play in moderate, because hard was too difficult.

In the 1.95, you tell me to play in easy, because moderate is too difficult.

When the 1.96 will be released, what will be the recommendd level of difficulty ? Super-under-easy ? ^^
John the Late
Knight
posted 04-21-14 01:43 PM CT (US)     4187 / 5772       
You should play on the difficulty level you are able to beat. If that is standard - play standard. Yes.
Excelsior
Squire
posted 04-28-14 05:38 PM CT (US)     4188 / 5772       
I think which level you play on is more of a pride thing. I know I was quite pleased with myself when I was able to beat the hardest level on Conquerors when my buddies who introduced me to the game, and had been playing it for years, couldn't beat it. But then I came to Chivalry........ ah, my pride is ruined. Don't you people have lives or something, you make us poor hobbyists look bad?
John the Late
Knight
posted 04-29-14 11:34 AM CT (US)     4189 / 5772       
I play about 3-4 games of Age of Chivalry online in a week, on average, and none in single player (We also occasionally play against the AI though, so I know what I am talking about). I wouldn't exactly call that no life.

I agree on the pride thing, though. The same thing happened to me when AoFE came out. Got beaten by the AI on standard whereas I had beaten the hard Conquerors AI before.

[This message has been edited by John the Late (edited 04-29-2014 @ 11:42 AM).]

Excelsior
Squire
posted 04-29-14 05:24 PM CT (US)     4190 / 5772       
I meant to edit that and put a behind the no-life.

Don't get me started on FE....I already moped through that last year. (On the Ai, not the new stuff!)
Sir Robert Bruce
Squire
posted 05-06-14 07:39 AM CT (US)     4191 / 5772       
What's been changed with the AI in 1.95? Standard hasn't gotten any easier, certainly. They're still flooding me with 2-300 ships right into 14th century, and despite making villagers as fast as I can, I still don't have an eco to fight all those kogges. I have to build 20-30 houses for all those vills, spending wood almost as fast as its coming in, then wood for docks and half-a-dozen warships, and my wood is depleted entirely. In moderate, they start right into 13th, with galleys.

This isn't necessarily more complaining. I'm just wondering why AoCH AI are so more naval than I've ever seen in any other AI.

Other than that, and the fact that nearby allies invade all my building space and hog it, 1.95 seems thus far to be an improvement.

Religion: Man going to God<<<<>>>>Christ: God coming to man
Marx: What's yours is mine<<<<>>>>Christ: What's mine is yours

Creator of Glen Cairn Beta map (sorry I couldn't hotlink)
CIP: William Wallace-The Bravest Heart & Three Brothers Campbell

[This message has been edited by Sir Robert Bruce (edited 05-06-2014 @ 09:10 AM).]

Youpla_boum
Squire
posted 05-06-14 10:23 AM CT (US)     4192 / 5772       
Thanks Sir Robert Bruce, I feel less alone !

Hard to be the only one who is complaining hehe.

We could recreate the Auld Alliance against the evil AI ^^
John the Late
Knight
posted 05-06-14 10:53 AM CT (US)     4193 / 5772       
Hey Robert Bruce, I'll give you a little hint: Look how the hard AI starts (you can "replace" yourself with an AI in the setup screen) and then in another game against an standard/easy/whatisitcalled AI try to build up your eco the same way the hard AI did it.
Sir Robert Bruce
Squire
posted 05-06-14 02:54 PM CT (US)     4194 / 5772       
I'll try, but doesn't the AI, regardless of level, do a lot of simultaneous multi-tasking?

Religion: Man going to God<<<<>>>>Christ: God coming to man
Marx: What's yours is mine<<<<>>>>Christ: What's mine is yours

Creator of Glen Cairn Beta map (sorry I couldn't hotlink)
CIP: William Wallace-The Bravest Heart & Three Brothers Campbell
John the Late
Knight
posted 05-06-14 03:06 PM CT (US)     4195 / 5772       
The AI effectively does 1 thing at a time, although it is arguably faster with that than a human. And to be fair, in the early game, i.e. the 12th and early 13th century, multi-tasking is only really needed if you rush/get rushed. (It's my personal weakness, in the most cases I can't handle being rushed in the 12th century.) Otherwise, an AI has no advantage over human players in the build up at all. Also, you have 25 seconds time between each new villager, that does not require a lot of multitasking.

In a later stage of the game, the AI has an advantage over humans in the fact that it never has any idle villagers and never forgets about collecting relics, always balances its eco accordingly, etc. We once tried to let a (hard) AI boom in a 1000 pop game - results were amazing and we got defeated in no time.

I don't know how the AI performs on population limits below 200, maybe you can try it out and post about it? Best would be limits that make a bigger difference, like 100.


I'm sorry if that sounds a bit dismissive or anything, it is not intended to be. Maybe just the more competetive online player coming through. It would be cool if we could play a game together on GameRanger, maybe you'll give it a shot?
Sir Robert Bruce
Squire
posted 05-06-14 03:32 PM CT (US)     4196 / 5772       
Yeah, later age speed is what really gets me, what with no idle vills and all. But after watching the AI on hardest...I'm not sure I want to follow through exactly...
My AI spammed a bunch of Helwr between 12-13th and continued on, but I was in Italy, meaning without troop transports, they were useless. So, I managed to squeeze some transports in among the dozens of fishing boats the AI was making and sent the army to visit enemy 2, who oddly had nothing along the lines of army, and scarce a sign of navy. But sure enough, within 5 min. after I got there and had killed nearly 200 vills, the island was literally surrounded by his kogges. My AI's navy= 4-5 galleys, 6 kogges, 2 cannon ships. Oh, and 2 or 3 dozen fishing boats. When I quit, I was ahead, but only cause I intervened with the AI and attacked player 2's un-armed nation. I saw a few helpful things, though.

As far as a game with you, sure that'd b fun sometime, though I'm not currently on GameRanger, or any other client, actually. I've been a bit preoccupied with MP Halo CE to MP other games. But maybe sometime this summer I will give it a shot

BTW, in 100 pop., the AI still spam kogges eventually. It just takes them a lot longer to get to 14th century, they spam a lot slower, and it involves a lot fewer. So, liveable if I don't take a nap mid-game, *lol*

Religion: Man going to God<<<<>>>>Christ: God coming to man
Marx: What's yours is mine<<<<>>>>Christ: What's mine is yours

Creator of Glen Cairn Beta map (sorry I couldn't hotlink)
CIP: William Wallace-The Bravest Heart & Three Brothers Campbell

[This message has been edited by Sir Robert Bruce (edited 05-06-2014 @ 04:31 PM).]

Early summer
Squire
posted 05-09-14 04:55 AM CT (US)     4197 / 5772       
Hello! Kor, some units name, I don't understand, can you give me a email to help me?
HerzogDePuce
Squire
posted 05-11-14 02:32 PM CT (US)     4198 / 5772       
Early summer, just post the names here and maybe one of us might be able to help you as well.

[This message has been edited by HerzogDePuce (edited 05-11-2014 @ 02:32 PM).]

Sir Robert Bruce
Squire
posted 05-13-14 05:58 AM CT (US)     4199 / 5772       
So how many people have tried 1000 population? I just started a battle yesterday afternoon, me as Venice against Milan and on the Briton map. At this point, even though the game is like 5 hours in, neither side is yet past 300 and I have the entire central island to myself, meaning I can effectually wall in almost the entire map, and then spam Venetian warships to ruin the hundreds of vills, light cav, and skirmishers wandering their puny share of the map!

Oddly though, once I beat off a good hundred warships, he didn't make any more and with his choice of units, I could easily crush him without loss of a man. I never realized how too easy actually defeating the enemy was once I managed to survive the kogge apocalypse, lol!

Religion: Man going to God<<<<>>>>Christ: God coming to man
Marx: What's yours is mine<<<<>>>>Christ: What's mine is yours

Creator of Glen Cairn Beta map (sorry I couldn't hotlink)
CIP: William Wallace-The Bravest Heart & Three Brothers Campbell

[This message has been edited by Sir Robert Bruce (edited 05-13-2014 @ 05:59 AM).]

Early summer
Squire
posted 05-13-14 07:27 AM CT (US)     4200 / 5772       
Hello! HerzogDePuce, I want to understand Cliarthaire and Arras, Scaerwetter and Witte Caproen (the best books of historical data) and their English translation.

[This message has been edited by Early summer (edited 05-14-2014 @ 00:26 AM).]

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