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Topic Subject: An introduction to creating units with AGE 2 (Approved)
posted 12-27-11 04:04 AM CT (US)   
This article has been approved and can also be read at the University. - Leif Ericson

Creating your first unit in AGE 2

Many of us have, at one point or another, been designing a scenario and wished for “that one unit that they should have made!” Well, now you can make it yourself! Using the Advanced Genie Editor (or AGE), you can change units, copy them, and even make completely new units. This guide will take you through the steps of making your first unit with AGE.

The tools

All you'll need for this is a copy of The Conquerors (of course) and the Advanced Genie Editor 2(available here). This guide will be using AGE 2, which is still under development by Keisari Tapsa. The original AGE from stsb77 is also available here, but due to how much better AGE 2 is, it's what I'll recommend you use.

Setting it up

The first thing you'll want to do is make a back-up of your data files that you'll be editing. Go into your Age of Kings folder (usually C:\Program Files\Microsoft Games\Age of Empires II) and open the folder labeled “data.” Find the data files and copy them into another file somewhere else. The files you'll want to copy, just to be safe, are “empires2.dat”, “empires2_x1.dat”, and “empires2_x1_p1.” If you have backups of these files, if you make a mistake in AGE that you cannot fix, you can replace the data files with the backups and still be able to play The Conquerors.

When you first open AGE, you'll have a large window and a smaller pop-up window in front of it. In order for AGE to edit your data files, it needs to know where they are. At the top of the window, you'll see a number of buttons. If you installed your copy of AoK in the default location (C:\Program Files\Microsoft Games\Age of Empires II), then you just need to click the “TC Defaults” button. If you installed it somewhere else, you'll need to change the path in the boxes to go to your alternate installation location. Once you've finished this, click “OK” and we'll get started.

Creating a unit

Before we actually create the unit, we need to make a quick change. At the top of screen just below the various tabs across the top, on the first line, there should be a box checked labeled "Automatically," which automatically (surprise there) copies the unit to the selected civilizations (enabled using the row of boxes below). Still on the first line, select the "Including graphics" box. This means that all civilizations will have the same graphics that you make. If you un-select “Automatically,” everything you do will only affect the civilization that is selected above the unit list on the left and you can manually copy your unit to whatever civs you select by clicking the (currently grayed-out) "Copy" button. Now, on to the real fun!

When creating a new unit, there are two methods you can use. Your first option is to start completely new, a blank slate. The problem with this is that many of the data values are still unknown, so you won't know what to put in some boxes, and they could affect the game if you don't put the right value in. For this reason, I find it better (and faster) to use the other method.

The other method is much easier. First, you need to find the unit that most closely resembles the unit you want to make. Do you want to make a horseman of some kind? You could start with a copy of a knight or scout cavalry. Are you trying to make a new swordsman? You could copy the militia or champion. For this example, we'll try to make a new kind of archer. So, to start, I'm going to copy the entry for “Archer.” If you notice on the left side of the window, there's a large list of entries. You can click on a few and you can see that each entry is for a different building or unit. We're interested in the Archer (ID number 4). Click on the Archer and then click the “Copy” button below the list. Next, click the “Add” button to create a new entry, then click the “Paste” button to paste the Archer data onto your new entry. Voila! You have created a new unit! However, this is just a copy of an archer. In order to make it into a new unit, we'll need to make some changes.

What do we want to change?

There's a great deal of things you can change for every unit, but a lot of them are more advanced or minor details. I'm going to cover some of the simplest and often-desired changes: Name, Graphics, HP, Speed, Range, and Attack.


This is an obvious first change. We don't want our new unit to be named “Archer,” do we? Not really. To change the name, there are two options. The first is to change the language.dll string for the unit. This box is located a few lines from the top of the window. AoK has a file that has a list of all the names used in the game, from “A Barbarian Proposal” (Scenario 4 in the Attila the Hun campaign) to “Yusuf” (A computer player in the El Cid campaign). If it's text in the game, it's in the language files. So, one option for changing a name is linking to a different string in the .dll file. The default for the archer is 5083. So, you could decide that you want your archer to be named “My granny,” (a taunt in the language file) you could, since it's in the dll (string 7129 if you're curious). The limitation here is that you can only use strings in the language file. Let's say you want to name your new unit “Sniper” (which isn't in the language file. You're out of luck, right? Wrong!

Your other option allows you to enter in any name you want. To do this, first put a zero (0) in the “Language Dll Name” box, which should be right in the center fo your screen currently. This tell AGE to use the name in the “Name” box, which is right above the language DLLs section. Now that you've done this, delete the text in the “Name” box” (right now it should be “ARCHR”) and type the name you want. For this example, enter “Sniper.” Click in another box and look at the list on the left. You should see that our unit (ID 866, all the way at the bottom) is now named “Sniper.” Success!


Another common desire is to change a unit's graphics. For our sniper, let's say I like the longbowman graphics better than the normal archer. There are 6 things we'll need to change here. Grab a piece of paper or open a text document so you can copy down some numbers. We'll first look at the Longbowman. Above the list on the left, you should see a number of boxes. The top one should say “0 – Gaia (2).” The second and third boxes are search boxes. In the first search box, type “Longbowman” and select the Longbowman from the list. Now, right below the Language DLLs section, there's a section labeled graphics. The boxes we need to note down are the Icon, Attack Graphic, Standing Graphic, Walking Graphic, Dying Graphic, and Dead Unit. The first five are in the Graphics section and “Dead Unit” is about halfway down the page.

Make a list with each of the entries you need and the number on those boxes. When you're done, you should have a list like this:

Icon – 41
Attack Graphic – 966
Standing Graphic – 972
Walking Graphic – 976
Dying Graphic – 969
Dead Unit – 115

Now that we have this information, we can go back to our new Sniper. Clear the search box and either scroll to the bottom of the list (where new units are created by default), or search for “Sniper.” Select it, then put the first value in the correct box (Icon goes in Icon, etc). Repeat for the other graphics. Now you have a unit that's named “Sniper,” which looks like a Longbowman, but acts the same as an Archer (for now).

One thing you might want to do differently is give you new unit a different icon. Maybe you don't want to confuse your Longbowmen and you Snipers. Who knows? If you want to use a different Icon, just find a unit with an icon you like and copy down the number. Let's say we want to make our Sniper a bald guy. We could use Jean Bureau's icon (68) instead and put “68” in the Icon box instead of 41 (Longbowman icon).

HP, Speed, Range

I put these together because 1) they're all quick and easy, and 2) they're right next to each other. Right below the graphics section, there are a number of boxes, among them are three specific ones we are interested in. The first is “Hit Points.” Simply enter the number of hit points you want this unit to have. Try to keep it realistic though. The toughest heroes only have a few hundred HP, while most infantry have less than 100. In order to make the unit balanced, let's give him low HP to compensate for the high attack and range we'll give him. Change the HP value to 20.

The next box is the speed box. This determines how fast the unit will move. The average speed for a unit is 1 (or almost 1). Let's make our Sniper a little faster so he can run away from the units he is supposed to snipe. Change the speed value to 1.1.

If you look down and to the right, you'll see the “Max Range” and “Min Range” boxes. The Max Range is the greatest distance your unit can shoot, while the Min Range is the shortest. Now, most snipers shoot from quite a distance, so let's increase the Max Range to 9. Now, because we have such a large range, we also need to give the Sniper a greater Line of Sight (LOS) in order to see where he's shooting. So, since the Max Range always needs to be smaller than the LOS, we'll give the Sniper a LOS of 10. Change this value now.

Another thing to consider is the Minimum Range. Most snipers do not fire their weapons at a close range, so give the Sniper a minimum range of 4. One example of the minimum range in current units is the Skirmisher. Skirmishers are not able to attack units that are too close to themselves. What this means for us is that when you use the Sniper, you'll need to keep him away from his targets; otherwise, he won't be able to shoot them. You'll also want to change the “Displayed Range” to match the Max Range, so that when you look at the Sniper in the game, the info on the unit will show that it has 9 range instead of 4.


Another common change is attack values. This gets a little more complicated because units' attack values are linked to armor values. I'll try to explain them as simply as possible.

First, you need to understand that there are a bunch of armor classes and each armor class has a corresponding attack class. In order to damage a unit with a certain armor class, the attacker needs to have the same attack class. For example, in order to damage a unit with Armor Class 1, the attacker needs to have Attack Class 1. Same with classes 2, 3, and so on. The two armor classes that all units and builds have are Class 3 and Class 4. Class 3 is the basic pierce (ranged) armor and Class 4 is the basic melee armor. This means that all ranged units (Class 3 attack) and melee units (Class 4 attack) can damage every unit.

Other classes are used for attack bonuses. For example, a Spearman has a Class 8 attack of 15. This means that he'll do 15 extra damage to any unit that has Class 8 armor (Cavalry). This is why Spearmen do extra damage against cavalry. If you look to the right of the list of attacks, you can see the amount and the Class. To make it easier, there's a drop-down list of all the classes and what groups they are. For example, if you want to do extra damage to Siege Weapons, just find it on the drop-down menu and click it; you don't need to know the Class numbers.

For our example, we won't try to make any special bonuses, but just increase the basic ranged attack. Now, as I mentioned, the basic ranged attack is Class 3. Snipers should do more damage than a normal archer, so we'll increase his attack to 20. This means that he'll do a lot of damage, but remember that he has lower HP and cannot shoot units that are too close. Click the Class 3 entry (it's the third one, number 2 – It should say “2 – Amount: 4 – Class 3) and change the the “Amount” to 20. You should see that the Amount in Class 3 entry has changed. Now your Sniper does 20 damage per arrow instead of 4. Finally, you'll want to change the “Displayed Attack” value to match your base pierce attack (Class 3). If we were making a melee unit, we would want it to match the base melee (Class 4). Do this now.

Wrapping up

Look up to the upper left-hand corner of the window and you'll see a couple gate icons. Click the one labeled “Save” to save your changes. Give the path to your data files (or click “TC defaults” if you installed in the default location) and then click OK.

There you go! You've successfully created your first new unit. You've made a Sniper, which shoots farther, runs a little faster and does more damage than a normal archer, but which has lower HP and cannot shoot nearby enemies. If you want to open up the scenario editor, it will be in the units list and you can play around with it. If you want to make it stronger or weaker, faster or slower, or name it something else, feel free to go play around in with the values in AGE until you're satisfied. If you want to make another unit, use the same method: copy a similar unit, change what you want, save, and enjoy!

I'd encourage you to play around with things in AGE. That's the way I learned most of what I know. Also, check the AoK Heaven Scenario Design and Modding forums; there is a lot of knowledge there. Just always remember to make backups of your files and you'll be amazed with what you can discover with a bit of creativity.

"The Dreaming God thinks that Carol should treat his impotence with viagra so that he will be more enthusiastic about the game." - Ash

[This message has been edited by Felix36 (edited 10-06-2012 @ 01:26 AM).]

posted 12-27-11 10:08 AM CT (US)     1 / 50  
Excellent article for newbies.
Just a little correction,
This determines how past the unit will move.
posted 12-27-11 02:20 PM CT (US)     2 / 50  
Thanks for the catch.

"The Dreaming God thinks that Carol should treat his impotence with viagra so that he will be more enthusiastic about the game." - Ash
posted 12-28-11 11:24 PM CT (US)     3 / 50  
I've just finished reading the article. Good guide!

In the name section, you don't talk about the possibility of adding new strings to the language file. Of course, this is more difficult than the method of changing the name in AGE, and it alters the language file, so it's probably not the best option.

It also might not be obvious to some that "My granny" is in the language file because it's the name of a taunt.

In the HP/Attack/Range section, you may not want to tell them to press Enter. The current version of AGE often goes to a random box after you press Enter, and this could potentially confuse a few people.

When explaining minimum range, giving the skirmisher as an example might help.

All of these are suggestions. You don't have to follow them if you don't want to. Let me know when you made the changes (or if you don't plan to change it) and I'll add the article to the University.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
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[This message has been edited by Leif Ericson (edited 12-28-2011 @ 11:24 PM).]

posted 12-29-11 00:01 AM CT (US)     4 / 50  
Changes have been made. Ready to upload unless anyone sees anything else needing fixing. Thanks for the suggestions!

Also, I believe Felix's article covers changing dll strings, so if/when that gets uploaded, we could include a link to that article in mine with something like "If you want to edit the language files, check this guide here:" or something like that.

"The Dreaming God thinks that Carol should treat his impotence with viagra so that he will be more enthusiastic about the game." - Ash

[This message has been edited by Sarn (edited 12-29-2011 @ 00:04 AM).]

posted 12-29-11 00:28 AM CT (US)     5 / 50  
Yeah, I can just add a link to Felix's article.

Approved and added to the queue.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 12-29-11 09:26 AM CT (US)     6 / 50  
now that was a pretty fast approval!!

posted 12-29-11 01:29 PM CT (US)     7 / 50  
I haven't added it to the University yet. Approving the article is only step one. Thankfully, there's only two steps.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 05-15-12 04:21 PM CT (US)     8 / 50  
This article has now been added to the University!

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 05-16-12 03:17 AM CT (US)     9 / 50  
This guide needs an update. The program interface is a bit different now.

Advanced Genie Editor
Follow coding here and here.
posted 05-24-12 03:18 PM CT (US)     10 / 50  
Does anyone know if new units created using this method can be added to multiplayer maps?
posted 05-24-12 04:16 PM CT (US)     11 / 50  
Those playing multiplayer maps with them will have to have the modpack installed, but yes, you can definitely use this technique for multiplayer maps.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 07-25-12 00:48 AM CT (US)     12 / 50  
This guide needs an update. The program interface is a bit different now.
I'll take a look and update it accordingly.

"The Dreaming God thinks that Carol should treat his impotence with viagra so that he will be more enthusiastic about the game." - Ash
posted 08-12-12 01:59 AM CT (US)     13 / 50  
I've edited the instructions a bit to reflect the layout changes in the current version of AGE 2. If the University article could be likewise edited, I'd greatly appreciate it.

"The Dreaming God thinks that Carol should treat his impotence with viagra so that he will be more enthusiastic about the game." - Ash
posted 08-14-12 03:02 AM CT (US)     14 / 50  
Nice update. I've revised the article in the University.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 10-04-12 09:55 PM CT (US)     15 / 50  
This is a great article, but I was wondering if there's a way to create a new unit by taking two pre-existing units and combining them (for instance, I want to make a new unit by taking the top half of the conquistador rider, and putting a handcannoneer's legs on him). Is it possible to do this with only AGE 2, or not?

"But sanctify the Lord God in your hearts: and be ready always to give an answer to every man that asketh you a reason of the hope that is in you with meekness and fear:" --- 1 Peter 3:15 (KJV) ---
I would be true, for there are those who trust me;
I would be pure, for there are those who care;
I would be strong, for there is much to suffer;
I would be brave, for there is much to dare;
I would be brave, for there is much to dare. --- First verse of "I Would Be True" by Howard A. Walter
posted 10-05-12 06:57 AM CT (US)     16 / 50  
It may be best to ask your question here. Although I used to know my stuff when it came to this kind of thing, my knowledge has faded somewhat and it is most certainly better to ask the experts. There is no guarantee that anyone other than myself or Leif are checking this particular board.
posted 10-05-12 08:09 AM CT (US)     17 / 50  
AGE 2 is not a paint tool. You need to extract the graphics with Turtle Pack. Make a new topic in "scenario design and modding" forum.

Advanced Genie Editor
Follow coding here and here.
posted 10-05-12 05:06 PM CT (US)     18 / 50  
On example of the minimum range in current units is the Skirmisher.
One* example of....

Proud owner of Splash Splash XLIV: Leave it there for someone to find, Which is on record for being the fastest thread to reach 2500 posts - which was completed in 28 hours and 17 minutes, from start to finish!
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double post for milestone, then relentlessly bash on the community for the hell of it... stay classy thymole. - Lurker
posted 10-06-12 01:26 AM CT (US)     19 / 50  
Thanks Carol!
posted 01-05-13 03:04 PM CT (US)     20 / 50  
Hello, I'm working on a scenario and I need the port (446) I have AGE and GeniEd2 but I don't know how to unlock it, a tutorial would be great but it would help evn more with screenshots. Please explain.
posted 01-07-13 04:56 PM CT (US)     21 / 50  
Hey there Kakashimoto!

Unfortunately it's quite uncommon for people to make tutorials on the request of a single person. Although, as for finding a solution to your problem, it may be better to voice your question on the SD&M board. I'm sure they won't object to your starting a thread asking about this.
posted 01-08-13 01:59 PM CT (US)     22 / 50  
Yes, though there should be a tutorial on how to unlock hidden buildings, because it's sort of different than this article who juat shows how to create units, but someone should add how to unlock hidden buildings

Also, I must thank the author for this tutorial.
posted 01-08-13 11:59 PM CT (US)     23 / 50  
Here's a tutorial how to unlock hidden buildings:

•Select all buildings in the latest AGE 2.
•Set "Hide In Editor" to 0 (if it already is, then set it to 1 and then back to 0).

Advanced Genie Editor
Follow coding here and here.
posted 01-09-13 12:21 PM CT (US)     24 / 50  
Thanks Keisari!
posted 01-16-13 03:29 PM CT (US)     25 / 50  
Yeah, thanks. But it still doesn't show up. do I have to click the box near the place I have to type in 0? Or maybe it's the save, because I noticed when I save and click TC defaults it resets my changes. Is the save already fixed or am I doing it wrong? whenever I open AGE2 I instantly don't understand what to do. Ughh! So much problems! Thus I need someone to teach me.. But everyones busy and all..
posted 01-17-13 12:28 PM CT (US)     26 / 50  
That sounds more like troubleshooting. Few people visit this board very frequently so it may be best to ask about this on the SD&M board. A tutorial for this would basically be Keisari's last post, so if that isn't working then what you need is troubleshooting and you'd likely get more comprehensive responses to such a query from there rather than here - particularly given that your question is not directly related to the topic of this article.
posted 02-12-13 05:06 PM CT (US)     27 / 50  
if you have Windows 7, then do not use the TC save button, just browse and save in a folder you use in My Documents and the Copy & paste to AOE game folder (DATA)

Windows 7 has that (run as a administrator) this will not show up with the TC Button, so it will not save in the TC Data Folder

[This message has been edited by mjl89048 (edited 02-12-2013 @ 05:08 PM).]

posted 02-15-13 03:44 PM CT (US)     28 / 50  
I have what may seem to be a bit of a foolish question.

For my current project, I want to take a "Sheriff of Nottingham", and create a new unit (named the same) that is exactly the same in all respects, except that it has a base attack of 11 (instead of 9). This is to make a more realistic difference in the two different "swords" that the player can obtain.
Is that doable within this tutorial, and most importantly, if I successfully create the new unit, will downloaders need to somehow get the files for my new unit, or can it be contained within my .cpx ?

posted 02-15-13 04:01 PM CT (US)     29 / 50  
It's certainly doable. You'd just use an empty unit slot. You would have to distribute your edited data file with your campaign though. One alternative is to upload a saved game for each of your scenarios where you save each scenario at the very start of the game. I believe the modpack data is transferred in saved games.

However, I'm not sure the effort would be worth it. What about using a Change Object Attack trigger?

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 02-15-13 04:53 PM CT (US)     30 / 50  
Yea, I kind of figured the effort wouldn't be worth it. If it had been easy I would have done it. In my scenario, you can 'equip' stuff so it would be much more realistic if it showed 9+2 for attack with the basic sword equipped (with the +2 being from strength bonuses or whatever) and then, equipping the better sword, it showed 11+2 for attack. Its a small issue, and I think i'll just have to settle with 9+4, but would have been neat if doable with a reasonable amount of effort.
posted 02-15-13 06:25 PM CT (US)     31 / 50  
I believe the modpack data is transferred in saved games.
No, sadly not. If you add a unit, save the game/scenario and load it again while you are playing an unmodded version, the game immediately crashes. If you only change a unit, you can still load the game, but the unit will be the unit is was before the change.
posted 02-16-13 12:37 PM CT (US)     32 / 50  
I believe the modpack data is transferred in saved games.
This is true for me, although I haven't really modded or played much for over a year.

Advanced Genie Editor
Follow coding here and here.
posted 04-23-13 08:15 AM CT (US)     33 / 50  
i have created some new units thanks to this guide but i can only put them on the map at the beginning of a map creator. How do i make them trainable in, say, a barracks ?
posted 04-23-13 10:54 AM CT (US)     34 / 50  
posted 06-26-13 01:06 PM CT (US)     35 / 50  
Is it possible to mod from an existing mod pack (for example AoFE?)
posted 06-26-13 05:37 PM CT (US)     36 / 50  
Yes. It would be basically be the same process as editing a modpack that you released yourself. However, if you ever want to release a modpack that was based on someone else's mod, be sure to ask permission first. Then, credit the author when you release it.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 06-27-13 02:46 PM CT (US)     37 / 50  
Haha, always. And thank you.
posted 02-28-15 02:35 AM CT (US)     38 / 50  
I downloaded AoE:FE HD and this version of AGE does not work in the game. Is there a version of AGE for the forgothen HD? link please

we want MPS for Windows 8 now!!!
posted 11-07-15 10:47 PM CT (US)     39 / 50  
can you make a video ?
Let say in age 2, we already have unit call Mordred.
My question is how to make that unit available to train, and replace Paladin ?
posted 11-08-15 12:07 PM CT (US)     40 / 50  
How to make your units trainable :

Fluctuat nec mergitur.
posted 04-18-16 05:04 PM CT (US)     41 / 50  
I used AGE 3 with this tutorial and managed to create the sniper unit in The Conquerors. However, when I tried to make it in AoE2 HD, he doesn't show up.

Does anyone else have this problem?
posted 04-18-16 05:42 PM CT (US)     42 / 50  
Have you looked at the guide that TriRem linked to in the post above yours?

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
posted 04-18-16 06:02 PM CT (US)     43 / 50  
I just gave it a try now. Since AoE2 HD doesn't have the language.dll files (I think), I added the strings in the key-value-strings-utf8.txt file. They names were recognized and showed up fine in AGE 3, but when I tried to play, the game wouldn't start.

It seems altering the key-value-strings-utf8.txt file makes my game crash because I replaced it with my backup and it worked fine after that.

Am I tackling this the wrong way?

EDIT: Well I managed to get key-value-strings-utf8.txt to stop crashing my game, but the unit still refuses to show up in AoE2 HD.

[This message has been edited by jerrythegeriatri (edited 04-18-2016 @ 06:52 PM).]

posted 04-18-16 07:57 PM CT (US)     44 / 50  
Did you make sure it had the Hide in Editor box unchecked?

Also this article is yonks old as it uses AGE 2, AGE 3 is, by far, better.

Time of Tea
Still in the Dark Age
Don't be a melodramatic clown. ~Mr Wednesday
posted 04-18-16 09:26 PM CT (US)     45 / 50  
Yeah, I've made sure it was unchecked. I couldn't find any other recent guides other than Tarpsa's on Youtube, but I still can't get my new units to show up in AoE2 HD. The guides work fine on my copy of just The Conquerors, though.

Has anyone been able to create the Sniper unit in this guide for the HD version of the game?

EDIT: Yikes, I managed to get a custom Elite Longbowman to be trainable in Barracks using Tarpsa's guide, but when I create him, this error pops up:
Attempt to access invalid units.

This world allows the following packages: Age of Empires II (Original Game)
The Conquerors (Original Game)

866 - Unit Id unkown to DLC system

No file line information
It still refuses to show up in my Scenario Editor as well.

EDIT2: Well I figured it out... this thread should be helpful for others who might have run into my problem:,44199,30,365

[This message has been edited by jerrythegeriatri (edited 04-19-2016 @ 00:20 AM).]

posted 04-30-16 06:25 AM CT (US)     46 / 50  
@ jerrythegeriatri : Hey, so, if i understand, it's impossible to use custom units in aoe HD (in editor) ?
posted 05-04-16 12:47 PM CT (US)     47 / 50  
I want to make a unit with some new graphics I have added to the drs files using Turtle Pack, but I can't find those graphics in AGE. What do I do? How can I assign those graphics to a new unit?

posted 05-04-16 02:12 PM CT (US)     48 / 50  
You have to add graphic entires that reference the slps. This is a good article about it.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
posted 04-10-21 07:11 AM CT (US)     49 / 50  
When I am trying to save it, it says Unable to save the File! I have followed all the other steps, but what do i do now?
posted 08-10-22 09:30 AM CT (US)     50 / 50  
I used Advance Genie Editor a lot,but now it doesn't work properly,i know its not the problem on this application but i need help,before i used it on my windows 8.1 which was formated into windows 10 but it had both features as windows 8.1 and 10 the AGE worked perfectly,i buy new pc which is windows 10 from start,and it won't let me modify files using non system programs like AGE,example when i duplicate the unit and change its graphics and all other stats in AGE it shows it as how it should,but once i open the game its just same unit duplicated,not changed graphic,icon and even it deals 0 damage on everything. On my new pc every folder and file is checked 'Read Only' but with square instead of check,once i uncheck it the file/folder returns to square checked,i am as administrator logged in my pc but it doesn't work.
Age of Kings Heaven » Forums » The University » An introduction to creating units with AGE 2 (Approved)
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