Animals than can be added to AoE2

Okay, that was really adorable!

Technically, this is already possible with the existing graphics by using the Modify Attribute trigger to customise predators. There is a (cosmetic) disadvantage, though, the game will still tell you that you’re being attacked by “wild animals” (including the hidden Outlaw unit). And the tooltip still mentions animals, too. I’d like to have an additional unit type that is pretty much like the predators, only with different messages.

It’s the deer with red nose and harness. But proper reindeer/caribou models can be taken from AoE3DE and AoMR anyway.

There is actually an attack animation for the Foxes, even though they will never attack on their own, other timid huntables only use their idle graphic when ordered to attack.

I want the Nilgai (Largest antelope of Asia). They are present in AoE3.

We also need more Japanese animals, like Serows and Tanukis

Why are there no dogs in AoE2? Can be a military unit attached to a human leader. Without a leader nearby it should have more of a random behaviour, but with the leader it should be able to attack enemies efficiantly. I suggest the dogs should be available in dark age, trained in a kennel and a villager should be able to control about 5 dogs.

Edit: I think hunt should be scared of dogs and you should be able to click a location where the dogs are to swarm around, thus pushing deer away from that location and towards another location. It shouldn’t be as exact as pushing deer with the scout, but you would be able to push patches of deer, rather than just one at a time.

As military units dogs should be effective against militia and villagers, but not so much against buildings or any of the options which are about in feudal age. Dogs could revolutionise combat in dark age and wear out in efficiancy as the game progressed.

Dogs should also be weak against wolves and similar animals, thus making them a bit risky to use for aggression at maps like arabia, where there are wolves. It would also be hard to control their exact movement as they would run around their designated leader, which means they would be likely to attract the attention of wolves nearby.

Leaders of dogs should be able to perform any action a villager provides. As an example you should be able to designate a dog to a woodcutter and it would run around, randomly scouting, while the villager was gathering resources. Especially handy if you are expecting a tower rush, since the dog would see further than a villager. You could either use one dog as lookout or several in a pack, so that you can easily kill a group of villagers before they can build a tower.

Suggested cost for a dog: 25 food (half of a villager).

Speed of a dog: Very fast.
Eyesight: Relatively good.
Attack: High, compared to other dark age units.
Armour: None.
Health: Relatively low.
Bonus: Does not take up population space.

Suggested cost for a kennel: 50 wood.

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This part of the world is the home of the Muscovy duck, domesticated here in South America. I don’t if the Tupi had domestic animal but the muscovy duck can be a good herdable in tropical South America outside of the Andes.

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Yeah it seems to cover pretty much all of South America.

Sounds good, the Chicken should no longer be the sole small herdable in the whole world.
Another chicken alternative could be the guinea fowl, which originated from Africa. It can also have both herdable and wild variants.

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You can also include their super loud, annoying call just for the lols, and to annoy tournament casters lol

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The AOE2DE sheep need new skins. Maybe the goats too. AOE4 sheep got them.

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Cows and horses have skins so why not?there is a golden one as event mod.

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You know what I’d like? Huntable wild horses and camels. Even if the domestic version still gives no food.

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In custom scenarios, this can be easily done with the Replace Object trigger. Replace a huntable with a Wild Horse/Camel and it will inherit the former animal’s food. At least it worked the last time I checked.

We have war dogs now. i hope they add some plain old good bois like hounds, hunting dogs as well for us to use.
We

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Could you share the sequence. Like making herdable horses and camels harvestable for food.

Replacing herdables with (non-Wild) Horses and Camels won’t result in a herdable. Although food will be displayed in the infobox, Villagers cannot gather food from the Horse/Camel (which is of the “Controlled Animal” unit class rather than “Livestock” or “Prey Animal”).

Of course, with Modify Attribute, you can give herdables any animal’s graphics (or whatever you want, even humans
). The selection sounds etc. can also be changed since last year.

Regarding huntable Wild Horses/Camels (“Prey Animal” class, like Deer etc.), place Gaia animals with food, e.g. a herd of Zebras with 140 food each. Create a trigger with Replace Object effect, set both source and target player to Gaia and select Zebra (source) and Wild Horse (target). Click “Set Area” and mark the tiles with the Zebras.

When you start the game, the Zebras will turn into Wild Horses, but retain 140 food. Villagers can hunt them just like any other huntable. If you go the opposite way, turning Wild Horses with 0 food into Zebras, the Villagers will be unable to harm the Zebras, as they can’t attack huntables with 0 food.

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MOOSE. if we ever get a North American expansion

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name checks out (20 characters)

Moose exist in Europe too.

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even more reason they could be added.

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