Coming of the Huns (375) - Great battles of Late Antiquity

Discuss Coming of the Huns (375) - Great battles of Late Antiquity

Hi I’m the designer, the discussion wasn’t enabled on the first upload for some reason but now it is.

Here’s a small guide for the scenario:

https://forums.ageofempires.com/t/coming-of-the-huns-coming-of-age-of-empires/280661

Ask me here if you find bugs or have any issue.

I highly recommend that authors should test their campaign before publish it. It is not the first time for author to made the same mistake. Each save/load game will create many spearmen and other units like horses and stable. The text describing nomads is great but too verbose and doesn’t means nomad cannot reproduce themselves(no ability to create new villager). The most funny thing is most calvary cannot been produce due to be the bug while infantry tech also been ban. And special economic tech missing(No compensation mechanism)

And I recommend you to use a good translator or learn English so we can understand each others, not the first time we have these issues :wink:

For example you cannot train villagers only if you play on hard (you can actually buy them at the market when you find one). At this point you should know that if you choose to play my scenarios on hard… it’s supposed to be hard. As for the hints I can’t write everything I need to since the scenario basically play with its own rules and mechanics so I left a link here where you can read a small guide.

I noticed the save and load bug and a fix is on the way though it’s not in any way gamebreaking, it actually helps you as it multiplies your horses and archers/infantry, so I may not understand what you mean when you say you can’t train cavalry anymore. And I don’t know what you mean with missing “special economy techs”. You have the usual ones in the mule cart, TC and mill.

And I test my scenarios until I don’t find bugs anymore of course but I may miss something among 900 triggers. So be patient, the horse mechanic uses a complex script and the game itself has always been bugged when it comes to load/save stuff unfortunately. Tomorrow it may be fixed already.

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Before I wrote each comment, I always already won the gold medel for that campaign. My IELTS score is 7, so you shouldn’t be confused by my English.

If I cannot train villager, you should notice that. I found the market can create villager but worthless. Actually villager in this campaign only useful in early stage. Though allies donate 0 resource once in a while, we need few wood and stone, and we get gold from trade and food from fishing boat.

Though horses are not counted as popluation, with the increasing of the units, it will affect the game speed. At first I did not find the “multiple bug” until I found my CPU/GPU got 100% usage, my population suddenly more than 200 and the game speed became very slow, almost pause. So that bug is truly“gamebreaking“. And when I delete some kind of horses, the system notices “Are you sure want to delete?”for each unit I delete. Also is unfair to gain extra units.
The “Prebreed“ house is useless, cannot change to any horses.

“special economy techs”means the pasture. After one pasture went out, even have the 3 ship on the same place, still cannot rebuild the pasture until the old pasture is disappear. And when all goat died, we cannot build pasture anymore and cannot produce goat in mill.

About the roman noble, it’s hard to find out all 6 nobles even using “marco polo”. If I accidentally kill one, then I have to ally with romans.

I repeat that you cannot train villagers if you play on hard otherwise you can.

Yes that’s a bug I acknowledged, unfortunately I couldn’t find a solution for the script yet. I’m gonna ask all the people I can find but for now all of them do not have time to help me. For now as I said if you feel like cooperating with me you can simply “spend" all your horses to make cavalry before you save the game so when you load they won’t get multiplied. A simple semi-fix till I can actually fix the script properly.

You can once you’re in imperial age… from the great yurt you can train khans (purebreed + composite bowman), sabir chiefs (purebreed + spearman) and if you submitted the Taifali Cavalry Axemen aka jarls (purebreed + throwing axeman), but since they’re hero units they’re all limited to 4 each. I really admire the fact you’re so candid in saying “this doesn’t work” when you could consider maybe the fact you missed a clue.

You can rebuild the pasture in the same spot only when spring comes and the fauna regenerates. That’s to encourage you to actually move your base and go in search of new pastures or livestock or deers or whatever… the whole point of the scenario being about nomads and migration would be lost if you could simply stay in one place and replenish the pasture.

You can’t breed goats in the mill but you can buy them at the market once you find one. You have plenty of means to get food anyway like all the animals you can get at the mill for little wood. Also you said yourself you can create fishing ships and allies tribute you food from farms etc.

There are 13 nobles in the map if I remember correctly so you have room for errors I’d say given you need only 6 to ally with Persia. That said it’s true that you need to be very careful cause even on neutral your units automatically attack merchants for some reason (the game considers them military units :person_shrugging:)… the solution I propose is to add more merchants in the scenario, like 20 maybe? But there’s not much else I can do about that cause units targeting is hard coded for what I know.

And again not game breaking because even if you accidentally kill all Roman nobles you can still ally with them and simply go raiding Persia to win.

Gray seems to be bugged. After subjugating (just a side note: the correct word would be “subjugating” rather than “submitting” here. Subjugating is done to someone, submitting is something someone does themselves) tribes and turning them to gray, their villagers don’t do anything. They quickly run through their resources creating military and then become entirely useless.

Also, while I love the nomad mechanics as a concept, I’m not really seeing much point to them here. There’s not really any incentive to move the starting TC as far as I can tell. I can build whatever I want wherever I want, including mills, so why ever bother moving the TC and interrupting your economy and production to turn everything into carts?

And…these are just my personal opinions, but the seasonal cycle, while interesting to work around in the beginning, quickly gets kind of annoying. Having to go around and reset my entire food eco every few minutes is a pain that doesn’t really add anything to the gameplay. Once I’ve done it a couple of times it becomes a chore. Aside from that, while it’s unrelated to the gameplay, the rape jokes are in poor taste. I can accept it to some degree since it’s clearly meant to paint the Huns in a poor light and make the guy talking about it look like scum, the counter in the objectives for “rapes committed” feels kind of over the line. I’m not terribly comfortable with the idea that literally going around and committing rapes is a goal of the scenario that I as the player need to fulfill.

Did I really say “submitted”? Lol I must have been drunk. I’m gonna correct that, is it only in one line or more?

They should collect them even if with poor efficiency, I’m sure they used to farm/fish, chop some wood and mine gold but maybe something changed since the last update.

Not much of a point indeed, I move it like 3 or 4 times in the whole match. It’s just to give villagers some shelter if you don’t defend them with troops or to have the base closer to where I’m currently fighting. Otherwise you can just send villagers around but they’re more exposed (it doesn’t make much of a difference on standard where villagers don’t cost gold).

Yeah I know, I couldn’t think of anything else to make it less annoying, specially pushing the argalis into the pastures but that’s the meta of the game ahah. In my experience though it wasn’t really necessary to constantly task villagers to work, after the initial phase I was drowning in resources and could let them go idle or even delete them, except for miners maybe.

Yes that’s the idea! It’s not dissimilar to what you do in Dihya scenario 4 and to be honest it’s not dissimilar to anything you do in this game, being about murdering, destroying and yes r**pe is a big part of war too unfortunately, it’s just muted so you can have fun with mass murders and destruction (which are as bad as r**pe right?). Not only Huns of course but for most “civilisations” in history though as you said it worked well here with the theme of the scenario. I guess if the game makes you dislike what you’re doing is a win for humanity since it’s a game about war. They tried to teach us that war is wrong but we still do it so maybe we can obtain some result by making it seen what actually war is about? And I don’t think the narrator guy is a jerk, he’s actually a pretty unlucky guy so in part I get how he feels although yeah of course it’s all made overdramatic in order to deliver the point.

Alas I wanted to ask you: did you feel like the nobles you need to kidnap were too easy to kill by accident? Because others reported it and I’m thinking about changing that.

Did I really say “submitted”? Lol I must have been drunk. I’m gonna correct that, is it only in one line or more?

Pretty sure you’ve been conflating the two for a while now but I haven’t said anything because I tend not to worry too much about typos in campaigns. It just started to bother me too much to ignore. I think there were levels in Flavius with the same mix-up.

They should collect them even if with poor efficiency, I’m sure they used to farm/fish, chop some wood and mine gold but maybe something changed since the last update.

When I played the villagers just stood under the TCs and didn’t move.

Alas I wanted to ask you: did you feel like the nobles you need to kidnap were too easy to kill by accident? Because others reported it and I’m thinking about changing that.

I didn’t get that far. Once I noticed the issue with gray I decided to hold off on continuing until that bug and any others were fixed.

I really like complicated scenarios with innovative mechanics that push what AoE can be. Am a great of Philtydelphia’s scenarios.

But when I started this one, I simply felt overwhelmed by all the different new aspects. I would have loved this scenario to be a campaign with one new mechanic in each scenario.

Damn I’ve been drunk for a while then.

I just tried to do some small tweaks, their behaviour in this scenario is really erratic for some reason even though I’ve used the same AI of Julian. I did an hour and a half of test and they could collect some resources but they occasionally go idle… Consider that it’s not a big deal anyway in case you want to play the scenario since it wasn’t originally intended for them to help you and you can win the scenario regardless. In the circumstance they don’t collect from farms, pastures etc just collect them yourself.

Well since most players asked me I changed that so now you can kidnap nobles just by moving Balamber close to them, given he has space in his pocket to catch them. No harming to their hp anymore (unlike with villagers they’re now not targetable) so it’s all consensual!

And by the way I noticed Dihya got flagged so it’s under review now and I guess it’s unplayable… What world we live in where a joke can cost you a year of free work if not a career while bad things outside keep happening.

Maybe one day… if I don’t stop after the next scenario. That by the way will be complex but more traditional. It’s gonna be a Ror one though. Thanks for trying.

I played a bit further and…well, let me quote one of the reviews.

Howewer, some triggers turn a conquest into a fire department simualtor, when all the time is spent to get back previous property from rebellions. That slowly killed my enjoyment, and made me finish by rushing orange. It feels unfair to still have rebellions after blue emissary’s base destruction.

I quit after the second rebellion post-castle destruction. What in the world is the point of destroying that castle if they’re just going to keep rebelling anyway? This mechanic makes it so that it is genuinely better to flatten all of the enemy tribes’ bases instead of following the objective to subjugate them. I don’t want to spend the entire scenario backtracking to deal with yet another rebellion. No one wants to do this. It’s not fun, it’s not challenging, it’s just annoying. Either make this stop happening if blue’s castle is destroyed, get rid of the mechanic entirely, or provide some means of preventing it. I checked through the hints and objectives several times to see if I was missing something, and maybe I did, but I wasn’t able to find any instructions on how to stop the rebellions aside from stopping Rome from sending emissaries, which didn’t even work.

Rebellions because of Roman emissaries and the ones happening randomly over time are unrelated. If you destroy the castle you stop Romans sending emissaries so rebellions will be less frequent but they can still happen.

I just updated it so rebellions on standard won’t happen anymore after you destroy the castle. They’ll happen every 15 minutes on moderate and every 10 on hard. You have 200 pop made almost entirely of cavalry UUs by that point so it’s just a matter of leaving a mobile squad to deal with emergencies (you can also flare grey to deal with them). The rest of the map apart from Byzantines should basically be yours and with all the power ups you get in imp you’re virtually invincible so it was just to give you something to do but I’m open to lower the frequency of the rebellions further on moderate and hard (on standard they’re gone).

And I’d be grateful if you don’t comment in the form of orders. I get that you’re frustrated but it’s not I own you something and I can assure you it’s very frustrating too to design these kinds of mechanics and make them work or get the balance right.

And I’d be grateful if you don’t comment in the form of orders. I get that you’re frustrated but it’s not I own you something and I can assure you it’s very frustrating too to design these kinds of mechanics and make them work or get the balance right.

You’re absolutely right and I apologize for my tone and phrasing. Normally I have the sense to cool down before writing a comment and I did not do that in this instance.

Rebellions because of Roman emissaries and the ones happening randomly over time are unrelated. If you destroy the castle you stop Romans sending emissaries so rebellions will be less frequent but they can still happen.

This is not made clear in the scenario. It’s presented like the Romans are the cause of the rebellions and that destroying the castle will make them stop.

You have 200 pop made almost entirely of cavalry UUs by that point so it’s just a matter of leaving a mobile squad to deal with emergencies (you can also flare grey to deal with them).

It’s not really about whether it’s easy to deal with so much as it is that it’s frustrating to deal with having to stamp out the same rebellions over and over again. You could use that fact, though, by making tribute a more important part of the player’s economy (either for the entire scenario or until a certain point like conquering a kingdom) while offering the option to simply destroy tribes to put an end to them rebelling. That would both give the player a way of stopping them permanently on any difficulty and turn it into a choice they have to consider carefully so as not to cripple their own economy by doing it at the wrong time or by destroying too many of them.

Allowing frequent and repeated rebellions seems a bit out of character for the Huns anyway, so it makes sense to give the player that option in my opinion.

On standard there are no more rebellions, on other difficulties I’ll make it clearer that one thing is Romans instigating them and another is the single tribes doing it. I wouldn’t make that you can completely disintegrate a tribe because it would miss the point of Huns being a very wide confederation but tributes could play a role to avoid running up and down the map.

As for being unfitting for the Huns to quell rebellions, we don’t have much accounts for what happened in their empire around that time but I don’t think it’s that unlikely since as soon as Attila died their confederation disintegrated and everyone was fighting against them to obtain independence (Ostrogoths, Rugi, Gepids, Alans etc) So that’s where I took inspiration.