Hi,long time to see you,what’s your next campaign,wait for it.
Yesterday I did find it. It was indeed right in front of me once I clicked on the Palace. Unfortunately I did not immediately see the sort of vacant box, which to my aging eyes was sort of obscure. I simply didn’t notice it at first. Thanks for your reply – really am enjoying this.
Thank you! I cannot change the icon unfortunately without modding.
You can change the tech icon through scenario editor now by using XS script.Try for it.Don’t need to use data mod.
I do have a question about Journey to the West. I completed the campaign all by my self a while ago, and it was very fun. However, how are you meant to play the last puzzle properly? I literally used the villager to palisade wall in all of the enemy monks, then let them out one by one to be converted. That doesn’t seem like the way you are totally meant to do it, but it works. Personally, I would have given the main monk character unconvertable hero status, because I tried to solve it like that, but it doesn’t work because he can be converted. Just some ideas. Also, is he meant to have 9-3 range? For a total of 6 when all the other monks have 9? Finally, with the transport ship problem near the end, are you meant to just convert it? That’s literally what I did to progress, and I could still finish, but I felt like I might have done something wrong compared to how it was meant to be done.
Just started playing Ragnars Raids, and I got a fair bit into the early game of it, but then a certain event occurred that basically made me rage quit. If your one and only elite Longboat gets converted, its gg. Without the longboat you are kind of screwed. I’m going to let you guess what happened to me. Maybe make longboats immune to conversion, or always convert back to the player.
The conversion sequence in A Journey to the West is a tricky timing puzzle, but it is doable without cheese – though you had a very clever unintended use of the villager! It’s really meant to be more of a whack-a-mole situation where you try to convert enemy monks, convert other monks with them ASAP, and re-convert your own that get converted faster than the AI can. There’s some luck involved (since monk conversions are partially random) but if you play at a more manageable 1.0 speed and micro your monks, you’ll see that it is possible. It’s a little harder at 1.7 or 2.0 speed but still doable.
Making the first monk (Xuanzang) unconvertible would have made it too easy and a little boring, since he would be able to convert all the enemy monks one by one without risk.
Good feedback though on the difficulty but it is by nature a different sequence.
The Transport Ship can be obtained several different ways. My original intention was that you would use an onager that could then be used to “area damage” the Transport Ship causing it to move into the line of sight of one of your units which would then convert to your control (kind of like a gaia unit). But you can also convert it with your monk.
Thanks again for playing and sharing your feedback!
Sorry! The scenario was made in HD originally so there was no ability back then to make an individual unit unconvertible – I didn’t change that in DE. The scenario is very popular so might be worth trying again being more careful next time!
I am also almost finished with a totally new reimagining of Ragnar’s Raids called Ragnar’s Saga – coming soon!
Announcing the release of Ragnar’s Saga, an all-new re-imagining of Ragnar’s Raids – my largest and most ambitious scenario yet!
As legendary Viking king Ragnar Lothbrok, raid and conquer to become a legend of the sagas!
Rise from a petty jarl through raids and plunder to become King of the North and master of the Great Heathen Army in the largest and most ambitious custom scenario ever. Ragnar, your warbands await your command!
Features:
- An all-new re-imagining of the custom scenario classic, Ragnar’s Raids
- Explore and raid from Iceland to Russia on a titanic Ludicrous-sized map (260K tiles!)
- Be a Viking king and decide your path in a unique “open world” with 50 objectives to discover and complete
- Recruit powerful Viking heroes like Hrolf the Ganger, Olaf the White, and Rurik the Troublemaker
- Feel the might and power of the Northmen as you command Berserks, Huskarls, Throwing Axemen, and other units with totally overpowered technologies
- Voiced story
About the Author
Filthydelphia (xbox: PhillySouljah) is the award-winning designer of historical custom campaigns and official content for the Age of Empires franchise. Formerly part of the Forgotten Empires campaign team, his works include the Portuguese, Burmese, Bulgarian, Italian, Indian, and Sicilian campaigns featured in Age of Empires II: Definitive Edition as well as several campaigns in Age of Empires: Definitive Edition and scenarios in Age of Empires III: Definitive Edition. Outside of Age of Empires, he is a captain in the United States Marine Corps Reserve and has an M.B.A. from the University of Chicago Booth School of Business.
I’ve played a lot further this time, and it seems very good. There is one thing I might suggest changing though. The wording for the quest “Make sure that Jarl Alf dies on English soil” or whatever is quite ambiguous. It wasn’t until I looked through the triggers to try and learn how to get a new Jarldom that I realized he had to die. I honestly just thought it meant I was meant to keep him alive, but if he had to die, then it needed to be in England. I have two suggestions if you wanted it to be reworded. 1. “Arrange for Jarl Alf to meet his end in England”, or 2. “Have Jarl Alf die in England to claim his lands”. The first one makes it sound like he needs to have an accident with the delete key, and the second one overtly tells you what to do. Otherwise, it all seems great. The longboat doesn’t have to be unconvertable, it would be fine if it could be converted, but it could always kill the monks first. Also, can I just say how awesome the bell clanging warning alarm was. It really increased the immersion and just made the scenario way cooler, along with lots of other nice touches, like the funerals, rebellions and side quests.
Thanks, because of how I chopped wood with the villagers in the earlier village, I could afford all the palisading.
Okay then. I largely couldn’t do this, because I do play on 1.7 or 2.0 speed.
Yes, keeping them on your side might have been a bit more of a problem, but I can see why.
That’s quite a clever and interesting way of doing that. I honestly though I might need a siege tower, but then I was like “Ah, let’s just see if it can be converted!” And it could.
Overall it was a very fun scenario, as are all of your puzzle ones, each of which I’ve managed to beat, but there are some very clever puzzles in there.
Thanks! Sorry that was unclear for you.
Definitely check out my latest scenario, Ragnar’s Saga!
It’s fine, but changing the wording might be a way to prevent this. It’s up to you though.
I most definitely will. It sound great!
Okay, I’ve played some of Ragnar’s saga, and it seems pretty good. My only complaint is the ships taking damage all the time. It makes sense, and it’s a nice idea, but maybe have an area around the players docks where the ships don’t take damage? That way they can effectively be kept in port and protected while the player isn’t using them. Other than that I really like some of the ideas. I was looking at the triggers, and you have the Skofnung sword as a thing, you also happen to have a day/night cycle. Because of the restrictions that Skofnung had, why not make it that Ragnar gets a really big buff at night, and a minor one at day? Just a possible idea. Also, when you unlock a new saga, possibly say which one just got unlocked, because it isn’t always clear.
BIG UPDATE to RAGNAR’S SAGA
Just patched a big update to Ragnar’s Saga based on some of the great feedback received so far! Lots of changes (including 3 new techs and a new gameplay mechanic!) – well worth restarting if you’ve already begun playing!
Change List:
- Added 3 new Unique Technologies at the Pagan Shrine: River Raids, Wolf Cloaks, and Bearded Axes
- River Raids: Norse Warriors move 30% faster
- Wolf Cloaks: Night attack bonus is doubled to +4 attack at night
- Bearded Axes: Throwing Axemen and Jarls have +1 range
- Rebalanced Unique Technology and Elite Upgrade costs
- Melee units now receive +2 attack at night
- Added message informing the player of night attack bonus
- Added audio signals for night/day transitions
- Removed previous use of horn audio to deconflict with night/day transitions
- Increased length of night to account for bonus
- Jarls now have 90 hitpoints (was 120) and 10 attack (was 14)
- Added indicator for current active Blot bonus to Objectives screen
- Sea attrition on ships halved (previously 1HP/20sec now 1HP/40sec)
- Mead Halls are now cheaper and are constructed faster
- Description of Mead Halls updated to encourage building Mead Halls in enemy territory
Finally a new campaign!
You’re one of the reasons why I still play AoE2DE
Sounds like a nice update. I’ve got some more feedback though anyway. Halving the sea attrition rate is nice, but it might also be quite good if ships would take no damage in ports, because if the player isn’t using them, they don’t really want them all to sink, or to have to be constantly repairing. The new attrition rate might make this unnecessary though. It’s rather annoying not knowing what your main objectives are at a glance, so adding the main objectives to the ingame objective panel would be very helpful. When you get raided by orange, if your military is out of position, it’s basically game over. Because the economy is so small, and there is no easy way to replenish villagers, if even just 1 gets killed this gives massive problems. Suggestions would be: Don’t let orange attack your villagers (This would probably make it too easy), Let a dead villager be replaced at the mead hall whenever one dies (This would be the best solution), have villagers replace for free after a while (Could work, but not as good as the previous), or let villagers garrison inside pretty much anything for protection (the second option is probably still better). When a new saga gets unlocked, it’s often tricky to tell at a glance which one it was. If you had the popup in the objectives tab tell the player which saga that would be very helpful. Other than that, it seems pretty good.
Made a second big update to Ragnar’s Saga based on player feedback so far!
Biggest change: Viking Raiders can now capture Mead Halls, requiring you to fight to take them back!
Change list:
- Viking Raiders and Jomsvikings can now capture Mead Halls, requiring you to re-take them to restore your population limit
- Longboats now begin with +1 range
- Blot cost reduced to 300F/300G (was 500F/500G)
- Prayer cost reduced to 100G (was 200G)
- Pagan Shrines built over World Trees now provide 2 Runestones (previously 1)
- Doubled chance to earn 3 Runestones from holding a Blot
- Corrected shown attack value for Jarls
- Corrected shown range for Longboats
- Fixed rare bug where multiple Longhouses would be needed to settle Ireland
- Added explanation on how to build Pagan Shrines over World Trees
A couple more big updates!
Change list:
- Overhauled trading mechanic by introducing “Varangian Expeditions”
- Receive Tracking (infantry +2 Line of Sight) on capturing first kingdom
- Jomsvikings will be more likely to unload their Transport Ships at their fortress if attacked there
- On Moderate Difficulty, Jomsvikings begin with Heated Shot, Fletching, and Bodkin Arrow researched
- On Hard Difficulty, Jomsvikings begin with Arrowslits, Murder Holes, Heated Shot, Fletching, and Bodkin Arrow researched
- A new hero, Gunnar Hámundarson, can be found
- Obuch, Imperial Skirmisher, and Boyar train times reduced
- More resources added to Iceland
- Torches added to World Trees to better signal their locations
Will check Ragnar’s Saga out soon Thanks for making another campaign
EDIT: I also just made a suggestion for the Installed Mods page in the Discussion area, regarding mod list priorities. Would be nice to have a “Prioritize Top” (or “Move to Top”) type of button, imo. As I had just subscribed to/added your mod and it appeared at the bottom, spot #43 I think I prefer it at #1… unless there’s good reason to not move mods to the top?