Mode comments "AOE2_GOLDEN_DE"

New update:

  • Now this mod it is available in all languages supported by the game except Chinese (Traditional).

New Update:

UPDATE 99404

Changes to my mod:

  • Mule Cart cost 140 wood :arrow_forward: 120 wood

  • Dromons Reload Time decreased from 8 :arrow_forward: 2

  • Dromon Hit Points increase from 125 to 200

  • Elite Dromon Hit Points increase from 150 to 220

  • Star Organ Gun damage decreased from 11 :arrow_forward: 10

  • Master Organ Gun damage decreased from 14 :arrow_forward: 12

  • Legenday Organ Gun damage decreased from 18 :arrow_forward: 16

Hello @LiningGull724 . I meet a animation-lost problem that the Wooden Ram lose its animation and I could not select it directly.

Hi, Iā€™m sorry this problem is happening to you, but Iā€™ve been checking the Wooden Ram unit and havenā€™t found any problems, the animation always appears at all angles. I tested attacking, standing still and moving in all directions.
Most likely, you didnā€™t follow all the steps to install the mod. If you only downloaded the ā€œ3985_AOE2_Golden_DE (Graphics_Text_UI_Movie)ā€ mod completely and restarted the game, all that remains is to turn off the ā€œAnti-Alias UIā€ button and the "Enhanced Graphics UHDā€ button in the game options and restart the game. Turn these buttons off. (see the image)

ATTENTION: If by chance, when you were downloading the mod, you were playing a Steam game or playing this game in multiplayer mode, the mod was interrupted and you will not continue downloading the mod again after you have finished playing and it will be counted as if it was downloaded completely. If this was the case you have to unsubscribe from the graphics mod, through the game, and subscribe to it again, through the game, wait for the mod to completely download and then restart the game.

The setting is correct, and I check the local animation and they seems ok so it is fully downloaded. Maybe some other bugs influence it.

Big UPDATE: version 22.1

  • The mod now has a new civilization named, Egyptians, with 6 new units and new architecture in all Ages.
    (see a summary of civilization bonuses in the image below)

  • As it was not possible to add civilizations, I decided to place the Italian civilization with the Roman civilization, that is, the Romans and Italians become the same civilization, with the Romans being the base.
    (see a summary of civilization bonuses in the image below)

INCA civilization:

  • Buildings cost -15% stone, except town centers.

Malian civilization:

  • Buildings cost -15% wood, except town centers.

GERAL:

  • 3 new technologies have been added for all civilizations, with the names:

ā€œDomesticationā€, ā€œImproved Repairā€ and ā€œAdvanced Repairā€.

  • The ā€œDomesticationā€ technology is available in the Dark Ages, is researched at the Mill, costs 100 food and when researched makes the cows have +30 food to harvest.

  • The ā€œImproved Repairā€ technology is available at Castle Ages, is researched at the Town Center, costs 220 stone, 220 gold, and when researched makes villagers repair buildings, warships and siege weapons 50% faster .

  • The ā€œAdvanced Repairā€ technology requires the ā€œImproved Repairā€ technology, is available in the Imperial Age, is researched in the Town Center, costs 550 stone, 550 gold, and when researched causes villagers to repair buildings, warships and siege weapons 100% faster.

  • Now Mangonels can destroy trees.

  • Town Centers from the Bronze Age onwards cost 300 wood and 150 stone.

  • Houses now cost 20 wood and 1 stone.

  • Mills and Folwarks now cost 100 wood and 2 stone.

  • Docks now cost 150 wood and 3 stone.

  • Barracks, Archery Ranges and Stables now cost 175 wood and 4 stone.

  • Outposts now cost 140 wood and 10 stone.

  • Watch tower-line now cost 150 stone.

  • Fortresses now cost 450 wood and 200 stone.

  • Blacksmiths now cost 150 wood and 5 stone.

  • Markets now cost 175 wood and 5 stone.

  • Siege Workshops now cost 200 wood and 6 stone.

  • Universities now cost 200 wood and 10 stone.

  • Bombard tower-line now cost 150 gold and 150 stone.

Scenarios/Maps:

  • An issue has been fixed whereby when choosing the ā€œRegicideā€ mode for any map before the Castle Age, a castle was created instead of the Fortress, which meant that you could not create units, research technologies and in the case of the AI, it could not garrisoned his king in the castle.

  • A new map has been added to your custom map list with the name ā€œArena_golden_deā€. Itā€™s the same as the official ā€œArenaā€ map but you start with the quality level of the walls/gates according to the Age. Example: If you start in the Stone Age, you start with wooden walls.

This map also works with the official .dat, but you will always start with wooden walls and the walls will never level up.

  • My scenario ā€œCastle Blood Golden DE_4vs4ā€ has been updated. An issue where you could not advance in age when you had the necessary deaths was also fixed.

Credits civ Egyptians:

//Age1 ā€œStone Ageā€

  • Lumber Camp (created_by_Ekarlath)

  • Mining Camp (created_by_Ekarlath)

//Age2 ā€œDark Ageā€

  • Lumber Camp (created_by_Ekarlath)

  • Mining Camp (created_by_Ekarlath)

//Age3 ā€œBronze Ageā€

  • Lumber Camp (created_by_77thDemonKnight_-_BorgenJorgen)

  • Mining Camp (created_by_77thDemonKnight_-_BorgenJorgen)

//Age4 ā€œFeudal Ageā€

  • Lumber Camp (created_by_77thDemonKnight_-_BorgenJorgen)

  • Mining Camp (created_by_77thDemonKnight_-_BorgenJorgen)

//Age5 ā€œCastle Ageā€

  • Guard tower (created_by_Whakahoatanga)

  • Town Center (mail) + 2 Towers (created_by_Ekarlath)

  • Archery Range (created_by_Ekarlath)

  • Barracks (created_by_Ekarlath)

  • House (created_by_Ekarlath)

  • Market (created_by_Ekarlath)

  • Stable (created_by_Ekarlath)

  • Blacksmith (created_by_Whakahoatanga)

  • Dock (created_by_Whakahoatanga)

  • Monastery (created_by_77thDemonKnight_-_BorgenJorgen)

  • Castle (created_by_Yakko)

  • Siege Workshop (created_by_Code002)

//Age6 ā€œImperial Ageā€

  • Keep (created_by_77thDemonKnight_-_BorgenJorgen)

  • Siege Workshop (created_by_Code002)

  • Town Center (created_by_77thDemonKnight_-_BorgenJorgen)

  • House (created_by_Ekarlath)

  • Mill (created_by_Ekarlath)

  • Castle (created_by_77thDemonKnight_-_BorgenJorgen)

  • Archery Range (created_by_Whakahoatanga)

  • Barracks (created_by_Whakahoatanga)

  • Blacksmith (created_by_Whakahoatanga)

  • Dock (created_by_Whakahoatanga)

  • Market (created_by_Whakahoatanga)

  • Monastery (created_by_Whakahoatanga)

  • Stable (created_by_Whakahoatanga)

//Age7 ā€œGolden Ageā€

  • Siege Workshop (created_by_Code002)

  • Stable (created_by_Code002)

  • University (created_by_Code002)

  • Powerful Watch Tower (mod_created_by_Whakahoatanga)

  • Fire Tower (created_by_Whakahoatanga)

  • Archery Range (created_by_Whakahoatanga)

  • Barracks (created_by_Whakahoatanga)

  • Blacksmith (created_by_Whakahoatanga)

  • House (created_by_Whakahoatanga)

  • Market (created_by_Whakahoatanga)

  • Monastery (created_by_Whakahoatanga)

  • Castle (created_by_77thDemonKnight_-_BorgenJorgen)

  • Palace (created_by_77thDemonKnight_-_BorgenJorgen)

  • Town Center (created_by_Ekarlath)

  • new unit: Mighty Paladin (created_by_Annatar6777)

NEW UPDATE verson 22.9:

  • Monk with relic now takes +350 seconds to create (increased from 250 :arrow_forward: 600).

  • The cost of Monk with relic increased from 50 food and 200 gold :arrow_forward: 200 food and 200 gold.

  • Now in standard mode, winning the game by capturing all relics or building the wonder has been increased from 200 years to 2000 years. (2000 years = 2 hours and 40 minutes)

  • Now monks who are created in the cathedral cost 30 gold.

  • Is changed the name of the Photonman unit/technology to Master Cannonneer.
    A new skin was placed on the Elite Hand Cannoneer unit and the skin that was on that unit was placed on the Master Cannoneer.

Credits:

Elite Hand Cannoneer created by Darth Pyro4335.

Master Cannoneer created by CynderyButton.

NEW UPDATE verson 23.4 :

  • Fixed an issue where choosing AI_Noob_GDE would not load some of my mod files for that AI.

NEW UPDATE verson 23.7 :

UPDATE 107882

New Update (version 24.6):

  • Ages identification has been improved. Now, whenever you advance in Age, only the name of that Age appears (in the top bar during the game) but the icon only appears in some Ages.
    This update is available in all languages supported by the game except Chinese (Traditional)

NEW UPDATE (version 25.1):

  • A new unit has been added to the skirmisher line called ā€œWee Skirmisherā€ which is weaker than the skirmisher and will be the base unit. This unit is available from the Bronze Age, but in the Spanish civilization it is available from the Dark Age.

Upgrading from Wee Skirmisher to Skirmisher is free and is automatically researched when advancing to the Feudal Age, if your civilization allows it.

  • Now the Gold Skirmisher has a new skin.

  • The Warrior Bandit update is now free and is automatically researched when advancing to the Feudal Age if your civilization allows it.

  • A new bandit named ā€œElite Banditā€ has been added which is stronger than the Warrior Bandit and the upgrade for this unit is automatically researched when advancing to the Castle Age, if your civilization allows it.

  • The cost of bandit line units increased from 40 food, 30 wood :arrow_forward: 65 food, 10 wood.

  • Now the ā€œSpiesā€ update will only be available in the Golden Age.

  • The Elite Scout Cavalry now has a new skin that is better quality and is more suited to the unit type.

  • Unique units (which are created in the fortress/castle) are now available in the Feudal Age. In the Sicilian civilization, the unique unit is available in the Bronze Age by having a Donjon built. To be able to build the Donjon it is necessary to have the Fortress built.

During the Feudal Age, unique units that attack at close range have less 27% hit points. During the Bronze Age and the Feudal Age the unique unit of the Sicilian civilization has less 27% hit points.

During the Feudal Age, unique units that can attack from afar have 27% hit points and take +27% time to attack.

When advancing to Castle Age, the stat values of all unique units will return to normal.

  • Elite upgrades for unique units (which are created in the fortress/castle) are now available in the Castle Age.

Credits:

Wee Skirmisher, Gold Skirmisher, Elite Bandit and Elite Scout Cavalry created by Omkar.

NEW UPDATE verson 25.2:

  • UPDATE 111772

OFFICIAL:

  • Watch Tower-line cost decreased from 50 wood 125 stone ā†’ 35 wood 125 stone.

  • In MONGOLS: Light Cavalry, Hussars, Steppe Lancers +30% HP civilization bonus changed ā†’ Scout Cavalry-line and Steppe Lancers +20/30% HP in Castle/Imperial Age.

  • In SICILIANS: Donjon base construction time increased from 90 seconds ā†’ 125 seconds.

Donjon cost decreased from 75 wood 175 stone ā†’ 50 wood 175 stone.

IN MOD:

  • Outpost-line continue to cost 140 wood, 10 stone. From the Feudal Age onwards, Outpost-line continue to cost 150 stone.

  • In MONGOLS: Scout Cavalry-line and Steppe Lancer-line receive + 10% hit points for each Age, starting from the Castle Age.

  • In SICILIANS: Donjon build time remains 144 seconds.

Donjon cost decreased from 175 wood, 175 stone ā†’ 125 wood, 175 stone.

NEW UPDATE verson 25.6:

  • Now the Clubman-line, Horse Scout-line, Eagle Scout-line, Camel Scout-line and Scout Ship-line unit can also build and repair the torch.

  • Now the Civilization Hero can build the Town Center and help build/repair all other buildings. When constructing/repairing any building, the Hero works 10 times faster compared to a villager without upgrades.

  • 3 new random maps have been added to your list of custom maps when you choose my ā€œdatā€ mod.

  • 6 new trees were added to the editor map with the names:

Tree_Acacia_C
Tree_Autumn_B
Tree_Jungle_D
Tree_Jungle_E
Tree_Jungle_F

Credits:

The trees with the names: Tree_Acacia_C, Tree_Autumn_B, Tree_Jungle_D, Tree_Jungle_E and Tree_Jungle_F were created by 77thDemonKnight and BorgenJorgen.

NEW UPDATE (version 25.7):

  • A new building named ā€œWooden Bridgeā€ has been added and is available from the Bronze Age onwards.

I finally managed to find a way for units to cross bridges without having to load a saved game (which means you can use them in a multiplayer match); although it only works on random maps or custom scenarios, because these maps/scenarios are required to have a special water terrain.

Bridge cost: 70 Wood
Bridge description:
This building creates a passage between two islands/continents to allow any unit to pass to the other side; Boats and any enemy units can also pass through the bridge. HOW TO USE THIS BUILDING: Place this bridge several times (ONLY ON TOP OF BROWN WATER) using a Water Builder, the Villager (as builder) or the Trade Cog unit, until you reach an island/continent.

LOTS OF ATTENTION: The bridge is BUILT IMMEDIATELY and is INDESTRUCTIBLE as soon as you place it in the desired area.
No units or boats can transit in brown water, except the ā€œWater Builderā€ or the ā€œTrade Cogā€.

  • 3 new random maps were added to the mod (in which you can use bridges), with the names:
    ā€œHighland_Bridge_GDEā€;
    ā€œJungle_Bridge_GDEā€;
    ā€œTeam_Islands_Bridge_GDEā€

I havenā€™t gotten it to work in all waters yet, but I hope you have fun.

Credits:

The ā€œWooden Bridgeā€ building graphic was created by AbeJin.

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NEW UPDATE:

  • The price and time of Ages were modified, because the matches were taking too long to finish.

______BEFORE::arrow_forward:NOW:
Dark Age = 400 wood, 400 food :arrow_forward: 150 wood, 450 food; time: 240 :arrow_forward: 75

Bronze Age = 600 wood, 600 food :arrow_forward: 300 wood, 600 food; time: 230 :arrow_forward: 105

Feudal Age = 800 wood, 800 food :arrow_forward: 500 wood, 800 food; time: 210 :arrow_forward: 145

Castle Age = 900 wood, 900 food, 300 gold :arrow_forward: 0 wood, 1000 food, 400 gold; time: 200 :arrow_forward: 165

Imperial Age = 1100 wood, 1100 food, 800 gold :arrow_forward: 0 wood, 1200 food, 800 gold; time: 190 :arrow_forward: 215

Golden Age = 1000 gold :arrow_forward: 1300 gold, 700 stone; time: 150 :arrow_forward: 215

__Total resources spent, before: 9700 :arrow_forward: Total resources spent, now: 8200

__Total time spent, before: 1220 sec. :arrow_forward: Total time spent, now: 920 sec.

  • A new AI has been added with the name ā€œAI_Beginner_GDEā€
    Description: In any difficulty, the cheat that this AI produces is simply the exchange of the value of resources among themselves, when there is one resource in excess. This is what the market does, but there is no loss and you donā€™t need to build the market to make the exchange.

NEW UPDATE:

  • A new AI with the name ā€œAI_TREMENDOUS_GDEā€ was added to the mod ā€œAOE2_Golden_DE (AI_TEXT_UI_Movie)ā€, which is the strongest of the AI ā€‹ā€‹I created.
    This AI in difficulty:
  • EASY/EASIEST: I start cheating 450 of each resource for each technology/Age researched, after 13 minutes of play.
  • MODERATE: I start cheating 550 of each resource for each technology/Age researched, after 12 minutes of play.
  • HARD: I start cheating 650 of each resource for each technology/Age researched, after 11 minutes of play.
  • HARDEST: I start cheating 750 of each resource for each technology/Age researched, after 10 minutes of play.
  • EXTREME: I start cheating 850 of each resource for each technology/Age researched, after 9 minutes of play.

Hello everybody. Iā€™m new here. I have already downloaded and installed all the Golden mods. I put them all in the right order with priority and uninstalled other mods. I use the latest version. It works well, but I canā€™t create the hero in the coliseum. I donā€™t know if itā€™s a bug in the mod, or if Iā€™m not doing something correctly during the game. How do I create a hero in the coliseum?

If you choose the Portuguese or Korean civilization the Hero is created in the Docks in the Golden Age, for he is a ship. For any other civilization the Hero is created in Collosseum, if it does not appear can be a problem in the mod ā€œdatā€. Please tell me what the civilizations are not showing for me to fix if there is any problem. Thanks.

I was checking out all the civilizations and I detected that you couldnā€™t create the Hero of Bohemian and Cumans civilizations. I have already fixed the problem and I have posted the correction. Once the game updates the mod ā€œAOE2_Golden_DE (DAT_Graphics_TREE)ā€ automatically, please check on your side if you can already create the Heroes. If still donā€™t show up or you canā€™t create them please let me know here. Thanks for the report.

There was an update to the AOE2_Golden_DE mod (DAT_Graphics_TREE. I managed to create the hero of the Egyptian civilization. But I still cannot create the hero of other civilizations, such as the Byzantines, for example. The heroā€™s image is in red, as if he had already been created.