Scenario editors, what assets do you want or think there should be?

Not sure how accurate the “war reindeer” depicted there are. But at least in Siberia, reindeer archery actually was a thing, according to the article “Some Aspects of Warfare of the Reindeer Lamut in the 17th Century”:

Native settlements in Siberia in AoE3DE, where one can train Reindeer Archers, that would be dope. For AoE2DE, an editor unit would be cool, but it needs a reindeer model in the first place.

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That would ironically be very historically accurate.

You mean a civ that partly or fully replaces horses with reindeer would actually be suitable for AoE2DE?

Yes. Simply by giving the Genitour a leather armor and a wooden shield (or the same shied shape but without the scimitars), perhaps with an iron helmet.

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Is there a source for it other than Carta Marina (which I don’t think we can consider reliable given that it’s about 50% sea monsters)?

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For things like war chariots and such, no, but the Sami do use reindeers and sleighs for transportation, so it’s not difficult to believe that they would use them for war too.

Game already has one all they need to do is change the red nose and render.Similar thing was done with the pineapple bush event mod reskinned to be realistic.


In a later work titled A Description of the Northern Peoples by the same author (Olaus Magnus), a similar illustration of a wagon with a bowman in it appears (“war chariot” was made up), but it depicts a hunting scene rather than warfare. Unlike the image below:


The accompanying Latin text can be found on Project Runeberg.


Hm, I’d at least model the antlers after those of the AoE3DE/AoMR unit so that it stands out more.

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This is the kind of reasoning used by pseudohistory YouTubers, not a serious or sensible way of approaching history.

That said, based on what @Grandy02 has posted, maybe I shouldn’t be so quick to dismiss Olaus Magnus as unreliable.

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Yes, you already have Sami Noaidi and Reindeer in AoE 3 and Jin Dynasty Reindeer Trader in AoE 4… now you just need Reindeer Archer…:sweat_smile:

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No Finn/Sapmi stuff, no shieldmaidens, no unique sails and Merchant models for Scandinavian civs :frowning:

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The club-wielding one could be a scout line replacement for Finns/Sami perhaps

Maybe shieldmaidens are a last-minute addition as a cheat unit, not found in the build the content creators received… probably not.
Sails with crosses, while the Monks are pagan, an odd combination…

Regarding the Sámi, they didn’t really engage in combat against the powers that sought to control their lands, from what I’ve read. The illustration might be related to a legend. The text begins with a mention of Danish historian Saxo Grammaticus (c. 1150-1220), whose history of Denmark and other parts of Scandinavia in the early Middle Ages incorporated many mythical and (semi-)legendary events.

I would have also thought it was cool to have individual elements (like a scenario unit) that incorporated the Sámi. In my scenario, I plan to represent them by using wooden huts and renaming them *lavvus* (traditional Sámi tents). The Thracian Chieftain becomes a Sámi Chieftain, the Hill Tribesman becomes a Sámi Warrior, and the Bactrian Archer becomes a Sámi Archer. I think this allows for a reasonably convincing representation using the existing assets.

As for the shieldmaidens I’ve already said everything there is to say about that in the other thread. Having them as a scenario unit would have been great.

But, unfortunately, you can’t have everything. Still, I’m more than happy with the DLC’s content. The new elements alone allow for an incredible amount of detailed map work. The map’s atmosphere is going to be awesome that much is certain.

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Sámi warriors, including renamed Iroquois Warriors, appear in the V&V scenarios Finehair and Ragnar. Should they ever intend to create sprites specifically for V&V, that would be an opportunity for Sámi assets.

Why did they not add a sprite unique for King Harold Godwinsson and Empress Zoe?? We need more King and Queen/female sprites.

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Sad indian voices…

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Sad Finn/Sapmi noises…

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A trigger to force a game auto-save. On some rpg style scenario where dying is punishing, beeing allowed as designer to make some trigger driven “savepoint” to avoid the player to be forced to restart / manually save would be a good design tool.

All ships wreckage, we’re missing so many, fire-galley, fire-ship, fast-fire-ship, galley, galleon, cannon galleon, elite cannon galleon, transport ship, trade cog, fishing ship, catapult galleon, dromon, caravel, elite caravel, thirisadai, canoe, turtle ship, elite turtle ship.

“monkey-bridge”, the kind of rope-bridge like seen in pirates of the caribbean on the tribal island, those thin things crossing river from very high, like from cliff to cliff.

Cave variant of all the new rocks, the snowy, grassy etc.

Bakery, to make bread !

Apple tree, more fruit trees !

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Not exactly “scenario” feature but will be used in scenario.

Idea is to have some empty graphics slots registered in the client file, with files names like s_shp_blankShipA/B/C/D/E/F/G/H/I_idle/walk/attack to have some batch of graphics pre-set with some framerate variant for ther animations, like 3 with 1 frame per angle, 3 with 30 frame per angle, etc.

Purpose of that ? Allowing modders to add sprites to the game without replacing existing ones. Then those sprites may be set on any objects within the scenario editor. The base goal is to be able to go beyond the limits of the vanila but with files made by community, those blank graphics would use some files that are litterally not in the client. It’s kinda like the “blank_technology” thing but for graphics this time, with at least 3 iteration for each framerate variation so the only work needed would be to set those graphic slots as if they were units but without making the graphic for it.

You could compare that to an “API” for graphic modding without datamod.

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