Things that are long pending to be addressed, that majority support

Regional monks are not even a new thing original game had the meso monks HD had multiple monks why would anyone be against it is beyond me.

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One of the key features of voobly version (which is known for competitive play primarily) was regional monks.

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what.

my understanding is that voobly had exactly 2 monk models: standard and meso, just like the rest of the game.
even if (some) people played on voobly with some mod that added regional monks it certainly wasn’t a >key< feature

That’s also my understanding. Voobly is better known for its more stable MP than HD Edition.

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if the crash is caused by the mod then either the mod itself hasn’t been maintained in a while (refreshed with latest patch data) or has a major error somewhere in the code, smt like additive data modding can solve some of this but it can’t solve an error a modder himself/herself makes, also some mods even with small errors will work on well speced hardware, its the weaker hardware that can’t handle it and suffers crashes, i intentionally use a laptop that barely meets minimal specs for these games to make sure those crashes are avoided
after all, when you develop smt on high spec machine you’ll easily miss the cause of such crashes, you need a really weak machine to see that

The voobly wololo patch had 4 different monks. Christian, Muslim, Asian, Meso

Now devs have more unimplemented models
AoE2_DE_unimplemented_regional_monks
They can implement them if they want.

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They should render and add these to the editor at least.

The indian brahmin would make a dope warrior priest unit.

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The shaman would be very cool to use for the steppe civs. And there are two of them!

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I really love these models, except for the Cardinal. It looks too 15th - 16th century.

Edit: taking a look again. What’s that first monk? The lithuanian one?

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that would be the right take normally but theres actually a lot more going on. i’ll give you an example.

lets say a custom made unit build by human players have no issue, but when AI uses them game crashes, while prior patch doesn’t.

when compare the AI codes of current vs prior, there are no changes other than the new additional civs, technologies and some minor adjustments such as unit creation limitation etc.

so the issue isn’t the AI script, it isn’t the custom unit the only explanation at this point would be something within the engine changed on how AI behaves certain things causing the crash.

there are other examples I have come across but some are very hard to explain unless you also do a lot of modding yourself.

those looks nice, where to get them

The first two are shamans. Probably Tengri and Pagan.

On wiki

Near the end of the page

But that’s his chief weapon
surprise.

Looks like it.

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Such as which ones? List.

Tibetans are an obscure civ? Cumans are an obscure civ. Your Euro-centric nonsense won’t fly here.

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It’s called having a brain and learning which units and buildings are which. Any sane gamer would be able to figure out some units including monks. There are plenty of opportunities to easily learn which is which.

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stop going around insulting people. any RTS benefits from readability, just look at how popular small trees, identical trees, useless plant remover, smooth ground, bigger boar, bigger relic, or even cube mod are.

Many people clearly want more readability, not less
stuff like this reduces readability

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If you want perfect readability, just play the cube mod and spare the rest of us the nonsense.

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ik how much of a pain finding what changed is, an example, in 3 DE at one point devs changed UI position code to position stuff using the opposite sides as baseline compared to patch prior, took me fair amount of time to patch it properly

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