Age of Empires II: HD Edition

Age of Empires II: HD Edition

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Slayer! Badland Crossroads 2V2 - v2
Old Workshop: Scenario
File Size
0.130 MB
May 6, 2013 @ 11:27pm
May 10, 2013 @ 11:55pm
2 Change Notes ( view )

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Slayer! Badland Crossroads 2V2 - v2

Slayer! Badland Crossroads 2V2 - v2
Defeat your opponents by all means necessary! You are limited to certain technologies, ages, and buildings (essential buildings such as the barracks, archery range, stable, blacksmith, market, dock, castle and town center cannot be rebuilt). Each player starts with their own complete village (as much as the feudal age allows with an exception of a castle). Killing and converting enemies gives you bonuses to give you an edge in defeating your opponents. Each player also starts out with a hero unit! Upon death, this unit will respawn after 60 seconds (depending on your game speed). However, once your castle is destroyed he will no longer respawn!

*UPDATE* v1 to v2
+ Added many bonuses (see bonuses below)
+ Added more variety to all the bonuses (see bonuses below)
+ Added farmland outside each village's walls
+ Added messages and sounds to each bonus, as well as hero death/respawn
+ Added more military units at the start
+ Removed ability to achieve Castle Age, however, castle age units are rewarded as bonuses (see bonuses below)

This works for both single player and multiplayer. However, in order for this scenario to work properly for multiplayer the match must be set up as follows:
> Player slot 1 must be player 1 (blue).*
> Player slot 2 must be player 2 (red).*
> Player slot 3 must be player 3 (green).*
> Player slot 4 must be player 4 (yellow).*
*If not set up this way, bonus units will spawn in opposing players villages. This could be fixed in a later update.
> Team for each player set as '-'.
> Difficulty = your choice, although the harder the better
> Resources = Standard
> Population = Standard
> Reveal Map = again, your choice
> Starting Age = Standard
> Victory = Standard

> Resource bonus 1 - Accumulate 300 stone: Guard Tower
> Resource bonus 2- Accumulate 500 stone: Masonry
> Resource bonus 3 - Accumulate 700 stone: Chemistry
> Resource bonus 4 - Accumulate 900 stone: Ballistics
> Resource bonus 5 - Accumulate 1100 stone: Siege Engineers
> Kill Bonus 1 - Kill 10 enemies: 2 monks
> Kill Bonus 2 - Kill 20 enemies: 2 cavaliers
> Kill Bonus 3 - Kill 30 enemies: 4 crossbowmen, 2 elite skirmishers
> Kill Bonus 4 - Kill 40 enemies: 3 long swordsmen, 1 mangonel
> Kill Bonus 5 - Kill 50 enemies: 3 long swordsmen, 1 battering ram
> Kill Bonus 6 - Kill 60 enemies: 4 monks
> Kill Bonus 7 - Kill 70 enemies: 4 cavaliers
> Kill Bonus 8 - Kill 80 enemies: 8 crossbowmen, 4 elite skirmishers
> Kill Bonus 9 - Kill 90 enemies: 6 long swordsmen, 2 onagers
> Kill Bonus 10 - Kill 100 enemies: 6 long swordsmen, 2 capped rams
> Conversion Bonus 1 - Convert 2 enemies: Herbal Medicine
> Conversion Bonus 2 - Convert 4 enemies: Fervor
> Conversion Bonus 3 - Convert 6 enemies: Sanctity
> Conversion Bonus 4 - Convert 8 enemies: Illumination
> Conversion Bonus 5 - Convert 10 enemies: Block Printing
> Conversion Bonus 6 - Convert 12 enemies: Faith
> Conversion Bonus 7 - Convert 14 enemies: Atonement
> Conversion Bonus 8 - Convert 16 enemies: Theocracy
> Conversion Bonus 9 - Convert 18 enemies: Redemption
> Conversion Bonus 10 - Convert 20 enemies: Heresy

*Known Issues*
If you don't move rewarded units from their spawn point, new ones won't spawn.
Heros may respawn more than 1 copy; this has only occurred with computer players as slots 3-4, with a human player as slot 1. Player 1's hero however does not spawn multiple copies.

*Things to come*
More complex way of receiving technologies and bonus units!
Random Mongol invasion? (enemy to all; massive horde of cavalry)
More bonuses!
More maps!
Ability to choose player color regardless of player slot!

This is my first scenario involving triggers; constructive criticism and suggestions are more than welcome and much appreciated! If you have any balancing concerns, bugs, or problems with this in general please leave a comment!

The creator of !village wars (feudal age), [S]-insta-dead, for making an amazing setting and scenario! He has plans for future projects, so go check him out!

For amazing ground/water textures I use Ozhara's Texture Pack here:

For uncomparable tree and cliff textures I use Trees, cliffs and mines replacer v2 here:

For outstanding stone/gold mine textures I use Ozhara's Mine Upgrade here (overwriting Drognan's mine, no offending intended):
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SICK.speed  [author] Sep 28, 2015 @ 11:58am 
Johnj_es hasn't been updated in quite some time and probably won't be :/ files were on a laptop that's no longer working
Johnj_es Sep 28, 2015 @ 2:22am 
update this for the latest forgotten patch?
Flipbug May 8, 2013 @ 9:52pm 
Go for it. As I said, I'm not a pro scenario editor (scripting random maps is quite different!) but willing to help if I can.
SICK.speed  [author] May 8, 2013 @ 9:37pm 
Yeah the AI isn't usually one to rush with the starting troops lol I do have some more mapping questions, mind if I pm you?
Flipbug May 8, 2013 @ 7:47pm 
I'm no expert on triggers, but I know of a tool that helps. Try AOK Trigger Studio:

You can send pure text, rather than Taunts, so don't waste time listening to all the messages :D

The game is really nice, it just needs more momentum at the start. Then again, I only tested against the AI ;)
SICK.speed  [author] May 8, 2013 @ 9:56am 
I just added messages to player 1's triggers but they play random sounds, like taunts for example. I'd like to change them but going through the list and testing each one to hear it will take a while.
I'm probably going to spread the bonuses out further and include some more that give castle or imperial age units. Most that are in right now you can unlock in a single major battle.
Flipbug May 8, 2013 @ 1:33am 
My comments thus far:
-There needs to be some action at the start - perhaps have a larger number of starting units, closer to the enemy. Something to keep the action going.
-Have Gaia send messages when you unlock something so the players know what's going on
-Add some more unusual units
SICK.speed  [author] May 7, 2013 @ 9:45pm 
It still feels like it needs something. Let me know what you think Imrhien
Flipbug May 7, 2013 @ 6:55pm 
This sounds like a lot of fun. I'll give it a go next time I play!