Age of Empires II (2013)

Age of Empires II (2013)

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New Workshop General: Scenarios
File Size
Posted
38.477 MB
Aug 24, 2016 @ 7:54am
1 Change Note ( view )

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Description
Link to the sound fix: Here
Link to the 2P version: Here
Link to the 4P version: Here

Poll: Biggest version you can run? Link[www.strawpoll.me]
Poll: Average loading time? Link[www.strawpoll.me]
Poll: What to do with defeated humans? Link[www.strawpoll.me]

Table of contents

INTRODUCTION
VERSIONS
KNOWN ISSUES
LOADING TIME
FILE SIZES

INTRODUCTION

The preview image depicts quite a bland scenario, does it not? Yes, it starts out completely empty... but it will be the complete opposite by the end! As the name suggests, things will keep appearing for as long as the game lasts.

VERSIONS

For maximum compatibility, I made 48 different versions of this scenario. It contains enough triggers to push the game to its limits. Earlier attempts barely ran on my computer and wouldn't run at all on my brother's, not even the simplest one. So, yes, I am being extremely cautious. I don't want to force 73.3 MB on you if your computer can't handle every version, so I separated them by how many players they are designed for. You don't need to own the Forgotten and African Kingdoms expansions to play, but they all use the expansion set. Fire galleys, palisade gates, et cetera can be built in all versions.

2P/4P/8P
The number of players the scenario is designed for.

F is for Forgotten
Indicates usage of The Forgotten expansion. Includes more units.

A is for African
Indicates usage of The African Kingdoms expansion. Includes more units.

S is for Simple
Random gaia units will appear ready to be picked up as-is. Civilization bonuses and previously researched technologies will not be applied. To compensate, they start at maximum upgrade level: Champions, arbalests, et cetera.

U is for Upgrading
Buildings appear as placeholders for units. When a placeholder is picked up, it will be replaced with a unit. Civilization bonuses and researched technology apply, as if you had built it yourself.

H is for Humans only
Meant for multiplayer. AI players do not pick up gaia units, giving them an enormous disadvantage.

C is for Converting (or Computers)
Triggers allow AI players to pick up gaia units when they are nearby.

KNOWN ISSUES

1. Repeating sound
In the SC versions, the triggers will convert everything from gaia, including trees and animals. No effect on gameplay, but this leads to a constantly repeating noise. If it bothers you, I made another mod to silence this noise. Look for the link at the top. This does not happen in the UC versions because only buildings are converted, to pick up placeholders.

2. Desync & forced recording
If a player desyncs in a multiplayer game, it is automatically saved and exited. However, when it is restored, Record Game is enabled even if it wasn't before, and it cannot be disabled. This is a big problem if recording the game causes a crash for any of the players. Does anybody know a way around this?

3. Conversion after defeat
After being defeated in a multiplayer game, I still picked up units from gaia. I have confirmed that it continues even after I open the menu and quit the game. The solution here is another trigger to check for a player's defeat, then either destroy his remaining possessions, or convert them to gaia. I'm not sure which action is better.

4. Going through buildings
I have seen units moving through densely packed buildings, both random and normally constructed, regardless of who owns the buildings. It might be slower than moving through empty space.

5. Relic victory
Relic victory is not possible because the game does not start with relics on the map. I could place relics in the center and have a trigger remove them. It would solve problem 9 at the same time.

6. Trade routes
Trade cogs assigned to a trade route will stick to that trade route even if another dock appears that reduces its value by being closer. The trade cog will keep bringing the same amount of gold as before, returning to the same dock as before. Markets are much rarer, but I assume this would happen to trade carts too.

7. Allied victory
Diplomacy is set to neutral with allied victory for everyone, but it doesn't seem to work for a conquest victory. With only 2 players, when I allied with the AI and sent enough tribute for it to ally with me, the game would not end until I built a wonder and waited for 200 game years. Maybe it's intended behavior.

8. Starting conditions
Civilizations that are supposed to give you a different amount of starting units will not do so. No matter which civilization you choose, you will start with a town center, three villagers, and a scout. If you choose Low/Medium/High resources, they will still be modified by civilization bonuses/penalties. With Standard resources, you are guaranteed to get 200 of each resource, unmodified. Population limit cannot be changed from 200.

9. Middle AI
I once had a game where an AI started on the small middle island, and it did not handle it well. The scout explored, but the villagers just stood and did nothing.

LOADING TIME

I've tested with 3 computers: My newer computer, my older computer, and my brother's computer.

new: Desktop, Windows 7 64-bit, 3.4 GHz CPU (Intel i3-4130), 4 GB RAM, 1 TB hard disk
old: Desktop, Windows 7 64-bit, 2 GHz CPU (AMD Athlon II 170u), 2 GB RAM, 500 GB hard disk
bro: Laptop, Windows 8.1 64-bit, 2 GHz APU (AMD A6-5200), 4 GB RAM, 500 GB hard disk

Let loading time be defined as how long the "Starting a new game" screen lasts. It's the time between hitting the Start Game button, and seeing your starting units and hearing the game's music. Does not include the 5 second wait in multiplayer mode.

My new computer has a loading time of 3-4 seconds depending on the complexity (lowest = 2PSH, highest = 8PFAUC). My old computer usually takes 7-11 seconds, but a few times it took a bit more. On the first try, it took 21 seconds! My brother's computer has a loading time of 12-13 seconds.

If Record Game is enabled, it will take longer to load. My new computer took 4 more seconds, my old computer took 8 more seconds, and my brother's computer... AoE2HD crashed after 15 seconds.

In multiplayer games, you should probably expect for it to take as long to start as it would for a single player game to start on the slowest computer.

FILE SIZES

F = File size, in bytes
U = Uncompressed data, in bytes
T = Triggers
E = Effects
C = Conditions

8PSH
F 1,239,261
U 19,175,702
T 24,372
E 72,414
C 30,050

8PSC
F 1,742,741
U 29,462,806
T 53,220
E 130,270
C 58,882

8PUH
F 2,898,616
U 82,778,818
T 108,349
E 522,281
C 125,996

8PUC
F 3,400,577
U 93,037,634
T 137,173
E 579,913
C 154,812

8PFSH
F 1,243,107
U 19,297,583
T 24,623
E 73,200
C 30,296

8PFSC
F 1,747,368
U 29,584,687
T 53,471
E 131,056
C 59,128

8PFUH
F 2,971,605
U 86,113,243
T 111,488
E 546,975
C 130,090

8PFUC
F 3,474,333
U 96,372,059
T 140,312
E 604,607
C 158,906

8PASH
F 1,247,870
U 19,419,271
T 24,674
E 74,146
C 30,382

8PASC
F 1,752,425
U 29,706,375
T 53,522
E 132,002
C 59,214

8PAUH
F 2,974,075
U 86,194,547
T 111,667
E 547,297
C 130,496

8PAUC
F 3,476,402
U 96,453,363
T 140,491
E 604,929
C 159,312

8PFASH
F 1,358,681
U 20,442,379
T 24,925
E 74,932
C 30,628

8PFASC
F 1,858,805
U 30,729,483
T 53,773
E 132,788
C 59,460

8PFAUH
F 3,157,157
U 90,697,463
T 114,806
E 574,295
C 134,590

8PFAUC
F 3,658,172
U 100,956,279
T 143,630
E 631,927
C 163,406