Age of Empires II (2013)

Age of Empires II (2013)

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Saladin Expanded FE AF ROR
   
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118.873 MB
Sep 7, 2019 @ 3:55am
Sep 15, 2019 @ 10:22pm
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Saladin Expanded FE AF ROR

In 1 collection by Turan Khan
Original Age of Empires 2 Campaigns Updated to FE-AF-ROR
5 items
Description
=======================================================================
Saladin_Expanded_FEAFROR: Saladin Expanded with All DLCs
A 6-scenario-campaign
=======================================================================

Title : Saladin_Expanded_FEAFROR: Saladin Expanded with all DLCs
Number of Scenarios : 6
Required Game Version : Age of Empires II HD (2013)
Required Add Ons : The Forgotten Empires, The African Kingdoms, Rise of the Rajas
Author : TuranKhan
Date : 8/18/2019
Update: : 8/18/2019


Age of Empires 2: Age of Kings Campaign

Saladin Expanded
with:
- Forgotten Empires
- African Kingdoms
- Rise of the Rajas
by Turan Khan

Saladin:

Outraged that the Holy Land is ruled by Saracens, knights from Europe have descended upon the Middle East in a series of Crusades. Now four European kingdoms have sprung up in the desert. The Saracen king, Saladin, rallies his troops in an attempt to drive back the invaders. In response to European Crusades, the Saracens have organized a Jihad. In response to European vileness, the once-cultured Saracens have become treacherous. But will it be enough to save their homeland?




Changes include:
- INTRO and OUTRO movies faithfully re-captured from the original AoK campaign
- Scenario Background, Banners, Buttons re-crafted as close as possible to the original AoK campaign
- Civilizations: Berbers, Malians, Ethiopians, Italians added
- Doodads and embellishments
- New side quests
- Triggers and bugs fixed
- custom AIs that train the unique units from the new civilizations

MISSION CHANGES below:
-Mission 1: West Franks (BLUE). East Franks (PURPLE). Cairo added (YELLOW) as Ethiopians to showcase African influence and to make Cairo look more beautiful. Shia Fatimids (RED) control most of Cairo (lots of houses, military buildings, castles, towers, etc). Added Bahri Mamluks (the succeeding dynasty after the Ayyubids), with a little quest and migration to Al-Rodah. Fixed the voice line when Fatimids join up with the Player again near the Mosque. Since the voice line mentions Red Player's soldiers, I just had any remaining soldiers switch over to Player command.
-Mission 2: Removed starting Market [replaced with Stables], disabled Market (AIs use the player's, completely not trading with each other; this makes this mission tougher). To offset this, Aqaba (YELLOW) as Berbers to signify more Bedouin culture and allow via ally to train Genitours in this mission. This is to reflect Arab, Kurdish, and Armenian cavalry used more javelin skirmishers than horse archers. Medina (ORANGE) stays as Saracens. Reynald's Raiders (BLUE); they can snipe the Town Center of Aqaba, so be careful. Reynald's Bandits (PURPLE). and Reynald's Pirates (GREY), looks almost black, so more piratey color.
-Mission 3: Knights Templar (GREY). Knights Hospitaller (RED) for blood and hospitals. British (RED) as well. Kingdom of Jerusalem (PURPLE). There is one really fast strat to beat this mission. From original mission, this was very bugged. It took me a long time to make the triggers work as intended. HINT: track Monk with Relic vs. the Relic itself.
-Mission 4: Jerusalem (PURPLE). Knights Templar (GREY). Knights Hospitaller (RED). Fixed old vanilla broken trigger to re-create the Master of the Templar to attack again and again. Now all works. Uses 2 unused voice lines. I don't ever remember the Master of the Templar showing up like so. It was some tough triggerwork, but it's possible now! Woot! Hopefully you enjoy!
-Mission 5: Tyre (RED). Tiberias (BLUE). Ascalon (ORANGE) but changed to Italians (that Teuton architecture didn't fit Middle East, so that Italian is more akin. Tripoli Guards (PURPLE). Hebron (CYAN/TEAL/AQUA) as Berbers, mainly to allow for player to recruit Genitours.
-Mission 6: Genoese (CYAN/TEAL) changed to Italians. Franks (BLUE). Knights Templar (GREY). This time, the Player can finally kill the Master of the Templar for good, and can get bonuses to attack and armor for all troops periodically as morale boost. Richard (RED) with Hero King Richard the Lionhearted. Similar to the Master of the Templar, Richard if killed, will get respawned to fight again and again. Jerusalem (PURPLE). Persian Outpost (ORANGE) but as Berbers, mainly to allow for player to recruit Genitours.

I hope you enjoy this update to the beloved classic Saladin campaign!

Please contact me on steam if you find any bugs or have any questions to ask.

Cheers,
TuranKhan




Installation:

+ Extract all of the files to your main Age of Empires II HD directory
(C:\Program Files (x86)\steam\steamapps\common\Age2HD):
+ Extract the sound files to: Age2HD\resources\en\sound\scenario
+ Extract the AI files to: Age2HD\resources\_common\ai
+ Extract the campaign file to: Age2HD\resources\_common\campaign

+ Or simply subscribe to the campaign on steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=
+ The graphics of the scenario selection menu will only be visible in-game
if you have subscribed to the campaign via steam.


More info:

+ This campaign was designed in Age of Empires II HD, under the use of the expansions
"The Forgotten" and "The African Kingdoms" and "Rise of the Rajas".
It is not compatible with the non HD version.
+ Credit to Ensemble Studios first and foremost.
16 Comments
我就是歧视新人与菜逼 Jan 9, 2021 @ 10:14pm 
A great change!Do you plan to remake Montezuma,Joan of Arc and Battles of Conquerors?
src.power Dec 21, 2019 @ 11:39pm 
I really love your expanded campaigns. Do you plan to adopt them to Definitive Edition?
Doomed World Dec 7, 2019 @ 8:24pm 
Please keep making these i enjoy these much more than the DE remakes since there add more to the sceanrio instead of just reprinding with some new civs
Axem Yellow Nov 22, 2019 @ 1:06pm 
I've noticed a bug with mission 5. It doesn't seem to agree with the Independent Architecture mod I'm using. It seems to act like it would for the old AOK version of the mission for some reason. (Yet I get the techs from Forgotten onwards just fine
aszu43 Oct 4, 2019 @ 12:16pm 
if I remember correctly in mission 5 the request from Tiberias was time-based ~30-40minute?
and there was a little bug - they will ask you for gold even if they are defeated:)
aszu43 Oct 3, 2019 @ 5:01pm 
i've just finished missions 1,2,3. no bugs founded:) couple thoughts..
M1: harder than original (great!). since Franks uses Castle Age units + u kinda steal Castle Age tech from them maybe they should start at Castle Age
Dont know what the side quest gave me (im guessing units+hero ) bc it was already completed at the start of the mission, maybe it could be harder:}
M2: didnt remember there was a Market problem in original game, but that was long time ago.
Market is the only eco bonus for Saracens, + that was the only mission from all Scenarios i actually send resources to allies
M3: i played standard boom + kill all, same difficulty as original. all good
I am glad you leave 75 pop cap and didnt add too much of loot/lumber/quarry objects
Axem Yellow Oct 3, 2019 @ 4:03pm 
In mission five, when Tiberias requests an alliance, does sending the gold cause the voice lines that are connected to it to trigger?
Boneblasted Sep 27, 2019 @ 5:00am 
add 250 population cap my man
Three Inch Carrot Sep 19, 2019 @ 6:27pm 
i liked the additions and changes. Just one nit pick is the 75 pop cap :p
Tengu Sep 18, 2019 @ 2:48am 
@Turan Khan, please add Saladin hero from scenario 1 to 6.