Age of Empires II (2013)

Age of Empires II (2013)

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Jailbreak V2 by Goat and MrGPN (V2.5 - final version of this map)
   
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New Workshop General: Scenarios
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1.009 MB
Mar 16, 2017 @ 9:55am
Apr 10, 2017 @ 3:54pm
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Jailbreak V2 by Goat and MrGPN (V2.5 - final version of this map)

Description
Players:
Player 1 - Warden of the jail, primarily a spectator position but acts as a shop throughout the game and can do a few things.
Players 2-5 - These people actively play the game. They take part fully throughout the game.

Recommended starting settings:
- Locked teams off (for diplomacy and P1 reasons)
- Feudal Age start (For building towers in jail and a bit of an extra headstart to make sure lower level players are ready by 45 minutes)
- Fast speed (these games got so long I found it worthwhile spending a long time designing Sudden death mode to end it quicker, more on that later)
- Population doesn't matter, the game overrides the lobby setting to 500 population.

As the name suggests, four players (P2-5) must buy their way out of jail by earning 1,000 gold, mostly by mining but they can also sell resources in the market to get out faster. They may also choose to put up towers to delay the progress of their nearby opponents!

Player 1 is the prison warden. This is not just a sit back and watch task; as the players play, they can purchase heroes from the warden with gold.

From leaving the jail players will then have to walk down a road through a wilderness to discover a town of their own. They may then proceed to grow their base until the 45 minute mark, in which the walls dividing all players will collapse. Then it's a free for all fight, however diplomacy can be allowed by turning off locked teams!

This is playable by AI, as long as Player 1 is human. V2 introduced this - Players no longer lose if killed off by players who build towers in the jailbreak gold mining stage, however as players get out normally around 4-5 minutes by mining, they suffer a penalty and are released at 9 minutes, so lose time. AIs will go for this route and just not mine.

A little about the Jailbreak minigame:
At 20 minutes in game, with a five minute cooldown, Player 1 can start a minigame called Jailbreak. This is just a little RNG based thing which gives a random player a random bonus. The bonuses are:
- +1 relic on the road towards a player
- +3000 gold to a player
- +3 Ghengis Khans + 1 monk to a player
- +2 attack bonus to all buildings/units a player currently owns.

When P1 starts the minigame by moving the shah to the flag next to it next to the jailbreak maze, there is a 2/3 chance of success. If it succeeds, a random bonus will be selected, and a random player will be selected to recieve it. If this fails, then better luck next time.

Under V.2.5 improvements below there is a list of things people may consider bugs but are either just Age bugs (not the scenario itself) or simply not bugs.

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Update log:

V2.5 improvements:
Cartography to show P1 stuff no longer needed (I amended this multiple times, hopefully its the best it can be now)
Research coinage then banking for players when they reach appropriate age
Fixed wolf spawns so it didnt interfere with AIs taking a direct path
Spies unbanned, reasons for keeping it (so it works in sudden death) outweigh not getting it as people can easily affort it
Fix player positions and names of randomiser ships
The Jailbreak king is no longer kicked off, so you move him on and off to start it once, or leave him on to keep it repeating every cooldown
- This was preferred to being kicked off, so less attention is needed, and not much more is needed when they want.
+3000 gold wins on the Jailbreak minigame now pay out appropriately.
There are now two out of three chances to win jailbreak instead of a 50/50.
Map cleanups
Fixed some spelling mistakes although definitely not all are ironed out.
The Jailbreak minigame has had as many complexities as possible reduced and things are more clearly said and labeled out.
- Winners notified as well as host of wins.
Fixed an AI bug where they'd not make it to their towns.

Things people think are bugs but aren't or are just Age bugs:
The archbishop turning into a monk when picking up relics (Just an HD thing)
P1 walls/towers having "bugged" HP (This is related to what makes them unkillable)
Players being able to jump vills out of the jail to avoid them dying. Ive tried double walling before towers, still happens but I've done the best I can do.
The deer sometimes stick in the wood. Age thing, there's nothing special about the deer.
A few P1 changes and a lot of additional instructional changes.
All of this was heavily beta tested but may still be bugs.

V2.4(3)
- Jailbreak minigame introduced
- Jailbreak! To match the name of the game, player 1 can now start the minigame where a prisoner will be released into a maze - if they make it out, a random person will get a random bonus! If not, better luck next time!
- Jailbreak rewards (Picks the reward at random and chooses a random player): 1 relic spawn, 3000 gold, 3 ghengis khans + 1 monk, +2 attack on all buildings/units
- Spies for everyone on Sudden Death
- Gate changes for the better
- Housing space added to start
- Markets in player 1's base can't be destroyed by other
- Prevent players moving troops back through the gates
- Reduces the need to keep gates locked for P1
- More jail gold balancing
- Automatic victory triggers when there is only one of the four players left + host.
- Fix wolves
- Theres no more patrolling wolves, stationary wolves make sure you stay on the path!
- Accursed towers near markets, in case players dont resign and stay alive just by their market (useful for laggers etc)
- Negative tributes to P1 changed to Gaia
- Double civillian damage in sudden death after 20 mins
- Players get damaged over time when they are defeated
- Coinage/banking no longer automatically researched (if started without at least the right age they wouldn't work and players couldn't research them themselves later)
- Remove ability to build markets
- Changed starting views to the correct places
- Fix TC spawns (They now wont change to others who walk by, and will age with you)
- Cartography has undergone some thought process, some outposts have been used to improve on this issue
- Add BBCs and BBTs again (also SOs).


V2.2
- Sudden Death Added
- At 2:15, everything will be damaged slowly over time. Only heroes will outheal this, so stock up on those! Prevents longer games.
- Improve hero spawn triggers
- Start P1 with spies
- See if theres any way to auto turn P1 to enemy dead players
- Make tribute fee techs free

V2.1 changes: Dunno, loads.
Basic things extended, some bug fixes.
- Hero balancing massively worked on
- Reduced heros to make things much easier
- Berries added
- Relics added. Monastries enabled, monks disabled. Now you can buy the arch bishop monk (for quite a lot) from the warden to collect these relics for bonus gold
- Fixed steam workshop subscribing going to the correct folder

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29 Comments
+Nomad  [author] Apr 11, 2017 @ 4:08am 
V2.5 added. This is done folks and wont be touched again unless anyone finds a siginificant bug for me to fix. Work on V3's map will start right away, and after that passes testing itll be on the steam workshop seperately and these maps will stop being produced
Marc Mar 29, 2017 @ 10:59am 
Very nice map, very nice host.
+Nomad  [author] Mar 29, 2017 @ 10:48am 
V2.4 (V2.3 as it can be referred to) fixes many issues, including the one from comments or below from victorying.
+Nomad  [author] Mar 23, 2017 @ 1:09am 
It was always a bit janky but yeah the warden wins with the remaining player if they both turn on allied victory. I tried starting with allied victory enabled for all but of course that causes a victory even without the players allied. It's fine as it is, the only difficulty is sometimes players who refuse to ally you or whatever, these guys can be annoying for the whole scenario
goat Mar 22, 2017 @ 7:09pm 
I believe the Warden wins with allies, unless GPN has changed that since then.
Schroeder Mar 22, 2017 @ 11:33am 
so, he cant win?
+Nomad  [author] Mar 22, 2017 @ 10:13am 
After that, the warden acts as a shop, primarily for heroes.
Schroeder Mar 22, 2017 @ 10:08am 
whats the warden supposed to do after the jail break?
+Nomad  [author] Mar 21, 2017 @ 10:30am 
In the 2.2 or the 2.2 beta we played? This one, castles die a lot faster. I was thinking of the current rate for 10-15 minutes then ramp it up to +5 damage every three seconds so villagers die 5-6 times faster, less repairing possible etc. Maybe even +10. Also now people can continue to purchase heroes til they're out of gold. Something I'm missing is that I did want to give everyone spies. Might add it in 2.3. I want to fix everything for when I release 2.3, with the main feature of 2.3 being something extra for P1 to do. Then that'll be V2 finished. Ill make/upload V3 seperately then which will have a different map for players, more black forest styled so it's not just lots of big open areas.
Renvira Mar 21, 2017 @ 9:45am 
During sudden death, your base will look like a bonfire with all the houses on fire. It's a good concept but it's kinda slow so you might want to ramp it up a bit, Just a bit ya know, not a lot. Great game this is.