Age of Empires II (2013)

Age of Empires II (2013)

256x Tech Mod [DLC]
96 Comments
Interfides Aug 20, 2020 @ 7:32am 
Works great. This is SO much fun! :steamhappy: Thank you for creating this!
Ayanokoujikun Jul 3, 2020 @ 9:03am 
.
ergohack May 21, 2020 @ 6:16pm 
@encharta94 you need to select it under Data Set when creating a new game. (where you would normally go to choose whether you use the expansions or not)
mermow May 9, 2020 @ 9:25am 
Pinoyッ Apr 28, 2020 @ 1:15am 
can i get some help i dont have definitive edition but can i still use it because it says i need a dlc?
please message me if you have an awnser
leiferiksson376 Apr 8, 2020 @ 6:49am 
it doesn't work for me sadly not really sure why
encharta94 Dec 8, 2019 @ 3:45pm 
my game wont let me enable the mod, do i have to do something specific? i have all dlc's but when i go into mods the enable but is shaded out
Gillez82 Nov 11, 2019 @ 10:16pm 
how can i apply the mod for the campaign, tried starting a standard game with the mod, leave and play story mode but still no result
Lehione Oct 29, 2019 @ 3:07pm 
@Domtendo have you started the game with the mod as the game pack?
dan5tr4n63r Oct 27, 2019 @ 12:59pm 
@Gaflo ...Is it possible to make a 10x tech mod...since beyond 10 some break the game...
dan5tr4n63r Oct 27, 2019 @ 12:57pm 
@Domtendo That's because is for upgrades...Feudal Age starts with upgrades...and every upgrade you see you can research it 256 times
Domtendo Oct 26, 2019 @ 5:27am 
Hello,
I would really like to play the mod, but if I start a standard game, nothing is different.
Can somebody help me, please?
WanderingSoul Oct 18, 2019 @ 7:07pm 
i have also found the problem with Castles, i believe they are incapable of existing with more than a certain level of health as they broke after a combination of about 7 levels of Hoarding and 10 levels of Masonry
5ft2 AND A HALF Oct 16, 2019 @ 5:48am 
I welcome my Ethiopian overlords
leiferiksson376 Oct 16, 2019 @ 5:36am 
it's just not working for me and I don't really understand why
Rjinswand Oct 15, 2019 @ 9:26pm 
Make sure you're sitting down with a lovely cup of tea. *sip*
SleepingSnake Oct 15, 2019 @ 11:08am 
Star, the author also released a version without dlc if you don't have them
PooSmoker Oct 14, 2019 @ 3:55pm 
It doesn't work for me, every time I try and use it when I'm setting up my game, it says I need to purchase this downloadable content before I can use it. Anyone know how to help?
AsgerJon Oct 14, 2019 @ 8:03am 
At one point my castles disappeared. Then when I tried to build a new castle, it just immediately was destroyed. Like when a villager is building something, when it gets attacked.
WanderingSoul Oct 13, 2019 @ 7:03pm 
As seen on The Spiffing Brit

:D
Jawohl Aug 9, 2019 @ 12:24am 
Mod works fine for me, but the AI doesnt seem to make use of it, is there a way to fix this?
Muckelavee Jul 2, 2019 @ 7:56pm 
Doesn´t work for me, with no civ whatsoever. Help
Dreadnaught777 May 26, 2019 @ 10:15pm 
What does this mod add ?
ThatDudeMark May 4, 2019 @ 4:41pm 
It's not working for me.
Gaflo  [author] Apr 9, 2019 @ 1:10pm 
You can select the mod when making a scenario but I don't think it's possible to incorporate it into a random map
Monex666 Apr 9, 2019 @ 11:02am 
I didn't find anything, but is it possible to create maps with 256x mod?
If true, how can i use it? And is it possible to change existing maps, that they can be played with 256 times mod
Gaflo  [author] Mar 29, 2019 @ 1:15pm 
Take a look at Advanced Genie Editor
xeroxr0x Mar 29, 2019 @ 12:58pm 
By any chance possible you release the source code?
kaisergunther Mar 16, 2019 @ 7:20am 
more precisely, the HP can overflow at ~32k, basically half of 66535 or FFFF in hexadecimal.
It's indeed annoying but nothing a mod can fix without rewriting the code for HP and all. I guess it's fair as the devs can't be expected to see such crazy numbers coming
Selah Feb 23, 2019 @ 10:08am 
if you research to increase monk's life around 29k, they delete themselves. Research more it drops monk's life to 28k but they survive
ThePrayerMachine Feb 18, 2019 @ 1:16am 
if you research masonry too many times your buildings begin to hit a hitpoints cap and delete themselves
cavalier Jan 30, 2019 @ 12:23am 
I think Torsion Engines isn't included. Correct me if I'm wrong though
ivanfuhr000 Dec 27, 2018 @ 4:54pm 
What tool do you use to surpass the 21 range limit? Does this also work to surpass de 32k AP limit?
Dingus Dec 27, 2018 @ 7:07am 
it doesn't work for me, i want to try this out on the AI but nope, can someone help me??
Sasha Pines (no brain) Dec 26, 2018 @ 7:22am 
i hate how if you upgarde building too much it go boom
Hjörleif Sep 28, 2018 @ 2:13pm 
Doesn't affect Khmer imp unique tech T.T
Death By OSI Sep 18, 2018 @ 12:18am 
Pretty great for causing ridiculous scenes
Rock Of Kuthian Aug 21, 2018 @ 1:10pm 
NeverMind
Rock Of Kuthian Aug 21, 2018 @ 1:07pm 
How do you play a custom scenario with this?
Gaflo  [author] Aug 19, 2018 @ 2:55am 
If you start a game in any other age than the dark age, every technology from previous ages will be researched. This is a feature of the base game, not the mod. I can't tell what exactly caused the game to freeze for you, but the game generally doesn't handle high population settings well (300+).
46Sora Aug 18, 2018 @ 2:41am 
If you attempt to start in castle age or imperial, villagers cannot build due to movement overflow and will continuously teleport back and forth.
Recommend capping wheelbarrow and hand cart to 50 each.

If research in wheelbarrow and hand cart is too high, farmers never return to drop off point especially if farms are upgraded constantly

Possible Feature?
If you start in feudal or higher, villagers are nearly unkillable with 6k hp and 200+ armors.

Unsure if related:
I had close to 300 units attacking villagers at one point and the game started freezing constantly not sure if AI related or game related.
I-am-dead Aug 4, 2018 @ 3:40pm 
@Terzhumsakistrata It happens due to integer overflows. The max an interger can be in AoE 2 is somewhere around 32,000 so if something goes over that number it overflows into the negatives. That means when somethings health is over that number they spawn or are build with negative health and thus they instantly die.
Hugo Aug 2, 2018 @ 10:38am 
If you wanna make it work subscribe to it and then restart AoE. Before creating the game select this mod at "dataset"
Hugo Aug 2, 2018 @ 10:35am 
After playing some time - like 60 mins - my castles are destroyed. It was not because of an enemy or when i wanna build for instance a castle or market or tc, it will be destroyed instantly... whats the problem? Im playing this mod with Forest Prison... Is this the problem?
I really like this Mod anyway, especially with the Ethiopians.
Gaflo  [author] Jul 26, 2018 @ 11:58am 
Yes it's intended. You can research techs that require one prior technology to be researched in the original game, after that tech has been researched 256x times.
Dona Clotilde Jul 25, 2018 @ 4:37pm 
i only have one question... i realized that for example in lumbercamp you only get the first tech... and in normal game its kinda off upgrades to the next tech... i realized that they give out the same bonus... but there are some Imperial Age Techs that give more than Feudal ones... just wondering that this is on purpose :D Great Mod anyway ... i enjoy destroying Cities from the conform of mine :P
Gaflo  [author] Jul 25, 2018 @ 2:58pm 
The effect doesn't stack when researched more than once, so it can't be researched more than once.
Darkness9543 Jul 25, 2018 @ 12:43pm 
Jemers unique tech that adds 1 extra scorpion projectile only researches once
The_Armchair_general Jul 25, 2018 @ 6:10am 
how the fuck can i get this mod to work:steamsad:
MoonDoge Jul 24, 2018 @ 7:24pm 
Is there anyway to work these mods in campaigns?