Age of Empires II (2013)

Age of Empires II (2013)

256x Tech Mod [DLC]
 This topic has been pinned, so it's probably important
Gaflo  [developer] Apr 25, 2018 @ 7:14am
Known bugs/issues + bug reports
This is the official bug report thread for the 256x Tech Mod [DLC]. As is probably very obvious, the nature of this mod can break the game in many ways. I will not try to balance this mod and to stay true to its name, I will not change the amount of times the techs can be researched. Please understand these things before making suggestions on what to change.

When reporting a bug, please make sure that it is easy to understand how to reproduce the bug (this will mostly be necessary for the mod crashing the game).

I will try to list and update all of the known bugs here and make a statement on whether I will try to fix them or not.




Known bugs/issues:

  • Buildings get destroyed when researching Masonry (HP and armour upgrade) too many times. - This happens because the data type used for storing the maximum hp of buildings is a signed 16 bit integer. This means any value greater 32767 will cause an int overflow and result in the value becoming negative. As of now, I don't know if there is a way to change the data type, but I would change it immediately if I know how, so please let me know if you have an idea.

  • Units start teleporting when having too much movement speed (through research of techs such as Wheelbarrow, Squires or Husbandry) and this will result in them being unable to attack, build and gather resources. - I'm fairly certain there is a way to restrict the movement speed to a maximum, but I haven't had the time to find out how. Again, let me know if you have an idea. I know of another way to fix this, but it would take a lot of manual changes and will probably result in many more bugs.

  • Ranged units don't automatically attack at a range greater than 20 - Line of Sight is capped at 20 in the game and this is also effects units' behaviour. No idea how to change this

  • Researching Conscription multiple times makes the effected buildings complete their researches (almost) instantly - Conscription effects the work rate of buildings and this also applies to researches, so this is not a bug of the mod.

  • AI can't research the technologies more than once. - I haven't looked into that just now, but I'm not sure whether it's possible to replace the default AI, so one would probably need to use a custom AI to properly work with this Data Set

  • Maghrabi Camels (Berber UT that allows Camel Troops to regenerate HP) does not do anything for every, but the last research

  • Aztec monks and Inca villagers don't receive additional stat bonuses from their civ bonus


Last edited by Gaflo; Jun 25, 2018 @ 8:13am
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Showing 1-15 of 20 comments
Bun May 9, 2018 @ 10:13am 
I'm glad you're aware of the issues. This is a fun little mod but as of yet I wouldn't really say it's the best thing to play, it's so easy to go over the movement speed cap with fast units. With the movement speed issue itself fixed that would improve this mod drastically.
also the most broken thing dont work... berber regenerating camels... i mean it works with vikings so why dont it work with the camels? u know camels with 200x bloodlines :)
allso dont reseach gillnets more than 4 times. then it starts bugging out. and u dont want that with fishtraps. it is much better than farms still though. BUT ofc trade and wood is all you need. wheelburrow i think is 24 times max. and a trick is to stop at when they carry 1 tree each trip
Gaflo  [developer] Jun 18, 2018 @ 5:20am 
Thanks for reporting these issues.

Fishing ships show weird behaviour when their work rate is above a certain threshold. Similar things also happen when the movement speed of units get too high. I won't change these things, but it is interesting for understanding the underlying mechanics of the game.

About the Berbers UT Maghrabi Camels: I've compared its effect to the one of Berserkergang (Viking UT that makes regeneration for Berserks faster) and found something interesting.

The Viking UT changes a global variable called Berserker Heal Timer that is stored once for every player and it gets multiplied by 0.5 for every research. The Berber UT changes the unit specific attribute Regeneration Rate for Camels, Camel Archers and Mamelukes. It adds 1 to it for every research. However, it doesn't work for every, but the last research for some reason. I'm not sure how to fix it, but if I find out how, I will fix it.
Last edited by Gaflo; Jun 18, 2018 @ 5:22am
seehanur Jun 24, 2018 @ 3:14am 
Dear Gaflo: thumb ring can only be research once, the mod on youtube seems like it can be research multiple times for fasting firing rates?
Gaflo  [developer] Jun 25, 2018 @ 8:27am 
You're right. I probably forgot it for this version of the mod. Should be fixed now.
seehanur Jun 27, 2018 @ 6:45am 
thanks for the fix!!
46Sora Aug 18, 2018 @ 10:36pm 
Upgrading cav movement speed too much will cause "odd" movement behaviors like floating continuously in a direction even though no movement queued and may be permanently stuck in "odd" movement.

Gaflo  [developer] Aug 19, 2018 @ 2:51am 
This is an already known bug (see the list) and there is no quick way for me to fix it (I won't limit the amount of times technologies can be researched).
The Imitator Aug 23, 2018 @ 10:51am 
research unique tech for ethiopian torsion engine about 40 times would cause game crash. (Is that my own computer's problem?)
siege onager's deal quite different aoe damage when research siege Engineers below and over about 40 times
Gaflo  [developer] Aug 23, 2018 @ 11:30am 
Hi, thanks for posting. I will test your findings later, but Torsion Engines never crashed the game for me before.
Half Way Lambda Sep 3, 2018 @ 3:52am 
everytime I try and play a standard game with the 256x tech database set (for the DLCs), the game crashes during the loading screen, no idea what causes it but it happens.
Last edited by Half Way Lambda; Sep 3, 2018 @ 3:55am
Gaflo  [developer] Sep 3, 2018 @ 4:11am 
Hi, the mod works fine for me. You might be using a random map script (.rms) that causes the game to crash.

@Imitator I tested your observations and the technologies are working as intended. Siege Engineers adds 20% damage to siege weapons against buildings and when you research it multiple times it stacks up quickly. If you research twice the bonus damage is only 44%, but if you research it ten times the bonus damage is 519%.
Half Way Lambda Sep 3, 2018 @ 11:05am 
so I found out that the problem is not related to this mod indeed. For some reason, if I try and play a standard game with the DLCs and set the map size to LudiKRIS it would always crash, but giant and below work just fine. Odd..
scpdkeckler Jun 17, 2019 @ 12:54am 
I tried to get this to work but had no luck. Can someone give me a quick rundown of how to get this to work. Is it a certain game mode setup? Just trying to find some simple instructions.
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