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New Features in Community Patch 1.6

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Here is a detailed description of the most significant changes introduced in the mod.

In order to properly use the mod, you need to activate both the Community Patch v1.6 RC and the Data Mod v1.6 Game Data. Features are programmed in either of those and only work when combined:

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For some of the patch features already existing in the 1.5 version, read here.

1.1 New resource Interface

We now have a new resource interface that shows the villager distribution per resource, displays the number of idles and the global production queue. This new interface is compatible with every computer and operating system.

Read more in our How to play page.

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1.2 Auto reseed farms

When you press the button, the mill will queue a farm. Every time a villager reseeds a farm and uses the queued one, the mill will automatically queue a new one.

autofarm.gif

1.3 "Select all" hotkeys

The patch now includes several “select all” hotkeys, the options are:
  • Select all idle villagers
  • Select all idle military
  • Select all idle trade carts
  • Select all mule carts
  • Select all Town Centers
  • Select all Barracks
  • Select all Archery Ranges
  • Select all Stables
  • Select all Siege Workshops
  • Select all Docks
  • Select all Markets
  • Select all Monasteries
  • Select all Castles
  • Select all Krepost
  • Select all Donjons
  • Select all military buildings

1.3 Hotkeys and queue for technologies

This functionality is based on the mods Tech hotkeys and Queuing Researches V. We now have independent hotkeys for technologies on the Town Center, Blacksmith, University, Monastery, Lumber Camp and Mining Camo. Also, Steppe Lancer, Flaming Camel, Flemish Militia and Go to Krepost or Go to Donjon have their own hotkey, see their respective menus.

Currently, the only way to edit the hotkeys is through the game menu.

hotkeys-1.png


The ages don’t have hotkeys, nor can you queue them, because in that case it won’t show the progress in the top of the screen.

1.4 Adaptative Age of Mandala

Version of Age of Mandala, by GorLeon, but where the circles update with the range upgrades. The Community Patch is the first mod to have this functionality. If Definitive Edition ever implements it, remember that you saw it here first. Do not use the basic Age of Mandala alongside this version as you will see the static lines and adapting ones.

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1.5 Multiple select and delete

Square selecting works with all walls. If you select a wall alongside a villager, the game will prioritize the villager and its interface.

Additionaly, you can enable a Delete all hotkey to mass delete a group of units. You can evenn enable a confirmation message to prevebt you from deleting your Town Center.

Read more in our how to play page.

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1.6 New random civilization selection options

The Community Patch now has several options to select random civilizations:
random civ.PNG

  • AoC Random: You will get civilizations up to the Age of Conquerors expansions. No civilization will repeat.
  • HD Random: You will get civilizations up to the Age of Empires II HD game, also known as the Wololo Kingdoms mod. No civilization will repeat.
  • Random: You will get all the civilizations available, including the Definitive Edition ones. No civilization will repeat.
  • Full Random: You will get all the civilizations available and civilizations may repeat among players.
  • Team Random: You will get all the civilizations available. Civilizations will not repeat inside a team but may repeat with enemies.

1.7 DE AI

This AI, adapted from Promi 2.10, recognises the civilizations Cumans, Bulgarians, Lithuaninans and Tatars and should work decently with them. For newer civilization, the AI works but will behave in a suboptimal way, executing basic build orders but without taking advantage of bonuses. I have very little idea on AI scripting so don’t expect it to improve with future versions.

1.8 Fishermen droping food at docks

New versions of the Patch allow fishermen to use the dock to drop food.

1.9 Civilization themes and soundtrack

The patch now recognises the civilization you are about to play with and reproduces the civilization theme before the soundtrack. We have also added the remastered soundtrack from Definitive Edition.

2.1 Custom DE Maps

All of our custom maps now include a functionality from Definitive Edition that allows the same map to generate different terrains and animals. This way, you will encounter more variability when playing DE maps. Also, we have three random map pools that are updated regularly.

seasons-1200x203.png

Three generations of the same Arabia script.

2.2 Allied Vision Maps

Some of the common maps will have Allied Vision activated from the begining of the match. The maps that have an Allied Vision version by default are the following:
  • Arabia.
  • Arena.
  • Nomad.
  • Land Nomad.
  • Black Forest.
  • Black Forest Lord.
  • Forest Prison.
  • Michi.
Additional maps with allied vision can be generated via the Custom map creator.

2.3 Fixed Position Maps

Some of the common maps are programmed so that, when playing team games, you can decide wether to be pocket or flank depending on the color you choose. Bear in mind the following restrictions:
  • Fixed positions maps are programmed for 3v3 games and 4v4 games and any other setting can create weird generations. If you want to play with other number of players or teams, use the custom map creator.
  • The teams must be odd numbers (1, 3, 5, 7) against even numbers (2, 4, 6, 8). If you don’t choose a color following this, you may end up between enemies.
  • Matches of 3v3 players must be played with the 6 first numbers. That is 1, 3, 5 against 2, 4, 6.

The map assigns positions in the same way DE does: placing numbers in order and clockwise. The lowest and highest numbers will be flanks, the middle ones, pockets.

fixed-positions-800x273.png


The maps with fixed positions version by default are the following:
  • Arabia.
  • Arena.
If you want to play with another configuration of teams and/or colors or play other maps, you can generate your desired map via the custom map creator.

2.4 New game modes

The patch icludes the posibility of playing several new game modes.

Random Map Pool

This mode adds three random map pools that are updated monthly.

Empire Wars

Contrary to the Definitive Edition version, here you start with additional buildings and villagers but have to build economic buildings such as lumber camps or mills. In order to speed up the set up, the first of theese buildings are free and build instantly.

Longer Lasting Resources

Maps with 10 times more resources.

No Onager Cut

Maps where only Siege Onagers, and not Onagers, can cut trees.

Triple Tech Mode

Maps where every technology can be researched three times.

Handicap mode

Mode where some players can et a boost to their economy to help them keep up with more experienced ones. Contrary to Definitive Edition, this version allows to enable the handicap at later ages, in order not to affect initial build orders.

2.5 Custom map creator

This feature, activated via a separated mod, allows to generate any type of map with any of the game modes implemented without the need of map scripting knowledge.

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3. Recordings score

The patch comes with a new score interface that displays several stats during recorded games.

Read more in our how to play page.

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Bengalis

Bonus armor for elephants​

The absorption of bonus damage from Definitive Edition has been modified to increases in their armor that does not mean the same numbers from all units but still makes bengali elephants more resistant to counters.

The civilization bonus of Bengalis where elephant units absorb 25% of the bonus damage is implemented in the Community Patch by increasing the armor of elephants in the special classes, such as elephant, cavalry or archers. The armor increases happen when reaching feudal or when researching the corresponding armor technology. This way, I give the opponent time to research the corresponding counter unit upgrade. The following is a comprehensive list of all the changes.

Elephant Archers​

Elephant archers have -4 cavalry archer armor, so keep in mind that when looking at the numbers
  • Feudal Age: Elephant archers gain +1 cavalry archer armor for a total of -3.
  • Feudal Age: Elephant archers gain +4 elephant armor for a total of 4.
  • Feudal Age: Elephant archers gain +4 cavalry armor for a total of 4.
  • Leather Archer Armor (Castle Age): Elephant archers gain +1 archer armor, for a total of 1.
  • Leather Archer Armor (Castle Age): Elephant archers gain +2 elephant armor, for a total of 6.
  • Leather Archer Armor (Castle Age): Elephant archers gain +1 cavalry armor, for a total of 5.
  • Ring Archer Armor (Imperial Age): Elephant archers gain +1 cavalry archer armor, for a total of -2.
  • Ring Archer Armor (Imperial Age): Elephant archers gain +1 archer armor, for a total of 2.
  • Ring Archer Armor (Imperial Age): Elephant archers gain +1 elephant armor, for a total of 7.
  • Ring Archer Armor (Imperial Age): Elephant archers gain +3 cavalry armor, for a total of 8.

Elephants​

  • Feudal Age: Elephants gain +4 elephant armor for a total of 4.
  • Feudal Age: Elephants gain +4 cavalry armor for a total of 4.
  • Chain Barding Armor (Castle Age): Elephants gain +2 elephant armor, for a total of 6.
  • Chain Barding Armor (Castle Age): Elephants gain +1 cavalry armor, for a total of 5.
  • Plate Barding Armor (Imperial Age): Elephants gain +1 elephant armor, for a total of 7.
  • Plate Barding Armor (Imperial Age): Elephants gain +3 cavalry armor, for a total of 8.
The values on the elephant and cavalry armor are based on the bonus damage dealt by spearmen. Since other units, like the camel, deal less bonus damage that may be negated by the increased cavalry armor, I have programed an extra armor class on Bengali elephants. This way, other anti-cavalry units deal their remaining bonus damage through that class. If the unit also has bonus against elephants, both classes are combined to get the value. The units affected are:
  • Camel Scout (3), Camel Rider (3), Heavy Camel Rider (4) and Imperial Camel Rider (4).
  • Eagle Scout (2), Eagle warrior (3) and Elite Eagle Warrior (3).
  • Genoese Crossbow (2) and Elite Genoese Crossbow (3).
  • Kamayuk (4) and Elite Kamayuk (7).
  • Mameluke (3) and Elite Mameluke (5).
  • Flemish Militia (4).
  • Infantry (1) when researching Viking’s Chieftains.

Armored Elephant​

Since armored elephants have a high cavalry armor that almost negates any bonus except for the Spearmen line, they only receive armor in the elephant class, combining the extra armor of the cavalry and elephant class into only one.
  • Chain Barding Armor (Castle Age): Armored elephants gain +6 elephant armor, for a total of 23.
  • Plate Barding Armor (Imperial Age): Siege elephants gain +2 elephant armor, for a total of 28.

Bohemian and Gurjara bonus damage​

The additional damage dealt by Bohemian Spearmen amd Gurjara Camels to cavalry is handled through additional cavalry armor classes. Bengali elephants also gain armor in those classes whenever they gain cavalry armor.

Ratha changing mode​

The Ratha, the bengali unique unit, internally behaves like a trebuchet. Therefore, the button to change mode has the same hotkey as the “unpack” one.

Bohemians

Houfnice​

The Houfnice you see in the Scenario Editor doesn’t have the “Attack ground” button. To show it, you need to place Bombard Cannons and have them upgrade to Houfnices.

This is irrelevant in a standard game.

Burgundians

Flemish Revolution​

Converting all villagers into Flemish Millitia has the side effect that, after it, all new villagers will be females.

Cumans

The only known issue of this civilization, discovered by NighttFury, is related to the feudal Town Center. Building this Town Center takes longer to build than regular Town Centers (270 seconds against 150). If you reach Castle Age while the feudal Town Center is in process but the villagers have worked on it for more than 150 seconds, it will build automatically. However, since buildings gain HP as they build, the Town Center will not be at full health. So far I haven’t found a way around this.

Khmer farm bonus

The closest aproximation to this bonus is changing the dropsite of farmers to themselves. Still, it’s not possible to make the farmers drop each unit of food individually as they do in DE since that implies that farmers stop constanly, greatly reducing their gather rate. I’ve left their carry capacity intact so they gather until reaching it and then drop off without moving. I included some modifications to their work rates depending on the upgrades to better approximate the gather rate on DE, you can see the results in this spreadsheet.

Sicilians

Bonus armor​

The absorption of bonus damage from Definitive Edition has been modified to increases in their armor that does not mean the same numbers from all units but still makes sicilian units more resistant to counters.

The civilization bonus of Sicilians where land units absorb 33% of the bonus damage is implemented in Community Patch by increasing the armor of units in the special classes, such as cavalry or archers. The armor increases happen when reaching feudal or when researching the corresponding armor technology. This way, I give the opponent time to research the corresponding counter unit upgrade. The following is a comprehensive list of all the changes.

Archers​

  • Feudal Age: Archer units gain +1 archer armor for a total of 1.

Cavalry Archers​

  • Feudal Age: Cavalry Archer units gain +1 archer armor for a total of 1.
  • Feudal Age: Cavalry archer units gain +5 cavalry armor for a total of 5.
  • Leather Archer Armor (Castle Age): Cavalry Archer units gain +1 cavalry archer armor, for a total of 1.
  • Leather Archer Armor (Castle Age): Cavalry archer units gain +2 cavalry armor, for a total of 7.
  • Plate Barding Armor (Imperial Age): Cavalry archer units gain +4 cavalry armor, for a total of 11. This is implemented this way since Sicilians don’t have Ring Archer Armor.

Infantry​

  • Chain Mail Armor (Castle Age): Infantry units gain +3 infantry armor, for a total of 3.

Spearmen​

  • Feudal Age: Spearmen units gain +1 spearmen armor, for a total of 1.

Serjeants​

  • Feudal Age: Serjeants gain +3 unique unit armor, for a total of 3.

Cavalry​

  • Feudal Age: Cavalry units gain +5 cavalry armor for a total of 5.
  • Chain Barding Armor (Castle Age): Cavalry units gain +2 cavalry armor, for a total of 7.
  • Plate Barding Armor (Imperial Age): Cavalry units gain +4 cavalry armor, for a total of 11.
The values on the cavalry armor are based on the bonus damage dealt by spearmen. Since other units like the camel, deal less bonus damage that may be negated by the increased cavalry armor, I have programed an extra armor class on Sicilian cavalry units. This way, other anti-cavalry units deal their remaining bonus damage through that class. The units affected are:
  • Camel Scout (3), Camel Rider (4), Heavy Camel Rider (5) and Imperial Camel Rider (5).
  • Eagle warrior (1) and Elite Eagle Warrior (1).
  • Genoese Crossbow (4) and Elite Genoese Crossbow (5).
  • Kamayuk (4) and Elite Kamayuk (7).
  • Mameluke (4) and Elite Mameluke (7).
  • Flemish Militia (5).
  • Infantry (3) when researching Viking’s Chieftains.

Bohemian and Gurjara bonus damage​

The additional damage dealt by Bohemian Spearmen and Gurjara camels to cavalry is handled through an additional cavalry armor classes. Sicilian units also gain armor in those class eswhenever they gain cavalry armor.

First Crusade​

First Crusade is the technology that creates free Serjeants in the Town Center. When you research it, an icon will appear in the Town Center allowing to create Serjeants at zero cost and zero time. Internally, the game keeps track of how many Town Centers you have so that, when you have created the allowed number of free Serjeants, the button will stop working.

This free Serjeants do not occupy population. I could not bypass the population check so the swarming effect of the tech was lost if the player didn’t have enough population space. Also, since the queuable techs don’t work if the player has more population than houses, First Crusade could be more harmfull than beneficial for the player.

MPHQ Website and Content Negotiation

In our Voobly community we communicate mostly in the English language. Most of our work is done in English, but we hope that all Voobly documentation, software and installation will be available in many languages one day. We are constantly working towards that goal, however, many obstacles are still ahead. Voobly consists of volunteers, and we are generally looking for new volunteers who have some technical knowledge, an interest in gaming, and some free time. You too can help Voobly; take a look at the Enrollment info page.

License and Copyright

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A copy of the license is included in the section entitled “GNU Free Documentation License“.
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This website was created by volunteers of the Member Plus Program and is not affiliated with Voobly.
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