Member Plus Headquarters: Features

A project of the former MSN Gaming Zone community.



New Features in Community Patch 1.6

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

I copied the balance changes from the Definitive Edition game files, following the list provided in Age of Empires Wiki. If some change is not listed there, it’s possible that I don’t know about so tell me.

The current patch we have implemented from DE is 66692.

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:

v1.6_settings.png


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

Auto reseed farms

This functionality is a version of the patch DE features by Katsuie. It adds the autoreseeding farms button in the mill.

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

New resource Interface

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

Additionally, you can enable a global building queue that displays all units and technologies in process. This global queue does require an up to date computer and a modern operating system.

Read more in our How to play page.

interface.png


Known Issues​

The global queue is an aditional program called AOC DE Overlay that runs with the game and may cause performance issues. If you are having troubles with it, you can try the following:
  • Add the patch folder “v1.6 RC” to your antivirus exceptions. Since the overlay is an additional program unknown to your computer, the antivirus may keep checking it, taking resources from the game.
  • Alternatively, you can disable the global queue completly by choosing that option in the patch configuration.
Also, the patch has been designed for multiplayer games. It is possible to play in single player mode but, in order for the gloabl queue to work properly, you should close and restart the game for every match you want to play.

"Select all" hotkeys

The patch now includes several “select all” hotkeys, such as idle villagers, Town Centers, military buildings, etc.
Depending on wether you have the global queue activated or not, these hotkeys are handled in a different way.

WITHOUT global queue​

The select all hotkeys are disabled by default for performance reasons. Activate them in the patch options.

select-all.png


The patch now includes hotkeys to select all units or buildings of a given type. The options are:
  • Select all idle villagers
  • Select all idle military
  • Select all idle trade 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
Bear in mind that the function that detects the hotkeys works properly if you have villagers working on any resource except for wood. This won’t be an issue in a normal game but keep it in mind if you are testing. If you don’t have villagers working, hotkeys are linked to the presence of the score and take longer to respond.

Modifying hotkeys​

If you want to set up your own “select all” hotkeys, bear in mind the following:
  • You must not have the same hotkey for different buildings, as this may produce odd behaviours and bugs. The only exception to this is the Donjon and Krepost, as in a normal game you can not build both.
  • Hotkeys that use the key Shift may conflict with “create five units” hotkeys.
If you have the global queue disabled, the patch won’t check if you introduce these errors.
Here is the process for configuring the hotkeys when you don’t have global queue:
  1. When you download the patch, the hotkeys will be disabled.
  2. Start the game in single player and go to the hotkey configuration menu inside the game. There you will see a section for “Select all”.
  3. Configure the hotkeys of your choice.
  4. Once you do that, the hotkeys you choose will be saved with the rest of them in the hki file located in the mod’s folder. This is different from the way the patch with global queue stores them.

Error with the hot-key binding​

We recomend that, when binding the select all hotkeys, you configure them ONE AT A TIME, going back to the game to check that they work. If the hotkey doesn’t seem to work, open and close again the hotkeys menu.

This is because you need to make sure the game saves the hotkeys file and changing several hotkeys at once may result in them not being properly saved. Every time you close the hotkeys menu, they are saved in the .hki file.

WITH global queue​

Features of the patch with global queue.

Hidding and showing the global queue​

To hide the global queue, press and hold Ctrl+Shift+F. Use the same keys to show it again.
This does not disable the global queue, it’s intended for viewing recordings, where the global queue gets confused when you switch players. If you want the global queue never to appear, it’s better that you choose that option in the interface options in the game room.

“Select all” hotkeys​

The patch now includes hotkeys to select all units or buildings of a given type. The options are:
  • Select all idle villagers
  • Select all idle military
  • Select all idle trade 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
Bear in mind that the function that detects the hotkeys works properly if you have villagers working on any resource except for wood. This won’t be an issue in a normal game but keep it in mind if you are testing. If you don’t have villagers working, hotkeys are linked to the presence of the score and take longer to respond.

Modifying hotkeys​

If you want to set up your own “select all” hotkeys, bear in mind the following:
  • You must not have the same hotkey for different buildings, as this may produce odd behaviours and bugs. The only exception to this is the Donjon and Krepost, as in a normal game you can not build both.
  • Hotkeys that use the key Shift may conflict with “create five units” hotkeys.
If you have the global queue enabled, there are two options for editing hotkeys. Through the game or through the file where they are stored.
Also, some of the symbols on the right of the keyboard (‘ + – ; ¡) may not work properly if you are not using an english keyboard. This is due to the symbols placed differently to what the underlying code expects.

Editing hotkeys through the game​

By pressing and holding Ctrl+Shift+O you will open the configuration window of the overlay. This window has a section for the “select all” hotkeys.

By pressing each of the buttons next to the hotkeys, the patch will let you choose a new hotkey for that “select all” command. The patch will prevent you from using the same hotkey twice and will warn you when you use Shift but will allow the hotkey. You can use Right-click to disable the hotkey.

When you press the button Close your configuration will be saved in the file OverlayConfig.ini, located in the patch folder. This is a text file that you can open with Notepad.

If you modify the hotkeys, make a copy of OverlayConfig.ini outside the patch folder to prevent loosing it when reinstalling the patch.

Editing hotkeys manually​

Alternatively, you can edit the file OverlayConfig.ini, located in the patch folder, although it’s more complex to use and prone to errors.
OverlayConfig.ini is a text file that you can open with Notepad. There you can see each of the hotkeys next to three numbers that correspond to keys. You can bind up to three keys and the value zero means the key is not used. You can check the key codes in this page. For example, “select all idle villagers” has numbers 46 (.), 341 (Ctrl) and 0 (unused).

Bear in mind that through this file you can bind any hotkey you want without the game complaining. Be aware of the restrictions above so as not to introduce bugs.

If you modify this file, make a copy of it outside the patch folder to prevent loosing it when reinstalling the patch.

Auto-save feature

The patch now includes the option to auto-save games while playing, to provide a secondary backup file in case of crashes.

Read more in our how to play page.

Select multiple walls

The patch now includes the posibility of selecting multiple walls. Multiple selection of walls can be done in two ways:
  • Double clicking on walls works with foundations but not finished walls.
  • Square selecting works with all walls. If you select a wall alongside a villager, the game will prioritize the villager and its interface.
This two multiple selection options can be enabled in the patch options in the game room.

Instantanea-2-1200x675.png

DE AI

This AI, adapted from Promi 2.10, recognises the civilizations Cumans, Bulgarians, Lithuaninans and Tatars. I’ve made some minor modifications to it so that it recognises the new units and techologies. On the tests I’ve made, the AI creates new unique units and seems to be able to do things like Cuman feudal boom. I have very little idea on AI scripting so don’t expect it to improve with future versions.

I don’t recoment using this AI for Burgundians, Sicilians, Poles and Bohemians. The AI may behave weirdly or not work at all.

Adaptative Age of Mandala

Version of Age of Mandala, by GorLeon, but where the circles update with the range upgrades. WololoKingdoms DE 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.

mandala-1200x445.png

Empire Wars game mode

This is implemented through separated mod that implements 1v1 Arabia maps where you start directly on Feudal Age with a working economy to bypass the early stages in Dark Age.

This mod was possible thanks to the help of several volunteers that produced the maps and is still open for new uploads. If you want to collaborate to the Empire Wars game mode, read this guide.

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.

Allied Vision Maps

The maps that include the code “AV” (for example “DE+AV_Arabia”) 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.
  • Nomad.
  • Land Nomad.
  • Black Forest.
  • Black Forest Lord.
  • Forest Prison.
Additional maps with allied vision can be generated via the Handicap map creator. Leave the handicap levels to 100% for all players to ensure all players play fairly.

Fixed Position Maps

The maps that include the code “FP” (for example “DE+FP_Arabia”) 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 a map without fixed positions.
  • 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.
  • Black Forest.
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 Handicap map creator. Leave the handicap levels to 100% for all players to ensure all players play fairly.
There is also the possibility to play Fixed Positions and Allied Vision, just look for both codes in the map name (e.g. “DE+FP+AV_Arabia”).

Handicap mode

This game mode, activated via a separated mod, boosts some of the players to compensate large differences in ELO. The handicap mode increases by a percentage several aspects of the gameplay:
  • Faster gather rate for villagers.
  • Higher carry capacity.
  • Longer lasting resources.
  • More starting resources.
  • Higher Villager HP.
  • Faster build speed.
  • More HP on all buildings
  • More bonus damage for counter units
  • Faster work rate for military buildings
Additionally, the Handicap mode in the Community Patch includes the possibility to activate the handicap at a later age, to give room for more tweaking players. This feature is unique to the Community Patch and is not present in Definitive Edition.

handicap-800x625.png

Fishermen droping food at docks

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

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 and Monastery. Also, Steppe Lancer, Flaming Camel and Go to Krepost have their own hotkey, see their respective menus.


We still have some other technologies sharing hotkeys with others, read the Hotkey configuration for more information.


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

hotkeys-1.png


The functionallity is not implemented in mill, lumber and mining camp due to conflicts with the icons.

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

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. Additionally, the tracklist is shuffled with every update.

Huns Atheism

The new implementation of Atheism now correctly reduces the gold generation of enemy relics. However, in order to implement it, I had to modify the Flaming camel for the Huns. This means that if a hun player gets a camel via conversion or scenario, once Atheism is researched, when the camel dies the game will crash. You can read about the implementation here.

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.

Arambai’s damage

Arambais look in the game as having 12 pierce damage and 15 on elite, similar to Definitive Edition. However, if you test it, you will see thay deal 12 (15) damage against buildings but 15 (18) damage against units. I implemented it this way so as to compensate the fact that, in Definitive Edition, their missed shots deal full damage, as opposed to the half damage they deal in Wololo Kingdoms DE. You can read all about in the document Arabai’s damage.

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.

Lithuanians

We now have the relic bonus properly working, thanks to Katsuie. In order to have this bonus you must have the patch activated, with or without overlay. Also bear in mind the following conditions:
  • The bonus activates if you have villagers working on any resource except for wood. This won’t be an issue in a normal game but keep it in mind if you are testing.
  • If you save and restore a game, leave 3 secons pass before garrison/ungarrison relics or idling all your villager through the town bell. The patch needs this time to re-identify players and count again the number of relics each one has.

Burgundians

Flemish Revolution​

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

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.

Poles

Stone miners generate gold​

This bonus requires using the patch. The bonus activates if you have villagers working on any resource except for wood and stone. This won’t be an issue in a normal game but keep it in mind if you are testing.

Obuch’s bonus damage​

The Definitive Edition ability to reduce armor is adapted here to a bonus damage against units with high armor.

In Definitive Edition, the Poles unique unit, the Obuch, has the ability to reduce the armor of units with every hit, meaning that each hit deals more and more damage. Since we can not replicate this in Community Patch v1.6, the new proposed ability is to have the Obuch deal additional damage to units with high armor but little extra damage to units with low armor. This can be done with a new armor class.
In order to implement this class, we need some data on how the Obuch in Definitive Edition performs against various units. We’ll do the following:
  1. Compute the damge the Obuch deals against various opponents.
  2. Obtain the number of hits the Obuch requires to kill the opponents.
  3. Compute the additional damage the Obuch would need to have to kill the opponents in the same amount of hits.
The results we’ll arrive at is that we should have additional damage that varies from +0 to +6, depending on the armor, plus an addional point when the Obuchs (elite) have the Iron Casting (Blast Furnace) upgrade. The values are displayed in the following table and the rest of this page gives various examples.

Unit’s armor​
Bonus (+1 Iron Cast./Blast Furn.)​
Unit’s armor​
Bonus (+1 Iron Cast./Blast Furn.)​
0​
0 +1​
6​
4 +1​
1​
1 +1​
7​
5 +1​
2​
3 +1​
8​
6 +1​
3​
3 +1​
9​
6 +1​
4​
3 +1​
10​
6 +1​
5​
4 +1​

Obviously the numbers won’t fit in all situations, with all units, all bonuses, and all combinations of upgrades. These examples serve only to explain the motivations behind the chosen values on the extra damage.

Heavy cavalry​

Let’s consider Obuchs fighting against Knights, Cavaliers and Paladins with different amounts of upgrades. We’ll always assume the cavalry units have bloodlines.

Obuch vs Knight with Feudal upgrades​

We have an Obuch with 8+1 damage attacking a Knight with 2+1 armor and 120 hit points. With every hit, the Obuch reduces the armor of the Knight by one until taking it down to zero. This means that, on Definitive Edition, the damage looks like:
6 + 7 + 8 + 11 * 9 = 120,
and the Obuch kills the Knight in 14 hits.
In Community Patch, to kill a Knight in 14 hits, each hit of the Obuch has to deal on average 120/14 = 8.57, which we round up to 9. Since the Obuch base damage to the Knight is 6, it needs to deal 3 extra damage in order to kill a Knight in 17 hits.

Obuch vs Knight with Castle upgrades​

We have an Elite Obuch with 10+2 damage attacking a Knight with 2+2 armor and 120 hit points. On Definitive Edition, the damage looks like:
6 + 7 + 8 + 9 + 9 * 10 = 120,
and the Obuch kills the Knight in 13 hits.
On average, each hit has to deal 120/13 = 9.23, which we round up to 10. Since the Obuch base damage to the Knight is 6, it needs to deal 4 extra damage in order to kill a Knight in 13 hits. This is the reason for the extra damage added with Iron Casting for the Obuch.

Elite Obuch vs Cavalier with Castle upgrades​

We have an Elite Obuch with 10+2 damage attacking a Cavalier with 2+2 armor and 140 hit points. On Definitive Edition, the damage looks like:
8 + 9 + 10 + 11 + 9 * 12 = 146,
and the Obuch kills the Cavalier in 13 hits.
On average, each hit has to deal 140/13 = 10.77, which we round up to 11. Since the Obuch base damage to the Cavalier is 8, it needs to deal 3 extra damage in order to kill a Cavalier in 13 hits.

Elite Obuch vs Paladin with full upgrades​

We have an Elite Obuch with 10+4 damage attacking a Paladin with 2+3 armor and 180 hit points. On Definitive Edition, the damage looks like:
9 + 10 + 11 + 12 + 13 + 9 * 14 = 181,
and the Obuch kills the Paladin in 14 hits.
On average, each hit has to deal 180/14 = 12.86, which we round up to 13. Since the Obuch base damage to the Paladin is 9, it needs to deal 4 extra damage in order to kill a Paladin in 14 hits. This is the reason for the extra damage added with Blast Furnace for the Elite Obuch.

Two Handed Swordsmen, Champions, Elite Eagles and Halberdiers​

Two Handed Swordsmen, Elite Eagles and Halberdiers are nice for these tests since all have the same base melee armor and hit points (ignoring civ bonuses). For that reason, we’ll only look at the Two Handed Swordsmen and Champion.

Elite Obuch vs Two Handed Swordsmen with Castle upgrades​

We have an Elite Obuch with 10+2 damage attacking a Two Handed Swordsman with 0+2 armor and 60 hit points. On Definitive Edition, the damage looks like:
10 + 11 + 4 * 12 = 69,
and the Obuch kills the Two Handed Swordsman in 6 hits.
On average, each hit has to deal 60/6 = 10. Since the Obuch base damage to the Two Handed Swordsman is already 10, there is no need for additional damage.

Elite Obuch vs Two Handed Swordsmen with full upgrades​

We have an Elite Obuch with 10+4 damage attacking a Two Handed Swordsman with 0+3 armor and 60 hit points. On Definitive Edition, the damage looks like:
11 + 12 + 13 + 2 * 14 = 64,
and the Obuch kills the Two Handed Swordsman in 5 hits.
On average, each hit has to deal 60/5 = 12. Since the Obuch base damage to the Two Handed Swordsman is 11, it needs to deal 1 extra damage in order to kill a Two Handed Swordsman in 5 hits. This is the reason for the extra damage added with Blast Furnace.

Elite Obuch vs Champion with Castle upgrades​

We have an Elite Obuch with 10+2 damage attacking a Champion with 1+2 armor and 70 hit points. On Definitive Edition, the damage looks like:
9 + 10 + 11 + 4 * 12 = 78 ,
and the Obuch kills the Champion in 7 hits.
On average, each hit has to deal 70/7 = 10. Since the Obuch base damage to the Champion is 9, it needs to deal 1 extra damage in order to kill a Champion in 7 hits.

Elite Obuch vs Champion with full upgrades​

We have an Elite Obuch with 10+4 damage attacking a Champion with 1+3 armor and 70 hit points. On Definitive Edition, the damage looks like:
10 + 11 + 12 + 13 + 2 * 14 = 74,
and the Obuch kills the Champion in 6 hits.
On average, each hit has to deal 70/6 = 11.66, which we round up to 12. Since the Obuch base damage to the Champion is 10, it needs to deal 2 extra damage in order to kill a Champion in 6 hits. This is the reason for the extra damage added with Blast Furnace.

Teutonic Knighs​

Some of the most heavily armored units in the game and the ones that should suffer the most against the Obuchs.

Obuch vs Teutonic Knight with Feudal upgrades​

We have an Obuch with 8+1 damage attacking a Teutonic Knight with 5+1 armor and 80 hit points. On Definitive Edition, the damage looks like:
3 + 4 + 5 + 6 + 7 + 8 + 6 * 9 = 87,
and the Obuch kills the Teutonic Knight in 12 hits.
On average, each hit has to deal 80/12 = 6.66, which we round up to 7. Since the Obuch base damage to the Teutonic Kinght is 3, it needs to deal 4 extra damage in order to kill a Teutonic Knight in 12 hits.

Obuch vs Teutonic Knight with Castle upgrades​

We have an Obuch with 8+2 damage attacking a Teutonic Knight with 5+2 armor and 80 hit points. On Definitive Edition, the damage looks like:
3 + 4 + 5 + 6 + 7 + 8 + 9 + 4 * 10 = 82,
and the Obuch kills the Teutonic Knight in 11 hits.
On average, each hit has to deal 80/11 = 7.27, which we round up to 8. Since the Obuch base damage to the Teutonic Kinght is 3, it needs to deal 5 extra damage in order to kill a Teutonic Knight in 11 hits. This is the reason for the extra damage added with Iron Casting.

Elite Obuch vs Elite Teutonic Knight with full upgrades​

We have an Elite Obuch with 10+4 damage attacking an Elite Teutonic Knight with 10+3 armor and 100 hit points. On Definitive Edition, the damage looks like:
1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 + 9 + 10 + 11 + 12 + 13 + 14 = 105,
and the Obuch kills the Elite Teutonic Knight in 14 hits.
On average, each hit has to deal 100/14 = 7.14, which we round up to 8. Since the Obuch base damage to the Teutonic Knight is 1, it needs to deal 7 extra damage in order to kill a Elite Teutonic Knight in 14 hits.

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.

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.

Free villagers​

The civilization bonus of getting free villagers in each age works in the following way.

Feudal Age: Villagers will appear iddle in the town center as soon as you reach the age. You have to manually task them to something.

Castle and Imperial Age: There will be an additional villager button in the town center that allows you to create free villagers. These villagers will follow the gather point of the town center.

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.

License and Copyright

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Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3
or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
A copy of the license is included in the section entitled “GNU Free Documentation License“.​
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