Age of Empires II (2013)

Age of Empires II (2013)

Barbarossa Expanded FE AF ROR
32 Comments
Pacer457 31 Oct, 2021 @ 10:27am 
There are some serious bugs for the scenarios:
In all the Barbarossa Missions except 5, I get these error messages when the scenarios start:
Barbarossa 1:
Player 6 AI Script Error
AI file Error: 'Barbarossa-scn1 player 6' line 14
ERR2004: Missing indentifier: boyar-line
Barbarossa 2:
Player 2 AI Script Error
AI file Error: 'Barbarossa-scn2 player 2' line 307
ERR2004: Missing indentifier: boyar-line
Barbarossa 3:
Player 6 AI Script Error
AI file Error: 'Barbarossa-scn3 player 6' line 1919
ERR2004: Missing indentifier: genoese-crossbowman-line
Barbarossa 4:
Player 4 AI Script Error
AI file Error: 'Barbarossa-scn4 player 6' line 1787
ERR2004: Missing indentifier: genoese-crossbowman-line
Barbarossa 6:
Player 4 AI Script Error
AI file Error: 'Barbarossa-scn6 player 3' line 54
ERR2004: Missing indentifier: genitour-line
For some reason, only Barbarossa 5 has no error.

When these error messages show, I click ok and then it gets back to the campaign menu, so I can't play the scenarios.
Tengu 18 Sep, 2019 @ 2:50am 
@Turan Khan, please add Barbarossa hero unit from scenario 1 to 5. Scenario 1 Barbarossa hero is not enough. Also, please put hero unit of Henry the Lion in scenario 2 and scenario 4.
Turan Khan  [author] 17 Sep, 2019 @ 10:12pm 
@Apomind: You had the following comment earlier: ahh y en la misión 6, le doy el pago a los Beduinos, pero pasando el tiempo reglamentario igual me atacan... en resumidas cuentas queda como enemigo de todos, menos de Ricardo xD

Google Translate:
ahh and in mission 6, I give the payment to the Bedouins, but passing the regulatory time they still attack me ... in short, it remains the enemy of all, except Ricardo xD

I think this was caused by not updating to the latest version. Remember to un-subscribe, then re-subscribe, to get the latest version, always.

Lastly, I did get that fixed. Also, pushed Assassinating Saladin to mission top level.
Turan Khan  [author] 17 Sep, 2019 @ 10:11pm 
@Apomind, per Google Translate: just one dimension / suggestion: you could add to the Barbarroja unit in the 5th mission, to add "more" difficulty in keeping it alive.

Just uploaded with your wonderful suggestion. I added Frederick Barbarossa to this 5th Mission: Barbarossa's March. I added a new twist though. Every 5 minutes, Barbarossa loses 10 HP, as a sign of his failing health. If you as a player take too long, he will die and you will lose the mission. So to make it harder and add a sense of urgency to the proceedings. I hope you enjoy this change.
Apomind 16 Sep, 2019 @ 4:53pm 
sólo una acotación / sugerencia: podrías agregar a la unidad Barbarroja en la 5° misión, para agregarle "más" dificultad al mantenerlo con vida.
Turan Khan  [author] 16 Sep, 2019 @ 12:14am 
Updates:

Mission 1: Frederick Barbarossa unit. Keep him alive or else you lose

Mission 5: Some changes to Seljuks

Mission 6: Added Saladin unit. If you manage to kill him, then your troops get a significant morel boost but only single-time, to simulate a breakthrough past the enemy lines to reach Jerusalem. Fixed an issue with Bedouins (PURPLE) where they turned on you even if you had paid them (my oversight, forgot to deactivate that trigger). Richard the Lionhearted does come back with reinforcements now, spaced out, in that palisade area. Moved the sheep out of it.
Turan Khan  [author] 11 Sep, 2019 @ 12:17am 
Updated with AF ROR, mainly adding the cinematic Intro and Outro videos with mission banners, etc. upgraded to latest standards. Also, changed up some things to make more diverse enemy arm compositions in Mission 1 and Mission 6, which also makes your counter a bit tougher.

Mission 1: Austria as Goths recruiting Huskarls, Bohemia as Slavs recruiting Boyars, Burgundy as Franks recruiting Throwing Axemen. Mission 6 added Bedouins as Berbers who may join the player in fighting Saladin only or not. This effectively adds Genitours to Saladin and Damascus (and triggers support creating these units)
Turan Khan  [author] 11 Sep, 2019 @ 12:17am 
@Hellercon: Mostly for visual diversity. It's Greek, but I figured a good mix of Byzantines and Italians covers Greek. Only Byzantines doesn't really cover Greek.
Turan Khan  [author] 11 Sep, 2019 @ 12:17am 
@Fapple: Hopefully you'll like changes to Mission 1 and Mission 6.
Turan Khan  [author] 11 Sep, 2019 @ 12:16am 
@El Nini: I'm sorry I only have proficiency currently in crafting single player scenarios and campaigns, not multiplayer. Sorry maori! >_<
Turan Khan  [author] 11 Sep, 2019 @ 12:16am 
@brunskajuru: Contact me via pm and I'll email you later the how and the materials. You give me an idea. I'll try to create a modding tutorial on how I go about remaking these campaigns. And in farther future, how I'll make campaigns from scratch, including videos, audio files, etc.
Turan Khan  [author] 11 Sep, 2019 @ 12:16am 
@darkdill: Yes, as far as I have tested, this one is working. It may have issues sometimes with the audio files being shuffled... I blame the conversion tool of adding new DLC dependencies.
Turan Khan  [author] 11 Sep, 2019 @ 12:16am 
@Zevlag: I've since updated the El Cid campaign and the Saladin campaign with Berbers, Ethiopians, Italians, etc.
Hellercon 5 Jun, 2017 @ 2:26am 
why did you change gallipoli to Italians?
Hezekieh 5 Nov, 2016 @ 6:35pm 
Think you could also make the missions more difficult?
STG-44 17 Sep, 2016 @ 5:22am 
can you please edit the 1 mission map to be used on online scenrio too
brunskajuru 26 Aug, 2016 @ 6:31am 
Wonderful ! I 've loved each of your remakes , but I'd really like to know two things:
1) How did you extract the original maps , considering that Campaign Extractor won't work?
2)Do you intend on remaking all the campaigns? The simple fact that by doing so they acquire all the elements of the latest expansion makes them much more fun.

Thanks!
darkdill 14 Jul, 2016 @ 2:10pm 
Does this one presently work?
Turan Khan  [author] 6 Nov, 2015 @ 9:35pm 
Zevlag, I was thinking the same thing. Updating the El Cid campaign with Berbers, Malians, Ethiopians units/buildings/new doodads like fences and goats and what not.

As soon as I get a job and start working regularly, I'll get on that and updating most of my mods, before I start my planned Marco Polo and Rus Khaganate custom campaigns!
Zevlag 6 Nov, 2015 @ 8:09pm 
Now we have the Berbers, El Cid campaign could be updated too.
ordure bizarre 7 Oct, 2015 @ 5:28am 
@dylanhk02 Teutons
A Servant 27 Sep, 2015 @ 5:47am 
what civ were italian states previously
Turan Khan  [author] 17 Jul, 2015 @ 11:58am 
Yeah... after a big update, I need to pull this down and reupdate to new uploading pipeline. My bad guys. I've just been busy with job search lately. I'll get to updating this mod once my RL settles down soon.
Budae Jjigae Alex 17 Jul, 2015 @ 6:03am 
I don't see it after subcribing it. I am struggling at step 5. All I see in Mods is a file named mod-status, which is a text document. How can I convert it into a CPX2 file? thanks
El Daddy 3 May, 2015 @ 10:52am 
This looks great. Does it work with the latest patch?
Hreodbeorht 8 Mar, 2015 @ 2:49pm 
've got the campaign manager too but can't seem to get them to work properly. I extracted the first barbarossa mission and simply added 2 units to my team but when I put it back in the campaign and played it the ai were no longer following the script and just building whatever. How do you keep the ai from changing?
Turan Khan  [author] 16 Oct, 2014 @ 10:16am 
Yes Johnny_Cheung, for these FE versions, I kept much intact, just mainly updating the civilizations only with some doodads and some trigger work.

For my TK versions, I'm going to redo all maps even with higher population and larger map size. That is... IF and WHEN I'll get to modding again. Wasteland 2 has been consuming all my free time lately haha.
JCPenguin 16 Oct, 2014 @ 5:55am 
The population limit had not been upgraded :(
Turan Khan  [author] 25 Sep, 2014 @ 8:41pm 
Those Attila and Genghis Khan updates would have to wait. It's late and I'm tired, probably tomorrow or over the weekend.
Turan Khan  [author] 25 Sep, 2014 @ 8:40pm 
I'll "update" err delete and upload new versions of Attila and Genghis Khan with these new Scenario Instruction Maps (SIMs) which at least show up now. Also, I have Genghis Khan mission #2 to alter somewhat. Fortunately, Attila is rock-solid, but still needs the new SIMs. Sad that since I can't update an EXISTING file, I have to delete and create a new one, to make sure that it all updates.
Turan Khan  [author] 25 Sep, 2014 @ 8:34pm 
@WhiteRabbit. Sadly, my current breakthrough with custom Scenario Instruction Maps is the best that is possible, since the devs just provide us with this template and the only "moddable" part is that picture in the middle. In 8-bits, 256-color BMP, the Scenario Instruction Map is so obsolete and old that modders can't currently achieve the AoK/AoC campaign presentation style. However with a way to input HD slides and crisp audio from the devs, I mean I can see how it can be possible, but it's up to the devs to provide such mod support by revamping the Scenario Instruction Map and pre- and post- game cinematics.

Well noted on Barbarossa Mission #1 History and Aftermath. Now, I included some research into that with this updated file.
Turan Khan  [author] 25 Sep, 2014 @ 8:30pm 
@phantomax1207, I've removed Heresy from all enemies in Mission #5.

@Dzemoglowy. I've already edited Genghis Khan and Attila. Next will probably be Saladin, I think. Yet, I just want to jump into my TK versions (200pop, LudiKris map size, new maps) for a new campaign. I'm thinking to do either a Marco Polo or Russian History from the time of Rus Khaganate to Kievan Rus to Muscovite Rus up until victory over Napoleon.

Otherwise, for Joan of Arc and William Wallace, it's better just to do TK versions instead of old campaigns to FE since those two campaigns have no new civilizations to be placed there. Saladin has only the last mission where Genoese should be Italians, that's about it, in terms of FE civilizations.