Age of Empires II (2013)

Age of Empires II (2013)

Attila Expanded FE AF ROR
43 Comments
connorjl 23 May, 2021 @ 9:59pm 
do the scythians still give you cav archers?
merchantmudcrab 23 Sep, 2019 @ 8:24am 
In Mission 5 the red villagers will try to (unsuccessfully) hunt the horses you put in the upper left corner. This can lead to an easier victory, you destroy the right red town center, they build a new one on the left side…. and the vills will bug out and gather around the horses making an easy target outside of the fortified red base. (Well, the AI doesnt need the ressources but killing all villagers will make them resign)
Apomind 18 Sep, 2019 @ 5:18pm 
una sugerencia: en la misión 5 podrías agregar a Atila al campo de batalla... y a "Teodorico el Godo". Que suceda algo similar que con el Maestre del Temple y cada cierto tiempo aparezca en el campo de batalla con "un gran" número de refuerzos romanos y, además, matarlo para que de un "bonus".
Muchas gracias por todo el trabajo realizado, por leer y añadir las sugerencias que te dejamos en los comentarios.
Tengu 18 Sep, 2019 @ 2:45am 
@Turan Khan: Please add Hero Attila in all scenarios. Furthermore, please add Saladin Hero in all scenarios of Saladin campaign. In addition, please add hero Barbarossa unit in Barbarossa campaign of scenario 1 to 5.
Tengu 18 Sep, 2019 @ 2:42am 
@Turan Khan: Thank you very much. I love all your expanded campaign mods. I am looking forward to Montezuma, Joan of Arc and Battle of Conquerors. In Montezuma, please put Cuahtemoc hero unit since that campaign is leading by Cuahtemoc's forces.
Turan Khan  [author] 18 Sep, 2019 @ 1:56am 
Thank you everybody!

Please support me on Patreon: https://www.patreon.com/turankhan

With your votes/support, I'll prioritize titles that support me more over those that don't.
Turan Khan  [author] 18 Sep, 2019 @ 1:54am 
@killerbear65: I just updated the Attila campaign into the Expanded FE AF ROR format, with the INTRO and OUTRO cinematics, Background and Icon Buttons, and everything. Please let me know that everything works. As far as I have tested it, it's all good. Cheers! :D :steamhappy:
Turan Khan  [author] 18 Sep, 2019 @ 1:53am 
@Apomind:
sólo una acotación, cuando jugué la misión final, el Papa no aparece, es sólo un detalle
Per Google Translate:
only one dimension, when I played the final mission, the Pope does not appear, it is only a detail

Yes, the Pope does appear. I checked. Please un-subscribe and then re-subscribe to see the changes.
Tengu 18 Sep, 2019 @ 12:39am 
@Turan Khan, please update your Attila campaign into Expanded FE AF ROR?
Apomind 16 Sep, 2019 @ 4:48pm 
sólo una acotación, cuando jugué la misión final, el Papa no aparece, es sólo un detalle
Kayneth 6 Aug, 2019 @ 8:44am 
Mission 1's AI for "Bleda the Hun (Green Player)" has a issue that affects playability. The AI tends to make its villagers work and train military units (Scout Cavalry).
This break the triggers when you defeat Bleda and return to camp, as the rest of the Huns aside from the Tarkans don't turn to your side until find and kill all of the Green Player's Military Units.
No more stupid games 2 Jun, 2019 @ 7:29pm 
what makes you think that Scythians are indo-european ??? They are Saka's...Historicians says that they are Proto-Turk even in Orkhun Writings mentions them as ancestors of Huns (Turks)...In middle Asia Hun and Turks have same meanings...Many europeans still dont know it.Huns came europea from Middle Asia ...Atilla means Ata-Il (Father of Country in Turkish Lang) Dengisich means (Sea in turkish) etc...And trust me Saracans (arabs) and Persians are far more different.And when its come to talk about Turkic origin they got nothing to do with iranians or arabians...Tuks came from middle asia when Great Hun Empire collapsed Turks and Mongols came out from it...For your precious information
tractorboybilly 27 Mar, 2019 @ 6:34am 
I cant find it in the mods folder, all I seeis a txt document
Mesmerion 19 Aug, 2018 @ 1:52pm 
Tastefulnoodz : Alans were scythians, not iranians (their language was iranian but they were indo-europeans)...and were located in actual Ossetia / Caucasus. It makes no sense to make them Persian / Saracen / Turks..neither Magyars or Slavs or any other race ingame in facts.
compostmodern 16 Aug, 2018 @ 8:49am 
The Alans were Iranians, wouldn't Persian/Saracen/Turks be more appropriate then Magyars?
Jixxor 29 Jul, 2018 @ 4:46pm 
What is AOF? Is that a mod?
Roast Beefy 17 Jul, 2018 @ 4:29pm 
jkbscopes123 It's because Attila starts off as part of the Bleda the Hun side, presumably so the player doesn't run off before the scenario begins. Your side, without the horses, would have no units and thus you would lose as soon as the scenario begins without said horses. This is also why other scenarios have random units hidden away in obscure corners of the map (like the roman samurai locked in a forest in the 4th scenario, he's there so the Romans are technically still in the game until the actual army shows up, then he'll die).
Tōji Fushiguro 8 Jul, 2018 @ 3:56pm 
qué agradable sujeto
Napoca1 7 Jul, 2018 @ 3:40pm 
Spirit of the Law brought me here. Looks good!
PanzerKumar 26 Dec, 2017 @ 9:32pm 
Really amazing. A huge change of tact is required and makes it a bit more interesting. The fact that Romans start with some powerful free units makes the campaign a bit more difficult early and interesting.

Though I thought the Camels (Gaia) could span me some camels like the Horse..! :steamhappy:
jkbscopes123 2 Nov, 2017 @ 4:11am 
what are the horses you start with in the second mission for
Star of the West 5 Jun, 2017 @ 4:12pm 
Can you make other AoK and AoC campaigns updated to Rise of Rajas?
Metopheles 30 Apr, 2017 @ 9:56am 
Perfection. Absolutely no negative things to say. Balance is right, visuals are beyond perfect, new units are fab. Best workshop campaign
Maennchen 7 Aug, 2016 @ 10:22am 
I try your map, absolute unable to win, I see your tutorial, fine, but i am unable to win in 10 tries. Sorry, probably a giant fun for all others. for me not *delete map*
Doomed World 14 May, 2016 @ 2:52pm 
What i love is when you remake the scearios you add more quests
Medve 27 Jan, 2016 @ 5:28am 
EDIT: now i have tryed misson two and yeah the pop limt is the same as vanilla. Hopeing this will be changed :p
Medve 27 Jan, 2016 @ 5:24am 
Have the pop limits been changed? Started the first but it is on 125 pop same as in the vanilla version. However really enjoyed when i played.
Mesmerion 7 Nov, 2015 @ 4:40am 
sadly when i win the 1st scenario of the campaign ,it doesnt unlock next one :(
B-loeber 30 Aug, 2015 @ 11:06am 
are you going to uppdate the mods??? i loke your campaign very much, all of them in fact :)
Holsety 28 Mar, 2015 @ 2:46am 
After Finishing Scoruge of God the next mission does noet unlock, this does noet happen with the Genghis Kahn Campaign
Hreodbeorht 31 Jan, 2015 @ 7:03am 
I'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?
DOUGLAS_MACLEOD 19 Oct, 2014 @ 1:13am 
Dude. What is with Bleda's Huns SWARMING in that first battle? Seriously??
Turan Khan  [author] 14 Oct, 2014 @ 4:09am 
I'm glad to help you out NOCTURNE :)

I just checked your profile and your campaigns. Alpha Wolf is very original, focusing on control just the wolf and his wolf pack against humans. Can't wait to play it later today. Also, interested how you've added music to accompany a campaign for the Glory one and what triggers are sensitive to "marco" and "polo" cheats. Also, I'm interested in what campaign you're working on next.

I'm actually going to either embark on a Marco Polo or Russian Saga-Apos custom campaign.

About number of triggers, yeah originals are way spare and bones. I actually prefer the Forgotten and more triggers allowing more fun optional quests that help in a tangible way, but are not required. However, I myself am not a fan if there are WAY too many triggers and WAY too much focus on one single hero and turning AoK into an RPG. I still LOVE my base building and unit training. Take away both away from me for too long and I'm not a happy camper lawls.
NOCTURNE 14 Oct, 2014 @ 1:17am 
Thank you!

Now I can see behind the scenes. :) Just what I thought, the original campaigns are not too complicated. There are only 20-25 or less triggers/mission. In the forgotten, or in my campaigns there are at least 50-60 or more. :) But the originals are still much better.
Turan Khan  [author] 10 Oct, 2014 @ 4:05pm 
Heya NOCTURNE!

I use AoK Campaign Manager software. I've found many modding tools for AoK on Age of Kings Heaven site, its forums and downloads section, especially modding tools like DRS AoK, Advanced Genie 3, and ModPackStudio.

Here's the linke to AoK Campaign Manager to open original campaigns and obtain their scenarios, with triggers and everything largely intact: http://aok.heavengames.com/blacksmith/showfile.php?fileid=5613

Have fun!
NOCTURNE 9 Oct, 2014 @ 7:22am 
How can you open and edit the original campaings? I am working on a campaign, and one of the missions will be Jerusalem, so I really need that city from saladin 4.
Turan Khan  [author] 4 Oct, 2014 @ 4:58pm 
About this next update though, I'm afraid I can't do nothing yet. My dekstop's motherboard got fried. A technician with the replacement part is coming over next week sometime, hopefully. All my modding folders are on my desktop as are most of my games and graphically intensive 3D mesh modelling software for both work and recreation. Thus, I'm afraid I'm out of commission for modding until my desktop is repaired. My laptop can't really handle modding games, much less handling more graphically intensive games like Rome 2. Well, my laptop can handle Age of Empires 2 HD FE modding, but again all my modding folders (latest updates) are on my desktop. I have older, generic AI NON-merged AI modded folders on my laptop, which are no longer any useful to me. I'd be retreading too much ground by redoing all again. I don't have that much time.
Turan Khan  [author] 4 Oct, 2014 @ 4:57pm 
Yeah, another user penfield2 reported another weird glitch with this first mission, "Scourge of God". Well, penfield2 SOMEHOW was able to get Bleda to join. Wow, I've never had THIS glitch.

Yet, to restate, I DID NOT mess with the Age of Conquerors triggers for this Attila campaign. So any glitches are due to AoC triggers perhaps not meshing well with FE expansion, though that REALLY shouldn't be the case.

Anyways, in next update, I'm going to rework those starting triggers completely, make the timing shorter, smoother, and crisper. And you know what, I'll make a possibility to get Bleda to join, not as a glitch but as well-structured and well-intended triggerwork.
White Rabbit 30 Sep, 2014 @ 9:56am 
I already said in both posts that I killed Bleda, but some of the things that are happening don't make sense.

Firstly, the tarkans will know that it was an ambush once I flee from the archers, but if I choose to fight the archers, the tarkans will come to their aid without a second thought and will never come over to my side.

And secondly, if I kill Bleda and leave the Iron Boar out of it, I will receive a handful of tarkans but the rest of the base attacks me. They are too numerous to fight against (way more than shown in your video) so all right, I can kite like you did. But how does it make sense that they decide to suddenly give up and accept my leadership when just a few minutes ago they were mercilessly hunting me down?
Turan Khan  [author] 29 Sep, 2014 @ 5:28pm 
Hmmmm, that shouldn't be happening. Did you view the video of how I handled the opening move?

I just tested by unsubscribing, deleting my mod, subscribing again, opening mods folder, placing the SPX2 back into campaign folder. It works as intended.

To get ALL Tarkans to join you, actually flee and do NOT fight the archers, come back to fight the archers and most importantly KILL BLEDA. Otherwise, the base will NEVER turn over to you. Then, just kite like I did. It's very possible to lose not a single Tarkan and get the entire base.

However, since many people like you and Sander seem to struggle with it, I may post an updated version with a smoother and faster base transfer. Would you like that? It would be making this mission easier though.
White Rabbit 29 Sep, 2014 @ 10:24am 
Ok, this time I tried saving Bleda from the Iron Boar instead of killing him. When he springs his ambush, I easily kill him because he's wounded. However, when I start attacking the archers, the entire base comes to their aid, including the tarkans who are supposed to join me. I get surrounded near the Iron Boar's lair with no escape and promptly die...
White Rabbit 29 Sep, 2014 @ 10:09am 
After I kill Bleda and return to the camp, the entire base turns on me as soon as the archers return. They swarm me with scout cavalry and archers and I can't kill them all with my own forces. I've tried waiting at the camp for the rest of the base to pass to my control, but they just keep sending more units at me. Is this supposed to happen?
Turan Khan  [author] 28 Sep, 2014 @ 12:58pm 
09/28/2014 Update 2.0

- ALL Missions received a custom Scenario Instruction Map graphic
- More spaced out format for Scouts report
- Small changes here and there, but mostly this campaign is robust already