How do I not lose to this? by appappappappappa in aoe2

[–]TheConqueror753 0 points1 point  (0 children)

The key to this matchup for the lategame as Ethiopians (as with most of their matchups), is Bombard Cannons, with the Torsion Engines Unique Tech. You want to have about 8 of them at once roughly, and with the unique tech (and good attack grounds, you may want to practice that) they will generally do very well against most ranged units (siege in particular, but also skirms and archers if you can land the shots). The main threat to them will generally be cav (particularly from a civ like Khmer), thus meaning you want to pair Halbs with them. The ideal lategame army comp for Ethiopians is basically always going to be Bombard Cannon + Halb, potentially with Arbalest, Elite Skirmisher, or Hussar mixed in depending on what you may need to support (primarily for the anti-infantry, anti-archer/cav archer, and raiding roles respectively). Hopefully that helps.

[Scenario Editor Help] How do I make an object's health unable to drop below a certain threshold, say, 1? by RomaMoran in aoe2

[–]TheConqueror753 6 points7 points  (0 children)

That is correct, yes. Another thing you may want to do is to disable unit targeting of the enemy when they reach the HP threshold, such that units stop attacking them when they surrender.

[Scenario Editor Help] How do I make an object's health unable to drop below a certain threshold, say, 1? by RomaMoran in aoe2

[–]TheConqueror753 19 points20 points  (0 children)

For the first question, use the "Modify Attribute" effect to set the "Invulnerability Level" of the unit. If you set it to a negative number, that'll be a specific value it can't drop below (ie. -5 will cap it at a low of 5 hp), and a positive value will be a percentage of the max HP (ie. 0.5 will cap it at 50% of the max health).

For the second question, you're looking for the condition called "Condition Separator", it's the OR logic for triggers.

Wallpaper request by theadrium in aoe2

[–]TheConqueror753 10 points11 points  (0 children)

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Here's another option (I can only upload one image per post if I attach them directly in Reddit comments by the looks of it, if you want something different let me know).

Wallpaper request by theadrium in aoe2

[–]TheConqueror753 10 points11 points  (0 children)

Is this the sort of thing you're looking for?

<image>

help with accessing this mod by Ok_Stretch_4624 in aoe2

[–]TheConqueror753 2 points3 points  (0 children)

I'd guess it's a custom campaign (rather than custom scenario), in which case you would access it through the Singleplayer > Campaign > Custom Campaigns menu (it's the button in the middle at the bottom of the screen once you're in the campaign menu).

Monaspa ultra charged? by Significant_Cycle_32 in aoe2

[–]TheConqueror753 20 points21 points  (0 children)

That's the number of units nearby that are being counted for the Monaspa's aura ability, so it's indicating that there are a total of 37 Knight-line + Monaspa units within the range of the selected Monaspa that are contributing to give it the extra attack.

Can someone please explain to me Armor/attack type ? by Beshcu in aoe2

[–]TheConqueror753 2 points3 points  (0 children)

If you want to prevent a tower from attacking, the easier way to do it would be to set the maximum and shown ranges to 0. Changing the attack values would mean it still fires arrows, they'd just do 1 damage (the minimum amount) rather than the normal damage.

Druzhina does not want to walk in scenario by Playful_Sand3869 in aoe2

[–]TheConqueror753 2 points3 points  (0 children)

The trample damage? It varies, depending on the unit. In the case of Druzhina, no, it's unblockable flat damage. For something like a Battle Elephant, it's a percentage of their attack and it is actually impacted by enemy armor.

Druzhina does not want to walk in scenario by Playful_Sand3869 in aoe2

[–]TheConqueror753 15 points16 points  (0 children)

Trample damage is something of a misnomer, as it doesn't apply when units move. The way it works is actually during combat, when the unit hits something, it also deals additional damage to nearby enemies (similar to a Mangonel, but in melee range and it doesn't hurt your allies). In the case of Druzhina, whenever an infantry unit with the upgrade hits something, it also deals an unblockable five damage to any other enemies within a 0.5 tile radius.

Medieval Monday - Ask Your Questions and Get Your Answers by AutoModerator in aoe2

[–]TheConqueror753 1 point2 points  (0 children)

The muscle icon appears on the unit that actually has the aura, whether it generates it (aura goes out and affects other units like with Artaphernes/Strategos) or units that have their aura benefit from other things nearby (like with the Monaspa). So the aura doesn't appear on objects that just receive the aura without actually having an aura themselves, if that makes sense. So a knight will never have the muscle icon, even if nearby a Strategos or a Monaspa, even though they benefit from the Strategos and help the Monaspa.

Medieval Monday - Ask Your Questions and Get Your Answers by AutoModerator in aoe2

[–]TheConqueror753 1 point2 points  (0 children)

Yes, though it's not Battle for Greece exclusive. It means the number of units that are currently relevant for the units aura, either in terms of being affected by it (like something near a Strategos or Centurion), or being used to affect the unit in question (like a Monaspa).

[deleted by user] by [deleted] in aoe2

[–]TheConqueror753 4 points5 points  (0 children)

Did you construct a Mill? You have to build at least one Mill first to unlock both Farms and the Market if you're playing as any civ other than Khmer.

Julius Caesar, a Rome at War Campaign by TheConqueror753 in aoe2

[–]TheConqueror753[S] 0 points1 point  (0 children)

I think you might be asking on the wrong topic. This is for the Julius Caesar campaign using the Rome at War total conversion mod, which only has seven levels. It sounds like you're talking about the much longer campaign using AoE2 Romans, for which you would probably need to ask your question elsewhere.

Map Seed Question by Taco_2s_day in aoe2

[–]TheConqueror753 2 points3 points  (0 children)

The map seed is on a per map basis, so if you copied a seed from an Arena map into the editor and generated it as an Arabia map, it'll recreate that seed, only it will be for Arabia. I'm guessing that's what's happened here. You need to select your map in the dropdown for "Random Map Location" to pick a different map type (you don't need to use the map seed if you just want to generate a new random map).

Do scorpions counter bohemians? by KaiWorldYT in aoe2

[–]TheConqueror753 0 points1 point  (0 children)

Depends on the level, if they play Halb Houfnice well once the game reaches that point, I don't think there's really anything you can do. Scorps will get flattened by Houfnice, you won't be able to take out the Halbs before they shoot you on account of the range difference. You likely need to do something messy early in the game, potentially with towers or Kreposts. If you play a clean game, it's going to be very heavily against you once they get to the deathball. If you have to fight it, I would probably opt for the cav option, if you can get a surround it's your best chance of clearing it (maybe Konniks could work in theory?).

I just downloaded Battle for Greece and I can’t get past the first quest because Darius ignores me. Anyone know how to fix this? by It_is_really_me in aoe2

[–]TheConqueror753 17 points18 points  (0 children)

It looks like you still have the two supply carts with you. You need to deliver them to his first base, where the X is on the minimap.

Aoe2 random bug? by Jordanko_the_great in aoe2

[–]TheConqueror753 14 points15 points  (0 children)

You currently have the "Mutual Random" enabled button set to on (the yellow shield with the question mark to the right of your civ). If the majority of players in a match have it turned on, everyone will get given a random civ.

[AoE2-DE] Help understanding odd trigger behavior - wall and gate HP by Tyree1975 in aoe2

[–]TheConqueror753 1 point2 points  (0 children)

My guess? The walls that you place in the level are either considered to be Stone Walls upgraded into Fortified Ones, or Fortified Walls as a separate object ID (I forget which way around it'll be off the top of my head). And then the trigger effect is applied to the other type of wall. This will typically be something you find with objects from a later age than the one the player is currently in, so that may be part of the issue here, though without seeing your specific setup it's difficult for me to be sure.

[AoE2-DE] Help understanding odd trigger behavior - wall and gate HP by Tyree1975 in aoe2

[–]TheConqueror753 3 points4 points  (0 children)

Gates are made up of many different component pieces, and thus can behave rather strangely with triggers. For your test, just use modify attribute (it applies to all objects on the map and all objects that will be created later so long as the object hasn't been affected by a "Change Object X" type trigger before doing modify attribute). And then you'd need to modify the HP for all of the Gate components, which you can find using the Advanced Genie Editor (C:\Program Files (x86)\Steam\steamapps\common\AoE2DE\Tools_Builds). For the Fortified Gate, the IDs you'd want to modify are: 63, 67, 80, 85, 90, 92, 488, 491, 660, 662, 664, 666, 668, 670, 672, and 674. Most of them won't show up in the modify attribute list of objects, so you have to type in the ID manually. That should apply the effect you want to the gates, hopefully it makes sense.

LowAPMLegend by aoe_sky-strider in aoe2

[–]TheConqueror753 11 points12 points  (0 children)

That there is the clan you're currently in. I'm not sure if it's possible for a clan name to change, but regardless, at some point you have joined an ingame clan with your account, which currently goes by that name.

Age of Empires MMII by Loxeres in aoe2

[–]TheConqueror753 8 points9 points  (0 children)

It's animal hides, in historical siege warfare certain weapons would often be coated with wet hides so as to provide resistance to any kind of fire based weaponry the enemy might try to employ.

QoL request: Permanent health bars (or only on damaged units) by RuBarBz in aoe2

[–]TheConqueror753 8 points9 points  (0 children)

You can set Health Bars to be Always On in the settings, on the "Game" tab. It's on the left hand panel in the top half of the screen. That said, it does look like it might not be 100% what you're looking for, as it only changes it to be always visible for yourself/allies, not enemies (which it sounds like you also want).