sn0wsh00
CS:GO - Three Buttons (Monty Hall problem simulation)
updated
Timestamps of spells/incantations, with DnD inspiration in parenthesis
0:00 Fervor of Fia and Glintstone Missiles (Hunger of Hadar and Magic Missiles)
1:29 Eldritch Burst (Eldritch Blast)
2:45 Radiant/Necrotic Spirits (Spirit Guardians, Radiant and Necrotic versions)
5:10 Sun-and-Flame Stance (Sunbeam)
6:21 Assassin's Haste (Haste)
7:55 Dagger Storm (Cloud of Daggers)
10:15 Concentration mechanic demonstration
Spell and incantation description
*Ferver of Fia: Inspired by the Hunger of Hadar spell. Replaces Fia's Mist. Conjure a black cloud that deals frostbite and deadly poison build up. Enemies also move at half speed inside the cloud
*Eldritch Burst: Inspired by Eldrtich Blast. Replaces Frenzied Burst. Fire two (three when charged) beams of magic that can push enemies back.
*Radiant Spirits: Inspired by Radian Spirit Guardians. Replaces Urgent Heal. Create a 3 meter radius aura of holy damage.
*Necrotic Spirits: Inspired by Radian Spirit Guardians. Replaces Cure Poison. Create a 3 meter radius aura that builds up scarlet rot in enemies
*Sun-and-Flame Stance: Inspired by Sunbeam. Replaces Sun-and-Flame Stance. Fire a torrent of holy damage that blinds enemies that hit. Blinded enemies are deaggroed for 7 seconds.
*Assassin's Haste: Inspired by Haste. Replaces Assassin's Approach. +70 more stamina recovery speed, 50% more speed and 12.5% more damage negation for 60 seconds. After 60 seconds, player will go into paralysis for 6 seconds
*Dagger Storm: Inspired by Cloud of Daggers. Replaces Thunderbolt. Conjure a small vortex of slashing damage.
When converting D&D damage into Elden Ring, I decided to Elden Ring-ize the damage. In other words,
*Cold damage, as seen in Hunger of Hadar, was converted into a frostbite build up.
*Acid damage, also seen in Hunger of Hadar, was converted into deadly poison (aka the venomous claw status effect) build up
*Necrotic damage (as seen in Necrotic Spirit Guardians) was converted into scarlet rot build up
*Slashing, force and radiant damages were converted into slash, magic and holy damages respectively
Download (Requires ModEngine2):
nexusmods.com/eldenring/mods/4996
Showing the cutscenes that play at High Hall when you don't any recruit allies for the Gather Your Allies quest.
0:00 Only party allies
1:46 No allies at all
There are two variations. The first is when the only allies you have are your party members. As seen in this video, Ascended Astarion, Halsin and Jaheira still give words of encouragement. The second possibility is having absolutely no allies at all. In this case, Withers warns you about the difficulties ahead. In both cases, Beorn Wunterbrood, the Flaming Fist who usually speaks to the gathered allies, will be dead.
The flag for the first situation is END_GatherYourAllies_State_OnlyPartyAllies while the flag for the second situation is END_GatherYourAllies_State_NoAlliesPresent. I had a hard time triggering the latter, so I used the following console command to enable the NoAlliesPresent flag:
Osi.SetFlag("fce77c88-3045-4292-9028-079c391d5a19", GetHostCharacter(), 1, 1);
@bouch_ did manage to trigger the NoAlliesPresent cutscene in his 0 stat challenge run:
youtu.be/5Dj37esYcnA?t=1461
Dialogue tree for the allies at High Hall:
drive.google.com/file/d/1nOCeZqqYMoN6vs_ZEwF1rLQEKGxwJwDS/view?usp=drive_link
0:00 Blessing's Boom
1:26 Blessing of Melina
1:48 Spectral Rejection
3:44 Needle Azur
Incantation descriptions:
*Blessing's Boom: A trap/landmine incantation that replaces Blessing's Boon. Creates a golden sigil that explodes when enemies enter it. Night Maiden's Mist and Roiling Magma do sort of act like landmines, but neither of those abilities go boom when someone enters them.
*Blessing of Melina. Melina's tree healing incantation. Heals everything within a 13 meter radius. Replaces Blessing of the Erdtree. The tree effect is really graphically intense; even at medium settings I was still getting lag.
*Spectral Rejection. The Spectral Lance ash of war modded so that it does the Rejection explosion on impact.
*Needle Azur. Replaces the Frozen Needle. Deals extra damage against enemies below 50% health.
Bullet parameters:
http://soulsmodding.wikidot.com/param:bullet
SpEffectParam:
http://soulsmodding.wikidot.com/param:speffectparam
DSMapStudio (used to edit regulation.bin):
github.com/soulsmods/DSMapStudio
Mod Download:
nexusmods.com/eldenring/mods/4996
This file contains not just the spells in this video, but also other abilities I've been working on.
For this video, I had half the party drink Elixir of Cloud Giant Strengths so that they can throw anyone over a large distance. To prevent the party from being too OP, I only used the starting Barbarian weapons, a common bow and smokepowder bombs in combat. Smokepowder bombs were for umbral form enemies.
Due to performance issues (thanks darkness clouds), I ended up replaying this fight a ridiculous amount of times. When enabling DLSS, I had to disable bloom, or else the blood puddles would start sparkling like crazy. Also, I didn't realize that Vulkan gave a massive performance boost over DX11, especially inside fog clouds, until several replays in.
16 player BG3 is made possible using the Party Limit Begone and Full Custom Companions mods:
nexusmods.com/baldursgate3/mods/327
nexusmods.com/baldursgate3/mods/4928
This video also uses the Dynamic Sidebar UI mod. This mod automatically resizes character portraits when playing with more than 4 players:
nexusmods.com/baldursgate3/mods/2668
I'm also able to replay this fight with honor mode features enabled using the Honour Features Unlocker mod:
nexusmods.com/baldursgate3/mods/4743
0:00 Crèche Y'llek performance
10:45 Encore
16 player BG3 is made possible using the Party Limit Begone and Full Custom Companions mods:
nexusmods.com/baldursgate3/mods/327
nexusmods.com/baldursgate3/mods/4928
This video also uses the Dynamic Sidebar UI mod. This mod automatically resizes character portraits when playing with more than 4 players:
nexusmods.com/baldursgate3/mods/2668
To bring Halsin and Minthara back to Act 1, use the Silence spell on both characters before fast traveling.
0:00 Intro and battle preparations
3:17 Combat
16 player BG3 is made possible using the Full Custom Companion and Party Limit Begone mods.
nexusmods.com/baldursgate3/mods/4928
nexusmods.com/baldursgate3/mods/327
This video also uses the Dynamic Sidebar UI mod. This mod automatically resizes character portraits when playing with more than 4 players:
nexusmods.com/baldursgate3/mods/2668
Extra companions can appear in conversations if they are far away enough from the conversation (see the cliffs in the background when my half-orc is talking to Zevlor). When it comes to companions near cutscenes or conversations, though, only up to other 4 companions plus you will appear, regardless of how many players you bring near the trigger or NPC.
0:00 Size comparisons
0:37 Cleanrot Knight
1:49 Nox Swordstress & Nox Monk
2:56 Omenkiller and Miranda Flower
3:40 Perfumer Tricia and Misbegotten Warrior
5:19 Crucible Knight duo
7:41 Elemer of the Briar
8:45 Commander Niall
10:38 Night's Cavalry
12:17 Loretta, Knight of the Haligtree
15:34 Rick, Soldier of God (nerfed version)
Size comparisons for Cleanrot Knight:
youtube.com/watch?v=CyHtMBIpIeI
Size comparisons for Nox enemies, Perfumers and Omenkillers:
youtube.com/watch?v=aZlc9p8IpnU
Size comparisons for Soldiers:
youtube.com/watch?v=k0SZNY8aXuQ
Torrent anywhere mod:
nexusmods.com/eldenring/mods/2010
ERSkeletonMan:
github.com/Dasaav-dsv/ERSkeletonMan
Mod download (also contains the source code):
nexusmods.com/eldenring/mods/4600
drive.google.com/file/d/1F020wEk3lQ8W8BmB4YvmGdRrQtLsnfrl/view?usp=drive_link
DLL requires Elden Mod Loader to work:
nexusmods.com/eldenring/mods/117
Rick, Soldier of God (nerfed edition):
drive.google.com/file/d/1Zc0V83XEcQmb55QaLZS7iLPxx2u0uwEG/view?usp=sharing
This mod also enables Torrent in the Haligtree. Be aware that this mod also buffs the attacks of all Godrick Soldier enemies.
0:00 Size comparisons
0:25 Gameplay
ERSkeletonMan:
github.com/Dasaav-dsv/ERSkeletonMan
Mod download (also contains the source code):
nexusmods.com/eldenring/mods/4600
drive.google.com/file/d/1F020wEk3lQ8W8BmB4YvmGdRrQtLsnfrl/view?usp=drive_link
DLL requires Elden Mod Loader to work:
nexusmods.com/eldenring/mods/117
0:00 Size Comparison
0:25 Pages and Perfumers (as well as a random Knight)
2:39 More Perfumers
3:36 Omenkiller
4:15 Nox Enemies
As there are fewer of these types of enemies, I decided, outside the Silver Tear and Night Maiden Fight, to use +9 weapons instead of +25 weapons to fight them, so that the fights will last longer.
ERSkeletonMan:
github.com/Dasaav-dsv/ERSkeletonMan
Mod download (also requires the Elden Mod Loader):
nexusmods.com/eldenring/mods/4600
drive.google.com/file/d/1F020wEk3lQ8W8BmB4YvmGdRrQtLsnfrl/view?usp=drive_link
0:00 Size Comparisons
0:25 Gameplay
Enemies in this video have been scaled as follows:
*Raya Lucaria Sorcerers: 0.770
*Battlemages: 0.593
*Fire/Blackflame Monks: 0.709
*Fire Prelates: 0.521
ERSkeletonMan:
github.com/Dasaav-dsv/ERSkeletonMan
DLL Download (requires Elden Mod Loader):
nexusmods.com/eldenring/mods/4600
drive.google.com/file/d/1F020wEk3lQ8W8BmB4YvmGdRrQtLsnfrl/view?usp=drive_link
0:00 Size comparisons
0:25 Gameplay vs. Tarnished sized Soldiers and Knights
ERSkeletonMan:
github.com/Dasaav-dsv/ERSkeletonMan
DLL download (also contains the source code):
drive.google.com/file/d/1F020wEk3lQ8W8BmB4YvmGdRrQtLsnfrl/view?usp=drive_link
To disable AI using Hexinton's Cheat Engine Table, set All No Update AI to 1. Special thanks to thefifthmatt for telling me that the saddle bone on the horse needs to be resized separately so that the mounted knight will look correct.
0:00 Intro
0:14 Godfrey/Hoarah Loux fight
2:12 Grab attack demonstration. Apparently, the death sequence after being hit with the diagonal power bomb is longer than the vertical power bomb one.
2:48 Godfrey/Hoarah Loux with cloth physics enabled. As shown, resizing characters causes cloth and hair physics to glitch.
With the Tarnished being about 1.715 meters (5'7") tall, this mod makes Godfrey about 2.058 meters (6'9") tall, the same height as Lebron James or Hafþór, the actor who played Gregor Clegane in Game of Thrones. This height is also about 52.2% the size as the original Godfrey. Originally, I was trying to go for an Oberyn Martell cosplay, but alas, I suck at using spears against Godfrey. Also, it seems like character resizing does not work in cutscenes, hence the reason for skipping them.
ERSkeletonMan download:
github.com/Dasaav-dsv/ERSkeletonMan
Mod download:
nexusmods.com/eldenring/mods/4600
drive.google.com/file/d/1VlBM2stBQaRFcY4lukv85WcXO-nFo_TQ/view?usp=sharing
Use the Elden Mod Loader to load the .DLL file and use Boss Arena to quickly teleport to Godfrey's arena. This .ZIP file also contains the .CPP file that I used to create my custom .DLL. Visual Studio was used to compile the .DLL.
0:00 Intro
0:13 Godfrey (Golden Shade)
1:13 Sir Gideon Ofnir, The All-Knowing
2:32 Godfrey, First Elden Lord/Hoarah Loux
Elden Resizer mod:
nexusmods.com/eldenring/mods/3813
0:00 Karambit Warrior
2:22 Gbeto
7:00 Samurai
9:00 Chakram Thrower
Mod download:
drive.google.com/file/d/1GzXmE9nXPYjmWu0Iwi5mJS_6jyfoINbq/view?usp=sharing
Boss Arena mod for 1.10:
nexusmods.com/eldenring/mods/3811
Rules:
* 60 Vigor, 25 Mind and 25 Endurance, starting from the Wretch class.
* Among the weapon scaling stats, 150 points must be evenly distributed among the stats a weapon scales with.
* Each build's attack strategy should resemble their counterpart's attack animations in AoE2.
* All weapons are upgraded to +10 or +25
* New Game +1
Karambit Warrior build:
*RH and LH: Blade of Calling
*Helm: Commoner's Headband (altered and modded)
*Chest: Goldmask's Rags
*Gauntlets: Crucible Gauntlets
*Legs: Nox Greaves
*Talisman: Green Turtle, Rotted Wing, Millicent's Prosthesis, Blue Dancer Charm
* 60 Strength, Dexterity and Faith
*In regulation.bin, uncheck mask 14 for Nox Greaves (290300)
Gbeto build:
*RH and LH: Forked Hatchet
*Helm: Commoner's Headband (altered and original version)
*Chest: Cloth Garb
*Gauntlets: Golden Bracelet
*Legs: None
*Talisman: Green Turtle, Millicent's Prosthesis, Arrow's Reach, Blue Dancer Charm
*60 Strength, Dexterity and Arcane
*In regulation.bin, uncheck masks 07, 08, 09, 10, 20 and 21 for Cloth Garb (160100)
In sprite form, Gbetos in AoE2 wield kpingas or mambeles, curved knives that resemble the Forked Hatchet. However, in their unit icon, Gbetos wield kukris. There aren't throwable axes in AoE2, but there are throwable kukris, hence the reason for using only Kukris in the Gbeto build.
Samurai build:
*RH: Uchigatana
*LH: None
*Head: Land of Reeds Helm. The AoE2 samurai has a larger datemono crest.
*Chest: Land of Reeds Armor
*Gauntlets: Kaiden Gauntlets
*Legs: Omenkiller Boots
*Talisman: Millicent's Prosthesis, Rotted Wing, Carian Filigreed Crest, Shard of Alexander
*Only attacking using the Double Slash ash of war
*85 Strength and Dexterity
*In regulation.bin, uncheck masks 01 and 03 for Land of Reeds Helm (870000)
Chakram Thrower:
*RH: Golden Order seal
*LH: None
*Head: Nomadic Merchant's Chapeau
*Chest: Goldmask's Rage
*Gauntlets: None
*Legs: Brave's Legwraps
*Talisman: Green Turtle, Flock's Canvas, Faithful's Canvas, Sacred Scorpion Charm
*Only attacking using the Discus of Light incantation
*85 Faith and Intellegence
*In regulation.bin, uncheck mask 01 for Nomadic Merchant's Chapeau (250000)
Rules:
* 60 Vigor, 25 Mind and 25 Endurance, starting from the Wretch class.
* Among the weapon scaling stats, 150 points must be evenly distributed among the stats a weapon scales with.
* Each build's attack strategy should resemble their counterpart's attack animations in AoE2.
* All weapons are upgraded to +10 or +25
* New Game +1
0:00 Berserk
3:47 Woad Raider
7:14 Obuch
9:55 Serjeant
13:53 Teutonic Knight
Berserk build:
RH: Highland Axe
LH: Round Shield
Head: Kaiden Helm
Chest: Simple Commoner's Garb (altered)
Arms: Brave's Bracer
Legs: Leather Boots
Talisman: Green Turtle, Rotten Wing Sword, Blessed Dew, Gold Scarab
Hair: Type 1 replaced with Confessor Armor cape. Special thanks to THREE7D for demonstrating this method of modular capes.
Blessed Dew talisman is a reference to the Berserk's regeneration ability, while the Gold Scarab talisman is a reference to the Chieftans unique technology.
Also, in AoE2, the Berserk's axe more resembles a Hand Axe. However, because the Serjeant already used the Hand Axe, I decided to give the Berserk another axe.
Woad Raider build:
RH: Battle Axe
LH: Pillory Shield
Legs: Cloth Trousers
Talisman: Green Turtle, Rotten Wing Sword, Millicent's Prosthesis, Blue Dancer Charm
Skin texture also has been modified for the Woad Raider tattoo
Obuch build:
RH: Pickaxe
LH: Parry Dagger
Head: Confessor Hood
Chest: Ivory-Draped Tabard
Legs: Old Aristocrat Shoes
Talisman: Green Turtle, Rotten Wing Sword, Millicent's Prosthesis, Blue Dancer Charm
The Obuch reduces an enemy's armor on consecutive hits. The frostbite status effect most closely resembles this behavior, hence the reason for the cold infusion on the Pickaxe.
Serjeant build:
RH: Hand Axe
LH: Candletree Wooden Shield
Head: Kaiden Helm
Chest: Perceptor's Long Gown (altered)
Arms: Brave's Bracer
Legs: Astrologer Trouser
Talisman: Green Turtle, Rotten Wing Sword, Millicent's Prosthesis, Blue Dancer Charm
Teutonic Knight build:
RH: Lordsworn's Greatsword
Head: Greathelm
Chest: Tree Surcoat
Legs: Page Trouser
Talisman: Shard of Alexander, Bullgoat, Dragoncrest Greatshield, Carian Filigreed Crest
Hair: Type 1 replaced with Confessor Armor cape
Because Teutonic Knight's in AoE2 attacking with thrusts, only Impaling Thrusts are used in this cosplay.
Mod download (extract DCX files into your parts folder):
drive.google.com/file/d/1C3Rv8RMUZOXX3p8X1YlvQjTlWOysdxmC/view?usp=sharing
Boss Arena mod for 1.10:
nexusmods.com/eldenring/mods/3811
0:00 Blurbs
1:13 Commentary
0:00 Blurbs
1:25 Commentary
0:00 Militia
2:43 Man-at-Arms
5:39 Long Swordsman
8:12 Two-Handed Swordsman
11:30 Champion
Rules:
* 60 Vigor, 25 Mind and 25 Endurance, starting from the Wretch class.
* Among the weapon scaling stats, 150 points must be evenly distributed among the stats a weapon scales with. For all the weapons featured in this video, 50 points were added to strength, dexterity, and arcane.
* Each build's attack strategy should resemble their counterpart's attack animations in AoE2. This is why I attack one-handed as a militia in this video.
* If an AoE2 unit's attack ignores armor, their ER counterpart will be given a blood affinity for their weapon. Otherwise, the weapon affinity will be Quality or Keen, whichever has the higher AR. The Wootz Steel technology in AoE2 make infantry and cavalry units ignore armor.
* All weapons are upgraded to +10 or +25
* Talismen are chosen to maximize damage, unless their AoE2 counterpart has high armor
* New Game +1
Militia build:
*RH: Spike Club
*LH: None
*Helm: Brave's Leather Helm
*Chest: Bandit Garb
*Gauntlets: Vulgar Militia Gauntlet
*Legs: Prisoner Trouser
*Talisman: Lord of Blood Exultation, Rotten Winged Sword Insignia, Millicent Prosthesis, Dragoncrest Greatshield
Man-at-Arm build:
*RH: Short Sword
*LH: Candletree Wooden Shield
*Helm: Iron Helmet
*Chest: Vagabond Knight
*Gauntlets: Knight Gauntlets
*Legs: Prisoner Trouser
*Talisman: Lord of Blood Exultation, Rotten Winged Sword Insignia, Millicent Prosthesis, Dragoncrest Greatshield
Long Swordsman build:
*RH: Longsword
*LH: Eclipse Crest Heater Shield
*Helm: Blue Silver Mail Hood
*Chest: Tree Surcoat
*Gauntlets: Knight Gauntlets
*Legs: Leather Boots
*Talisman: Spear, Rotten Winged Sword, Millicent's Prosthesis, Shard of Alexander
Two-Handed Swordsman build:
*RH: Claymore
*LH: None
*Helm: Iron Helmet
*Chest: Gelmir Knight Armor
*Gauntlets: Brave’s Bracer
*Legs: Leather Boots
*Talisman: Spear, Rotten Winged Sword, Millicent's Prosthesis, Shard of Alexander
In the Definitive Edition, both the Champion and the 2HS swords look like bastard swords. However, before the Definitive Edition, the 2HS sword looks more like a claymore. Because I didn't want to use the Bastard Sword more than once, I decided that I should use the claymore while cosplaying as the 2HS.
Champion build:
*RH: Bastard Sword
*LH: None
*Helm: Vagabond Knight Helm
*Chest: Knight Armor
*Gauntlets: Knight Gauntlets
*Legs: Ronin's Greaves
*Talisman: Spear, Rotten Winged Sword, Millicent's Prosthesis, Shard of Alexander
Download (place .DCX files into your mod's parts folder):
drive.google.com/file/d/1Y9xvL1-AahNXT6qt6JXYaoxEr-by8Ee5/view?usp=sharing
2HS and Long Swordsman Leather Boots (lg_m_1560.partsbnd.dcx) overwrite each other. Textures on the 2HS chest piece (bd_m_2381.partsbnd.dcx) may also overwrite the normal Knight Armor texture. Therefore, I recommend disabling bd_m_2381.partsbnd.dcx if you want to use the default Knight Armor.
0:00 Spearman
2:36 Pikeman
5:05 Halberdier
Rules:
* 60 Vigor, 25 Mind and 25 Endurance, starting from the Wretch class.
* Among the weapon scaling stats, 150 points must be evenly distributed among the stats a weapon scales with. For all the weapons featured in this video, 75 points were added to both strength and dexterity.
* Each build's attack strategy should resemble their counterpart's attack animations in AoE2. This is why I attack one-handed in this video, as Spearman-line units attack one-handed (Giant Hunt skill also attacks one-handed). This is also why I don't jump, because none of those three units jump in their AoE2 attack animations.
* If an AoE2 unit's attack ignores armor, their ER counterpart will be given a blood affinity for their weapon. Otherwise, the weapon affinity will be Quality or Keen, whichever has the higher AR. In this video, all spears/halberds have the quality affinity.
* All weapons are upgraded to +10 or +25
* Talismen are chosen to maximize damage, unless their AoE2 counterpart has high armor
* New Game +1
Spearman build:
*RH: Short Spear
*LH: Round Shield
*Helm: Foot Soldier Cap
*Chest: Ivory Draped Tabard
*Gauntlets: Traveler’s Manchettes
*Legs: Exile Greaves
*Talisman: Spear, Rotten Winged Sword, Millicent's Prosthesis, Shard of Alexander
Pikeman build:
*RH: Pest's Glaive
*LH: None
*Helm: Raging Wolf Helm
*Chest: Tree Surcoat
*Gauntlets: Kaiden Gauntlets
*Legs: Ronin’s Greaves
*Talisman: Spear, Rotten Winged Sword, Millicent's Prosthesis, Shard of Alexander
*Pest's Glaive only does thrust attacks with running attacks
Halberdier build:
*RH: None
*LH: Halberd
*Helm: Iron Helmet
*Chest: Confessor's Armor
*Gauntlets: Knight Gauntlets
*Legs: Ronin’s Greaves
*Talisman: Spear, Rotten Winged Sword, Millicent's Prosthesis, Shard of Alexander
*The controls to two-hand left-handed weapons in PC is E + Right Click
Modded armor download:
drive.google.com/file/d/1wXVEh90V52q7J9CGIgaRfqNvrsDLYJzw/view?usp=sharing
Tree Sentinel is respawned using the Ultimate Cheat Engine Table:
nexusmods.com/eldenring/mods/48
My tutorial on how I added a scarf to the Confessor Armor using Blender and the FLVER Editor:
sn0wsh00.wordpress.com/2023/09/20/how-to-mix-and-match-elden-ring-armor-parts-with-blender-and-modding-tools
0:00 Longbowman
3:05 Rattan Archer
6:12 Genoese Crossbowman
9:10 Skirmisher
Boss Arena mod, with 1.10 patch:
nexusmods.com/eldenring/mods/3025
nexusmods.com/eldenring/mods/3811
Elden Ring armor recolor guide:
nexusmods.com/eldenring/mods/1546
Rules:
* 60 Vigor, 25 Mind and 25 Endurance, starting from the Wretch class.
* Among the weapon scaling stats, 150 points must be evenly distributed among the stats a weapon scales with. For all the weapons featured in this video, 75 points were added to both strength and dexterity.
* A a unit has a shield equipped in front of them when they attack, then shield blocks and guard counters are allowed. This is why you see me blocking with Skirmisher and Genoese Crossbowman but not the Rattan Archer.
* If an AoE2 unit's attack ignores armor, their ER counterpart will be given a blood affinity for their weapon. Otherwise, the weapon affinity will be Quality or Keen, whichever has the higher AR. In this video, all shields and weapons that can get affinities have the quality affinity.
* All weapons are upgraded to +10 or +25
* Talismen are chosen to maximize damage, unless their AoE2 counterpart has high armor
* New Game +1
Builds:
Longbowman
RH: Longbow
LH: None
Head: Foot Soldier Helm
Chest: Commoner's Simple Garb (altered)
Arms: Perfumer Gloves
Legs: Leather Boots
Talisman: Arrow's Sting, Arrow's Reach, Spear, Shard of Alexander
The AoE2 Longbowman also carries a shield on its waist, but I didn't notice that until I finished editing this video
Rattan Archer
RH: Composite Bow
LH: Scripture Wooden Shield
Head: Iron Kasa
Chest: Ivory Draped Tabard
Arms: None
Legs: Finger Maiden Shoes
Talisman: Arrow's Sting, Arrow's Reach, Spear, Dragoncrest Greatshield
Genoese Crossbowman
RH: Soldier's Crossbow
LH: Wooden Greatshield
Head: Foot Soldier Cap
Chest: Ivory Draped Tabard
Arms: None
Legs: Aristocrat Boots
Talisman: Arrow's Sting, Arrow's Reach, Spear, Dragoncrest Greatshield
Skirmisher
RH: Short Spear with Spectral Lance
LH: Rickety Shield
Head: None
Chest: Ivory Draped Tabard
Arms: Golden Bracelet
Legs: Errant Sorcerer’s Boots
Talisman: Carian Filigreed, Blue Dancer Charm, Shard of Alexander, Dragoncrest Greatshield
Modded armor and weapon parts download (extract dcx files to your mod's parts folder):
Longbowman:
drive.google.com/file/d/10ryn6izG7oubp8Zl2Fh-4I9Vc-CvQ7Py/view?usp=sharing
Rattan Archer:
drive.google.com/file/d/1W8yG-eNhh56S3VaZO2OS5AocQy-twM-P/view?usp=sharing
Genoese Crossbowman:
drive.google.com/file/d/1xDYppGsIaYKVxMJq6YqcQ1c_Fv4gMA1P/view?usp=drive_link
Skirmisher:
drive.google.com/file/d/1BQ4Dn5VW1snaz-PmA6qJKavU9o-QTr1Z/view?usp=drive_link
Rattan Archer, Genoese Crossbowman and Skirmishers all overwrite the same dcx file (bd_m_2500.partsbnd.dcx).
Elden Ring and Age of Empires II are probably two of three video games to feature an urumi, a shotel AND a chu ko nu (aka a repeating crossbow). Thus, here's my attempt to cosplay as AoE2's Urumi Swordsman, Shotel Warrior and Chu Ko Nu in Elden Ring. In this video, I test my cosplays out against the Gatefront Ruins soldiers and Margit, the Fell Omen.
0:00 Urumi Swordsman
3:14 Shotel Warrior
5:20 Chu Ko Nu
Rules:
* 60 Vigor, 25 Mind and 25 Endurance, starting from the Wretch class.
* Among the weapon scaling stats, 150 points must be evenly distributed among the stats a weapon scales with. For example, the blood urumi scales with Strength, Dexterity and Arcane, so each of those three stats are given 50 points (60 points total for each stat).
* Each build's attack strategy should resemble their counterpart's attack animations in AoE2. For example, if a unit attacks one-handed in AoE2, then its Elden Ring counterpart will attack one-handed. This is also why I don't jump in this video, because none of those three units jump in their AoE2 attack animations.
* Shield blocks and guard counters are allowed, as most AoE2 units with shields have their shields equipped in front of them while attacking
* If an AoE2 unit has a charged attack, then the weapon skill for their ER counterpart will be Royal Knight Resolve. Otherwise, the weapon skill will be Barbaric Roar. This is a reference how units have battle cries in AoE2.
* If an AoE2 unit's attack ignores armor, their ER counterpart will be given a blood affinity for their weapon. Otherwise, the weapon affinity will be Quality or Keen, whichever has the higher AR.
* All weapons are upgraded to +10 or +25
* Talismen are chosen to maximize damage, unless their AoE2 counterpart has high armor
* The Boss Arena mod for some reason also automatically sets the game cycle to New Game +1
Urumi Swordsman build:
*RH: Blood Urumi with Royal Knight's Resolve
*LH: Blue-White Wooden Shield
*Helm: None
*Chest: None
*Gauntlets: Brave's Bracers (unavailable in base game)
*Legs: Perfumer Sarong
*Talisman: Lord of Blood, Rotted Wing Sword, Millicent's Prosthesis, Blue Dancer Charm
*In AoE2, Urumi Swordsman attack two handed for their charged attack and one-handed for non-charged attacks. Therefore, its ER counterpart will only attack two-handed after doing the Royal Knight's Resolve skill.
Shotel Warrior build:
*RH: Quality Shotel with Barbaric Roar
*LH: Quality Shotel
*Helm: Gilded Foot Soldier Cap
*Chest: Vagabond Knight (altered)
*Gauntlets: None
*Legs: Queen's Leggings
*Talisman: Great Jar Arsenal, Rotted Wing Sword, Millicent's Prosthesis, Blue Dancer Charm
*Quality Shotels scale only with Strength and Dexterity, so both Strength and Dex have 85 points.
Chu Ko Nu build:
*RH: Pulley Crossbow
*LH: None
*Helm: Kaiden Helmet
*Chest: Snow Witch Robe
*Gauntlets: None
*Legs: Astrologer Trousers
*Talisman: Arrow's Sting, Arrow's Reach, Spear, Blue Dancer Charm
*I attempt to use the Lordsworn's Bolt and Flaming Bolt in equal amounts, as both flaming and non-flaming arrows exist in AoE2.
*All three pieces of armor have had their textures modified.
Mods used
Boss Arena:
nexusmods.com/eldenring/mods/3025
Grand Merchant:
nexusmods.com/eldenring/mods/129
Recolor guide:
nexusmods.com/eldenring/mods/1546
Recolored Chu Ko Nu armor (place in your mod's parts folder):
drive.google.com/file/d/1e_UZat3WYBUaworRwjNBTcF9xGa-5ZUb/view?usp=drive_link
Age of Empires III is the other game to feature Urumi Swordsmen, Shotel Warriors and Chu Ko Nu's.
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
As seen in this video, some features such as Merchant Kale do not work properly on patch 1.10. I also don't think the auto-scaling system work. To get items, I used the Grand Merchant mod. Finally, so some reason, the mod sets the game cycle to NG+1.
0:00 Roundtable Hold
1:51 Patches
2:42 Bloodhound Knight Darriwil
3:49 Margit the Fell Omen
5:17 Rannala
7:30 Flying Dragon Agheel
9:49 Elden Beast (Boss Arena allows you to skip Radagon)
Download:
nexusmods.com/eldenring/mods/3025
nexusmods.com/eldenring/mods/3811
Grand Merchant:
nexusmods.com/eldenring/mods/129
Ranked match shown in this video (featuring AoE2 Youtubers Saqo and p1xeL):
aoe2insights.com/match/237832767
Saqo's video of this bug:
youtube.com/watch?v=tjErtzzbAd4
p1xeL's channel:
youtube.com/channel/UCTbfG2Y8DxtDoK-pPm6rhyA
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
Boarding boats/boarding ships are sort of a naval version of the Monk, with only the conversion and none of the healing or relic abilities. You'll also see that some of the converted Galleys have pathing issues after conversion.
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
0:00 Blurbs
1:53 Commentary
Large Cinema:
steamcommunity.com/sharedfiles/filedetails/?id=417107136
0:00 Commercials
1:26 Blurbs
1:57 Talk/Commentary
Map (Gambia Estuary):
steamcommunity.com/sharedfiles/filedetails/?id=2953934392
Radio Station asset:
steamcommunity.com/sharedfiles/filedetails/?id=439401712
0:00 Blurbs
2:46 Commentary
Rusty Warehouse asset:
steamcommunity.com/sharedfiles/filedetails/?id=922138318
0:00 Blurbs
3:12 Commentary
0:00 Blurbs
1:43 Commentary
Korean house/villa assets:
steamcommunity.com/sharedfiles/filedetails/?id=1982637594
steamcommunity.com/sharedfiles/filedetails/?id=1935377413
steamcommunity.com/sharedfiles/filedetails/?id=2164714987
0:00 Blurbs
3:50 Commentary
Map (Gambia Estuary):
steamcommunity.com/sharedfiles/filedetails/?id=2953934392
0:00 Blurbs
0:58 Commentary
Map (Costa Azzurra):
steamcommunity.com/sharedfiles/filedetails/?id=2849556600
0:00 Blurbs
1:30 Commentary
Map (King's Bay):
steamcommunity.com/sharedfiles/filedetails/?id=2929749181
0:22 Round of 16
6:29 Quarterfinals
9:30 Semifinals
11:25 Third Place Game
12:34 Finals
13:22 Victory Celebration?
This tournament features the top 16 civilizations by win percentage in 1600+ Elo 1v1 matches for patches 75350 and 73855 on March 6, 2023. For each civilization, 1 trash unit was paired with 1 non-siege Gold unit. To determine pair numbers, resource limits were divided by the cost of a trash/Gold pair, and the resulting quotient was rounded down. Regarding resource amounts, 1 Gold = 1 Food/Wood.
There is re-seeding every round (like the NFL playoffs), where in each round, the lowest seeded civilization always plays the highest seeded civilization. This is why I don't show any tournament brackets in this video.
All the matchups in this video was between two human controlled armies in the post-Imperial Age. This is because in an AI controlled army melee units prioritize attacking ranged units, while in a human controlled army, melee units prioritize attacking the closest units. In other words, if I wanted melee units to form a meatshield for ranged units during an attack-move, both players have to be human controlled.
List of civilizations (all unique units are the elite versions):
#1 Franks: Paladins & Elite Skirmishers
#2 Hindustanis: Hand Cannoneers & Hussars
#3 Huns: Heavy Cavalry Archers & Hussars
#4 Berbers: Camel Archers & Hussars
#5 Teutons: Teutonic Knights & Halberdiers
#6 Gurjaras: Charkram Throwers & Hussars
#7 Portuguese: Arbalests & Halberdiers
#8 Celts: Woad Raiders & Halberdiers
#9 Spanish: Conquistadors & Hussars
#10 Mayans: Plumed Archers & Halberdiers
#11 Lithuanians: Leiciai & Hussars
#12 Mongols: Mangudais & Hussars
#13 Turks: Heavy Cavalry Archers & Hussars
#14 Chinese: Chu Ko Nu & Light Cavalry
#15 Vikings: Berserks & Elite Skirmishers
#16 Khmer: Ballista Elephants & Hussars
Except for Celts, Teutons and Spanish, army compositions were taken from Hera's Ideal Unit Composition video. Celts and Teutons compositions were taken from Hera's Deathball Composition video, while the Spanish composition was decided by me.
Links:
Human vs. AI attack move:
youtube.com/watch?v=d_NQtQTUS70
youtube.com/watch?v=gnP8oozJ_nw
Hera's Best Deathball Composition video:
youtube.com/watch?v=88CbKXXHyRQ
Hera's Ideal Unit Composition For Every Civilization video:youtube.com/watch?v=3C6tQOW0MbE
Shamburger extended:
youtube.com/watch?v=gLQULdYOYi8
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft. xbox.com/en-us/developers/rules
A montage of maps I've added to my CS:GO... In Space! collection over the years. If the map had a space-themed skybox (or was set inside a spaceship) and was playable with bots, then it was probably added to the collection.
CS:GO... In Space! collection:
steamcommunity.com/sharedfiles/filedetails/?id=2101348587
Maps featured:
Earth Local Standard Access, by Tryohazard
steamcommunity.com/sharedfiles/filedetails/?id=2161810835
New Earth, by jubjunior
steamcommunity.com/sharedfiles/filedetails/?id=1973115181
de_elevator, by captain terror
steamcommunity.com/sharedfiles/filedetails/?id=169122235
SpaceTrain, by Azkabanos
steamcommunity.com/sharedfiles/filedetails/?id=2359214000
cs_spacebase, by DualGeko
steamcommunity.com/sharedfiles/filedetails/?id=392018507
Orbit, by BARS
steamcommunity.com/sharedfiles/filedetails/?id=2871523392
Spaceship, by Maxouben
steamcommunity.com/sharedfiles/filedetails/?id=596257316
Alien, by Cyb3rV13ux
steamcommunity.com/sharedfiles/filedetails/?id=535571701
Announcer sound taken from Alien: Resurrection French dub
dm_bebop v1, by SɅTUƦN
steamcommunity.com/sharedfiles/filedetails/?id=2761256364
de_orbit - WIP, by captain terror
steamcommunity.com/sharedfiles/filedetails/?id=187415629
ar_ship, by EthylVanny
steamcommunity.com/sharedfiles/filedetails/?id=1948090360
AR Spacestation, by Zetta
steamcommunity.com/sharedfiles/filedetails/?id=2880786209
Exosphere Beta, by SrVerataro
steamcommunity.com/sharedfiles/filedetails/?id=2584327279
Space Dome, by VicRamone
steamcommunity.com/sharedfiles/filedetails/?id=490043363
DM Ricochet Space, by LANGE-Déchu
steamcommunity.com/sharedfiles/filedetails/?id=2815991543
1v1 Among Us, by Dynosol
steamcommunity.com/sharedfiles/filedetails/?id=2574416509
aim_sus, by Dragunaut
steamcommunity.com/sharedfiles/filedetails/?id=2580851625
35hp_galaxy_ring, by Medium
steamcommunity.com/sharedfiles/filedetails/?id=1409741784
aim_orbit, by Lefty
steamcommunity.com/sharedfiles/filedetails/?id=529556512
cs_torus, by TJ Drago
steamcommunity.com/sharedfiles/filedetails/?id=228390853
gg_simpson_mega, by maryo23
steamcommunity.com/sharedfiles/filedetails/?id=2919549050
MediaVolah, by Jeisen
steamcommunity.com/sharedfiles/filedetails/?id=1788444147
Aim Map AK M4 - Space, by ѕтαяfαℓℓ
steamcommunity.com/sharedfiles/filedetails/?id=2631787839
mg_battle_in_space_csgo, by SpsZaPIZZA
steamcommunity.com/sharedfiles/filedetails/?id=838279552
aim_shuttle 1v1 - 5v5 {AIM} {FY}, by bahpu
steamcommunity.com/sharedfiles/filedetails/?id=1853963582
he_space, by Bette Milder
steamcommunity.com/sharedfiles/filedetails/?id=2835375522
AWP Dev Galaxy, by Meska:
steamcommunity.com/sharedfiles/filedetails/?id=152089356
awp_cyber, by Medium
steamcommunity.com/sharedfiles/filedetails/?id=1501229172
Awp Lego KR, by L3
steamcommunity.com/sharedfiles/filedetails/?id=2646594342
awp_lego_2, by tic tac
steamcommunity.com/sharedfiles/filedetails/?id=2700711189
awp_lego_2, by ERROR404
steamcommunity.com/sharedfiles/filedetails/?id=2905063075
awp_lego_2, by nezori1
steamcommunity.com/sharedfiles/filedetails/?id=2783648125
AWP_CratesInSpace_Lego, by xTasteless
steamcommunity.com/sharedfiles/filedetails/?id=511637790
Music: Flux Pavilion - Syndicate Remix
0:42 Human vs. AI
2:10 Human vs. Human
2:55 Capture Age comparison
A follow up to my human vs. AI player attack-move video, this time also showing attack-move between two human players. One side pairs together Arbalests and Hussars, while the other side pairs together Arbalests and Halberdier. Post-imperial and all-tech are enabled. Only the scenario editor's attack move was used to get the two armies fighting. The AI uses an immobile AI script, while no microing was involved.
During an attack-move, AI controlled melee units prioritize attacking ranged units, even if they are countered by said ranged units, while player controlled melee units prioritize attacking the closest units. As you can see from this video, this has implications when testing army compositions. Because the AI army's Hussars/Halberdiers prioritized attacking the Arbalest, those melee units didn't initially act as a meat shield for the Arbalests. Some AI melee units eventually do engage with the enemy melee units after a few seconds, but by then, the it's too late for the AI Hussars/Halberdiers to form an effective meat shield.
In contrast, because human-controlled melee units prioritize the closest units, it's able to more quickly form a meat shield. This is probably why the human controlled army was able to win against the AI army regardless of what side it was on. This also why I think if one were to test army compositions against each other, it would be best to have both armies be human controlled.
Unlike melee units, both human and AI controlled ranged units prioritize attacking the closest units.
Part 1:
youtube.com/watch?v=d_NQtQTUS70
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
A video showing the three potential vendor reactions when you open a stand.
0:00 Happy vendor opening
0:31 Neutral vendor opening
1:01 Angry vendor opening
1:21 Side-by-side comparison in CaptureAge
2:00 Halberdier tracker
Only the scenario editor's attack move was used to get the two armies fighting. No microing was involved.
Red's army consists of 14 Arbalesters and 14 Paladins while Blue/Green's army consists of 20 Halberdiers and 10 Heavy Scorpions (both armies are resourced balanced). The purpose of the Halberdiers is to serve as a meat shield to stop Paladins from getting too close to scorpions. If they belong to a human player (Blue), melee units appear to prioritize attacking the closest enemy units when an attack-move effect is triggered. In this specific example, the Blue's Halberdiers focus on attacking Paladins first, and will try to chase down any Paladins that have gone around them before focusing on the Arbalesters. This in turn forces Red's Paladins to fight back against the Halberdier, creating the aforementioned meat shield for the Scorpions.
However, when controlled by an AI player, melee units seem to focus on attacking ranged units first. This is fine for Red, because Paladins counter siege units. For Green, though, Arbalesters have an attack bonus against Halberdiers. So having Green's Halberdiers ignore the Paladins on their way to the Arbalesters is absolutely disastrous on Green's parts, as there is now no meat shield to protect the siege weapons from the Paladins. Some Halbediers may eventually start engaging the Paladins, but by then, it's usually too late to save the Scorpions.
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
This replay was recorded while I was testing resourced balanced army compositions against each other with all-tech enabled; in this case, I was testing a Heavy Scorpions & Halberdier army vs. an Arbalest & Paladin army. I used Heavy Scorpions instead of Siege Onager to prevent friendly fire, and used the scenario editor's attack move effect to get the armies to attack each other. UnitVsUnit is the name of the AI script I used for these. I (blue) did not get defeated because I had a living King in another part of the map.
Siege & Halberdier usually won against Arbalest & Paladins... if the Siege & Halberdier army was controlled by a human player instead of an AI.
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
BGVC*'s VHS effect for Blender:
youtube.com/watch?v=n-zZMiMCTYo
Source Engine-style shaders taken from hsianimations' TF2 Blender Port:
youtube.com/watch?v=7rH6_eq-I0c
The Mannrobics looping animation is 7.5 seconds long, while the Mannrobics song is 53.3 seconds long. In turn, the Mannrobics song is played 34 times, while the Mannrobics animation is looped 242 times.
Dance animation (Work It Out emote) taken from Franc1sco's Fortnite Emotes Extended SourceMod plugin:
forums.alliedmods.net/showthread.php?t=318981
CS:GO agents imported into Blender using
io_import_vmf:
github.com/lasa01/io_import_vmf
Animations imported using SourceIO:
github.com/REDxEYE/SourceIO
Floor/background textures taken from ambientCG:
ambientcg.com/view?id=Paper001
ambientcg.com/view?id=Plastic010
Source Engine-style shaders taken from hsianimations' TF2 Blender Port:
youtube.com/watch?v=7rH6_eq-I0c
Models and animations imported into Blender using SourceIO:
github.com/REDxEYE/SourceIO
30 Minutes of Mass Mannrobics:
youtube.com/watch?v=H67HkPk7vHI
--Notes--
Relic cart objective bugs quite a lot, so that's why I did not try completing that objective in this video.
Tutorial on how to create giant unit mods with SLX Studio:
forums.ageofempires.com/t/creating-giant-units-mods-with-slx-studio-and-age/207070
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
--Notes--
You can't edit DLC campaigns with the scenario editor, as those files are encrypted. However, you can play those campaigns with data mods.
Babur the Big's sprite is 4x larger than the normal Babur/Imperial Camel sprite. However, he attacks at half the speed and moves only twice as fast compared to the default Babur unit.
Creating a giant unit mod with SLX Studio and Advance Genie Editor:
forums.ageofempires.com/t/creating-giant-units-mods-with-slx-studio-and-age/207070
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
Mod download:
ageofempires.com/mods/details/94518
aok.heavengames.com/blacksmith/showfile.php?fileid=13831
Story:
In an alternate future, the lands of Ghana lay divided among numerous city-states. But Douglas Gyasi, mayor of Accra, has ambitions beyond just reuniting the country under a single ruler. How far can Gyasi take Ghana as the Golden Chancellor? And will he be able bring greatness to his empire without provoking his Nigerian neighbors?
This campaign is set in the same alternate future universe as my custom campaign The Rise & Fall of General Posada.
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
0:00 Patch hatching
0:12 Dotted line shader
0:23 Screentone
0:35 Hard shadows
Shader download (created by Kristoff Dedene):
kdedene.gumroad.com/l/tcKOI
Tutorial on how to create Comics/Manga-style hatching in Blender:
youtube.com/watch?v=2ZR5XIjBmho
Tutorial on porting CS:GO models into Blender:
youtube.com/watch?v=UlEHG5gjYas
Music - Kevin MacLeod - Rising Tide (faster)
Stats:
*Civilization: Berbers
*Damage: 640
*HP: 320
*Speed: 2.8
Mod download:
ageofempires.com/mods/details/94026
My tutorial on creating giant units with SLX Studio and the Advanced Genie Editor:
forums.ageofempires.com/t/creating-giant-units-mods-with-slx-studio-and-age/207070
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
Stats:
*Civilization: Berbers
*Damage: 640
*HP: 320
*Speed: 2.8
Mod download:
ageofempires.com/mods/details/94026
My tutorial on creating giant units with SLX Studio and the Advanced Genie Editor:
forums.ageofempires.com/t/creating-giant-units-mods-with-slx-studio-and-age/207070
Also, it seems like the game will sometimes stutter when you raze bunch of buildings at the same time.
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
Also, more than half of player 1's deaths was caused by friendly fire.
My thread on how to trick the AI into training custom units:
forums.ageofempires.com/t/getting-the-ai-to-recruit-custom-units/206409
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules
By default, the official AoE2:DE AI is not able to train Cobra Cars, even if you make them available in a building such as a Stable. However, by using the Advance Genie Editor, you can trick the AI intro treating the Cobra Car as another unit, such as a Knight-line unit (as seen in this video).
My thread on how to do this:
forums.ageofempires.com/t/getting-the-ai-to-recruit-custom-units/206409
Age of Empires II: Definitive Edition © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II: Definitive Edition, and it is not endorsed by or affiliated with Microsoft.
xbox.com/en-us/developers/rules