Age of Empires II: The Conquerors > Game Mods > DM Elite Classic

DM Elite Classic

by fobbix - 21 downloads

Elite Patch
Classical Edition

Designed to enhance the original play of the game with some civilization balancing, and more civilization bonuses! This mod also features a few new units with new graphics (from heavengames/FE) as listed below..

- Huns: Hunnic Cavalry Archer
- Aztecs: Slinger
- Persians: Elite Elephant Archer
- Byzantines: Imperial Camel
- Goths: Spitfire Tower

Along with additional unit types..

- Huns: Mercenary Archer, Battle Tarkan
- Aztec: Puma Spearman
- Teutons: Ballista Tower

Siege weapons destroy walls 50% faster and trade lag has been slightly reduced.


Additional videos will appear here, previewing the mod.


General Unit Changes

# Champion/Two-Handed Swordsman have HP improvement.
# Cavalier/Camel have slight attack improvement.
# Pikeman line has added bonus attack vs rams and reduced attack bonuses vs elephants.
# Cavalry Archer line have had their costs reduced.
# Ram line has reduced cost, and improvements to lesser upgraded (battering/capped ram).
# Trebuchets can cut stumps and do area damage.
# Monks/Missionaries cost half.
# Skirmishers have slight attack bonuses vs cavalry.
# Siege Weapons do +50% more damage to walls and gates.

# Villager have slight faster creation time.
# Trade Carts work smarter.


General Building Changes

# Arrow Towers have faster build time and cost less.
# Bombard Towers do more varied damage to different unit groups.
# Palisade Wall has about half fortified wall HP.
# Outpost has 0 stone cost.
# Town Centers cost half stone.
# Castle has very slight creation increase.

# Farms cost more wood.
# Houses are created slightly faster.
# Barracks are created slightly faster.


General Research Changes

# Bloodlines given to all civilizations (+20 Mounted HP) (Except Franks which have 192 HP)
# Siege Mechanics all civilizations have Onager +1 range and +1 Bombard Cannon range. And onagers kill siege onager with one hit now too.
# Onager/Siege Onager has slower stone projectile speed (so archers can run away etc, if micro'd and lag shouldn't be a problem).

# Treadmill Crane given to all civilizations (+20% faster villager build time).
# Tribute Fee set to 5%.
# Relic Gold Generation gathers around 5to10G per second for 3 garrisoned relics.
# Bush Forager approximately equal to farm gathering rate.



Civilizations Revamped

Huns

# Yurt +15 population headroom. (takes time to build)
# Elite Tarkan - building destroyer + slight counter siege. (food only cost)
# Battle Tarkan - moderately armoured cavalry. (half gold cost)
# Hunnic Cavalry Archer - very quick attack and movements. (very weak)
# Mercenary Archer - lightly armoured cavalry. (gold cost only)
# Missionaries - added, donkey monk unit. (fast convert)

# Atheism removed. (n/a)
# Theocracy added. (monks more effective)

# Added Team Bonus ~ Cavalry Archer +1 Range

Reason Huns were too strong early-game, and too weak late-game, they were also too one dimensional. (nothing vs Saracens/Persians)


Koreans

# Elite War Wagon - counters cavalry and does area damage. (self-destructive)
# Hand Cannoneer - reduced cost and train time.
# Infantry - has +5 close-combat defence.

# Stone Wall and Arrow Tower build speeds have been halfed.

# Faith removed. (faith makes it harder to convert units)

# Original team bonus removed. (onagers +1 range)
# Added Team Bonus ~ onagers cost 20% less wood.

Reason Koreans were really poor and too easy to defeat, and generally could only camp.



Civilization Major Changes

Vikings

# Elite Berserker - added attack bonuses vs cavalry/camels.
# Arbalest - slightly attack speed increase. (also destroys ram at increased rate)
# Heavy Scorpion - no minimum range and attack bonus for buildings
# Pikeman - slight HP improvement.

# +5 Population Headroom for every military building (taken from Slavs)

# Added Team Bonus ~ +5 HP for Infantry

Reason Vikings were the worst civilization in the game, they were unable to effectively counter late-game cavalry and archer civilizations.


Aztecs

# Puma Spearman - replaces pikeman and does area damage along with HP increase.
# Monk - conversion range +1.
# Infantry - cost 15% less.
# Infantry - have 10% more HP.
# Infantry - do 20% less damage.
# Slinger - added - good at massing.
# Arbalest - removed.

# Farms - gather +5%.

# Original team bonus removed. (increased relic gold generation)
# Added Team Bonus ~ Infantry +1 attack.

Reason Aztecs were really poor against cavalry civilizations.


Japanese

# Elite Samurai – better all around attack, high HP and does area damage. (+10G)
# Cavalry Archer – reduced cost by 33%, also does uniques attack damage vs rams.
# Trebuchet – reduced cost by 25%.

# Added Team Bonus ~ Infantry +1 Ranged Defence.

Reason Japanese were really poor when it was army vs army.


Turks
# Hand Cannoneer – added attack. (+3)
# Champion – no gold cost.
# Bombard Cannon reduced cost by 25%.

# Original team bonus removed. (reduced train time)
# Added team bonus ~ Hand Cannon units have +5% accuracy.

Reason Turks were too much of a camping civilization, they needed more adventure.


Teutons
# Elite Teutonic Knight - have hardly noticeable speed increase.
# Monk - conversion range +2.

# Castle - built at double speed.
# All Towers - affected by Crenellations (+3 Range)

# Bombard Tower removed.
# Ballista Tower added. (more range less attack than bombard)

# Conversion resistance exclusively for Teutons.
# Original team bonus removed. (conversion resistance)
# Added Team Bonus ~ takes half the time to recharge for conversions.

Reason Teutons were too slow, and their ranged was too limited, also too powerful to have Persians as an ally.



Civilization Minor Changes

Goths

# Onager – has +1 range.

# Spitfire Tower – added – deadly at short range/static combat.

# Perfusion – disabled. (quicker barracks unit creation speed)
# Population Max – set to +25. (225)
# Tribute Fee – set to 10%.

# Added Team Bonus ~ Palisade Wall x0.5 Wood Cost, Outpost x0.2 Wood Cost.

Reason Goths were just instant spam with MQ, they didn’t have enough advantage to fight army vs army. (Cavalry/Combination)


Spanish

# Elite Conquistador - has attack bonus vs cavalry, and has been more balanced with less HP and gold cost.

# Gold trade - +33 kept for Spanish

# Original team bonus removed (+33% gold trade)
# Added Team Bonus ~ Hand cannon units reload 5% faster.

Reason Spanish were bumping the team's gold too much in terms of trade.


Byzantines

# Imperial Camel - added - armoured unit with better general attack.
# Elite Cataphract - less attack bonus infantry and better HP.
# Arbalest - has cost bonus deduction instead of skirmisher.

# Buildings and Walls - have 25% more HP.
# Castles - have two 25%'s more HP.
# All Towers - cost 20% less stone.

# Byzantines Team Bonus ~ Heal rate modifier set to 2. (added 0.5)

Reason Byzantines were really poor against mounted armies, and too over-powered against infantry.


Celts
Siege Ram - has added melee armour.
Siege Onager - has less range and more spread attack.

House - Population Headroom retained even after destruction of houses.

Reason Celts were not dynamic enough, and too over-powered in one area.


Chinese

# Cavaliers - cost less gold. (-50%)
# Chu Ko Nu - attack bonus vs Unique units + Cavalry
# Fire Scorpion - replaces Heavy Scorpion - deadly at close range.
# Walls and Gates - have 100% more HP and cost double.
# Towers – have 50% more HP.

Reason Chinese were too short-ranged. And needed a more clear strategy


Persians

# Elite War Elephant – has been better balanced with lower HP/Armour and less food cost.
# Elite Elephant Archer – added – has 370 HP, low attack. (110F 75G)

Reason Persians were too over-powered, and over-priced, and suffered from a singular approach.

Saracens

# Heavy Camel - has -20 HP. (see team bonus)
# Elite Mameluke - has less attack bonus vs cavalry.

# Added Team Bonus ~ Camel melee attack +1, Camel attack bonus vs cavalry -1

Reason Saracens were too over-powered vs cavalry.


Mongols

# Siege Ram - now costs half gold.

Reason Mongols were poor late-game, keeps them more in the game in FFA/Forested Maps.


Franks

# Axeman - Cost -20 Gold. (5G)

Reason Franks Needed more balancing in regards to gold collection.



Resource Changes

Starting Resources (5% Tribute Fee)

Wood: +3300
Population Headroom: +15
Tribute Fee: 5%


Map Resources

Forage Bush – x10 Food
Stone Mine – x1.5

Trees (from 100)

Bamboo 50
Pine 75
Forest 75
Oak 100
Jungle 125
Palm 150


LibreOffice Spreadsheet - https://www.voobly.com/files/prompt/53891507
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Information
Type:
Changes Game Play
Game Name:
Downloads:
21
Created By:
fobbix
Version:
2.2
Allowed in Rated Games:
Yes
Download Size:
2.63 MB
Uploaded By:
Website: