Age of Empires II: The Conquerors > Game Mods > Sheep vs Wolf 2

Sheep vs Wolf 2

by Gallas - 334 downloads

SvsW2_logo.png

For more information about gameplay, tips and guides visit:
http://www.voobly.com/forum/thread/235924


Contents:


Example random map


(a large map with 8 players)
rm_small.PNG



Technical informations


Version log

Current version 2.2.3:
2.2.3 - Fixed Gate's terrain restriction
2.2.3 - Fortified Rock have new graphics
2.2.3 - Gazelle and Deer King hp is reduced
2.2.3 - Watcher civ bonus now should be obvious
2.2.2 - Few civ changes (link)
2.2.2 - New civ theme musics
2.2.2 - New building for Sheep: Gate! (2. building page)
2.2.2 - Normal Towers and Wolf killers gives 50 food instead of 20
2.2.2 - Predator animals does extra damage vs Wargs
2.2.2 - Creation time for weaker Wolves is reduced, while Super same and Mega needs +10sec
2.2.2 - Survivor eating speed civ bonus no longer effective for Wargs and Crock
2.2.2 - Wargs and Crock work rate slightly increased
2.2.2 - Quick Mind techs are 5% more effective and faster researching
2.2.2 - Attack speed for Wolf in Yurt gives +10% instead of +5%
2.2.1 - Adjusted civ balances for previous changes
2.2.1 - Wolf upgrades are faster researches till Super Wolf
2.2.1 - Veteran Wolf upgrade cost -150 food, while Adult Age +100
2.2.1 - Iron boar no longer does 1 damage to Wargs
2.2.1 - Explosive sheep cost +250 gold
2.2.0 - Major patch with rethought gameplays! (thanks to PeterTheWolf)
2.2.0 - Yurt got some rework for both Sheep and Wolf
2.2.0 - Spawning of the rarest animals have been increased by few percent
2.2.0 - Wolf upgrades no longer have special technology requirements (expect mega)
2.2.0 - Wolf upgrades cost significant more food and a bit slower to research
2.2.0 - Armor/attack technologies cost less food. (overall need same food as before to get Super Wolf)
2.2.0 - Wargs no longer does 1 damage to gaia animals
2.2.0 - Killing Tigers and Lions reward 150 food instead of 50
2.2.0 - The base resource gathering speed for Sheep is increased
2.2.0 - Fruit tree upgrades are increasing less effectively the work rate (at endgame it's same as it was)
2.2.0 - Hole can be build in Birth Age and both upgrade and build cost -50 wood
2.2.0 - Normal towers can be done by one age earlier
2.2.0 - Wolf killer research cost slightly less
2.2.0 - Chemistry cost -500 gold
2.2.0 - Lighting tower research cost +500 gold
2.2.0 - Explosive Sheep cost 1500 gold instead of 1000 and need 3 pop
2.2.0 - Explosive Sheep gets benefits from Aegisbringer and General civs bonuses
2.2.0 - Did an attempt to fix tech tree, was a bad idea, let's hope it won't make troubles.
2.1.1 - Adjusted Tiger to other predators, now again Lion the true king!
2.1.0 - New civ balances
2.1.0 - Base tribute changed to 100% (80/60/40/20/0 by techs) - (trying to fix sling bug)
2.1.0 - new animal for Sheep: Tigers and Explosive Sheep
2.1.0 - Lion +150 hp and +20 armor, but cost +1111 gold
2.1.0 - Furious the Monkey Boy cost 1500 gold instead of 2500
2.1.0 - King of the Animals technology cost increased from 3000 to 4000 gold
2.1.0 - Iron Boar and Bear eating is 5x faster (suggested by PeterTheWolf)
2.1.0 - Wargs can destroy gold mines
2.1.0 - Crocodile always can eat fishes
2.1.0 - Crocodile +10% movement speed and +1 LoS
2.1.0 - Stormy Dog have 5 hp instead of 1 with high armor to survive few arrows and +10% flying speed
2.0.9 - Some minor civ changes
2.0.9 - Added a no crash Ai to able to play the mod in Singleplayer mode (thanks to PremiumPopcorn)
2.0.9 - Sheep now faster than Iron Boar
2.0.8 - Iron Bear no longer should bug the Wolf's LoS
2.0.7 - Night mode can be played in separated map instead of randomly happen in normal
2.0.7 - Reversed the Sheep Age up's cost
2.0.7 - Trading fish work rate increased a bit
2.0.7 - Bison movement speed and work rate increased
2.0.7 - Fixed one ambient sound
2.0.7 - Spies have research time (both S and W)
2.0.7 - Wolf's Spies cost increased to 2000 food from 1500
2.0.7 - Super Wolf upgrade increased by 250 food
2.0.7 - Wolf fishing range increased to 0.5 from 0.3
2.0.6 - As a test idea there is a small chance the map will be at night - (can be easy and hard)
2.0.6 - Reduced the ambient sound's frequency
2.0.6 - Gold mines should be more separated
2.0.6 - Starting locations no longer should be fully blocked by forest (thanks to Orca for fix)
2.0.6 - Food eating stacked in 10 instead of 5 packs
2.0.6 - Pile of food eating is instant
2.0.6 - Eating Sheep is 2x faster
2.0.6 - Clicking on Pile of food now should be easier
2.0.6 - Some Wolf civ changed
2.0.6 - Sheep now should able to pick up skull from dead Sheep (thanks to Claw for report)
2.0.6 - Trading fish's work rate reduced
2.0.6 - Sheep age up cost increased a bit
2.0.6 - All market level have same cost
2.0.6 - Caravan cost +200 wood and +100 gold
2.0.5 - Fixed Defender civ bug (thanks to Orca for report)
2.0.5 - Sheep with Skull now eatable (thanks to Claw for report)
2.0.5 - Changed some civ bonuses
2.0.5 - Added new ambient sounds!
2.0.5 - Reduced the Pile of food's rotting speed
2.0.5 - Wargs and Crocks can eat Pile of foods
2.0.5 - Crock got attack bonus vs Trading fishes
2.0.5 - Base tribute reduced from 300 to 250
2.0.5 - Upgrade to hawk cost reduced from 1000 to 750 gold
2.0.5 - Town Center's base attack increased from 5 to 20
2.0.5 - Sheep creating now takes +60sec
2.0.4 - Fixed a game-breaking bug
2.0.3 - Wolf age and level up cost increased a bit
2.0.3 - Sheep's cost reduced from 2000 to 1500 gold
2.0.3 - Destroyer's team bonus reduces Sheep's cost by 500 instead of 1000 gold
2.0.3 - Fixed one type of gold mine spawn bug
2.0.2 - Wolf age up and level technologies are cheaper (except Super and Mega)
2.0.2 - Killing Sheep units and razes gives small amount of food
2.0.2 - Sheep's Yurt technologies cost 200 instead of 100
2.0.2 - Attempt to fix bug when animals or objects spawned at incorrect land type
2.0.2 - Fixed Shark's attack graphics
2.0.2 - Fixed Watcher's civ bonus
2.0.2 - Default starting res now shows correctly
2.0.2 - Trading fish work rate reduced by 20%
2.0.2 - Trading fish movement speed reduced by 10%
2.0.2 - More fish and animals will spawn based on number of players
2.0.2 - Non-visible deer/horse/boar gives ~30% more food
2.0.1 - First public version
2.0.0 - Private beta tests (thanks to 2franks, Claw, Deepan_raj, lumberingdino, Shark_Slayer, Spark and Phleg)


Known and not fixable bugs.... yet:
- Technologies cannot be stop at Wolf Cave and Yurt
- Player made forest tree is distinguishable by some way
- Player made forest tree not cutable by owner, have to delete it like other buildings
- Random map may place unfairly the terrain or objects
- Sheep can't right click TC/Market to drop resources



Compatibility

This mod not compatible with the following Visual mods:
- Blue Berries
- HD Units re-skin
- Pumpkin Patch
- Pro Mod
If you will use these Visual mods, you will get the "black box bug" or wrong text lines.

You don't want to see gaia chat messages as spectator? Use the Silent Tribute!


Sheep vs Wolf - small trees


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Offline game support


AoKH link: [You must login to view link]



Special thanks


- Matt LiVecchi and Pulkit Karwal's LoRD mod - trees and Warg graphics
- Keisari Tapsa's and DiGiT's aoe tools
- JustTesting1234 and Mantis for new aokTS
- Zetnus for Black Forest Rivers as [You must login to view link] map
- Khan Ivayl's Age of Vampires - yurt + wolf graphics
- Cysion's AoFE - Wolf icon
- WBC3 for nest graphics
- Silent Ape and Ozhara for gold graphics
- Vardamir117's Realms mod for some Rocks
- Rambit - for some help
- Sudipta for sheep dieing sound
- everyone who helped and played to make this mod awesome



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Information
Type:
Changes Game Play
Game Name:
Downloads:
334
Created By:
Gallas
Version:
2.2.3
Allowed in Rated Games:
No
Download Size:
8.33 MB
Uploaded By:
Website: