I'm not revealing more info because it might be dangerous for online gameplay moderators can PM me if they want to know in detail. Pass another number as a command line parameter if you want more, i.e. The default increase applied by popunlock is up to 400. You'll see a confirmation message when the patch is applied. Never use Iroquois Mother Earth dance (or remove it from techtreey if you prefer)Ģ) Run popunlock.exe whenever you want before starting a game in TAD. I suppose some antivirus report it as a threat because it performs suspicious actions (getting a list of the running processes, opening the game process with debug privileges for read/write operations)ġ) Open techtreey.xml and add these lines to the starting tech of each civ (i.e. My Avira Antivir didn't want me to run my own program when i made it
Type the population limit instead of the letter 'x.' For example, to set the population limit to 65, type Limit65. In the Target text box, type Limitx after the existing command line text. I've compiled it myself and I grant there's no virus in it. Right-click the Age of Empires shortcut, click Properties, and then click Shortcut. I'm posting here an executable that will remove that 250 limit, so you can extend the population through the PopulationCapBonus value in techtreey.xml The total population ( 200 + PopulationCapExtra + PopulationCapBonus ) is limited to 250! The population cap given by the houses with no other bonuses is limited to 200 Here are the restrictions hardcoded in the executable: So I've come up with another solution to increase the population cap to an arbitrary number! I will never release it for vanilla or TWCĪll the mods I've found so far to increase the population cap, were all about decreasing the population cost of each unit in proto#.xml. Until I figure out how to only allow Springalds.WARNING: this is only for TAD. Their base damage has been nerfed drastically to Prevent an overflow of bombards only armies. Spearmen are more effective against cavalry.Ĭavalry is now more effective against Archers.īombards have been modified to be more expensive and more effective only vs Buildings and Naval Units. Spearmen are more effective against cavalry Rus still has the 20% bonus for the scouts. Scouts have been given a slight increase to their sight. (This will be tweaked until a suitable value is achieved). Units will be able to deflect incoming melee attacks, and redirect the base damage back to its owner.Īrchers will have a chance to miss in the future.īetter unit speciality, strength and weaknesses Įnhanced unit speciality to be more effective. (This will be balanced to a degree comparable to players estimated age transition time and unit composition). Hard and Hardest AI have been given a slight income advantage to allow them more strategical versitility in the early stages. Walls and fortifications have had their hit points raised by 100%.ĪI has been tweaked to be more strategical, they are more aggressive and usually produce counter units to your composition.ĪI has been made to retreat less and reinforce more.ĪI will now build units vs your units at a ratio of 3:1. Gold and Stone deposits now have more resources.īetter walls and and fortifications If possible, in the future only Trebuchets and Springals will be allowed to siege on top. Villagers have a reduced production cost, by 40%. Villagers have a reduced population value, from 1 to 0.5. Unit and Animal sizes are now a little more accurate compared to the structures.