Main developer of The Portuguese Civ Mod here. I'm really glad to see my mod featured in one of your videos :) Great work! Also, while we are at it, a small and fun fact regarding those 'raider civs' on my mod: on the early days of PCM II, my original intention was to restore as much as possible the original 'raider civs' mechanic as much as possible: I had already added the kidnapping and 'raiding' for their scouts at PCM I, but I wanted to implement the other features as well (raider units as a secondary source of resources, starting with packed TC and etc.) In the end, I decided against it, and I ended up just adding an option to pack/unpack most buildings, since, besides of the fact that it would be hard to balance all of these features, I lacked building graphics for a raider set and implementing all of that would likely have turned the Tech Tree for those civs a mess 11
@@safuwanfauzi5014 Well, I don't plan to add any more civilizations or major gameplay features to PCM.... future patches will be mostly focused in fixing eventual bugs and balance issues ^^
Imagine a feature where every Halloween a scout can do this and the villager carcass has a certain food amount that can be collected from it. Plot twist: this feature exists, we just have to wait for Halloween to try it out.
As for the kidnapped wonder LoS bug, my bet is that the kidnapping function is meant to remove the vision provided by the unit from the owner, so that they don't see your scouts running away with villagers. But the wonder provides vision to everybody, including the scout owner. That vision is then dutifully removed, from everybody, creating a rather unexpected outcome
I believe, the game does the check that "recognizes that the wonder is no longer there" every frame, because technically, the wonder DOES still exist. As such, it removes the vision of that area every frame, which is, why you can sometimes see an area inside flash briefly but turn dark immediately after.
@@bitcoinfandom That's a bit deceiving don't you think? Yo is a master player by any standard but he doesn't win every match against every player every time.
@@xotl2780 Yes I agree, but it's still good that Viper isn't as strong anymore and that the competition might become much more fierce in the next few weeks. We might see lots of interesting games :)
@@mckenziecalhoun316 Oh is that how that was supposed to work? I thought that sounded kinda cool, and I was wondering what happened to axe the idea. :) Maybe if they left that feature, the Elite Mangudai wouldn't have gotten nerfed like it did: if you can actually get that far in the game, you deserve to have an OP unique unit. :) Woulda made random map games of two raider civs facing each other pretty tricky, though, if neither one can create villagers... :)
Could you imagine if Scouts could kidnap Castles? Basically nobody would create anything other than scouts and pikes, and just kidnap everything. Actually: kidnap the starting TC. GG...
yeah. As long as you never release the villager, they never actually die. its the perfect ability for a pacifist 11 -although I don't know what the result screen has to say about this-
I heard about this but it is amazing that it's still in the game! Imagine if they actually implemented that, no villager would be safe... I bet pros could win games by stealing all enemy villagers
Amazing! When you show that you can’t kidnap a house you didn’t drop off the villager first. So presumably it’s possible you couldn’t kidnap the house because the scout is ‘full’? I trust you that it won’t kidnap a house, but might have been a better demo to drop off the villager first... #dontkidnapmyhouse
Oh, I just didn't want to spend time going back and forth to the TC again. If you right click any "kidnappable" object while another is garrisoned, the garrisoned one is ejected.
T-West that’s fair... and gives me the idea that you could rearrange your opponents base during a raid. Trap in their army or houses all round their TC.
Now, I'm not an expert for this game. I mean, I've hardly even played Raid Shadow Legends since I picked it up at BlockBuster for 9 rubles back during the Cold War. So many things have changed since then. However, I can firmly say that now you not only have to play those mods, but you must complete all campaigns, again, as a pacifist. This is the rule when it comes to mentioning something vaguely interesting in a RU-vid video when I'm too lazy to install myself. Unfortunate I know, but I don't make the vaguely written rules. I merely refuse to enforce them.
Pretty interesting i see that De made the kidnap task work better in hd you used to not be able to turn the villager to your side without a trigger and if the kidnapper was still the line of sight of the player who had his vil kidnapped the vil could just be ungarrisoned. About how to kidnap just vils there should be down there in the genie editor a way to set the task to work only on a certain unit or class so you just need to set it to civilian,adding garrison space just prevents building from being kidnapped but military would be kidnapped if the task isnt set to work just on civilian units.
@@irtijaadib42069 yes, Celts - LoS - sheep. I get that (If that's what you meant). I meant literally kidnapping as originally planned by game developers.
It's cool that the developers did try to create different ways to play each civ, but I'm glad that they ended up sticking with a standard template for each civ. Instead you can just use triggers to make all the unusual mechanics for a campaign scenario.
@@varunmanjunath9123 And yet Age 2 is the one that's considered a classic with a much larger player base and has been consistently played for 20 years. Doesn't sound like stagnation to me...
If I had to guess what was going on with the scout's line of sight after kidnapping the wonder, it might be that the wonder is "on top of" the scout, blocking their line of sight. It seems kidnapped units don't convert until you bring them back to your TC, so the wonder still belongs to the original player. I don't really understand why it didn't do it for the house, though. Maybe it's just with bigger buildings?
The reason behind the scout wonder bug probably comes from two things, the overlap of 'seen' on two things probably overbuffers the variable and it begins at 0 again, and it refreshes when you move from square to square
hey mr t west this was the loveliest video from you and in my personal opinion the realms mod and pcm3 mod is really underrated since i was 8 years old i did not know how to buy games and other things but i knew how to mod games idk how but now when i got the de version of aoe2 id love for the community to add these legendary mods again lots of love from egypt they conclude really special things and many of your favourite civs they both have really crazy combos and one of them is to pick saracens and indians let the saracens build wonder and the monks will get like +4 range 4x hp and can convert from range and every civ has a unique wonder bonus
Hey T-West, since you seem interested in a mechanics of the game, I found a bug! If you convert a regular unit, the unit can't get any more upgrades from you or from your enemy, *but* if you convert a villager and order it build stuff, it will suddenly be considered a villager you made and get all your upgrades. I wonder if the Spanish could weaponize this.
Going to explain why this happens, to cut it short, basically when a villager is set on a task it becomes another unit, you see: gold miners, Lumberjack and normal vils are all from the same task swamp group what a task swamp group does is that when the unit cant do something (builder cant mine stone) it becomes another unit of the same task swamp group that can do said task (builder becomes stone miner to mine stone) so what happens upon using a converted villager that villager becomes a new unit pretty much so it loses all the upgrades you dont have etc.. Same concept applies to how T-West made the kidnapper scout if you converted one of these and sent it to fight or kidnap(depending on if he was in kidnapper mode or combat)you would get the same result of converting a farmer and sending it to mine gold it becomes a new unit to that task.
I really like the idea of wonders giving huge individual bonuses to civs to grant them a use outside of wonder victory ofc you would not see it being used often in actual games but pulling it of would be really epic
I would love to see this wonder kidnapping behavior explored further. Can you kidnap gaia units, like gold piles, trees, shorefish? What about other scouts that have kidnapped something already, can you make a russian doll? What if you added it to a long range unit like an archer. Can you make it kidnap your own stuff? What if you kidnap a monastery with garrisoned relics while the relic victory countdown is active? Can you kidnap a king and convert it. Will it defeat the other player and give you an extra 'life'?
I'd like to see the kidnap feature added in, maybe as a Dark age or Feudal age tech for the scout Calvary (Eagle Warrior) lines of some civs: Mongols, Cumans, Tartars, Huns, Vikings, Celts(?), Goths(?), Aztecs, Mayans, Berbers, and Malians. But there are many things I'd like that I'm likely not to get, like AOE DE remade (AOE DE seems to get more broken every year) in the AOE II DE engine with the improvements AOE II brought to game play and controls, with new civs and campaigns.
Waiiiiiiiiiiiiiiiiiiiiiiiiiiiit! The KIDNAP Bug is PERFECT for avoiding to kill Kushluk or the two guys (who canonically are not dead since it's a tournament not to the death) El Cid fights! We have found a loophole, ladies and gents: They were kidnapped the whole time!
Nice ! I've been playing Portuguese Civ Mod(PCM) and Realms for long. Would it be possible to showcase some more features of PCM? It has evolved much and uses it's own version of UserPatch to implement them.
The castle bug is strange but I guess it has something to do with the castle vision being applied before you kidnap, and then removed because the castle was not there causing an overlap of fog of war on the castles last visibility range
Not totally sure about what's happening with the wonder, but speculation, maybe it's cuz when the wonder is removed the game forcefully removes LOS you get onto the wonder from that area, to make sure that you won't have a random patch of LOS with nothing to do with anything? And because the wonder's current location changes to that of the scout's, it mistakenly removes the Scout's current LOS's area instead?
hey TWEST Congratulations for 10k subs. im waiting for 100k :D 5:10 3 months ago when i was playing one of campaign missions ( alaric's last mission if u want to know ) i used cobra car cheat code more than usual so some cobras garrisoned in main TC. when they were ungarrisoned and went for some fight i noticed that i lost sight of that TC and even all vills around it. i think that bug is similar to what you have mentioned in your video but not exactly the same of course.
I assume the reason why yoinking the wonder turns the screen black has something to do with how wonders reveal the area around it for all players. For some reason, this seems to be reverted "a bit too much" when stealing the wonder, because the radius matches up. As of why that happens, I have absolutely no idea 1111
actually, I just had an idea. Maybe, the game checks, whether the wonder is still there and when not (i.e. it is destroyed), it then removes the vision. However, as the wonder still exists, the game keeps making that check but as the wonder is not on the map, the game doesn't actually find it, thinks is destroyed and removes the vision around the wonder placement every single frame. Just a theory though 11
Dude i'm pretty sure the scout bug happened to me on DE like a year ago ... Do you think it's possible ? It was on arena and i'm sure though it had nothing to do with killing a vill. I still think it has something to do with my hotkeys ( i spammed like crazy my idle vill hotkey (TAB) and somehow it started showing me the position of the enemy scout (not a pixel of explored map) i'll try to find the replay but i think it's gone with my old PC Keep up the good work
You could do a Carmen San Diego mod. You start with a female villager capable of stealing a wonder. There's only one wonder on the map. Whomever controls it for long enough wins.
My guess about the disappearing visibility when kidnapping the wonder has something to do with the wonder's behavior of revealing its surroundings to everyone, but im not sure how exactly.
Or since it is centered on the scout and still exists while kidnapped, it could simply overcast scout's vision range by a virtue of being bigger than it
@@T-West yeah, the devs have been quiet since last year trailer, and don't release to much information beside the cryptic "Some civs like the mongols will be played in a way that is different from the classic AOE gameplay" but in the Behind the scenes video they release if you have enough time to zoom and analyse the video frame by frame you can see some features, like -the mongolian house is a drop point for resources -stone is comming back as a resource, being 4 again like AoE 2 -there are some frames with gameplay from an assiatic looking CIV like the Chinese -you can see berry bushes and sheeps -and in some frames you can see what looks like some norse TC but the quality on the image is bad also, nice content, i love your channel and hope it's grow fast
too bad this was cut out, it would be op to demolish some players in the early game, perfect perk for cheese but imo this is exactly the weakness of AOE different fractions dont differ significantly, just some numbers tweaked here and there and some unique units... While in games like starcraft you dont have 150 options but 3 races and each is completely different and unique...
Man, your content is great! I was wondering if you could analyze at some point popular Age of Empires mods, such as Chivalry, Realms or PCM, since I've never seen these being covered by anyone, they are such good mods, and I think they would an interesting thing to watch. May Pacifism be with you. :)
If converted, the Villager should remain garrisoned inside of the Scout. I think the player who converts the Scout can return it to their TC now. The Villager can also be ejected by right-clicking the Scout on another Villager. When I tested deleting the Scout, the unit it was carrying died with it.
@@r_rajkarnikar Don't feel too bad for them peasants. We gave 'em trees to chop, rocks to pick, farms to work, and 50 food each. S'all a serf requires. Besides if you're anything like me over the course of your AoE2 games you've probably killed like 500,000 of them.
@@majdavlk649 Good question. I would say dark and feudal age for enemy or only dark age for the player. So there is a incentive for the players to rush or stay low to max out the stakes.
Are there ways you can limit this ability? Like only being able to kidnap people below a certain health threshold or the kidnapping taking a few seconds like monks?
The worst part about the camel bug is that it was actually introduced later. Age of Kings didn't have that problem. Then it was either deliberately or accidentally placed into Age of Conquerors, and stayed that way until African Kingdoms. If you owned the 2013 release Forgotten Kingdoms and played Indians, you'd have to wait and then buy African Kingdoms before your Imperial Camels stopped taking bonus damage from towers and castles.
I had that happen on me of the Saladin campaigns, I clicked the tc because I knew from one of spirits videos that it was an intended feature that was dropped. EDIT Would it work on the disk version though? That is the version I currently have, although I want to buy the steam, version soon. Also is there a best way to get age of empires 2 on my computer? Other than just going onto steam and clicking download?
Baron William ok but what about playing on twitch, discord or voobly also I do not know if you can actually play on those platforms except voobly, I have none of them. T90 said that to play voobly you get the compatibility patch free for the version you got off steam.
T-West if I get the free compatibility patch for the disk then I can play the disk version on voobly right? But can I play the version w Tatar’s and cumins and Malay and Khmer and all those other civs I have never played, or to do that do I have to download the game of steam?
@T-West : Was there a way to ungarrison the kidnapped unit elsewhere than in the TC? And what happen if you ungarrison something like the wonder at the TC, but there are farm or house, so not enough place for it?
@@T-West I don't know exactly what I did wrong the first time, but now it can kidnap buildings. I think I gave it some extra task since I was adding it to my existing mod.
You know...you can kidnap castles/krepost/monasteries/barracks/archery/stable/siege workshop with full capacity units inside of these buildings...the monasteries with the enemy's relics...so funny...I haven't used the scout...i've used the VMDL unit since it was faster...i set the diplomacy to 7 so that i was able to take my own castle full with units and deposit next to enemy...or move my ally building out of the way...in case he blocks my TC or his market is to clogged due to being in his center of the town...so funny...
5:25, what if you delete the scout while it's running with the wonder? Also, if spamming right click works for units back in the good AoC days, can kidnapping work too? Like by spamming right click with a scout? Finally, can other units do kidnapping? like MAA and knights?
Not sure about deleting the Scout with the Wonder. The only way "kidnapping" worked was with the dying Villagers when right clicked by a Scout, it never worked with other units.
@@T-West , guess we have Cuman sans now in the game... oh boy this will give me nightmares. If you don't know, I have a huge issue with creepy/scary images. I will NOT sleep tonight. WHY AoE2 . WHY
I guess they didn't implement it in the final game because it would be hell to balance rather than it not working properly (since the bug and modding shows it worked quite well). More so if raider civs couldn't create villagers of their own Just imagine a nomad game with the Raider civ starting with 1 or 2 scouts and lots of defenseless vils around the map (but no TC of their own to drop them) You could always give them starting vills but where's the fun in that? ^^
I feel like if raider civs couldn't train villagers that'd almost balance it. Maybe they train scouts from some equivalent version of a town center so they can smash down a player's early economy by maybe four villagers, but that's about it. Of course, that raises the question of how a 1v1 between two raider civs would work
I guess they don't want most games to be over in 5 mins. If you play it right you basically kidnap villagers as they are being made, you never get to feudal. On the other hand if the guy plays defensively and garrisons quickly, your scout dies right away and you're screwed. You end up having something highly dependent on luck/map gen (how long it takes to find their villagers) and that decides the whole game right away. Very hard to balance.
@@T-West Yeah the document is attached to an alpha version of the game. There are at least 3 alpha version on the web but, at least on the surface, the only thing about the raider civs that made past the planning phase was the kidnap mechanic. At least when playing those versions the raiders are totally devoid of everything unique and in later versions they are just regular civs.