Age of Empires II (2013)

Age of Empires II (2013)

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Zetnus's Sea Blood v1,0
   
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New Workshop General: Scenarios
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Mar 5, 2014 @ 9:01pm
Jun 24, 2015 @ 2:02am
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Zetnus's Sea Blood v1,0

Description
Sea Blood !!!
Originally I was going to call it SeaBA, but I thought the wordplay would cause too much confusion :P so anyway…

This is basically a “smosh” –type map except that you have ships instead of land units.

Features:
> Upgrade progression from galley to admiral when you get kills
> Shipments of fire ships, demolition ships and cannon galleons when you get kills
> Units in the center of the map accumulate increased AP but lose HP in the process
> Razing buildings adds HP to your castle
> If you lose your castle, you lose!


Settings:
Scenario: Sea Blood v1,0
Speed: normal (fast if you want, but it gets very hectic)
Starting age: standard
All techs
Civs – all techs should eliminate any civ bonuses, but if you want to make extra sure, then all choose them same civ, or chose ones with no navy or castle bonuses.

You can play FFA or as a team game. Players go 1 to 8 clockwise starting at the top.
AIs don't do very well on this type of scenario.


This is the first release, and as such may not be fully bug-free (-An insane amount of trigger work goes into this kind of scenario). I played several online matches just now, and everything seems to be running smoothly, but let me know if your spawn fails or something like that.


Good luck and have fun! May the wind blow ever in your sails!
9 Comments
[Valhalla] Alkhalim Mar 8, 2014 @ 4:50am 
I was looking for a Ship-Blood map for a long time, thanks :D
Zetnus  [author] Mar 6, 2014 @ 10:00am 
I just took a look at the scenario by opening it in the original version of the game (1.0) and the blending looks like it does in The Forgotten. So, that means this is an HD-edition specific bug. Either that, or there is something wrong with my installation of the game.
Ozhara Mar 6, 2014 @ 8:20am 
I'm sure it's a 'bug' then. Depending on terrain type/placing options, there must be an info value telling which terrain overlaps what other terrain(types).

I suppose they set thisone wrong in this case or had to do so for their 'terrain tweak' to work without changing the whole terrai system - what wouldn't be the worst thing...

Think of different swamp and shallow terrains or dry and wet mud, different road types and so on. :)
Ozhara Mar 6, 2014 @ 8:17am 
Verifying your cache resets the whole terrain, that's right.

They added just one new terrain texture, but they added some new terrains by reusing old textures with new placing options, like water without automatical beach and such.

And it's hard to identify them, for they changed the whole terrain names in FE and I think they even threw out one or two you can't place anymore in FE.

I think I saw a table with old and new terrains and their editor name - just can't remember where...
Zetnus  [author] Mar 6, 2014 @ 7:23am 
I used a grid mod as well as your non-blending blends when I originally designed the terrain, to make sure everything was lined up correctly and symentrical.
But since then I've verified the cache to restore the orginals, so it shouldn't be anything with my texture or blend files. I'll take a look at them though.
Zetnus  [author] Mar 6, 2014 @ 7:20am 
I used one of the non-standard ice terrains (ice, beach I think) as well as using the 2D water terrain. Maybe that combination is why the ice is inverted...
Interestingly, the blending looks very different if you open the scenario in The Forgotten -- the ice is correct, but the dirt along the edges of the water is lost.
As far as I know, no new textures except the rock terrain were added in AOF, and I don't think new blending was added either?
Ozhara Mar 6, 2014 @ 2:36am 
Just realized, did you edit your blend textures, or is it a bug with the (new?) ice terrain, it shows its blending above instead beneath the icy area, looks weird...^^
Zetnus  [author] Mar 6, 2014 @ 2:27am 
Thanks! :wololo:
Ozhara Mar 5, 2014 @ 10:17pm 
Looks awesome! :D: