Age of Empires II (2013)

Age of Empires II (2013)

Rulick Unit Defense
Showing 1-10 of 29 entries
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Update: 3 Apr, 2018 @ 1:10pm

<< RUD 1.04 bugfix 3 >>


1. Misconfigured trigger setting for player 4's "Task Object" has been fixed.

Update: 1 Apr, 2018 @ 2:13pm

<< RUD 1.04 bugfix 2 >>


1. Bug that unit got stuck on spawn point has been solved


2. Now player 4 can send units to player 1.

Update: 31 Mar, 2018 @ 2:33pm

<< RUD 1.04 bugfix 1 >>


1. Unit spam bug has been solved


2. Unable to attack bug has been solved

Update: 31 Mar, 2018 @ 6:09am

<< RUD 1.04 >>


1. Delay intervals of the starting triggers are increased slightly.

  · When players are physically far from each other, sometimes p4 own the sign units. thanks for finding, reinhard


2. Delay intervals of the buttons are increased slightly

  · When players are physically far from each other, sometimes purchase buttons worked double.


3. Messages and SFX of "Sending / Receiving Units" are removed

  · Some people annoyed other player with vfx and messages. So I removed them.
  · Message and SFX of "Sending Units Denied" is still remained. since It displays to "sender" not "receiver".


4. Another Shop button has beed added, " 『 Activate | Inactivate 』 Selling Units "

  · Now you can toggle unit selling status. It means you don't have chance to lose your units relocating by accident, when this function is inactive.

Update: 30 Mar, 2018 @ 3:31pm

<< RUD 1.03 bugfix 5 >>


1. Scenario is named with version, for preventing undownloadable issue.

Update: 30 Mar, 2018 @ 9:27am

Update: 30 Mar, 2018 @ 9:08am

<< RUD 1.03 bugfix 死 >>


1. Iron bug has been fixed

2. Why this steam client can't upload updated scenario ?! why ?! It's solved by rebooting steam client. sorry to all.

Update: 30 Mar, 2018 @ 9:04am

Update: 30 Mar, 2018 @ 7:58am

<< RUD 1.03 bugfix 3 >>


1. Kills delay system has been changed

  · Reverse sequential trigger → Looping trigger

  ※ I still can't be sure that looping trigger is better and stable. If you find something wrong when you kill enemy units, please notice us!


2. Unit de-poping bug after the blackout VFX is removed has been fixed.

  · One single grass tile will be remain when blackout (artillery barrage / concentrated shot / tactical nuke) to solver this issue. That single tile means nothing, so just ignore that please ; _;


  · Thanks for noticing these bugs, reinhard. But I can't be sure the first bug is solved now ...

Update: 30 Mar, 2018 @ 7:33am

<< RUD 1.03 bugfix 2 >>


1. SFX error that p1 hear the "denied" sound when p2~p4 denied has been fixed.

  · Thanks for finding this, My Kill Jackson ; )


2. Purcase button delay system has been changed

  · Reverse sequential trigger → looping trigger and timer

  ※ I can't be sure that current looping trigger is better and stable. If you find something wrong when you purchase units on multiplay, please notice us!