Age of Empires II (2013)

Age of Empires II (2013)

[IA] Trade Workshop Made Usefull!
37 Comments
Mathayas  [author] 30 Mar, 2021 @ 5:55am 
that one I have no clue, I assume you can do it though said editor but its not something I ever looked into
-Clyde 29 Mar, 2021 @ 7:55am 
it's a pity, do you happen to know how to edit the unit icons? Just for the sake of icons, I don't want to download 50+ mods*
Mathayas  [author] 29 Mar, 2021 @ 7:51am 
@QueenKrisalis it was the Advanced Genie Editor. And no this is not compatible with IU, and I don't have any plans to redo the mod so it is, mainly because I would have to re-figure out how I got this working in the first place, and its not like there is tremendous demand for it, so I spend my time doing other things.
-Clyde 29 Mar, 2021 @ 7:00am 
what program did you open the dat file?
-Clyde 27 Mar, 2021 @ 7:07pm 
+IU?
Emanuel Pinheiro 30 May, 2020 @ 8:58pm 
Pretty much that's the idea
Emanuel Pinheiro 29 May, 2020 @ 12:49am 
I have a video in my profile which might help you understand ^^'
Emanuel Pinheiro 29 May, 2020 @ 12:03am 
To keep the building in your possession you'll need to build a Outpost in front of it. If your enemy destroyed your Outpost, the Trade Workshop will turn into a Gaia building again, and your enemy has to build his own Outpost in front of it to take possession - this whole mechanic can be achieved by the map editor's triggers, actually.
Emanuel Pinheiro 29 May, 2020 @ 12:02am 
@mathayas, here's the thing. In AoE3 there is a system of trade routes, something possible in AoE2 only by making your Trade Cart travel to your ally's Market - or resigned enemy's market.

What if you could find those Trade Workshops in the map? Although they cannot be built, they have to work exactly like the Market - your Trade Cart gets the gold, proportional to the extension of the route he took to the Trade Workshop, and travels back to your Market to deliver the gold.

The problem is that the easiest way to play that way is to make it possible for you to trade with yourself. I mean, the Trade Workshop has to be a Gaia building. As soon as you get close to it, it's yours. So the Trade Workshop has to function exactly like you ally's Market, but being in your possession. While in your possession, only you and your allies can trade with it. If the Trade Workshop is a Gaia building or an enemy building, you cannot trade with it.
Mathayas  [author] 28 May, 2020 @ 9:35pm 
@emanuelpinheiro sorry, I fumbled my way though making this a couple of years ago and I can't really remember what I did. Best I can suggest is just try googling it as that all that was available to me so it should yield results, and you can always just open up my mod in AGE and see if you can figure out what's changed.
Also would you mind explaining more about what you are trying to make, you have my interest but I don't quite understand what you mean.
Emanuel Pinheiro 28 May, 2020 @ 6:31pm 
Dude, how you managed to change the building properties?

I wanted to use it as a market for all players, but only taking control of it. That means the building must be yours somehow, so you should be able to make trade gold with your Trade Cart between your Market and the Trade Workshop.
Mathayas  [author] 21 Aug, 2019 @ 5:58am 
@Brickcrusher86 You don't *need* anything else for it, but the IA part of this mod means that if you download an Independent Architecture mod this will allow them to work.
(if you aren't familiar with the IA mods they give different building designs on a per faction basis. Some of them are amazing and I would highly recommend looking into them.)
MrBrick086 20 Aug, 2019 @ 7:07pm 
do i need other files to use this its the only mod ive downloaded for this game
勞動神鷹 31 Oct, 2018 @ 9:02pm 
There is an IA mode which compatible with independant units. It would be wonderful if it incorporates that one. However, it's already a good one :steamhappy:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1358987843&searchtext=IA
Zobertus Magnus Rex 23 Oct, 2018 @ 3:53am 
wow, amazing mod! is it compatible with the independent unit module of independent architecture? cheers!
Lilim 20 Oct, 2018 @ 9:41am 
It's a shame that the Trade Workshop can't be build in the base game, although it's such a nice looking building.

Could you please create an additional mod, where the Trade Workshop can be build in the castle age (or imperial age) for like 200 wood but with no special purpose?
mayosrojas 5 Oct, 2018 @ 8:23pm 
I do like this mod, thank you! :) Would you consider to add the elephant archer and/or the samurai? That would be really cool
Gillez82 4 Oct, 2018 @ 10:53pm 
to have the mod work you have to make a standard match, choose this mod on the top right when you have all the game options for the match. once its done, start it then end it or finish it to get a feel of the mod after that both standard and story mode have the mod activated. to revert to normal mode either make a new match with the original set up or close the game
Andy 4 Oct, 2018 @ 3:40pm 
If able maybe make it like the mercs in starcraft II where they have charges that will recharge over time but can be used instantly, im not sure if this is even possible though
Ultima 4 Oct, 2018 @ 2:52pm 
I think units shouldn't be trained instantly, but instead have a major reduction to their creation time. I'd say maybe 50-60% of the normal train time would make 1 unit. The gold cost should probably be increased a little bit, and maybe the elephant should cost a little bit of food.
The Watman 4 Oct, 2018 @ 9:26am 
I've subscribed but it doesn't show up when i play it.
Gillez82 3 Oct, 2018 @ 9:16pm 
nice mod, a type of building that should have bin in the base game since day one, my only ­''negative'' comment would be, the mercs are built way to fast. i usualy go for a super strong gold economy in my games and tryed to not abuse the instant recruit but after my gates got destroyed i just dumped 30K gold in and truned the battle around and won. sure there not elites but mass produced units+strong gold economy = 120% win rate ;P. maby have the mercs get a 10 sec build timer? , faster then the original units timer but not as game breacking as it is now.
Joseph 3 Oct, 2018 @ 8:06am 
I think think this would be better and a touch more realistic if you made it so that it gave you the unique units of other civs in your current match.
Sea_Kyle88 3 Oct, 2018 @ 2:31am 
but thx 4 ur fast help
Sea_Kyle88 3 Oct, 2018 @ 2:30am 
ok found the misstake xD im so silly
Mathayas  [author] 2 Oct, 2018 @ 6:42pm 
@2-D can you be more specific? which part is not working? you are loading it correctly right?
Sea_Kyle88 2 Oct, 2018 @ 11:27am 
dosnt work
Senor Exo™ 30 Sep, 2018 @ 2:41pm 
@Mathayas I'm not sure which mod you are talking about when you say "original mod" but I've downloaded one mod from your workshop, "[IA] Trade Workshop Made Usefull!" . The game doesn't hang on other Data sets either. The only workaround I've found is to unsubscribe and then subscribe again for it work. I don't mind downloading it again and again (thank god for the good internet) but I can see how it would be a problem for other users.
Rhalius 30 Sep, 2018 @ 10:01am 
Alright, here's some suggestions, which might help some factions to field more units that suit their culture.

-Amazon archer and warrior. (great for meso american and african civs.)
-Eastern swordsman. (great for middle eastern civs.)
-Heavy pikeman. (western)
-Legionairy. (Italian and Byzantine.)
-Nordic Swordsman. (Vikings.)
-Frankish Palladin. (France)

But of course they can be available to all factions at the trade workshop. Some could offer a neat alternative for their faction. I mean, the Franks could opt to go with Frankish Palladins instead of the regular ones. Saves them the upgrade cost but the gold cost would be pricy in the long run too.
Mathayas  [author] 30 Sep, 2018 @ 8:14am 
@|ExoDu$-_-|™ sorry but i've never even heard of something like that happening before so i'm not sure how to help. does it happen with any other data mods? specifically my original mod or the original IA mod?
Mathayas  [author] 30 Sep, 2018 @ 8:12am 
@Rhalius I would have a problem putting in units from the editor but which ones speciffically are you thinking of?
Senor Exo™ 30 Sep, 2018 @ 12:29am 
Ok so I have encountered a problem and I don't think I've seen it anywhere. I can run the data mod the first time completely fine. If I try running it second time, my game would hang. I have to unsubscribe and subscribe again for the mod to work and only that for ONE game.
Rhalius 29 Sep, 2018 @ 2:07pm 
Here's a suggestion to not take away from unique units of factions: Why not make some units recruitable here that you normally can't recruit? Which only exist in the editor?

Mathayas  [author] 29 Sep, 2018 @ 7:30am 
@-SNiGS- Slayer it's a data mod so you don't enable them. you select it from the 'data set' option when starting a game.
-SNiGS- JAM 29 Sep, 2018 @ 7:12am 
So.. do you need the Independent Architecture in order for this mod to work?
This mod comes up as Blue in my mod list, and I can't enable it.
gagman 29 Sep, 2018 @ 4:09am 
its not possible, what it is possible to give it the feitoria ability, than it produces resources (you can also just choose gold production for example) and make it the building costs 10 population.
Balam Ajaw 28 Sep, 2018 @ 8:23pm 
It's possible to make them act like the Plantation in AoE III? You can garrison up to 10 villagers to produce gold, and the building could cost 600 wood.