Welcome!

Welcome to the Portuguese Civ Mod II website! Here, you’ll find information about the mod and get news about its development!

More information about the mod can be found at the What’s New? page.

There is also a showcase/review video made by ZeroEmpires!

And you can download it Here!

137 thoughts on “Welcome!

    1. Hello again, Lojza!

      This bug is caused by the same bugged code that was causing the issue in the Change Diplomacy effect and in some other effects that use the Source Player value. It will be fixed in the next patch!

      Sorry for the trouble!

      Best regards,
      Daniel Pereira

    1. Hello Lojza!

      I have already tracked the cause of this bug, and the next patch will include a fix for it!

      Sorry for the trouble!

      Best regards,
      Daniel Pereira

  1. Hey,
    Its nice to know that the ai will use wonder powers, will it also use scout powers also?
    Thanks.
    Warm regards,
    Varun

    1. Hey again Varun! :D

      Unfortunately, I don’t think that it would be possible to make the AI use scout powers in a “rational” way :/ Sorry for the trouble!

      Best regards,
      Daniel Pereira

    1. Hey TheReaper!

      You can find a list with the new cheat codes at \Games\Beyond PCM\Support\New Cheats.txt! This file is installed at that path by default and contains a list of the new cheats ^^

      I hope I helped you :D

      Best regards,
      Daniel Pereira

      1. Thank you for the info !
        Also, I have other problem…
        If you play with some civs (saracens) says that they have support units (camel archer for saracens).
        My question is: Where I can take that support unit ?

        1. Hey again TheReaper!

          I’m glad I helped you ^^

          Concerning support units, they are available for all of your allies in the second page of buildings. So, in example, if you are playing with Saracens, you and your allies will be able to train Camel Archers at the second page of the Archery Range ^^

          Best regards,
          Daniel Pereira

  2. Daniel,
    Do I need to install a patch other than AOC 1.0c? That is included in the Gold Edition. The only time I can play it when I do a complete re-installation of both AOC and PCM II; it will not work unless I do both. I am just itching to create (and play) several Renaissance scenarios for my own enjoyment. Mostly just cities though. Thanks.
    Daniel

    1. Hey again Daniel!

      Well, no, you just need 1.0c.

      And, really, I have no idea what could be happening with your installation… This bug was supposed to be gone after a clean reinstall… I’m really sorry about that :/

      Also, I have yet another question: do you get any error messages besides the one you sent me a week ago?

      Best regards,
      Daniel Pereira

    1. Hey again Daniel!

      This is exactly what I was asking for :)

      I’ll look into it and find out what might be causing this!

      Best regards,
      Daniel Pereira

      1. Daniel,
        Also, it crashes the same when I try and load a saved game. I wiped all other mods off and did a full delete and reinstall of AOK, AOK:TC, and PCM II. It still crashed. Thanks. Let me know what could be going wrong here.
        Daniel

        1. Hey again Daniel!

          I asked the main UserPatch programmer about a crash at the offset shown in that crash info, and he told me that this means that your game seems to be somehow failing to retrieve data related to the civilizations….

          Well, could you try to download this .exe:
          https://drive.google.com/file/d/0B7udo5hMYfK0b0Rrc2NESXVsWGs/view?usp=sharing
          And put it in the \bpcm folder, and try to run the game from this .exe and see if this error still happens?

          If this doesn’t solve the problem, then I do not know what else to do :/ He also told me that the cause of this could be a broken AoK or PCM II installation and that a clean reinstall could solve the problem, but, well, you did that already :/

          Last but not least: Do you use any non-official patches (e.g. 1.0e, Voobly patch, etc)?

          Well, either way, I hope I helped you!

          Best regards,
          Daniel Pereira

          PS: Oh, and also, have you tried to run PCM II as admin?

          1. Daniel,
            The program that you linked too still does not allow me to play the game. I have no patches installed, but I am running the Gold Edition, which, I think, is AOC 1.0c (maybe it is d).
            Daniel

  3. Hi,
    Will the mangonels and onagers will have the ability to destroy trees like siege onager has ? That too on right-clicking a tree? Some other mods have implemented this feature. Helpful on some maps like Black Forest where the resources are locked deep in trees.
    Thanks.
    Regards,
    Varun

    1. Hey Varun! :D

      Actually, I gave that ability to Onagers (but not to Mangonels), years ago, in one of the testing versions of PCM 1, but I removed it because one of my testers complained about it, for reasons that I don’t remember very well right now.

      Best regards,
      Daniel Pereira

  4. Hey,
    For Navarrese, when UT ‘Fueros’ is researched from Castle the ‘Reseed Farm’ button in the Mill gets replaced by the ‘Set Gather Point’ button.
    Thanks,
    Regards,
    Varun

  5. Hi,
    Can there be a button in ‘Standard Game’ menu which will disable Trade workshop and/or Tavern units ? While I know the tavern and trade workshop units are novelty in this mod there could be more flexibility for players to play more with unique and support units and also toggle back to unlock full set of units.
    This maybe impractical and also not appropriate for the theme of the mod but its just a thought.
    Please don’t take me wrong I enjoy playing with all units :D ,its just that the number of units available for human and AI is pretty large :D .
    Thanks
    Regards,
    Varun

    1. Hey again Varun! :D

      Well, while I believe such thing would be possible, it would surely be a big amount of work to put it to work. Not to mention that both Tavern and Trade Workshop units are an integral part of PCM II. Including an option like this would make PCM II not feel like PCM II while playing with this option on :P

      And, don’t worry, no need to be sorry :D

      Best regards,
      Daniel Pereira

    2. Daniel,
      So when I can run a standard game for the first time just fine. After the first time however, it does not allow me to run another game. I can get to the “Loading Map” screen and then it reverts back with an error message that says there was an error. I have to reinstall the mod to get it work again. Then it will only allow me to play one game and then it repeats. This also happens if I click somewhere other than the standard game link first. I am running the latest version. Any thoughts?
      Daniel

      1. Hey Daniel!

        This is indeed weird, and I have never seen that happening with anyone else…

        Could you tell me which Operating System are you using? And, also, could you take an screenshot of this error message? This would help me to find out what is actually happening with your game!

        Best regards,
        Daniel Pereira

        1. Daniel,
          I am running Windows 7 64-Bit on a Dell Inspiron 15R. Also, when I try to test a map in the map editor, it goes to the loading screen, and then it crashes saying that “AOE Expansion has stopped working. Windows is searching for a solution.” I have uninstalled and redownloaded the mod several times and I still only get one game out of it. Also, how do I post a screenshot here so you can see that screen?
          Daniel

          1. Hey again!

            Oh, so those were the kind of crashes you were getting.
            Well, could you search for this crash in the Windows Event Viewer and send me the logs of this crash? Just type “Event Viewer” (or what it’s called in your language) in the in the Start Menu search box and then open it, and, after that, click in “Windows Logs” (or something like that) in the right panel of the Event Viewer’s window and then click in “Application” (or something like that) in that same panel. After that, a list of events will show up in the window: look up for a “Error” of bpcm.exe. Then, the log will be show below the list, in the “General” (or sth like that) tab. Just pastebin it and send the link of the paste to me :) This will help me to track what could be causing that!

            Also, a small tip: if you do this right after bpcm crashes, it will be easier for you to find a crash in Event Viewer ^^

            Best regards,
            Daniel Pereira

  6. Hey,
    The description of the Turk Wonder Power in technology tree and the PDF, which comes with the installer don’t match.
    Just a thought, since there are civ bonuses which are granted upon advancing to next age ( More HP of buildings for Byzantines, more armor of camels for Berbers, more attack of cavalry for Moors etc) can there be civ bonus which are granted upon upgrading of a unit ?
    For example the swordsman line (from Militia to Champion), every upgrade could also increase attack or armor etc. Or it could be a combination, the first two upgrades could increase attack, next two upgrades increase armor and last upgrade (Champion) could increase speed or resistance against gunpowder units(Renaissance Age :P ). This civ bonus could be applied to some generic units (from Barracks/Archery/Stable/Dock etc) or UUs.
    Similarly for Blacksmith techs, the regular armor upgrade could also give the units more resistance against certain units. For example Scale Barding Armor, Chain Barding Armor and Plate Barding Armor can also give a bit more resistance against some certain units like Spearman line or against tower attacks etc.
    These are just ideas for civ bonuses, as usual I don’t know how practical it is to implement :P
    Also the mercenary unit Blow gunner which shoots poisoned arrows can also slow down (a little maybe) enemy movement or attack on first hit only (again don’t know how practical it is).
    Also there could be a UT or civ bonus which temporarily increases the speed of all units when being converted by enemy monks, better to close in to kill monk or to flee faster.
    Thank You.
    Regards,
    Varun

    1. Hey again Varun!

      Thanks for the report about the description of the Turkish civ in the Tech Tree: the Wonder Power described there is indeed wrong, and the one in the readme is the right one :)

      Regarding your suggestion for possible bonuses that would progress with upgrades: that’s completely possible to do!

      Also, unfortunately, it’s impossible to make blowgunner arrows slow down units :(

      Concerning your suggestion for a bonus that would make units move faster while being converted, I don’t think that such thing would be possible, unfortunately :/

      Either way, thanks for your interest in PCM II :D

      Best regards,
      Daniel Pereira

  7. Hey,
    Just some more ideas..
    Can there be some UT/TB/CB (civ bonus :P ) for the units and/or buildings which upon destruction return, say 5%, of the cost back ? Right from the villagers, ships, siege, etc and from houses to castles?
    For the Berbers UT ‘Pillaging’ is it possible that the enemy’s market upon destruction give all resources and in more quantity than just 15 gold ? Also upon destroying enemy banks give whatever the gold that bank currently holds. If this is imbalanced then this could be adapted to some other civ or adapted to give some unit this ability to loot markets and banks.
    Some run of the mill ideas-
    Foot archers resisting skirmisher and anti archer attacks, foot archers (or specific unit) attack bonus against cavalry, spearman line resisting all archer attacks, improves armor for all or specific buildings.
    I apologize if this seems inappropriate but will there be units like Ballista Elephant, Vytis, Taborite, Bagain etc (AOK Realms mod) in the future versions. Would love to see them here too :D
    Thank You.
    Regards,
    Varun

    P.S Any suggestions as to where I can post the comments to be easily noticeable for you? Right now this page has to be scrolled too much (100 th comment ! Wonder how many a page can hold :P )

    1. Hey again Varun! :D

      Almost all of the ideas you have suggested can be implemented without any problem, I would just need civs where such ideas would fit :D

      The only one that I wouldn’t be able to implement is making Markets and Banks give away more resources to Berbers, after the Pillaging tech is researched :/

      Concerning AoK:Realms units/civs: as I have said, I only plan to add civs that are somehow related to the Portuguese or to Iberia itself, and there is only one AoK:Realms civ that fits into that category. Either way, no need to apologize :)

      Also, feel free to keep posting your ideas here :) I’m pretty sure that there’s no reachable limit for the number of comments :)

      And thanks for your interest in PCM II! :D

      Best regards,
      Daniel Pereira

      1. Hey,
        Thanks for the reply and thanks for the encouragement ! Will love to keep contributing in my own small way :D
        Will there be any new civs from Asian continent and Indian sub-continent ? (not now but in future).
        Regards,
        Varun

        1. Hey Varun! :D

          Np ^^

          And, well, even though there were civs in those regions that had contact with the Portuguese, I do not plan to add them, since, even though it would probably not be that hard to come up with some unique bonuses for them, it would be very hard to get unit graphics for them.

          Once again, thanks for your interest in PCM II! :D

          Best regards,
          Daniel Pereira

  8. Hi,
    Is it possible for scorpion line to get blacksmith upgrades for attack and range (fletching, bodkin arrow, bracer) ? Also if castles get increased garrison capacity (posted earlier) can that castle provide more pop cap after building?
    Thanks.
    Regards,
    Varun

    1. EDIT :
      Since there are 4 different scouts each with different abilities can there be 4 different research buttons (which is in the castle, available from castle age), each describing the power of the scout? Currently the button only says it activates the powers of the scout. It becomes a bit difficult to identify which type of scout it is for new players. It would be even more helpful if the name ” scout” is replaced with ” raider scout” etc. , useful when player starts from Imperial Age onwards.
      Initially even i had to toggle between the game and the pdf to know which scout i have. :P
      Thanks.
      Regards,
      Varun

    2. Hey Varun! :D

      Concerning making Blacksmith upgrades affect Scorpions: that’s completely possible, but, there is a small problem about that: I fear that this could make Scorpions more powerful than they already are…

      And, yes, it would not be hard to increase the popcap that Castles provide!

      Regarding your suggestion to the Tactics tech: this is possible, but I would need to create 4 Tactics techs inside the .dat in order to have the same tech with 4 possible descriptions for different civs. I have got a different idea to solve this problem: what do you think about making the ability reload time description of a scout describe its ability too? :)

      Once again, thanks for the suggestions and for the interest in the mod! :D

      Best regards,
      Daniel Pereira

      1. Hey,
        Thank you so much for the reply ! Regarding the scorpions, well it was just a thought for civ bonus :D . (and since some civs don’t get heavy scorpion and/or bracer). As for the castle, it was just along the lines that houses providing extra pop cap or military/ economic buildings providing extra pop cap. And regarding the scouts, if the ability reload time could describe its ability then it would be very nice indeed :D. (I am a very non-technical guy so wouldn’t know how this would work :P ).
        Warm Regards,
        Varun

        1. EDIT: Hey can monks be resistant against anti monk attacks like those of scout line and eagle warrior line as a civ bonus (or UT etc.)

        2. Hey Varun! :D

          Oh, now I get it . Thanks for the suggestions :) They might be useful for future civs!

          Concerning your suggestion about monks: yes! That’s completely possible to do!

          Best regards,
          Daniel Pereira

  9. Hi,
    Just another thought: Could there be UT which increases garrison capacity of the ram and increased blast radius? Or it could be UU too (with better stats than siege ram, there isn’t a siege UU :P )
    And there could be a mercenary unit based on Korean War Wagon with a bit lesser stats than the Imperial War Wagon but can garrison 2 to 4 archers and fire that many arrows.
    Thanks.
    Regards,
    Varun

    P.S and waiting very eagerly and patiently to see the new civs :D

    1. EDIT: A bit silly suggestion (saw it empire earth the art of conquest), there could be tower (based on any current tower or column structure with different graphics) which automatically converts any unit within its range . This tower will benefit only by Monastary techs like range, conversion of monks (no buildings and siege) increased faith recharge etc. It will be weaker with lesser range than monks and will not be converted. It will have a build limit too.

    2. Hey again Varun!

      Yes, it would be completely possible to add an UT like the one you suggested, but, before adding it, I would need a fitting civ.

      Concerning your mercenary suggestion, it’s also completely possible to do that, but, for now, I’m not planning to add more military mercenaries for european civs.

      And, regarding your “monk tower” suggestion: I remember that, years ago, much before I started working in PCM, I had an idea like that :P I’ll try and see if I can get something like this to work, just for fun :D (since I do not know which civ could have it xD)

      Once again, thanks for your interest in the mod and for your suggestion!

      Best regards,
      Daniel Pereira

      Best regards,
      Daniel Pereira

  10. Hi,
    Since you are planning to add garrison ability to the houses which can also attack (for upcoming new civ) is it possible to add UT which can be researched from the Town Center? This UT will upgrade the alarm bell of the Town Center so that villagers can hear it from more longer distance. This UT will also facilitate to add alarm bells in houses and/or drop off points with smaller radius. May be useful when the villagers are working outside the hearing range of the Town Centers alarm bell. Many times it happens that the drop of points and houses are built further from any Town Center, Tower or Castle; it will be useful if the player rings the alarm bell from house/drop off point for protection (the villagers working outside the protection of defensive structures get killed first).
    I don’t know the practicality of this but its just an idea.
    Thanks
    Regards,
    Varun

    1. Hey Varun!

      Unfortunately, I don’t think that such thing would be 100% possible :/ And, well, as far as I know, the area that is affected by the “Town Bell” button is pretty big (I remember that once a time, in a MP game, I rung the bell in a TC, and the villagers that were working in a TC that was far away garrisoned in this other TC, even though I didn’t ring the bell there) , the actual problem is that, if the villager is far away from any defensive structure (e.g. towers, TCs, Castles, etc.), he won’t garrison in anything… So, well, in theory, I would need to adjust the maximum distance from a villager to a defensive structure, which the villager would need to walk if the “Town Bell” button is clicked, but, I don’t know where such thing is located :/

      Adding a Town Bell button to those attacking houses would be possible, I just don’t know if it would help much… I’ll do some tests later

      Either way, thanks for the suggestions once again!

      Best regards,
      Daniel Pereira

      1. Hi,
        Thanks for the reply ! It was just some idea that popped in :P.
        Any possibility for the naval unique units to be upgraded in Renaissance Age i.e. from “Elite” to “Imperial” ?
        Also as to any hint on what the new civs are going to be put in game?
        Thanks.
        Regards,
        Varun

        1. Hey Varun!

          Concerning Renaissance Age upgrades for Naval UUs: well, I have thought about that already. At first, I didn’t have free unit slots to get Naval UU upgrades, but, now that I have found some free slots, I might be able to really consider to do that. I’ll check with some of my testers, who know more about balance than myself, to see if such thing would be a good idea. ^^

          Also, regarding the two new civs I’m planning: one of them represent the South American natives, whom were found by the Portuguese and the other one represent a kind of merchant people from South Africa, which had trade relations with the Portuguese. Well, this is all I’ll say for now :D

          Best regards,
          Daniel Pereira

  11. Hey,
    Just another thought, will there be a transport ship with less trasnport capacity but will have some attack ? Maybe it wont fire on its own unless garrisoned by archers or villagers.
    Thanks.
    Regards,
    Varun

    1. Hey Varun!

      Well, technically something like this exists already: the Portuguese Caravel. The only differences are that they have actually more carry capacity than Transport Ships and garrisoned archers do not boost their firepower. But maybe those ideas can be incorporated on the support unit of one of the two civs I’ll add in the futue ^^

      Thanks for the suggestions, once again! :D

      Best regards,
      Daniel Pereira

    1. Hey eoas92!

      I’m fine, thanks! What about you? :D

      Well, do you mean how I implemented them, or how to use them?

      Either way, they were implemented through .exe editing by .dll injection and programming in ASM. I would love to explain how I did that, but I’m a bad teacher and you would need ASM knowledge in order to implement more cheats :(

      And, you can find a full list of them in \Games\Beyond PCM\Support\New Cheats.txt ! Just use them like any cheat :D

      I hope I helped you!

      Best regards,
      Daniel Pereira

      1. fineee, oh thanks dani my question is how I implemented them but your information about ASM is very important thanks you and other question 35 civs crash the game?? :D

          1. Hey eoas92!

            Units that act like petards are hardcoded into the .exe. There are two offsets where they are hardcoded: 0x004C1683 and 0x004C2CD4. In theory, all you would need to do is to insert a jmp somewhere to a codecave, add extra unit checks in this codecave and then jmp back to the main code. Feel free to look into the bpcm.dll source code (which should be in \Games\Beyond PCM\Support\bpcm.asm, if you installed PCM II with the “Source Code” component checked in the installer). If you cannot do that, feel free to e-mail me with the unit IDs that you want to be petards and I’ll provide the code needed for that ^^

            Best regards,
            Daniel Pereira

  12. Hi,
    Can houses garrison villagers? They will have low garrison capacity (eg 2 to 4), have low attack (eg 1 to 3), fire max of 3 arrows with low range (2 to 4). Wanted to extend the utility of the houses a bit, especially for civs whose buildings are weaker like Aztecs. This tech could be a UT or a civ bonus for any current or upcoming civ. The house attack by it self will be negligent, just enough to kill one or two weak units. But when the town bell rings and there are enough houses around, it will be a major deterrent :D. Maybe some civ will have this who don’t build walls and have weak buildings :D
    Also since mercenary builder unit is impractical, ordinary villagers could build “Explosive Outpost” ( a support structure like fire tower for some civ) from Imperial Age onwards after researching chemistry. This outpost will do splash damage in small to medium area upon destruction, killing any units up to 150 to 250 HP (at your discretion of course). Currently the outpost must be most under used structure, costing precious stone and only giving LOS.
    Apologies for double post (this is on moddb) but wanted to give some more utility to these two buildings and have something….a bit more different. (Couldn’t resist for typing double post since this mod has become my favorite :D )
    Thanks for your interest in reading this and putting up with another wall of text !!
    Regards,
    Varun

    1. EDIT: An alternative for the outpost: there could be a civ bonus or UT which upgrades the current outpost to explosive ones. (May or may not be powerful as suggested in above post). This will also confuse a human player too as it fools the AI. :)

      1. Haha, this would be surely awesome, but, considering the current cost of outposts, such technology would be surely OP, even if such research would be very expensive, because a player could just spam outposts around his base before researching such technology…..

    2. Hey Varun!

      Regarding you garrisonable houses that can attack idea: what a coincidence! I was planning to give something like this as a bonus for one of the two civs I’m planning to add! :D

      And, well, concerning the “explosive outpost”, it’s completely possible to do that, but, well, for now, I have no civs where this idea would fit… Who knows, maybe this could work for a… third civ? ^^ Either way, thanks for the suggestion!

      Also, no need to be sorry! I just love to see suggestions like yours :D
      Once again, thanks for your interest in PCM 2!

      Best regards,
      Daniel Pereira

  13. Hi,
    Just wanted to report that the researches “Sickle” and ” Hunting Dogs” of “Trade Workshop (both belonging to Feudal Age) are still available in Castle to Post-Renaissance Age i.e. they should be automatically researched when I start from Castle Age and onward but they are not.
    Also posted some fun ideas on the moddb page for the mod :D :D
    Thanks
    Regards,
    Varun

    1. Hey Varun!

      Regarding those techs not being autoresearched, this is intended behaviour. If you have ever played AoE3, then you surely know the HC cards that provide improvements. My original plan was to make those techs work like them, so, well, if you started in a later age, you would still need to research them manually in order to get benefit from them, just like in AoE3 you would need to use those cards. But, well, fortunately or unfortunately, I only could do it for those two techs, since they didn’t have any real prerequisite.

      Also, thanks for the ideas! I’ll read them and comment them one by one ASAP! :D

      Once again, thank you for your interest in PCM 2! :D

      Best regards,
      Daniel Pereira

      1. Hey,
        Actually I have not played AOE3 so I had no idea about the intended function of the “Hunting Dogs” and “Sickle”, thanks for the reply.

        The ideas i have put on moddb may seem silly due to my lack of understanding of game mechanics, sorry for that :) but hopefully they maybe of some use :D
        Regards,
        Varun

        1. Hey again Varun! :D

          Hm, okay then :D Either way, AoE3 is great game, in my opinion, even though it plays completely different way than AoK and AoE1, so, if you ever get an opportunity to do so, play AoE3! :D I’m sure you’ll like it ^^

          And, as I said, no need to be sorry! :D

          Best regards,
          Daniel Pereira

  14. Hey,
    Just a couple of questions- is it possible to garrison units in the “Siege Tower” (from Trade Workshop) by right-clicking on the siege tower like the rams ?
    Also is it possible for the scout units of the town center to display their cool down time of the abilities like the “Monk” and the “Corsair” by showing the sand clock?
    Also the Aztec’s buildings have higher hit points when I start form “Post-Renaissance” age.
    Thanks.
    Regards,
    Varun

    1. EDIT: Korean Towers also don’t seem to benefit with increase in range in Renaissance Age. Towers have +1 range in Castle Age and +2 in Imperial Age but no benefit in Renaissance Age. Maybe +2 of Imperial Age could be split in Imperial and Renaissance Age ?

      1. Hey!

        Towers are already weak enough in game. I’ll probably just give + 2 range in Renaissance Age. Thanks for the suggestion ^^

      2. I just looked into the Korean Tower bonus: it does get benefit from Renaissance Age. What happens is that the bonus is not cumulative: when it says that it gets +2 attack in the Imperial Age, this +2 attack is relative to the default attack, not to the attack increase it gets in Castle Age (and it’s like this in normal AoK too), so it’s actually +1 attack, relative to the Castle Age increase. And, well, I added an extra +1 for Renaissance Age, but it seems that I forgot to mention it in the civ description. Thanks for reporting! ^^

        1. Hey,
          Thanks for the reply. But do the Korean towers get bonus range or attack bonus? I checked out the Koreans and it was regarding the range which was not showing the bonus of Renaissance Age.
          Anyway eagerly awaiting the next patch soon :D

    2. Hey again Varun! :D

      Regarding Siege Towers: yes, it’s completely possible to do that. In fact, this is one of the features of that unit! ^^

      Concerning Scouts showing reload time: well, this would be awesome, and I even talked to one of my hackers if he could get something like that to work once, and he told me that this depends on finding out where the remaining reload time is located in memory :(

      Also, I’ll check what’s happening to the Aztecs, but, my guess is that the “Engineering Schools” technology is being researched, even though it’s disabled! Thanks for reporting!

      Best regards,
      Daniel Pereira

    1. Hey Asindor!

      The Portuguese Campaign is on halt, unfortuantely. :/
      I have not been able to do the progress that I expected on it. Sorry for the trouble!

      I hope one day I can get to actually complete it….

      Best regards,
      Daniel Pereira

  15. Hi,
    Just wanted to tell that for Koreans I can get “Bomb Ketch” when I start from Post-Renaissance age which should not be available. When I start from Renaissance Age or previous age and tier up the “Elite Cannon Gallon” and “Bomb Ketch” is not available, which is correct.
    Also for all civs (I think) when I start from Imperial Age I can advance to Renaissance Age without building “Castle” which should not be so.
    Its just a thought but will there be another unique technology research for all civs which can be available in “Castle Age” ? I gave up playing forgotten empires long back but I remember it has this feature.
    The AI seems helpless in water maps, also the AI doesn’t seem to build “Wonder” in any other victory conditions except “Standard”. It would be nice if the AI could use the wondrous powers as well :D
    I also don’t know if its worth suggesting but is it possible for the “Idle Villagers” button near the mini-map to glow a bit when any villagers are idle? For inexperienced player like me I forget to assign the task to idle villagers in the heat of the battle.
    I apologize for the long post but really loving this mod !
    Thanks,
    Warm Regards,
    Varun

    1. Hey again Varun!

      Regarding Koreans getting Bomb Ketch in Post-Ren: This is indeed a bug and it shall be fixed in the next patch. Thanks for reporting! :D

      And, well, when you start in Imperial, the game technically “assumes” that you have built all of the prerequisite buildings for Imperial Age. That’s why you can advance to Renaissance Age without building a Castle when you start in Imperial Age: the game “thinks” that you have built a Castle already. That’s unfixable, unfortunately :(

      About the AI: I’ll try to see if I can get the AI scripter who made the default PCM 2 AI to allow it to do water warfare. Unfortunately, I cannot guarantee anything, since he has been a lot busy lately :( And, I agree with you concerning the wonders :D

      Also, about your idle villager button idea: well, I would love to see something like this too, but I don’t think I can implement something like that :/ Sorry for that…

      And, once again, I’m glad that you are enjoying the mod! :D

      Best Regards,
      Daniel Pereira

      1. Hi,
        Thanks for the reply! Also, just a thought, will there be unique tech for all civs in castle age too? Currently most of the good stuff is in imperial and renaissance age?
        Regards,
        Varun

        P.S. Any hint what will the next patch contain :P

        1. Hey!

          No problem ^^

          Regarding Castle Age UTs: well, I thought about adding them (and Renaissance Age UTs too!), but, the real problem is that it’s hard to make unique Castle and Renaissance Age UTs for all of the 23 civs, without repeating bonuses or effects that already exist in game or without doing a carbon copy of the FE Castle UTs. :(

          Either way, if I can ever think in really unique Castle and Ren Age UTs for all current and new civs, then I’ll surely add them! :D

          Concerning the next patch, it’s going to deliver some bugfixes, but it’s also going to include a not-so-small thing that scenario designers will surely love ;-)

          Best regards,
          Daniel Pereira

          1. Hi,
            Thanks again! Also do the Vikings infantry get health bonus in Renaissance Age? I am not able to figure it out since it is not there in the tech tree description, it’s only up to Imperial Age i.e. +20% HP.
            Sorry to bother you so much :(

          2. Hey again!

            No problem, I’m glad I helped you ^^

            And, no the Viking bonus isn’t extended to the Renaissance Age. Thanks for reporting! :D

            Also, don’t worry, you are not bothering me! :D Thanks to your comments, I have been able to track down bugs that I would never notice by myself! :D

            Best regards,
            Daniel Pereira

  16. Hello,
    the latest version of PCI (v2.0.) not to demolish the building or killing units “Delete” button and is not available on the menu during the construction.
    It will be fixed?
    Thanks,
    Asindor of Baliend

    1. Hey Asindor!

      For some reason, the Delete button hotkey, alongside with some others, got broken for a few people with the latest PCM update. Unfortunately, I still have not tracked what is really causing it, but, once I find, it will be fixed!

      Either way, a temporary fix to that would be setting the hotkey for the Delete action manually in the Hotkeys screen, which can be found in the “Options” in the main menu. After doing that, you’ll be able to delete units and buildings without any problem!

      I hope I helped you and sorry for the trouble!

      Best regards,
      Daniel Pereira

  17. Hi,
    Just wanted to tell that Saracen’s Imperial Camel sometimes doesn’t benefit from Zealotry i.e. +30 HP. When I start from Renaissance or Post Renaissance Age, Zealotry is already researched but the Imperial Camel doesn’t benefit from it. If I start from Imperial or previous ages and tier up and also upgrade my camel, I need to research Zealotry after (not before) I research Imperial Camel (to upgrade my Heavy Camel) to apply it’s benefits to Imperial Camel. Hope it helps.
    Thank You.
    Regards,
    Varun

    1. Hey again!

      Thanks again for reporting another bug! This shall be fixed in the next patch!

      Best regards,
      Daniel pereira

  18. Hey,
    Having much fun playing the mod. Just wanted to tell that the unit ‘Cuirassier’ is not displayed in the technology tree. So I was not able to know which civs have that unit unless I played the civ. Also the fire created by the arsonist gets attacked by the enemy units and buildings as if the fire was a unit. It was funny to see the ranged and other melee units attacking the fire even when my arsonist was killed. :D:D. Even the towers attack the fire at its base!. Funny to see the fire getting put out by arrows and by war elephants!
    The new patch is much awesome, the mod just keeps getting better!
    Thank You.
    Regards,
    Varun

    1. Hey Varun!

      I’m aware about the Cuirassier Issue, but, well, it isn’t in the Tech Tree because there is no way to put it below the Paladin, but, well, I’ll find a good way to include it in Tech Tree somehow in the next patch.

      Concerning the Arsonist fire, well, this unfortunately (or maybe fortunarely? :P) cannot be fixed. Sorry for that!

      Either way, I’m glad you liked the new patch and thanks for the kind words once again!

      Best regards,
      Daniel Pereira

      1. Hi,
        Thanks for the reply! Also the ‘Dragoon’ doesn’t seem to benefit from Celts and Teutons Wonder Powers i.e. gaining +3 pierce armor and +5 melee armor respectively.
        Regards
        Varun

  19. I can’t to use “Extendes population to 1000″. In my videogame still appears to 250? Can you help me? THANK YOU, I LOVE YOUR MODPACK!

          1. You should contact the people that made the Forgotten and African Kingdoms expansions, your ideas must be in a future AoE2 official expansion, if there ever is.

            I remember writing some ideas for a Megamod in a document in my laptop, and it seems like we had the exact same idea for the Tavern, along with the Renaissance Era, the main difference being that it has more requirements and can be disabled in the options. In that mode I also had some ideas for new units/technologies/buildings/civilizations, some with radical changes.

            Besides, I have some requests:
            -Sadly, due to changes in my laptop I am not able to download this mode anymore, so I can’t check these novelties for myself. Could you send me some screenshots of all of this mod’s new units, uniques, and Wonders? And the Wonders preferably with their names.
            -May I know more specifically how do experience and Wonder powers work?
            -Could you give me an email to contact you so I can help you massively with some brainstorm? In case you need mine, it is alchemisterius [@] gmail.com

          2. Hey Alexei!

            First of all, I’m glad you liked the ideas of the mod :)

            Concerning the FE/AK, they don’t want to do radical changes like the ones I have done in my mod. And, well, I understand why they wouldn’t do such changes: their expansions are aimed at a much wider public, and most of the people that are included in this public would not appreciate changes or features that would change the game too drastically…

            Also, it’s nice that you were planning to develop a mod too! :D

            Regarding your requests:
            1) I could, but it would take quite a while to screenshot all of the units that have been added in PCM II. But I’ll try to do that ASAP!
            Also, which kind of changes happened in your laptop? Maybe I could help you to solve that….
            2) To get the resource counter working for the Experience resource, I installed UserPatch with the “Ore resource amount display” restricted option enabled (press F5 in the main UP Installer window and that option will show up), and, to get the unit descriptions to show XP resource cost, I applied some .exe edits made by scripter64 himself, which were extended a little bit by me later. Kills, Razings and Conversions giving XP is also hardcoded into the .exe: I asked JustTesting1234, from AoKH, to code that into the .exe, back at that time. The rest is done through .dat editing.

            Concerning Wonder Powers, they work in a more complex way (and more confusing too, I had to look at the PCM II .dat again just to remember how I implemented it, lol), and, well, I’m unsure if I would be able to properly explain it in this comment, so, I’ll e-mail you later about this ^^

            3) You can contact me at danielpereira1918 [@] hotmail.com ^^

            Thanks for the kind words and for the comment!

            Best regards,
            Daniel Pereira

  20. Hey,
    Thanks for releasing the 2.0 for which we were eagerly waiting for! I was checking this site regularly for the update :)
    But I am not able to run the mod. It is showing the error ‘Failed to load the required library “AgePatch.dll”. I downloaded the dll file from the link you provided (https://www.dropbox.com/s/ihthhjn9lydudjy/AgePatch.dll?dl=0) but then it showed the error ‘ VCRUNTIME140.dll was not found’. I also downloaded that file (https://www.dropbox.com/s/10slgw291blprl7/vcruntime140.zip?dl=0) but now it says ‘api-ms-win-crt-runtime-|1-1-0.dll is missing’
    I re-installed the mod twice but still it did not work. I also downloaded api-ms-win-crt-runtime-|1-1-0.dll and placed it in the bpcm folder and system32 folder but it says ‘The procedure entry point ucrtbase.abort could not be located in the dynamic link library api-ms-win-crt-runtime-|1-1-0.dll’
    Kindly help.
    Also finding my name in the credit page was a pleasant surprise :) Thank you so much!
    Warm Regards.
    Varun

    1. Hey Varun! :D

      First of all, I’m, once again, really glad that you liked the mod! :D

      Concerning the problem that you are experiencing, this is happening because you do not have Visual C++ 2015 redistributable installed, which is required by the latest version of the AgePatch.dll, which is the .dll that handles the 5th Age stuff. I asked the man who programmed that .dll to compile a version which would be compatible with Visual C++ 2013 Redistributable, and he compiled it. The thing is that his compiler might have probably automatically compiled it as 2015, so it was still requiring Visual C++ 2015 Redistributable, and I probably did not notice that…

      Either way, just download and install this:
      https://www.microsoft.com/en-us/download/details.aspx?id=48145

      And PCM II will run fine! :D

      The PCM II installer has been updated to install that automatically, if it’s not installed!

      Sorry for the trouble and thanks for the kind words!

      Best Regards,
      Daniel Pereira

      1. Hi
        Thanks for the link but I am not able to install VC++ 2015, getting ‘0x80240017-unspecified error’. Am I missing something? Or doing something wrong? I am using Windows 7 Ultimate 32 bit edition.
        Thanks
        Varun

        1. Hey again Varun!

          I searched a bit about this error and it seems that this happens when you are trying to install Visual C++ 2015 Redist in a system that lacks some updates. I would recommend you to go to the Windows Control Panel > System and Security > Windows Update and click in the button to download and install the updates.

          I hope I helped you!

          Best regards,
          Daniel Pereira

    1. Hey viki94! :D

      In order to make the main menu be displayed in full screen, just delete the “wndmode.dll” file that is inside the “bpcm” folder, which is located at the AoK/TC installation where you installed PCM II ^^ Also, do not forget to set your resolution to the Max. resolution in the “Options” screen ^^

      I hope I helped you! ^^

      Best regards,
      Daniel Pereira

    1. Hey Onall! :D

      Yes, there are new cheat codes in PCM 2! :D
      You can find the list of them on one of the files of the mod itself! Just go to \Games\Beyond PCM\Support\New cheats.txt ^^

      I hope I helped you! :D

      Best regards,
      Daniel Pereira

    1. Hey Juan! :D

      First of all, I’m really glad you liked the mod! :D And thank you for the kind words! :D

      And, concerning your suggestion: well, unfortunately, I cannot add this. While this would be surely a good addition to the mod, unfortunately, it will not always work properly. If that was done, eventually you could see, sometimes, soldiers attacking other soldiers with torches and attacking buildings with swords, and, unfortunately, this cannot be fixed :/ Not to mention that it would take a good while to do this for all melee units :/

      Sorry for the trouble!

      Best Regards,
      Daniel Pereira

      1. Hello again!

        Thank you for sharing this project!
        Bother you again with another question:
        How many civilizations going to add?
        Going back to the previous topic, you got all the reason, an error and the soldiers can attack other soldiers with torches. :(
        Sorry for my bad english.

        Thanks for answering ;)

        1. Hey again Juan! :D

          No problem, I’m really glad you liked the mod! :D
          And, well, the only civ I’m planning to add is the Navarrese (and you can catch a small glimpse of them at the latest post in the “News” section!) and, after adding then, I don’t plan to add more civs. Why? First of all, my original plan with PCM2 was just to add civs which were directly related to Portugal and/or to the Reconquista, and, well, I have kinda ran out of them now…. Not to mention that, it would be hard to come up with proper bonuses for some civs: I remember that, back at the early days of the PCM 2 development, I took a good while to get good bonuses for the Aragonese, Moors and Berbers. And, even if I got bonuses, I would need graphics for the unique unit(s) and for support unit, and, depending on the civ, I would even need to give it a proper unique building set!
          So, well, I don’t plan to keep adding more civs, for now

          Once again, thanks for your interest in PCM 2! :D

          Best regards,
          Daniel Pereira

          1. Hi!
            If Navarre fit nicely in this mod.
            Thank you very much again for sharing this project, greetings from Argentina.

  21. Olá Daniel,
    Eu adoro esta modificação e tu deves ser um orgulho para este país, mas eu tenho um problema em que o jogo com o teu modpack fica sempre em tela pequena e nao “enche”o ecrã

    1. Olá Aishio!

      Fico contente em ver que gostaste do mod! :D
      Sobre o seu problema, ele está acontecendo por que, no momento da instalação, a opção para instalar a .dll para modo janela estava ativada. Para reverter isso, é só ir até a pasta “bpcm” que está dentro da pasta na qual o PCM 2 foi instalado e apagar o arquivo “wndmode.dll”. Ou, ir até as opções do jogo e selecionar a resolução máxima na lista de resoluções, porém, a tela ainda continuará pequena no menu principal.

      Espero ter ajudado, e de qualquer forma, fico realmente contente em ver que gostaste do mod! :D

      Abraços,
      Daniel Pereira

      PS: ah, e eu sou brasileiro, na verdade xD

      1. Os brasileiros também são malta excelente. Mas tens a certeza que o mod não tem vírus é que o meu computador, depois de eu o ter instalado, desligou de forma estranha e agora não liga bem.

        1. Obrigado :D

          E, sim, tenho. Garanto que não existe vírus no mod: as alterações no executável e nos arquivos de dados e uma das .dlls foram feitas por mim mesmo, e as outras .dlls, ou são da UserPatch, ou foram feitas por modders que eu conheço.

          Então, posso garantir que não há sequer um vírus ou arquivo malicioso no mod :) Porém, não sei dizer o que poderia estar acontecendo com o seu computador…

          Abraços,
          Daniel Pereira

  22. Hello again ! I have played some more of this amazing mod and have just a few queries- the buildings packing/unpacking for portability available to raider civs is a superb novelty. However it seems a bit odd to pack/unpack the town center which costs 100 stone ( I know it’s just a game but imagine to move it! :D ) Also the docks can be unpacked in the middle of the water that too on top of fish.
    The scouts units from the town center are to equipped with excellent abilities but i cant locate them on the mini map myself either! A small bug- the bomb ketch (i think that what its called) doesn’t do damage properly.
    What is the ETA for V1.9a ?
    Thank you so much!
    Regards

    1. Hey agan Varun! :D

      I’m glad you liked the building unpacking/packing feature! :D
      Concerning packing the TC, I don’t think that it wouldn’t make sense, specially if we consider how simple the TC building is in the game. Either way, as you said, it’s just a game, and this wouldn’t be the first non-sense thing to exist in AoK, lol

      And Dock Packing…. this was only meant to be for testing, I have no idea how I forgot to remove it, LOL xD Thanks for reporting!

      About v1.9a, well, it’s going to take a bit for me to release it, since I’m not only planning, but I’m doing more than simple bugfixes! But, don’t worry, I’m planning to release it ASAP! :D

      Once again, thanks for your interest in PCM 2! :D

      Best Regards,
      Daniel Pereira

      1. Thank you for your reply. And as for non-sense things go, dock packing is the best! LOL. I would love it if it remains there in next update! :D. Just last question-I cannot locate the scout units created from the town center as they have ability to remain hidden. Is it meant to be that way?
        Thanks. This mod is much fun. Eagerly waiting for next update. Hope you don’t mind if I post occasionally.

        1. LOL! But, seriously, I’ll have to remove it from the next update. As I said, that Dock Packing thing was just supposed to be for testing purposes, not to mention that someone could unpack the dock and re-pack it on an enemy shore :P

          And, yes, the scout is not supposed to appear in the minimap after researching tactics. A good way to track it would be using the “Idle Military Unit” hotkey ( by pressing . ) or putting it on a control group.

          Once again, I’m really glad you liked PCM 2! :D Thanks for your kind words! ^^

          And feel free to comment whenever you want ^^

          Best regards,
          Daniel Pereira

  23. Hello, i have downloaded and installed the PCM 1.9 a few days ago and made a profile named ‘v’ to start playing. But every time i select the ‘standard game’ after starting the game the options seem to reset themselves automatically to default settings, it doesn’t seem to store the last settings. I tried to delete the profile ‘v’ but it is not getting deleted or even renamed. I also made another profile in my name and played a game. But when i exit the game completely and start the game the profile in my name doesn’t appear. I have not got around to playing much to find out more but hope this helps.

    Apart from this minor hiccup the mod is simply amazing and i am really looking forward for future updates. My best wishes to the team !

    With warm regards.

    P.S. will there be some sort of application to fix color issues for the game running on windows 7, like the forgotten mod has? Thanks.

    1. Hey Varun!
      Hm…. this is really weird. I’ll guess that this is happening because the game isn’t able to change the profile file itself… Have you tried to run it as administrator? I think that this might solve it.

      And, I’m really glad that you liked the mod! :D Thanks for your best wishes!

      To fix the colours for Windows 7, you can download this:
      http://aok.heavengames.com/blacksmith/showfile.php?fileid=11108&f=&st=10&ci=
      And select the bpcm.exe in that app. Although, PCM 2 was supposed to not have such problems at all…. I’ll see what I can do about that!

      I hope I helped!

      Best regards,
      Daniel Pereira

  24. Hey, this is an awesome mod and I saw the video of ZeroEmpires, but I have a question. In my game there is no 5th age, banks nor Trade Workshop. How can I fix that?

    1. Hey Kiro037!

      First of all, I’m glad you liked the mod! ^^

      And your problem is a bit strange… Are you trying to run PCM 2 from the icon in the desktop?
      And also, are you installing it over the HD edition? If so, I have to tell you that, unfortunately, PCM 2 isn’t compatible with the Steam version, since it depends on stuff that, for now, cannot be done in HD….
      Last but not least, if you are installing over the ‘normal’ AoK/TC, do you have the 1.0c patch? It’s also required by the mod.

      Other than that, all I can suggest is trying to reinstall the mod…

      Anyway, I hope I helped!

      Best regards,
      Daniel Pereira

      1. Yep I have v1.0 , the 5th age and the other stuff is extra on the installation and I need to mark some options or is part of the main stuff?

        Thanks for answering so quickly my last question, this is geat stuff really

        1. Ah, ok then.

          And no, they aren’t extras, all of those features should be on the base of the mod…

          Well, I have another question: are you sure that you downloaded PCM 2, not PCM 1? Because, well, there is both PCM 1 (the first version) and PCM 2; and PCM 1 doesn’t have many of of the features that are present on PCM 2. If you downloaded PCM 1 by mistake, you can go to the download page and grab PCM 2 there ^^

          If it’s not that, I really don’t know what could be happening…

          And, regarding donations: well, don’t worry about that, for me seeing players like you interested in this mod is already a great donation ^^

          Best regards,
          Daniel Pereira

          1. Thank you so much for answering, yeap it was my mistake, I downloaded 1.3 instead of 1.9 , thank so much for answering all my questions.

  25. Hey guy,this mod is just great,but i have only quest,this mod have support to Age of empires 2 HD edition?,I really expect “yes”but if that no have the support, for me sounds a good ideia make the support,because this mod is great and need to be played in many versions…is that,great work and sorry for my english because i from Brazil.

    1. Hey Gustaf!

      Well, unfortunately, the mod cannot be ported to the HD version because it depends on stuff that can’t be done in that edition :?
      Sorry for the trouble :/

      And thanks for your interest in PCM 2!

      Best regards,
      Daniel Pereira

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