Age of Empires II Can't stop speaking aoe2 Frankish |
- Can't stop speaking aoe2 Frankish
- It beckons me...
- This annoys me more than losing a vill
- AOE INDIA LAN EVENT
- I had to research loom before I tried to lure this fellow
- What are some terrible AOE jokes for the lobby while waiting for a game to start?
- Co-op games online?
- On time for AoE2:DE, a re-edited revisit to an old post - Changes I Would Make To The Game
- Sad day for a Mac user
- Help finding a certain map
- Civilization Match-up Discussion Round 7 Week 3: Britons vs Japanese
- Favorite Voicelines
- AoE2 South Africa ?
- Almost a Titanic King of India Clipped by XpawnoAoc
- AOE2 Themed Forza Livery Design Contest
- Early Game Repetition
- AOE Federation 0-1549 ELO 1v1 Tournament - S01 2019
- Hypothetical civ bonus: Start with more food, less villagers
- When is a scenario ready?
Can't stop speaking aoe2 Frankish Posted: 02 Oct 2019 01:22 AM PDT I've been speaking to my wife and daughter in as many Frankish sound clips as possible for the past day, e.g. "can u get me a glass of water? -L'y vais! " Or "Ã la bataille!" when I'm out the door. Thing is, I don't think I can stop, ive been feeling this reptilian brain impulse since I became a dad. So... Does anyone have a couch I can crash on in approx. 2 nights? Verax! [link] [comments] | ||
Posted: 01 Oct 2019 09:07 PM PDT
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This annoys me more than losing a vill Posted: 02 Oct 2019 08:23 AM PDT
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Posted: 02 Oct 2019 03:25 AM PDT
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I had to research loom before I tried to lure this fellow Posted: 02 Oct 2019 09:17 AM PDT
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What are some terrible AOE jokes for the lobby while waiting for a game to start? Posted: 02 Oct 2019 07:21 AM PDT | ||
Posted: 02 Oct 2019 01:43 AM PDT Has anybody successfully played co-op multiplayer (two users control one player) online? Or is the lag too bad? [link] [comments] | ||
On time for AoE2:DE, a re-edited revisit to an old post - Changes I Would Make To The Game Posted: 02 Oct 2019 07:09 AM PDT **General:** *Graphical:* - apply the Independent Architecture and Independent Unit mods to the base game. (it's more realistic, beautiful, and makes civs more unique. It also ups the replayability factor considerably. at least make it an option) - make the boats sinking graphics actually match the boats. (sometimes they don't. this is specially noticeable on Unique Unit boats. just try it out and see for yourself) - have the *option* of toggling on/off the mods 'Pussywood', 'Short Walls', and 'Alignment Grid'. - definitely not of great importance, but have an *option* to toggle *slightly* more blood displayed on dead units. *Tech Tree:* - Bring back the idea of "Fortified Palisade Wall". - Make every civ have a minimum of 5 passive unique civ bonuses, even if some are very small. (this would greatly add more uniqueness to each civ and variety to the game. This game's tech tree is not that big and with now 35 civs it's ridiculous how similar some are, in comparison to how unique they could easily be made to be and feel. more fun, variety, and space for historical references.) - Town Patrol: 300F 100G -> 300F (in normal and especially competitive games this tech is just too expensive for what it actually does, considering its age placement (Castle Age). reducing its price slightly would help it) - Herbal Medicine: also give the Monk a higher healing rate. ( this Tech is just plain bad for its cost. 350G just for slightly faster healing rate inside buildings is not worth it) - divide the castle's Imperial age tech 'Hoardings' (Castles +1000HP, 400F 400W) into 2: Hoardings (Castle Age: castle +450HP, 200F 200W) and Heavy Hoardings (Imperial Age: castle +550HP, 300F 300W; Requires: 'Hoardings'). more civs would have 'Hoardings' than 'Heavy Hoardings', like in the case of 'Masonry' and 'Architecture'. (yes, 200+300=500, not 400. next, this change would accomplish 4 things: make it easier to balance civs defensively (more techs = more choices. should a civ have (Heavy) Hoardings? not sure? okay, then just Hoardings, the middle ground), gives us the choice to have that extra castle boost during Castle Age games, it's satisfying to purchase techs that make sense, and finally, notice again how its power is still the same, so the game balance only gets to be better) - add a small extra castle Castle age tech (that not all civs have, like in the case of 'Hoardings'). something like: Revetment (Castles +1 Attack (and +1 extra bonus Attack vs Ships, Camels, Stone Defense), 1 Building Armor, +1 extra Pierce Armor against the Building bonus damage from Siege Weapons). (once again, the reasons referred above also apply here overall, but this time even more heavily. also, I didn't specify a cost because I'm not sure what would be appropriate) -> remove the Persian Unique Tech 'Boiling Oil' (200W 100S, Castles +9 Attack vs Rams (only affects the first arrow)), put it as an offensive Imperial Age castle Tech available as freely as 'Hoardings', and slightly alter it to: Boiling Oil (Castles +2 Attack vs units in its immediate vicinity (i.e. 1 range from the castle's walls), +8 Attack vs Rams (only affects the first arrow); Requires: 'Murder Holes' tech (but doesn't require 'Revetment'). (first of all and yet again, it always seemed odd to me that only the Persians get it. I mean, were the Persians the only ones to employ this tactic? Well... no, they weren't. In addition to that, in real life, this was typically done through Murder Holes, hence their requirement. Also, I'm not sure if the tech's price should change, that's why I didn't mention it) - either *slightly* buff 'Arrowslits' or move it to the Castle Age. (this has been talked about before and it's true that this tech's balance can be tricky, however, I think most agree it has been nerfed a bit too much for what it's worth now in the Imp Age, as our friend /u/OrnLu528 said in one of his videos) *Other*: - make all tooltips and texts actually useful and fun to read. (i.e. apply the 'Maximum Extended Help' mod to the base game. also, even before knowing this mod, this is one of the points, together with the Independent Architecture & Units, that I've always admired in the mod 'Age of Chivalry') - improve Civ Descriptions. Example: Celts 'Infantry civilization' -> 'Infantry and Siege civilization'. - Multithread the pathfinding. **Civ Specific:** - Byzantines: + 'Town Patrol' -50% cost. (The Byzantines already have free 'Town Watch'. This would further cement their position as a dominant defensive civ. It's a very small buff that makes sense, further helping them and their unique identity.) - Goths: +10pop -> +10%pop - Incas: make them have an actual Team Bonus. (The Incas aren't a bad civ. With that said, the math has been done and it's proven that their 'Farms build twice as fast' bonus is completely negligible. Some civs have overall stronger bonuses than others, it is normal, but this bonus is actually useless for real.) - Persians: give them a Unique Castle Tech, after removing 'Boiling Oil', as mentioned above. - Portuguese: In order to work with a Feitoria vils themselvs have to garrison inside it. The more vils you garrison more resources you get. (This one is one I'm unsure of how to deal with. I've heard various ideas and have considered what the best one would be. The point is, in my opinion, the current Feitoria could be *slightly* better.) - Vietnamese: change their 'Reveal enemy positions at game start' passive bonus to something else. (This bonus of theirs is debatably ridiculous and senseless.) [link] [comments] | ||
Posted: 01 Oct 2019 07:57 PM PDT I haven't played this game in probably 16 years but really had the desire to play it again. I researched everything, dowloaded windows steam on my Mac (high sierra version 10.13.6). Troubleshooted a few things and finally got the game running! I was so excited seeing the main menu again! Unfortunately, every attempt to enter the game was shut down by a "Fatal Error" and the game crashed. I'm so disappointed, especially after seeing the main menu screen. Any help or ideas? [link] [comments] | ||
Posted: 02 Oct 2019 08:04 AM PDT There was a map that was somewhat popular when I began playing about 2 years ago. It was very simple just a treeline separating the teams which had to be cut through in order to engage each other. It wasn't forest prison or forest nothing, it was a tree lined in the middle with no way around. Anyone know what I'm talking about as I haven't seen it in a while and cannot find it myself. Thanks [link] [comments] | ||
Civilization Match-up Discussion Round 7 Week 3: Britons vs Japanese Posted: 01 Oct 2019 07:01 PM PDT Battle of the islanders, with their towers and trebuchets! Hello and welcome back for another Age of Empires 2 civilization match up discussion! This is a series where we discuss the various advantages, disadvantages, and quirks found within the numerous match ups of the game. The goal is to collectively gain a deeper understanding of how two civilizations interact with each other in a variety of different settings. Feel free to ask questions, pose strategies, or provide insight on how the two civilizations in question interact with each other on any map type and game mode. This is not limited to 1v1 either. Feel free to discuss how the civilizations compare in team games as well! So long as you are talking about how the two civilizations interact, anything is fair game! Last week we discussed the Goths vs Spanish, and next up is the Britons vs Japanese! Britons: Foot Archer civilization
Japanese: Infantryand Naval civilization
Below are some match up-specific talking points to get you all started. These are just to give people ideas, you do not need to address them specifically if you do not want to!
Thank you as always for participating! Next week we will continue our discussion with the Franks vs Teutons. Hope to see you there! :) [link] [comments] | ||
Posted: 02 Oct 2019 07:47 AM PDT I see too many people randomly quoting villagers and military units in AOE2. My question is, what are your favorite ones the game (Including the expansions)? For me the best civilizations are: Military
Villagers
PLEASE QUOTE YOUR LINES BELOW.. Troemotrauv! Bat! [link] [comments] | ||
Posted: 02 Oct 2019 06:20 AM PDT | ||
Almost a Titanic King of India Clipped by XpawnoAoc Posted: 02 Oct 2019 04:59 AM PDT
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AOE2 Themed Forza Livery Design Contest Posted: 01 Oct 2019 05:15 PM PDT Hello everyone, I'm BussDH and i run a small YouTube channel that's content is mainly focused on the Forza Motorsport/Horizon franchise but I've also been playing AoE2 on and off since 2000 so with the release of the Definitive Edition coming out in November I thought I'd bring two of my favorite franchises together. I am hosting a livery design contest on Forza Motorsport 7 and Forza Horizon 4 with the theme of the designs being anything related to Age of Empires 2. The contest runs from October 1st - 30th with 3 winners being announced on Nov 14th and will receive a copy of Age of Empires 2: Definitive Edition. If you'd like to know more have a look at the video linked to with the post. Thanks and good luck to those that enter. Video link - https://youtu.be/GVLHUoK1Gvw [link] [comments] | ||
Posted: 01 Oct 2019 01:28 PM PDT Would you be for or against starting with 2-3 more villagers, 15 civ pop, less food and less wood? It feels like the first minute or so of every game is the same. Create two houses, create villagers, and start collecting food. They also may need to adjust how much of the map starts explored because if you cutout this early portion you may not have enough time to scout your sheep. Just a thought I had a someone who played SC2 from WoL to now and one big adjustment they made was to cut-out the boring early game by just starting with more workers. [link] [comments] | ||
AOE Federation 0-1549 ELO 1v1 Tournament - S01 2019 Posted: 01 Oct 2019 01:42 PM PDT | ||
Hypothetical civ bonus: Start with more food, less villagers Posted: 01 Oct 2019 11:26 AM PDT I want to discuss a hypothetical civ bonus: "Start the game with +X food, but -1 villager". What would be a good range for the value of X? For example, X = 50 does not make any sense, because you would be one behind in the villager count without gaining anything (hence not a bonus). On the other hand, for example, X = 1000 would be too much, because you could probably click Feudal at 5 pop and spam scouts while the enemy is still far from clicking Feudal, which is OP. So, what is the minimum value of X to call this a "bonus" rather than a disadvantage. And what value should X not exceed to not break the game completely? Note 1: This is the opposite of Mayan civ bonus, but we still want X to be high enough to give the civ a slight advantage. Note 2: I'm aware of the SoTL video on the value of a villager. The video is relevant, but not an answer to this question (because it answers how much resources you lose by losing a villager, rather than for how much you could sell one). I personally still consider X = 500 too high, but it might be debatable. [link] [comments] | ||
Posted: 01 Oct 2019 01:17 PM PDT So, I've ported Rise of Rome Coming of the Huns to Age 2. I believe it's ready. I've play tested it a few times. It doesn't seem to have any bugs, but I can possibly know. So, when is a scenario ready to publish? [link] [comments] |
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