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    Tuesday, November 26, 2019

    Age of Empires II Go Go Cuman Ranger

    Age of Empires II Go Go Cuman Ranger


    Go Go Cuman Ranger

    Posted: 26 Nov 2019 03:26 AM PST

    When you are noob but your opponent chose to surrender by disconnecting

    Posted: 26 Nov 2019 03:40 AM PST

    Cu-cu-cu-cumans

    Posted: 25 Nov 2019 02:47 PM PST

    Wait, what?

    Posted: 25 Nov 2019 08:25 PM PST

    Locations of all DE civilizations plus their architectural styles (see comments)

    Posted: 26 Nov 2019 12:44 AM PST

    It's pretty silly that Mongols and Huns don't get steppe lancers.

    Posted: 26 Nov 2019 03:38 AM PST

    If there are two civilizations that terrorized the civilized world with steppe cavalry (and horse archers), it's the Mongols and the Huns, not the Cumans and Tatars. It's pretty silly they don't have access to those two units.

    And, if those two factions were to receive the steppe lancer, it'd mean all cultures have a specific unit (camel for muslims, eagle warrior for mesoamericans, steppe lancer for nomads...) except for the european factions. Please, give them a crusader unit, like a templar knight. Many solo campaigns take place during a crusade or another, and the only crusader unit we've got is the teutonic knight, who is actually not a knight and limited to a single faction.

    submitted by /u/Meneldyl
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    Time to retire boys, I’ve officially got a better win% than Viper

    Posted: 25 Nov 2019 04:49 PM PST

    How did this happen?

    Posted: 26 Nov 2019 04:43 AM PST

    Thanks DE

    Posted: 26 Nov 2019 12:29 AM PST

    AOE2:DE already has almost 9x as many user reviews on steam than AOE:DE with a better rating to boot!

    Posted: 25 Nov 2019 05:00 PM PST

    Ok boomer

    Posted: 25 Nov 2019 10:41 AM PST

    Real story of Attila, El Cid and Saladin by Nota Bene (French youtuber)

    Posted: 26 Nov 2019 04:02 AM PST

    Bulgarians all about map control?

    Posted: 26 Nov 2019 01:47 AM PST

    Hi. Let me preface my statement to say that i dont actively play anymore since years, i basically only watch expert games on twitch and youtube. Im just fascinated by how every action seems perfectly planned through in a complex meta and the micro seems perfected by players like lieery, viper and most recently hera. (And all the other pros, love you all)

    So maybe my thought just lacks experience, but shouldnt you see bilgarians played for mapcontrol way more? How i interpret their bonuses: * Go early on stone and place tcs and kreposts everywhere you can
    * Raid and harrass early with the man at arms line to keep the other player in his base * Build castles only for the trebs * continue raiding and harrassing with konniks till lategame and starve the opponent.

    Do they have too slow of an early game for this? Am i missing something obvious? As mentioned i didnt play myself in forever and watching only pros didnt give me enough of a chance yet to see them in action - so please be gentle with me ;)

    submitted by /u/klanawagna
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    AOE2:DE India 1v1 Tournament coming weekend

    Posted: 25 Nov 2019 08:40 PM PST

    Hi, Klys here, a long time AoE fan from India. I've always wanted to promote the AoE scene, especially in India.I'm organizing a 1v1 tournament this weekend on westindia server on DE. Interested players can join here: https://challonge.com/tournaments/signup/Iiba6oqtIp Join the AoE2 Official India server (https://discord.gg/VDAQGYm) to keep posted on any updates.

    Rules:

    • Group Stage: Groups of 4, round-robin BO1s, with 2 moving forward.
    • Final Stage: Knockout tournament, with BO3s till the finals and BO5 for the finals.

    All players win the group stage can schedule their matches with given opponents according to both players' convenience. After the match is over, upload the save game to Challonge, and update your win status. Any confusion can be resolved on the Discord India server.

    Prize Pool

    A prize pool of Rs. 1,200 has been announced till now. Final stage games will be casted by streamers from AoE Official India Server.

    Maps:

    • Group Stage: Arabia
    • Final Stage: Veto system between the 2 players from DE's custom map pool.

    Schedule:

    Sign up will remain live till Thursday afternoon IST.

    Group stage is set for this weekend. Final Stage will be decided after the group stage is over (Depending on the advancing players' availability)

    Contributors:

    Wildling: An Indian AoE enthusiast. Check out his YT channel here: https://www.youtube.com/channel/UC9dztndmOp3wUx8a97-UHhg

    submitted by /u/klys_aoe
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    Will the interactive build order tutorials be ported to AoE:2 DE?

    Posted: 25 Nov 2019 11:51 PM PST

    I recently found out about the interactive build order tutorials (which I suspect were the inspiration for the Art of War section) and I really wish I could play them in Definitive Edition. Learning build orders and then taking to the game doesn't seem to work as well for me as practicing with a voiceover.

    Do you know if they're going to be ported?

    submitted by /u/Steel_Neuron
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    Is the allied AI supposed to be a complete liability or is this a bug?

    Posted: 26 Nov 2019 12:54 AM PST

    Seriously, I thought it was a bug at first, but I'm seeing the same thing every campaign mission where I have allies (across the Alaric and Attila campaigns at this stage). The allied AI seems to be significantly less competent than the enemy AI, to the point of where they're pretty much a liability in most cases. What I've observed so far -

    • In Alaric #4 (Sack of Rome), the two allied AI pretty much stopped building units after the attack on Rome began. One of the AI would send singular Hussars to their death over and over again, whereas the other AI would occasionally launch assaults consisting of around 3 Skirmishers and 2 Battering Rams. Reloading the game would cause them to build units for a few minutes, before they once again went braindead. The allied AI was fine in the previous mission which led me to believe that this was a one-off bug.

    • In Attila #4 (Sacking Gaul), the Burgundians did a similar thing. They'd launch sporadic attacks consisting of 3 or so Battering Rams and maybe half a dozen Longswordsman, which achieved absolutely nothing throughout the entirety of the game. Burgundy was an optional ally, and I honestly think the mission might've been easier if I just killed them instead.

    • In Attila #5 (Catalaunian Plains), the Ostrogoths build nothing but Longswordsman, which they sporadically send to their deaths. They don't bother to defend their base, nor do they attack any Roman units that pass by their units. They literally stand and watch as Roman Trebuchets roll through. After a certain point, they stop building units, resulting in the Romans killing them.

    • And the worst of it, the AI still attempts to consume all of the gold across the map despite the fact they don't really build any units. My allies are effectively trolling me by stealing gold that I could be using and then not doing anything with it.

    Why is the allied AI like this? Are they intended to be completely useless or is this an unfortunate bug that I'm encountering over and over again? Anyone else having this issue?

    submitted by /u/McFoodBot
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    Civilization design overview and suggestions : Bulgarians

    Posted: 26 Nov 2019 06:04 AM PST

    Warning, wall of text incoming. This review is more than just about balance, it is also about civ design, which is just as important to me : how coherent the concept of the civ design is, and how unique the civilization feels in regards to existing ones.

     

    Bulgarians

    Infantry and Cavalry civilization

    • Militia-line upgrades free
    • Town Centers cost -50% stone
    • Can build Krepost

    Unique Unit: Konnik (cavalry)

    Unique Techs:

    • Stirrups (Light Cavalry and Konniks attack 33% faster)
    • Bagains (Militia-line gains +3 armor)

    Team Bonus: Blacksmiths work 50% faster

     

     


     

    The is a pretty well designed civilization, infantry, cavalry being at the forefront with strong siege as well. This is of course balanced out by the worst archer line in the game and limited archery range in general.

    Their gameplay is very streamlined : maa -> walls and/or towers -> Krepost -> Konniks. It's a very strong game plan, with probably the most deadly maa timing in the game. But it is also basically the only one Bulgarians can comfortably go for, on account of (almost) no eco bonus and limited tech tree options.

    Here are my main talking points :

       

    Krepost :

    Great concept. Half castle with lower stats, able to produce UU for a civ which really needs it with the lack of xbow. The other civ without xbow, Spanish, heavily relies on conqs. And since Konniks aren't as good as conqs in early castle, making them more accessible is a very nice touch.

    However, with only 350s Kreposts feel a bit too cheap. It's easy to get map control in castle age, and specially with the lower build time a Krepost drop is hard to deny. It's also easy to boom behind them, due to their low cost and the TC stone discount on top. Increasing the stone cost would make them too close to being worse Franks castle, so my idea to increase the costs of Kreposts is to add a wood cost, maybe 200w. It's still fewer total resources than a castle, and the Krepost is still the more stone efficient fortification.

    Adding a wood cost makes booming behind Kreposts less easy, but in imp they retain all their appeal as a cheaper defense and Konnik production.

    Suggestions :

    • cost : 350s -> 350s 200w
    • build time : 150s -> 180s (castle is 200s)

    I know these nerfs may not be enough to make Konniks completely balanced, however I believe they set them on the right track and further adjustments can be made down the line.

     

    Bagains :

    Conceptually it's a nice idea. Without Champions, you are trading 10 HP and 1 attack for extra melee armor on your 2 Handed Swordsmen. They would do worse versus ranged units, but ideally they would outperform champions in melee fights.

    Except currently they don't. Having only +2 melee armor compared to champions is not enough to make up for the -10 HP and -1 attack. There are literally only 3 imperial units against which Bagains 2Hswords do (very slightly) better than champions : champions, heavy camels and Mayan eagles. Currently, the tech is more expensive and less accessible than champions while doing worse in almost every circumstance.

    I think increasing the effect significantly would be a good thing. With +5 armor, 2Hswords would do better than champions against most melee units and completely destroy eagles, halbs, hussars and camels. They would still be worse vs ranged units, but it's an interesting trade off. Like reversed Malian Champions.

    • Militia-line gains +5 armor

     

    Stirrups :

    Nice concept, yet oddly incomplete. It applies to light cavalry and Konniks, which are heavy Cavalry like Knights, and yet Knights are not affected. Of course the balance reason is that 33% faster attacking Paladins would be OP. But on a design level, this UT is odd. It's like if the Japanese faster attacking infantry applied to halbs and samurai but not Champions. Or Farimba for Light cav and Camels but not Cavaliers.

    But that leads me to the point I would like to make. Instead of having generic fully upgraded Paladins, it would be much more unique for Bulgarians to have faster attacking Knights and Cavaliers but no Paladins.

    It would make Stirrups more thematically complete, and we don't have any civ with faster attacking knights. In many ways it would be similar to Farimba, a distinct and remarkable UT. Malians with Paladin but without the extra attack on them would feel a lot less interesting.

    Also, the removal of paladin would put more emphasis on Konniks as the late game power unit. And I consider that having spotlight on UUs over generic unit lines is desirable.

    • Paladins removed
    • Stirrups affect Knights and Cavaliers

     

    Konniks :

    Everyone's most problematic UU if Cumans didn't exist. While the concept of Konniks is very unique and brings something really new to the game, they just feel too effective. As an example, even without Stirrups, Konniks trade evenly with Boyars with equal upgrades, while being much cheaper and Boyars being supposed to counter melee units. With Stirrups, it's not even a close fight.

    Konniks have high stats for a castle age unit, and I believe it is needed for a civ which lacks significant economy upgrades and key tech like crossbows. But Konniks have a very high attack and adding to that an attack rate higher than any other cavalry unit, this combination is just too good.

    Konniks should retain some of their Imperial age strength, as the main power unit for Bulgarians, doing better than Paladin in melee but worse against ranged units, on account of -1 pierce armor and -30 HP on the mounted version. But currently they are way too effective in melee, attacking faster than samurais once Stirrups is researched.

    I would advise for their reload time to be longer. They are wielding a flail after all, not the most handy weapon. This would make them a bit less effective in melee, effectively reducing their dps by 25%. Also, an increased gold cost wouldn't be bad for a unit generally stronger than knights.

    • reload time :
      • Mounted 1.9 -> 2.5 (1.425 -> 1.875 with Stirrups)
      • Dismounted 2 -> 2.5
    • cost : 60f 70g -> 60f 85g

     

    Tech Tree :

    There is one odd thing with the Bulgarian tech tree : they lack ranged options.

    Of the 5 civs that miss both HC and Arbalest, 2 have strong Scorpions (Slavs and Celts) and the other 3 have strong ranged cavalry (Huns, Burmese and Cumans). Meanwhile Bulgarians don't have much to show for, HCA aren't even fully upgraded and Heavy Scorp are completely generic. That could make Bulgarians particularly vulnerable to early imp infantry pushes like Vikings or Japanese for example.

    I see two solutions for that : either give them back Hand Cannoneers, or give them a bonus for their siege. For example, Siege Workshop technologies cost -50% less food would make up early imp techs more accessible, and specially heavy scorpion. I am of the opinion that giving an unique bonus is a better design policy than giving a common tech/unit, so I would prefer the siege bonus.

    • New Bonus : Siege Workshop technologies cost -50% less food

       

    Summary :

    • Paladins removed

     

    • Siege Workshop technologies cost -50% less food
    • Militia-line upgrades free
    • Town Centers cost -50% stone
    • Can build Krepost
      • cost : 350s -> 350s 200w
      • build time : 150s -> 180s (castle is 200s)

    Unique Unit:

    • Konnik (cavalry)
      • reload time :
        • Mounted 1.9 -> 2.5 (1.425 -> 1.875 with Stirrups)
        • Dismounted 2 -> 2.5
      • cost : 60f 70g -> 60f 85g

    Unique Techs:

    • Stirrups (Cavalry attacks 33% faster)
    • Bagains (Militia-line gains +5 armor)

    Team Bonus: Blacksmiths work 50% faster

    submitted by /u/TriRem
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    Would you recommend sticking to ONE civ when learning the game?

    Posted: 26 Nov 2019 05:41 AM PST

    I love AoE2, I've been playing it for years. I'm still not great at all, with boom-castle times of like, 17:00 on a good day. BUT, I love the game, and want to get better!

    Something I've wondered about for years is whether I'm hurting myself by sticking to civs - I generally go Aztecs, Franks, or Huns.

    When learning and getting better at macro/micro management and just general game-sense, do you suggest just sticking to one civ? Also, any one civ in DE (inb4cumans) that is great for learning?

    submitted by /u/Ajv2324
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    Just started to play? Welcome to community!

    Posted: 26 Nov 2019 07:15 AM PST

    Hello stranger, welcome to community, we have created a discord channel for everyone who wants to join for a friendly AI games and fun pvp games, we have people experienced enough to help you out with every aspect of the game, play together, practice and use voice chat as part of our community that makes gameplay and interaction fun, get ready for multiplayer, post memes watch a community stream games, enjoy!! Come and join, we need you ;)

    https://discord.gg/qF6vuHg

    submitted by /u/RichytckOfficial
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    Real life Trebuchet

    Posted: 26 Nov 2019 06:34 AM PST

    A brazilian YouTube channel has made a Trebuchet. Had to share with you, even thought most of you might no understand a thing that the guy is saying and there are no subtitles, I just feel it was incredibly worthy to share!

    https://www.youtube.com/watch?v=aESuYwySkXA

    submitted by /u/vicflea
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    Loving the new Unlimited resources setting

    Posted: 25 Nov 2019 04:28 PM PST

    Would be cool if you could veto a few maps before you queue

    Posted: 25 Nov 2019 02:36 PM PST

    Starcraft 2 does this. You choose the maps you don't want to play. Obviously you would want to give the player only 2 or 3 vetoes so there is still diversity in the map pool

    submitted by /u/jackluke
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    Bulgaria Ivaylo Campaign... wow

    Posted: 25 Nov 2019 09:11 PM PST

    For some reason, I was really touched by the story... Especially when it suddenly comes to an end, while I thought there must still have a few more stages. wow.............

    TBH I think we need more campaigns like this. I think SEA campaigns were too much... Although It came from that separate DLC, I really wish to instead see a few campaigns from East Europe, China, Japan or Britain/Viking.

    submitted by /u/quiet_resolve1
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