• Breaking News

    Tuesday, December 10, 2019

    Age of Empires II The AI (Hard mode) on the Pacific Islands Map just gives up. It doesn't go to the main island, explore or create an army. There goes two hours of my time...

    Age of Empires II The AI (Hard mode) on the Pacific Islands Map just gives up. It doesn't go to the main island, explore or create an army. There goes two hours of my time...


    The AI (Hard mode) on the Pacific Islands Map just gives up. It doesn't go to the main island, explore or create an army. There goes two hours of my time...

    Posted: 10 Dec 2019 01:22 AM PST

    Typical

    Posted: 10 Dec 2019 05:00 AM PST

    My old school Big Boxes of Age of Kings and Conquerors, complete with jewel cases, game manuals, flip charts, and warranties.

    Posted: 10 Dec 2019 05:50 AM PST

    Heart rate during online match

    Posted: 10 Dec 2019 02:50 AM PST

    Every time I get into a pvp game my heart rate goes through the roof. I talk about 140+ bpm, I just counted it. This is the only game where I experience this. I had only 3 placement matches so far and won all of them easily, but still my heart rates goes apeshit. What is wrong with me?

    submitted by /u/Senchanokancho
    [link] [comments]

    New unit? I don't remember these in the original game.

    Posted: 09 Dec 2019 08:15 PM PST

    Does anyone know what these random flags mean?

    Posted: 10 Dec 2019 03:13 AM PST

    Guess the strat!

    Posted: 09 Dec 2019 09:08 AM PST

    Why they didn't fix it on definitive edition?

    Posted: 09 Dec 2019 04:36 PM PST

    After 3hours and around 160k food collected, I finally did it. I completed Dracula's last mission on hard.

    Posted: 09 Dec 2019 11:24 PM PST

    After 3hours and around 160k food collected, I finally did it. I completed Dracula's last mission on hard.

    I used the strategy of u/StupidFatHobbit (abandon starting base and set camp at the Northeastern part of the map) after attacking the stone mines and lumberjacks and man it was still hard. Surely, even after 20 years I'm still a noob, but I couldn't believe that it would take so long.

    Btw, I loved this map. Challenging as it should be on hard. It made me wonder how come there is not already a campaign like this (SFH's strat). When you are closed in a mountain and your only ways of expansion are either forward or cut through the forest.

    https://preview.redd.it/q9b4asirbr341.png?width=1060&format=png&auto=webp&s=75169ac4703f61192d81de5ac4209bf00a8e98f1

    submitted by /u/EstefanusPhy
    [link] [comments]

    Why steppe lancer is broken and what could be done.

    Posted: 10 Dec 2019 05:50 AM PST

    Text wall ahead, TL;DR at the bottom

    They are moronic both from a gameplay and a realism point of view.

    From a gameplay point of view, they are OP because they are:

    • one of the strongest melee unit of the game
    • faster than about anything a non cuman player can build
    • one of the cheapest and most cost efficent cavalry unit in the game

    On the last point, 8 unupgraded steppe lancers are already really good by the time you have them, so nope, they are currently not balanced by the supposed need to mass them up.

    For comparison, Teutonic Knights are the strongest melee unit in the game (yes, they wipe the floor out of lancers), but they are balanced by a mildly high cost and a painfull slowness.

    Paladins are among the strongest melee unit as well (weaker than steppe lancers though) but are not the fastest and are balanced by a very high cost.

    Steppe lancer just got it all.

    From a realism point of view, virtually all horsemen were lancers when they where not wielding range weapons.

    I mean stop and think for one second how moronic it is for the base AoE knight to charge with a sword smaller than the front of his horse.

    But they were wielding 6 foot lances for the sake of even being able to touch something in front of their horse, they were not wielding 10 feet lances to hit from behind their 2 comrades ahead, because 1) such lance would be too long and too heavy to aim and redircet correctly 2) 10 feet would not be enough to hit even past your first comrade.

    But you know who had 10 feet pikes that hit from third rank? Everyone. Virtually every single medieval civilisation on earth had access and a made use to what is called a pikemen and what this game chose to call a Kamayuk.

    Now I'm not necessarilly advocating for more realism (though realistic pikemen would be an answer to steppe lancers), I don't think it should supersede gameplay, however, I think there is an issue when the game is so unrealistic it violates common sense and flavor.

    In the case of steppe lancers, it violates common sense that a lance is bigger than a pike.

    It violates common sense that pikemen can't even beat a lightly armored cavalry unit.

    It violates common sense to have a freaking cheap Phalanx formation moving at 40 mph in a medieval game.

    And it also hurts flavor to have a unit named steppe lancers (ignoring balance for a moment) only available to 2 civs, especially considering Mongols were famous for their lancers almost as much as for their archers.

    So how would I go about balancing Steppe Lancer? Well you can try to nerf it and bring its cost closer to paladin, or its power level closer to hussard but I think it's doomed to fail.

    The culprit IMO is really the range 1 melee cavalry.

    A range 1 melee unit is bound to be a lot stronger en masse than in low number, so to make it balanced, you kind of have to make it dominated in numbers. If they just break even when massed up, why not just go knights from the get go and not be vulnerable when still below critical mass?

    The problem is, if you dominate melee AND are the fastest unit in the game, then you just dominate every thing. Even the mobile Mangudai do not totally dominate ranged combat (you can go skirms) and they don't pack the same DPS as lancers.

    So if the devs want to stick to the range 1 melee cav idea, as I fear they want, I think it will be very hard to have them neither overpowered nor underpowered. And even if they do manage to get it, games versus steppe lancers will be degenerate rush to prevent them to mass SL. That's not necessarilly new, but usually, you got up until imperial age to stop powerhouses like the Goth and the likes. Steppe lancer are dominating right from castle age and Cumans have one of the strongest feudal age as well. Furthermore, they can never really be balanced well because it is boud to be too dependent on the type of map and match. If SL are made weakish on 1v1 but theoritcally dominating late game, they would still be grossly overpowered as pocket in 4v4 (likely much moreso than other strong pocket civs).

    So how to make a lancer without losing flavor?

    Well first, if, as I suspect, the only fix to SL is to nerf it into oblivion, they might as well not exist, so we'd not be losing flavor by removing the range 1 absurdity then. So I hope after nerfing SL into oblivion, the devs wil look into other options, of which I got two of them.

    The first one is not my idea, it is how knights could have been made in the first place 20 years ago: with a bonus when charging. The devs had that idea back then but dropped it, for simplicity's and readibility's sake I guess (and now every unit has hidden bonusses against some other units, so much for readibility). It's probably not an option since it would require serious alteration of the (perfectly fine) game engine.

    The other idea is to give lancers:

    • low/no attack delay, they always get the first hit, to simulate a range advantage
    • high attack, to simulate a charge along with no delay
    • low rate of attack, to balance DPS and simulate that you are not always charging/ and that lances are a slower to wield than swords.

    It would make them high impact, with enough flavor to distinguish them from non lancer cav (though every cav could be made lancerish), while keeping them balanceable (as long as they don't one shot pikes I, though it would be logical for pikes to have an even shorter attack delay if they don't get the range 1).

    The big downside is that the speciality of steppe lancers would be a lot less noticeabl to the untrained eye (as well as objectively less impactfull, but that's the point).

    TL;DR

    Steppe Lancer could use a nerf, but IMO, range 1 cavalry will never be a good idea. Use (a shorter than for other units) attack delay instead to simulate range advantage without allowing stacking.

    submitted by /u/4xe1
    [link] [comments]

    7,325 are playing DE as this thread is being posted / Rant Over

    Posted: 10 Dec 2019 02:50 AM PST

    Posting this after trying for 6 days of trying to fill a custom lobby.

    And server browser can't even pick up 5 servers, all of which aren't even being played in the North American Server list. It generally takes 30 -> 45 minutes of sitting in a lobby for my server to eventually come to server browser for others to see . . . sometimes it doesn't even appear after going AFK from sitting idle from work, to the end of the day. Look, I get it, not all 7,325 people are going to be playing custom games, but christ mate, do the players need to fix the game for the publishers every time they make an attempt at something remotely close to a polished game?

    I realize that I sound like a dickmunch, but . . .

    Honestly, I would cringe at the day that Forgotten Studios moved onto a new IP, because I just know that they're going to release the game before it's even prepared. If any of the developers moved onto a new IP or company, and I see their names attached to the developmental team, I would instantly start feeling suspicious of whether or not the job is going to get done in a polished manner. What we have now is good enough for launch, what's stopping them from putting something out later in a similar state?

    During School + College, if you put out a shotty piece of work, people form opinions of you and just don't want to be involved with you. People start avoiding you and just don't want to be involved with you because they just know they're going to have to be the ones picking up the slack when it shouldn't be necessary. This isn't the first time, it isn't the second either, but at what point, how many years, how much effort is it enough to put something out without such a major technical issue?

    I'm not a game developer, and I don't know anything about developmental processes when it comes to creating a game. But the framework was there before FE got their hands on it. How hard could this have been to creating a working server network? Maybe it's just an incredibly difficult process, and I'm ignorant as fuck, who knows.

    /Rant over

    submitted by /u/KBDKiwi
    [link] [comments]

    The siege of Jerusalem (Saladin campaign) glitch?

    Posted: 10 Dec 2019 04:36 AM PST

    So I was having difficulty in this scenario. Been playing on moderate, and the AI got a bit aggressive with seige at times and cataphracts.

    I decided to restart and my new strategy was to target the hospitallers at the very start. Sent my army straight there, they were very vunerable. Got a castle built next to their TC and crippled them within minutes.

    The next half hour I built up my economy. My castle was placed perfectly. It blocked the only entrance into the base. Blue, usually got aggressive but they kept sending villagers to my castle to mine. All their villagers were dying. The trigger where some guard says: launch a counterattack, (which is when blue gets aggressive) never happened. Suddenly it was really easy. They had no army, it was really weird, but made it so easy. Only yellow attacked, but they couldn't get past my castle either.

    submitted by /u/Cersei1341
    [link] [comments]

    Persians now have the best fast Castle - Knights in the game.

    Posted: 09 Dec 2019 02:48 PM PST

    The updated Persian abilities make them what I believe are the best fast castle into knights civ in the game. There are five reasons for this:

    1. Persians can do a standard 25+2 fast castle in 15:06 mins compared to ordinary civ's 16:05. This means you can start massing knights much faster than your opponent. This is because of their new dark age TC work time bonus.
    2. If your opponent is going archers, Persians have the best anti-archer knights in the game. This is because their knights deal +2 to archers. The knights have access to full upgrades all the way to paladin on top of this.
    3. If your opponent is going knights, you have access to fully upgradable camels.
    4. If your opponent masses pikes you have fully upgradeable crossbows to counter. Once you get a castle and research kamandaran they become undoubtedly the best crossbows in the game (by virtue of their 30% cheaper cost that also doesn't require any gold). They go on to build into what is probably the best late-game trash unit. It's also worth noting that their cost and supreme ease to spam (just send all vils to wood) make them, in my experience, a viable counter to lancers which is rare.
    5. If your opponent builds skirms to deal with your Kamandaran crossbows, a single elephant can 1v20 skirms and usually forces a very quick over-reaction from your opponent in the form of monks without you having to build more than one elephant.

    In my estimation this brings their FC - knights potential above even franks, particularly because you can get rolling a minute earlier than most. This is all on top of a few extra benefits not limited to fast castle:

    • Stellar economy courtesy of the faster working TCs and docks.
    • More reliable dark age if you can't find your sheep, courtesy of +50 food.
    • The ability to build a dock and fishing ship before a lumber camp to get an early eco and population lead.
    • An incredibly flexible tech tree.
    • The opportunity to TC drop your opponent if you are bored.

    Give it a try: you won't be disappointed.

    submitted by /u/Emberkahn
    [link] [comments]

    New to AOE2 DE...

    Posted: 10 Dec 2019 05:20 AM PST

    ... and I beat moderate AI for the first time yesterday.

    Yay?

    submitted by /u/lip3k
    [link] [comments]

    Unique unit transition in 1v1

    Posted: 10 Dec 2019 07:38 AM PST

    What's the common strategy for transitioning into the unique unit from feudal aggression? Do you start taking stone in feudal, slightly delaying your castle time or do you want to click up as fast as possible and then go to stone?

    Please note that I'm not talking about walling up and fast castling into unique unit. I want to transition from say scouts or archers opening into the UU as smoothly as possible.

    submitted by /u/FailedTomato
    [link] [comments]

    Sorry if repost, just saw this and busted out laughing.(For context froom Joe Rogan Experience #1398)

    Posted: 09 Dec 2019 04:30 PM PST

    AoE2:DE GTX 1050Ti Benchmark |Low/Mid/High/Ultra|+ The Misleading Official Recommendation | 1080p |

    Posted: 10 Dec 2019 02:08 AM PST

    AOEHub - Age of Empires app

    Posted: 10 Dec 2019 04:46 AM PST

    Recently I launched an iOS app for Age of Empires called AOEHub. The idea behind the app was to provide a place where everyone could share build orders. After this I also added a leaderboard to see the current ladder at all times.

    I was wondering what you guys think of the app and what you would like to see being added to the app. All feedback would be appreciated.

    The app is available in the App Store here: https://apps.apple.com/us/app/aoehub/id1489770537?ls=1
    (I'm working on an Android version)

    submitted by /u/ruubehh
    [link] [comments]

    If every civ could build rams and extra TCs in feudal age...

    Posted: 10 Dec 2019 04:08 AM PST

    ...how would it affect the gameplay? Presumably the balance would need to be tweaked as inevitably some civilisations would be able to benefit from it more than others, but leaving aside the fine details do you think it could work?

    Personally I think it could be cool, you could see higher villager counts in feudal and so more pressure to expand and take map control earlier. If every civ had access to rams in feudal it would be relatively easy to counter TC drops, so I think the feudal TCs would mostly be used for their "real" purpose of building your economy.

    submitted by /u/a126728
    [link] [comments]

    Just lost ELO WINNING the Berber's second campaign mission 11.

    Posted: 09 Dec 2019 04:41 PM PST

    Just lost ELO WINNING the Berber's second campaign mission 11.

    https://preview.redd.it/oxiqg0aicp341.jpg?width=3840&format=pjpg&auto=webp&s=e8b0b9e32af81b229b8fd10bdf4b938da50eb1a5

    I decided to play campaigns until fucking cumans and the shitty lancers get fixed. Well I guess Im gonna loose ELO regardless 11.

    submitted by /u/MoNkEy_MoNk11
    [link] [comments]

    Noob question: Huns Build

    Posted: 10 Dec 2019 12:56 AM PST

    Noob here. Whats the best Huns build for a booming fast-castle? (Step by step). Thanks!

    submitted by /u/Mahine1
    [link] [comments]

    What are your favorite Heroes from the campaign?

    Posted: 10 Dec 2019 05:20 AM PST

    I'm currently designing a AutoChess type of game. And I want to include heroes from the game. But honestly I have not played much of the campaign or at least in many years. So I'm curious as to what people think would be a must include Hero for the game. Would be even more helpful if you put your favorite Hero from each region.

    submitted by /u/J0rdian
    [link] [comments]

    No comments:

    Post a Comment