Age of Empires II Civilization Match-up Discussion Round 7 Week 12: Burmese vs Chinese |
- Civilization Match-up Discussion Round 7 Week 12: Burmese vs Chinese
- Has anyone made a mod that replaces the faith technology icon with this?
- Buildings/units lost now awards star to lowest amount. Except 0
- My fix to ranked:
- Has anyone gotten this achievement yet?
- AoE 2 DE is still in Steam's top 10 selling - more than 2 weeks after launch!
- How I've fixed my "hidden lobby" problem
- The Big LAN II - Melbourne
- Should Bulgarians get Champions?
- Found a use for outposts in the late game (with AI ally).
- Anyone else go on a history binge thanks to this game?
- AoE II Project Ideas
- Terrain Impacting unit speeds
- The Dracula campaign is perfectly balanced
- How do i play a good forward?
- Not sure if repost... but...
- Where can i find custom maps created by other players?
- Looking for community to play with?? Look no more, Join us!!
- Can somebody share the new civs history portion?
- 2v2 Castle rush vs castle rush
- AI suddenly stops using villagers around Castle age
- Aoe 2 DE Late game civ?
- Weird village queue glitch?
- Still no fix for the lobby?
Civilization Match-up Discussion Round 7 Week 12: Burmese vs Chinese Posted: 04 Dec 2019 10:43 AM PST And this makes 2 years of doing these discussions woot woot! 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 Indians vs Saracens, and next up is the Burmese vs Chinese! Burmese: Monk and Elephant civilization
Chinese:
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 discussions with the Khmer vs Mayans. Hope to see you there! :) [link] [comments] | ||
Has anyone made a mod that replaces the faith technology icon with this? Posted: 05 Dec 2019 02:30 AM PST
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Buildings/units lost now awards star to lowest amount. Except 0 Posted: 05 Dec 2019 03:04 AM PST
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Posted: 05 Dec 2019 01:46 AM PST
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Has anyone gotten this achievement yet? Posted: 05 Dec 2019 03:21 AM PST
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AoE 2 DE is still in Steam's top 10 selling - more than 2 weeks after launch! Posted: 04 Dec 2019 06:18 PM PST Pretty impressive for a remaster of a 20 year old game (think it might be a record)! Congrats to the devs, hope they continue improving the game. [link] [comments] | ||
How I've fixed my "hidden lobby" problem Posted: 04 Dec 2019 11:50 PM PST It might not work for everyone but it works for me almost every time. When you create your lobby, don't change anything, not the name or spectator option nothing. Leave everything on default and just create the lobby ( you can only select server ). When you've created the lobby, this is when you can change the name to whatever you want by just doing so by pressing lobby settings. Try it out, by doing this my lobby shows on the browser instantly every time. I've noticed that my lobbies kept bugging out and just went hidden forever when I changed the name of the lobby before it was created. [link] [comments] | ||
Posted: 05 Dec 2019 01:23 AM PST Hey guys, in October we ran The Big LAN and had an AOE2 tournament with over $300 in prizes and it was an absolute blast. The Big LAN II is coming up in January and we'll be running a singles and a doubles AOE2 DE tournament with over $700 in prizes just for AOE! If you live around Melbourne and are 18+ we'd love to have you along. Early bird tickets are now available for $15 and include lunch, dinner and Red Bull at no extra cost. More info at http://thebiglan.com or join us on Facebook [link] [comments] | ||
Should Bulgarians get Champions? Posted: 05 Dec 2019 04:39 AM PST Currently Bulgarians get free Militia-line upgrades but don't get Champions. Instead their second, Imperial Age unique technology is 'Bagains' which gives +3 melee armour to their Two-Handed Swordsman. In effect, their T-H Swordsmen have +2 melee armour compared to generic Champions but -10 HP and -1 attack. Something about this feels incredibly unsatisfying. I think they should get Champions, but the upgrade itself shouldn't be free. That way, they would still get one free upgrade per age for Swordsmen but not Champions. While two civs shouldn't be compared directly, Aztecs and Burmese already have a similar attack boost on their Infantry with the Burmese bonus extending to Halberdiers and being completely free. If the Bulgarians have to lose something from their current tech tree to balance it out, I can think of two possible things. Elite Skirmisher or Siege Ram. Since they already don't even have Crossbows like the Spanish, maybe they shouldn't have Elite Skirms either like the Turks playing into their civ's weak Archery Range. This would also limit their trash wars potential as they already have standard FU Halberdiers and top tier Hussars after Strirrups. Otherwise, they could lose Siege Rams for Champions so their armoured Champions don't have the protection of Siege Rams like Teutonic Knights. [link] [comments] | ||
Found a use for outposts in the late game (with AI ally). Posted: 05 Dec 2019 01:36 AM PST
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Anyone else go on a history binge thanks to this game? Posted: 05 Dec 2019 06:52 AM PST After getting DE, I spent many waking hours outside of the game watching historical documentaries on different civilizations on YouTube. I'm no history buff, but I've been binging this stuff non-stop and I'm not even mad. Thank you DE for reawakening my love for this franchise! [link] [comments] | ||
Posted: 05 Dec 2019 05:54 AM PST Hey everyone. I'm learning Python right now (whenever I'm not playing DE or watching streams myself) and they say that one of the best ways to learn the language is to set up a project and get to work. I really love this game and I thought that it would be really cool to try to make something that would benefit the community at the same time. I wanted to ask here, what's something that isn't available right now that should be? A couple ideas I've thought about this last week were:
I'm still towards the beginning of learning the programming language so I won't be able to crank this out super quick, or have something that looks very polished or extensive, but I wanted to get some input and ideas that would help me to make something really cool. I'm open to having help on this, if anyone would like to join me in this endeavor - but I'm really after ideas and input. I'm looking to first make a program for this and then eventually get it to a website. Anything I make now would be open-source and I plan on sharing progress if this gets enough interest. [link] [comments] | ||
Posted: 04 Dec 2019 09:48 PM PST I think it'd be really cool if terrains could have an impact on unit's speed. For example: - Swamps should slow down all the units - Desserts should slow all the units except camels - Units travelling uphill have a decreased speed whereas going downhill have an increase in speed etc I think this will really enhance the strategic gameplay, do you guys have any other ideas that can be added to the list? [link] [comments] | ||
The Dracula campaign is perfectly balanced Posted: 04 Dec 2019 08:18 PM PST
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Posted: 05 Dec 2019 04:11 AM PST A friend of mine (I'm 1600 voobly atm) likes to turtle in his base and play fc very often. I know, in theory it should be easy to punish him (he doesnt even drush before), but i use to fail when trying to adapt to his greedy play. So i need to know what i should try to achieve when applying heavy feudal pressure: 1. do i have to tower? how many towers do i need? how important is it to keep them up? 2. is there some kind of default instant reaction when i scout his strategy (like mining stone, build range etc)? 3. do i mass army anyway or do i try to get to castle age aswell? ill always be slower than he is because i have to adapt my build. if i mass archers its so easy for him to counter with 1 mango. edit: i forgot to mention he walls early, like stupidly early edit 2: just to clarify - i dont want to cheese him, and i dont want to pick a civ. its more about stuff i can apply when playing regular rated games and i DONT know beforehand that its happening. so playing FC myself is not an option, because i have already built up something else (and have klicked up to feudal already, like 8-9 minutes into the game). [link] [comments] | ||
Posted: 04 Dec 2019 06:06 PM PST
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Where can i find custom maps created by other players? Posted: 05 Dec 2019 04:05 AM PST | ||
Looking for community to play with?? Look no more, Join us!! Posted: 05 Dec 2019 07:49 AM PST Discord community established few weeks ago is growing with more and more friendly and helpful members with all skill levels, you need a mentor? someone who can teach you stuff? we have very knowledgeable staff who is happy to play games with you and guide you to the right path, currently gathering members for novice tournament or simply join to socialise, come and join and bring your friends ;) [link] [comments] | ||
Can somebody share the new civs history portion? Posted: 04 Dec 2019 10:17 PM PST I haven't bought the game but would love to read about new civs. [link] [comments] | ||
2v2 Castle rush vs castle rush Posted: 05 Dec 2019 06:09 AM PST hello Age of empire community, i have been played this games for 20 years now. i just bought a definition edition last game i played 2v2 . it's a great castles rush from enemy , pls check out and help comment and feedback thanks [link] [comments] | ||
AI suddenly stops using villagers around Castle age Posted: 04 Dec 2019 11:35 PM PST I have run into this problem within a custom created scenario of my own making. Its simple "random" style map, no triggers or anything fancy. Everything seems to run ok up until castle age, when the AIs start to boom. Suddenly, all the villagers they are producing from about 3+ TCs just stand under TC and do nothing. When resource runs out, same thing happen. Only woodcutters tended to keep working, but not even all of those. This seemed to affect most of the computers (about 6 out of 7). The AI still plays though, it has, it uses military units and keep producing them, alongside villagers, until they run out of resources eventually. As for more context, map is ludicrous size (but only about 1/3 of it is really accesible and playable). Resources are plenty (all the basic stuff you get in random map, ie. sheep, boar, deer, berries etc.). Anyone knows, what could be causing it? Or are there some AI options I missed in the editors? [link] [comments] | ||
Posted: 05 Dec 2019 01:45 AM PST I need some advice which Civ is really good with a defensive/economic playstyle. I mostly play 1v1. [link] [comments] | ||
Posted: 05 Dec 2019 01:37 AM PST I'm getting this weird behaviour in DE when I use shift to task villagers to return what they're carrying than do something else. Once they reach the drop off point, they just stop and stand there, and they don't even show up as idle in the idle button. Does anyone get this? [link] [comments] | ||
Posted: 04 Dec 2019 11:13 AM PST It's been in progress since the 16th. I'd think something as important as the entire lobby system would be number one priority but apparently not. [link] [comments] |
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