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    Age of Empires II Medieval Monday: Ask Your Questions and Get Your Answers

    Age of Empires II Medieval Monday: Ask Your Questions and Get Your Answers


    Medieval Monday: Ask Your Questions and Get Your Answers

    Posted: 02 Dec 2019 07:06 AM PST

    Time for another weekly round of questions.

    Talk about everything from build orders to advanced strategies.

    Whatever your questions, the community is here to answer them.

    So ask away!

    submitted by /u/AutoModerator
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    I love Mongolia sometimes

    Posted: 01 Dec 2019 11:36 PM PST

    RIP West Europe Bomabrd Tower

    Posted: 02 Dec 2019 03:39 AM PST

    It'd be neat if there was an option for the grid layout to appear when building and otherwise remain hidden.

    Posted: 01 Dec 2019 05:27 PM PST

    Title.

    submitted by /u/-Caesar
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    Throwing Axe-Men

    Posted: 01 Dec 2019 05:14 PM PST

    You should be able to read the tech tree from the ranked queue

    Posted: 02 Dec 2019 03:32 AM PST

    My friends and I used to peruse the tech tree while waiting for the lobby to fill in order to discuss the merits of various civs. DE devs! Return us to those glory days!

    submitted by /u/Ageofopinions
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    Someone missed something...

    Posted: 01 Dec 2019 10:45 PM PST

    Is this it for random civ?

    Posted: 02 Dec 2019 07:19 AM PST

    Back in the voobly days people generally picked random civ, especially the pros. This provided some variety and showcased some civs we rarely get to watch on Twitch or Mixer.

    Now that every pro player is picking their civ, I feel like we'll never see certain civs again. We have 35 civs but somehow it's been reduced to like 10 max. Even the Tatars, a barely known civ, get almost 0 playing time. It's mostly meso civs, Cumans, and then depending on the map maybe Mongols, Huns and the best water civs (on water maps).

    Is it becuase of the new lobby system that hides the civ pick? Or is it because now maps are randomly picked by the game?

    I feel like DE has delivered on a lot of aspects but to lose the traditional random civ matchup is a bit disheartening. This isn't Age of some empires.

    submitted by /u/HunyadiArpad
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    Balance ideas for all civs/units

    Posted: 02 Dec 2019 03:59 AM PST

    It's something I've been wondering about now that cumens are terrorizing ranked while goths sit in a corner crying and franks being dethroned as civ with the strongest Paladins. What things do you think need a loving pet on the back and what should be smashed with the nerf hammer?

    A friend of mine started workin on his own Rebalance mod so maybe 1-2 ideas could be tested out in it

    submitted by /u/Hartmann_AoE
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    My game did a thing

    Posted: 01 Dec 2019 11:52 PM PST

    AoE2:DE Map development question

    Posted: 02 Dec 2019 06:18 AM PST

    I want to get into building some cool SP or MP maps for AoE2:DE, I see there are some php scripting tools for AoE2 -- will they still work for DE?

    I tried to make a simple SP map using the scenario editor and it's just as awful as I remember it from decades ago. I've been replaying the campaigns and Jeanne d'Arc's is just horrible -- the enemies don't even engage me until I'm literally in melee range with their armies.

    Is there any way scenario development can be made easier? I would be so happy if AoE2 could somehow have an editor as complete as Warcraft 3's. We have Capture Age. How impossible would it be to build an entirely new editor? Anyone know?

    It would be really cool if the DE team just gave us the source code to AoE2:DE's scenario editor? Haha. A pipe dream for sure, but have they ever talked about improving the community's tooling? Exposing a C++ API would be a dream to me, instead of trying to craft a 30k line AI script for a custom scenario, I could just write a simple C++ routine to instruct specifically what I want all the enemies to do.

    I can't even simply do something simple like "when player 2 has 100 archers, stop doing X" - it requires a lot of convoluted triggers to do something that would obviously be a really simple query on player 2's army composition.

    submitted by /u/uuyhhgjjj
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    Relic Hoarder last relic

    Posted: 02 Dec 2019 06:10 AM PST

    Anyone know how to get the "relic hoarder" achievement in the Suryavarman mission Nirvanapada?

    I found the last relic "stuck" next to the dai viet base inside the rock/reef formation thing and I cannot reach it

    Is there a trigger for it? I've tried allying with the dai viet but the relic is still just stuck there

    submitted by /u/seergaze
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    "But we’re also experimenting with new game modes in Age of Empires 2, so there might be new game modes in Age of Empires 2 as well."

    Posted: 01 Dec 2019 10:58 PM PST

    In a new Interview on https://forums.ageofempires.com/t/new-german-interview/63982/2 about AOE4 there was an interisting part about AoE2!

    In Age of Empires 4, you can look forward to all the modes you know and love from the earlier parts. That does not mean that we do not try new things. But we're also experimenting with new game modes in Age of Empires 2, so there might be new game modes in Age of Empires 2 as well. And if people love that and the response is there, then we'll probably bring that into Age of Empires 4 as well.

    More can be read here: https://old.reddit.com/r/aoe4/comments/e4gxs6/new_german_interview/

    So, if they add more gamemodes to AoE2, what do you wish for?

    I think CBA is a no-brainer since that is the most played non-classic gamemode. But there are other popular scenarios such as zombies awakening.

    submitted by /u/Activehannes
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    Nerf the cumans already

    Posted: 01 Dec 2019 01:35 PM PST

    Their feudal boom into mass production of imbalancers is nuts- it just destroys game balance, and drives new players away.

    submitted by /u/konosmgr
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    My first actually good map

    Posted: 01 Dec 2019 11:26 AM PST

    Is there a way to edit standard campaign maps in aoe2DE?

    Posted: 02 Dec 2019 02:09 AM PST

    Steppin' On The Malay | Am I The Only One That Thinks This When I Hear The Malay Theme?

    Posted: 02 Dec 2019 04:19 AM PST

    Make iron boar/boar controllable with editor?

    Posted: 01 Dec 2019 09:02 PM PST

    Basically I need to find a way to make a boar unit controllable by a player so it can be used to attack. Was wondering if this was possible? Maybe trigger to change its ownership?

    I am making a Princess Mononoke scenario for AoE2 DE and am hoping for one of the players to be the Boar Tribe.

    submitted by /u/ehrgeiz91
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    How do the Definitive Edition difficulties map to the HD difficulties?

    Posted: 01 Dec 2019 08:34 PM PST

    I'm loving DE so far, but I'm having a hard time understanding how the AI difficulties compare to HD's AI difficulties.

    I keep seeing people say that the Definitive Edition has better AI, but the game seems ridiculously easy now. I haven't really played in two years, but I'm sailing through modes/difficulties that I used to struggle with on the HD version.

    Anyone know the details on how these two games stack up against each other?

    submitted by /u/UaSirideain
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    Correcting a historical misconception

    Posted: 01 Dec 2019 11:07 PM PST

    So I was watching SotL's latest vid on AoE 4 (see it here - https://youtu.be/mh0ZCGL3tzM) and some of the comments joking about the expected power of the Mongol (one of the 2 civs revealed in the trailer) horse archers trouncing everyone else kinda triggered me, cos I know this is a very common belief i.e. that cavalry archers are the ultimate military unit (at least prior to modern times).

    So I just want to let people here know that that very much isn't the case.

    I understand how the real world Mongol conquests (and the strength of the Mangudai in AoE2) gave people the idea that cavalry archers are some kind of super-unit with no way to counter it, but it's really not. Remember that the Chinese successfully fought off the Mongols for centuries both before and after Genghis. The Koreans and other civilizations bordering nomadic horse peoples as well. One of the simplest counters to horse archers is, fittingly, foot archers. Cavalry bows typically have less size and hence range and power than what you can handle standing up. The AoE2 Korean War Wagon is also a representation of an actually good counter-unit to lightly armored horse archers. And don't forget that 2-handed weapons became more common in later ages because improvements to armor made the necessity of carrying a shield all but redundant. A sufficiently heavily armored warrior is all but immune to arrow fire, especially the kind you can get off from horseback. Also don't ever underestimate the power projection of fortifications: forts not only guard their immediate area (as Castles in AoE2 do), but also allow you to do your own form of 'raiding' - sallying out from them to hit the non-fortified tribes while being immune to counterattack if you can make it back in later . And so on... Genghis Khan was very much the exception (cue Crash Course World History memes!), not the rule (and people argue to this day as to whether he would've actually been able to conquer Europe, give the MUCH denser collection of castles and fortified towns as well as widespread forests compared to the flat and open Eurasian plains they were used to). Settled peoples can and have countered nomadic horse archer civs for centuries.

    I know some of you here likely know a lot more about the topic than me and so can probably even write more (and even provide links to all sorts of examples) on the topic, but I didn't want to make this post too long so no one bothers reading it. But suffice to say that while the recurved composite bow (the bow type that the Mongols used) is a great invention, but it isn't unbeatable.

    Now trebuchets on the other hand... :)

    submitted by /u/BendicantMias
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    [Quick Question] R- move is an aggressive attack but my units move at the slowest rate of the unit selection - is there a command to attack at the fastest available speed?

    Posted: 02 Dec 2019 12:13 AM PST

    Lakota / Custom Nation

    Posted: 02 Dec 2019 03:47 AM PST

    Summary: The Lakota are an early game powerhouse that lack Imperial age, siege weapons, and cannot make towers; instead being forced out of early aggression in an upwards hill battle towards eventual defeat if the Lakota cannot close the game by the time Imperial Age Happens.

    - All Units Ignore 1 Damage
    - Archers reload time is halved
    - Archers gain +2 range after every age (Including Dark age)
    - Melee Units will execute and instantly kill on their next hit if the target is below 20% HP (Stone Structures do not count, and villagers are not impacted)
    - Build Archery Ranges in Dark Age
    - Upon reaching castle age, villagers gain double HP and +15 damage to structures, villagers benefit from arson; stacks with Sappers.
    Team Bonus: Farms have 100 extra food starting at dark age, this value is halved after finishing a research in the blacksmith.

    Dark Age Power: Advantaged

    Feudal Age Power: Impressive

    Castle Age Power: Powerful

    Imperial Age Power: Diminished

    Tech Tree:

    Archery Range: ✔️

    Archer / ✔️
    Crossbowman / ❌
    Arbelist / ❌
    Skirmisher / ✔️
    Elite Skirmisher / ❌
    Slinger / ✔️(Can be built in the feudal age after the UT)
    Cavalry Archer / ❌
    Heavy Cavalry Archer / ❌
    Genitour / ❌
    Elite Genitour / ❌
    Thumb Ring / ❌
    Parthian Tactics / ❌

    Barracks: ✔️

    Militia / ✔️
    Man At Arms / ✔️
    Long Swordsman / ✔️
    Two Handed Swordsman / ❌
    Champion / ❌
    Spearman / ✔️
    Pikeman / ✔️
    Halberder / ✔️(Can be built in the castle age after the UT)
    Eagle Scout / ✔️
    Eagle Warrior / ✔️
    Elite Eagle Warrior / ❌
    Tracking / ✔️
    Squires / ✔️
    Arson / ✔️

    Stable / ❌

    Dock / ✔️

    Fishing Ship / ✔️
    Transport Ship / ✔️
    Elite Transport Ship / ✔️
    Fire Galley / ✔️
    Fire Ship / ✔️
    Fast Fire Ship / ❌
    Trade Cog / ✔️
    Demo Ship / ✔️
    Heavy Demo Ship / ❌
    Galley / ✔️
    War Galley / ✔️
    Galleon / ❌
    Cannon Galleon / ❌
    Elite Cannon Galleon / ❌
    Gillnets / ✔️
    Careening / ✔️
    Dry Dock / ❌
    Shipright / ❌

    Towers / ❌ (Only Outposts)
    Walls / ❌(Not even palisade walls)

    Monastery / ✔️(All techs)

    Castle / ✔️

    UU / Attack Dog, 50 food, able to outrun even the fastest units in the game and disappear into the fog of war, weak against high armor and missile units. (Missile Units Instantly kill this unit, except for Skirmisher ) The Attack Dog will 2 shot a villager, and cannot fight as a traditional military unit. Villagers can 3 hit an Attack Dog. (Train time is 10 seconds)

    UT / Indigenous Pet - produce Attack Dogs from TC's

    UU / šuŋkawakaŋ - Horseman who use slings as their weapons, gaining benefit from melee blacksmith upgrades and not stable upgrades. Similar to the throwing axeman, however, a counter to missile weapons; weak to knights. Short range, but quick unit. (Slightly faster than Eagle Warriors)

    UT / Spiritualism - Every 20 military that dies, gain 200 gold (Costs 700 Food, 200 Gold)

    Blacksmith / ✔️All Upgrades Except Imperial Age and cavalry

    University / ❌

    Mining Camp / ✔️All Upgrades
    Lumber Camp / ✔️All Upgrades Except Imperial Age
    Market / ✔️All Upgrades Except Imperial Age
    Mill / ✔️All Upgrades Except Imperial Age

    Other:
    All TC Villager Upgrades✔️
    No Town Watch Or Town Patrol ❌

    What do ya'll think? I had a bit of free time in between stuff, stuff and other stuff.

    submitted by /u/KBDKiwi
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