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    Friday, December 27, 2019

    Age of Empires II My favorite achievement so far.

    Age of Empires II My favorite achievement so far.


    My favorite achievement so far.

    Posted: 27 Dec 2019 03:30 AM PST

    I don't know why but seeing this come up in lobby browser just really warmed my heart

    Posted: 26 Dec 2019 04:25 PM PST

    A quaint kingdom

    Posted: 26 Dec 2019 11:03 PM PST

    I just wanted to give the developers of DE a round of applause and my thanks

    Posted: 26 Dec 2019 05:39 PM PST

    As a long time fan and player of AoE2, I cannot believe how well done, feature rich, and all round fantastically developed and tuned DE is. Yes, there have been some bugs and balance issues since release, but everything major has been promptly addressed and fixed. The game looks stunning, and I think they did a fantastic job all around.

    A huge congratulations and thanks to everyone involved in the development, production, and release of AoE2:DE. Keep it up!

    submitted by /u/horizon44
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    Useful new hotkeys for AoE2DE

    Posted: 27 Dec 2019 03:53 AM PST

    I'm getting really annoyed lately watching people having endless idles and not fixing them. So I'm trying to spread the knowledge of these hotkeys. Assuming you still have standard hotkey settings, as you would have likely seen them already if you changed any of these.

    Alt + Dot => Select idle trade carts
    Shift + Dot => Select all idle Vills

    Alt + Comma => Select all visible land military units
    Shift + Comma => Select all land military units

    You can also select all you production buildings by pressing:
    Strg + Shift + (Building hotkey)

    Kind of useful for later stages of the game if you toggle through/select the production buildings to give them their rallying point to then spam units with selecting all your buildings and produce.

    submitted by /u/simonsanone
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    Results: AoE2 DE map ban survey

    Posted: 27 Dec 2019 03:33 AM PST

    Teutonic Knights

    Posted: 27 Dec 2019 04:48 AM PST

    I have a confession to make: I have a serious attraction to Teutonic Knights. The way their smooth capes flow over the perfectly chiseled bodies makes me an instant horndog.

    I can't imagine going a day without giving into my carnal urges watching them stroll onto the battlefield.

    I have spent the last few months writing fanfiction and poetry to express the deep, sexual energy these boys express with every step.

    submitted by /u/youlemadbro
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    Wolf's "charge" mechanic can be used for UU

    Posted: 27 Dec 2019 03:52 AM PST

    Wolves run faster when they are commanded to atack an enemy if the enemy is at close range. This is similar to zealot charge from starcraft.

    My idea is same: An unique unit will move with base speed but move faster when atacking an enemy at close range. This bonus will increase combat efficiency of the melee unit and make it more effective whiÅŸe chasing enemy but bonus will useless out of combat.

    Some unique units have weak identity. Woadies, berserkers and keshiks feel similar to other units imo. Woadraider and berserks are fast champions, keshik is weaker heavy cav with payback. If one of these units get that kind of bonus, they will feel more unique while playing that unit.

    My vote goes to keshik. It makes sense to give a raiding unit bonus speed while chasing their prey. Speed bonus wont be huge anyways.

    submitted by /u/Ramp_Up_Then_Dump
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    Just got the game

    Posted: 26 Dec 2019 09:31 PM PST

    Just got the definitive edition and am super excited to play it. I've always wanted to play aoe2 and now I finally can! 😀

    submitted by /u/we_got_cheetos
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    Slingers or Xbows/Arbs?

    Posted: 27 Dec 2019 03:37 AM PST

    On a bit of an Incan binge, just wondering about any circumstances where the normal archer line might be a better idea than the slinger.

    submitted by /u/ctb33391
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    My research on how "Frame Delay" works

    Posted: 26 Dec 2019 12:03 PM PST

    Hi, I've been recently doing some digging (mainly trial and error and lots of testing in order to make sense of the values) on what Frame Delay actually does, how it works and I also figured out a proper way to measure it. Here are my findings:

    What is Frame Delay?: It's a hidden value that units and buildings have, but that only really matters for ranged land units (it's 0 for buildings and other kinds of units). It measures the amount of time a unit takes to "shoot" a projectile after you order it to attack something. Units with higher frame delay will take more time to shoot their target and vice-versa. It's mainly useful in micro-intensive "hit and run" tactics, where you shoot a unit, then move back and shoot again. Frame Delay is the reason units like Cavalry Archers are more difficult to "micro" since they take a considerable amount of time to shoot after you order them to attack something. On the other side you have Kipchaks, who have no Frame Delay at all, meaning they fire instantly after you order them to do so. Not to be confused with "Rate of Fire" (or Reload Time).

    That's the easy way of describing it, but in reality the way the value works is much more convoluted and requires a more in-depth approach. The following is very technical so if you just want to check and compare the final values of each unit and see what changed in DE just jump to the end of the post.

    ---

    First of all, you can't just compare the Frame Delay value (that you can find using the Advanced Genie Editor in the "Units" tab) of different units to determine which ones will shoot faster. That's because Frame Delay actually defines after how many frames of the unit's attack animation the projectile will spawn. What is important to know is that the Frame Delay value directly depends on the unit's attack animation, and since the length and speed of those animations change for every unit, that "base" Frame Delay value is useless by itself. For example, the "Archer" unit has a Frame Delay value of 15.

    With that in mind we now have to know those extra values as well, which can luckily be found in the Advanced Genie Editor too. Each unit has an attack animation, and if you go to the "Graphics" tab you can find all the attack animation entries. The two important values to look for are "Frames per Angle" and "Anim Duration".

    -Frames per Angle determines the total amount of frames the attack animation is made of. This varies for every unit. For the Archer unit it's 30 frames.

    -Anim Duration defines the time in which the entire animation must be carried out (in seconds). This value is also different for every unit. The Archer unit has an Anim Duration of 0.7 seconds.

    Alright, with all those values we can now get what I'm gonna call "Effective Frame Delay", which would faithfully reflect the amount of frames of in-game time units take to shoot a projectile and would let us properly compare the Effective Frame Delay of each unit.

    Let's start: If you multiply the "Anim Duration" value by 60 (the amount of frames that comprises a second, since the game simulation runs at 60 frames per second) you can find out in how many frames of real game time (at a game speed of 1.0) the attack animation is displayed.

    In the case of the Archer unit it's 0.7 x 60 = 42 frames, meaning that the complete attack animation of the Archer unit will take 42 frames of real game time at a game speed of 1.0. Since we also know that the Archer's attack animation is comprised of just 30 frames (Frames per Angle value), it means that they will be stretched to fill those 42 frames of in-game time.

    However, the base Frame Delay value of the Archer unit is just 15. So, since the complete attack animation (30 frames) is displayed in 42 frames in-game, using the "rule of three" (math) we get that 15 frames of the attack animation (the amount of frames the projectile is "delayed") would get displayed in just 21 frames in-game (15 x 42 / 30 = 21).

    You'll end up with the Effective Frame Delay value, which properly represents the actual frame delay as seen in the game (again, with a game speed of 1.0), and can be checked in-game if you record a video and then count each frame of the unit's attack animation till the projectile spawns in the recording (the game rounds up or down some values here and there, so you can sometimes get a +/-1 frame difference while testing). This is also an actual useful value for players to know (compared with the useless base Frame Delay value), and it can be easily converted to seconds or milliseconds as well if that makes it easier for people to imagine the amount of delay that a unit will have when shooting a projectile. To adjust this value for other game speed settings (1.5, 1.7 or 2.0) you just have to divide the Effective Frame Delay value by one of those speed settings. This means that the Archer unit would have an Effective Frame Delay of 21 frames at a game speed of 1.0 and 12 frames at a game speed of 1.7.

    You may now probably be asking: "Ok, but have you figured out that magic value for every ranged unit in the game and then manually tested and checked in-game to see if the theory is actually right?"

    The answer is YES! (it took a stupid amount of time though)

    Here is a list that shows the Effective Frame Delay value for every ranged land unit in the game (at a game speed of 1.7-normal- since that's the most relevant speed):

    Archery Range -Archer: 12 -Crossbowman: 12 -Arbalester: 12 -Skirmisher: 18 -Elite Skirmisher: 18 -Imperial Skirmisher: 18 -Cavalry Archer: 36 -Heavy Cavalry Archer: 35 -Hand Cannoneer: 12 -Slinger: 28 -Genitour: 18 -Elite Genitour: 18 Siege Weapons -Mangonel: 0 -Onager: 0 -Siege Onager: 0 -Scorpion: 7 -Heavy Scorpion: 7 -Bombard Cannon: 7 -Trebuchet: 31 Unique Units (Age of Kings) -Longbowman: 18 -Elite Longbowman: 18 -Chu Ko Nu: 7 -Elite Chu Ko Nu: 7 -Mangudai: 17 -Elite Mangudai: 17 -Mameluke: 14 -Elite Mameluke: 7 -Throwing Axeman: 35 -Elite Throwing Axeman: 29 -Janissary: 14 -Elite Janissary: 0 Unique Units (The Conquerors) -War Wagon: 35 -Elite War Wagon: 35 -Plumed Archer: 18 -Elite Plumed Archer: 18 -Conquistador: 14 -Elite Conquistador: 14 Unique Units (The Forgotten) -Elephant Archer: 14 -Elite Elephant Archer: 14 -Genoese Crossbowman: 18 -Elite Genoese Crossbow: 18 Unique Units (The African Kingdoms) -Camel Archer: 22 -Elite Camel Archer: 22 -Gbeto: 43 -Elite Gbeto: 43 -Organ Gun: 21 -Elite Organ Gun: 21 Unique Units (Rise of the Rajas) -Arambai: 21 -Elite Arambai: 21 -Ballista Elephant: 14 -Elite Ballista Elephant:14 -Rattan Archer: 24 -Elite Rattan Archer: 24 Unique Units (The Last Khans) -Kipchak: 0 -Elite Kipchak: 0 

    Some interesting stuff we can derive from that:
    - The Gbeto is the unit with the longest EFD (effective frame delay) in the game; while the Kipchak, Elite Janissary and Mangonel line have no frame delay at all.
    - Cavalry Archers have basically double the EFD of Mangudai.
    - The Archer line has shorter EFD than all unique archer units (except for the Chu Ko Nu).
    - Skirmishers and Genitours have the same EFD, which is longer than the Archer line.

    But that's not all! I also did all the math again using the values from patch 5.8 of AoE2 HD, in order to check if the EFD of any unit was changed in DE and here are the only differences:

    -The EFD of the Archer unit was reduced by 33% in DE (so that it now matches the one of the Crossbowman and Arbalester).
    -The EFD of the Trebuchet was increased by around 50% in DE (this is not really that relevant since you can't really "hit and run" with a Treb lol).
    -The EFD of the Mameluke was reduced by 33% in DE, and the EFD of the Elite Mameluke was reduced by 60%! A really nice buff tbh, and you will realize immediately if you try to hit and run with them (specially with the Elite ones), it feels really satisfying.

    Well I think that's all! If you have any questions or you think I got something wrong please tell me, or if you don't trust those results you are encouraged to check and test them for yourself as well.

    submitted by /u/-Icewind-
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    My Wonder completely surrounded by trees and Castles

    Posted: 26 Dec 2019 06:28 PM PST

    Any way to disable double clicking on vils?

    Posted: 27 Dec 2019 04:56 AM PST

    I've completely stalled my economy on more than one occasion due to this. Madly trying to micro some military around during an attack, only to double click a vil and then send all 120 of them into the enemy.

    The need for selecting every single vil is so rare I feel it wouldn't be missed, especially since alt-drag does nearly the same thing.

    submitted by /u/h1ckst3r
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    Tamerlane Campaign "Gurkhan of Persia" | Hard Playthrough

    Posted: 27 Dec 2019 02:42 AM PST

    "Who's a good Pike+Siege civ?"

    Posted: 26 Dec 2019 05:52 PM PST

    Vote for AOE2 in this year's steam awards

    Posted: 27 Dec 2019 07:44 AM PST

    AOE is up for a steam award in the better with friends category. Link here

    submitted by /u/daxaxelrod
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    Lithuanian campaign.

    Posted: 27 Dec 2019 07:32 AM PST

    With all the new civs and campaigns they missed out the Lithuanian campaign. There was a lot of potential and I really hope someone will be able to create one. With all the steppe nomad civilisations we missed out on the heavily forested, swampy and somewhat hilly terrain. What do you guys think, is there any chance for us to see brand new campaign? Even if it's a custom campaign, I know there are people who are capable of making incredible scenarios here. I really want a glimpse of the Baltic tribes hilly forts defending from Germanic/Rus invaders. I think Lithuanian civilization deserves a well made campaign or atleast a few series of fan made custom scenarios.

    submitted by /u/polarris
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    Someone Interesses in Coaching?

    Posted: 27 Dec 2019 07:12 AM PST

    I'm not new to the game but struggling with improving my gameplay. It seems I doing something pretty wrong but I don't know what... maybe someone has the time and has fun to do so :)

    submitted by /u/Odin_TheGhost
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    Age of Empires 2 on 4k Display

    Posted: 27 Dec 2019 06:38 AM PST

    Hey everyone, Didn't buy the game on Steam, but got it through my uncle who has the game files on a usb stick, so I can play his version with him. But the problem when starting a game is that I can't see the full top bar (the right side buttons aren't visible plus the pause menu is not centered. I have a 4k Display, which is probably generating the problem. How can I solve this issue? I've already tried it on the compatibility tab in the game files, but this didn't solve it.

    Many thanks

    submitted by /u/_milfhouse_
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    One of my favorite DE custom campaign - blood for the serpent god

    Posted: 27 Dec 2019 06:31 AM PST

    Goth crew team tactics

    Posted: 27 Dec 2019 12:32 AM PST

    Hey guys getting into multiplayer as the goths and i am loving them completely. Was wondering if anyone with goth experience both playing as them and with them could give some good tactical advice.

    What works well with other civs, what other civs work well with goths and what are good strategies to employ with your allies.

    Sorry for lack of leather jackets attached.

    submitted by /u/WolfyTheWatchman
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    cant beat a moderate AI ;-;

    Posted: 26 Dec 2019 03:34 PM PST

    Seems no matter what i build they just counter it perfectly, I could approach a group of 10 enemies with 20 of my own and I'm just always stuck chasing down single units as they are micro'd with seemingly perfect movements to avoid everything i'm doing. I try to attack some villagers 5 spearmen at once, the villager takes over 20+ hits to kill and just runs away at the same time anyways. I guess I don't understand what to do I don't get the balance in this game shouldn't I be able to kill a defenseless villager with a sword or a spear or an arrow? they are too tanky I don't get it.

    submitted by /u/WhyRedditTrash111
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    I'm working on my very first Scenario, and I'm not a meta minded player. I would like some feedback from those who are, if at all possible.

    Posted: 26 Dec 2019 09:29 PM PST

    I'm currently working on a scenario I call Autumnal Fortress. Its meant to be designed as a modified Pilgrims map, and is a 2 V 1 Asymetrical Map that I'm hoping can be played by both players in a compstomp and also against other players.

    Starting Mini Map: https://cdn.discordapp.com/attachments/497141622891610125/659987599502606337/unknown.png

    In this map, the Green Player, Player 3, starts off with a gigantic, well secured fortress in the Post Imperial Age. The catch is they have no economy. They start off with exactly one hundred food, and that is it. Of course, they already have many econ buildings to get them started. Their fortress can be seen here. https://cdn.discordapp.com/attachments/497141622891610125/659987782588170260/unknown.png https://cdn.discordapp.com/attachments/497141622891610125/659987877983420447/unknown.png https://cdn.discordapp.com/attachments/497141622891610125/659987677554278410/unknown.png https://cdn.discordapp.com/attachments/497141622891610125/659987724878479363/unknown.png

    To prevent an early naval rush by the green player, they have been given no place to place a dock in their fortress, however, they do have a place for an enemy to land transports, but this is harder then it sounds.

    https://cdn.discordapp.com/attachments/497141622891610125/659987985185374222/unknown.png https://cdn.discordapp.com/attachments/497141622891610125/659988060594896916/unknown.png

    As for Player 1 and 2's start, their start is pretty much the same, however with some considerations taken. For example, each player is given four relics, due to the length a game usually will take on this map, to prevent early gold depletion. With the sheer amount of gold in Player 3's base, I haven't given them this advantage.

    https://cdn.discordapp.com/attachments/497141622891610125/659987423970721812/unknown.png https://cdn.discordapp.com/attachments/497141622891610125/659987347173146634/unknown.png

    In addition, Players 1 and 2 only have one way on and off of their island, a bridge. They start with this bridge having some very minor defenses on their side, to prevent early rushes.

    https://cdn.discordapp.com/attachments/497141622891610125/659987467532894250/unknown.png https://cdn.discordapp.com/attachments/497141622891610125/659987541583331358/unknown.png

    (Originally, they also had sea walls around their shores, but for some reason, the AI thinks Seawalls are the most important priority target in existance.)

    This is the map concept. Two players starting in the Dark Age against one Post Imperial Age player with no econ at the start. Obviously, with skilled players at the lead, I imagine player 3 may win every time, but I like to think it may also lead to some drawn out games with some creative solutions. Going through the tree line is always an option, but its never as easy as it sounds...

    https://cdn.discordapp.com/attachments/497141622891610125/659988150772563991/unknown.png

    Anyway, yeah. This map isn't published yet because I would like some feedback on what I should change to make this more fun for everyone involved. The idea is to create an asymetrical situation where two players start with virtually nothing and have to work fast together to ensure they stand a chance of surviving.

    submitted by /u/TexanDedede
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    God Forsaken Map Pool

    Posted: 27 Dec 2019 06:07 AM PST

    Has to go! Waited 6 min to get into a game last night only to draw Islands.

    Can't we have a variety of standard maps?

    Nomad, steppe, and islands should not be included in the map pool imo.

    submitted by /u/smithmd88
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