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    Age of Empires II What would you like to see in Age of Empires II: Definitive Edition that's currently missing? - Megathread

    Age of Empires II What would you like to see in Age of Empires II: Definitive Edition that's currently missing? - Megathread


    What would you like to see in Age of Empires II: Definitive Edition that's currently missing? - Megathread

    Posted: 21 Nov 2019 01:37 AM PST

    A lot of people are requesting a sticky thread to post suggestions in, where perhaps Forgotten Empires can pick a few good ideas from.

    It can be left up as a sticky. (Mods please)

    submitted by /u/jamescholden
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    Nice town, I'll take it!

    Posted: 01 Dec 2019 04:42 AM PST

    Even with the current Steam sale AoE2 DE is still top selling

    Posted: 01 Dec 2019 01:47 AM PST

    Old School! All original; boxes, manuals, jewel cases, discs, even unredeemed America Online Trials.

    Posted: 30 Nov 2019 11:02 AM PST

    A weapon to surpass Metal Gear

    Posted: 01 Dec 2019 05:26 AM PST

    In 1.5 hours, there will be a 3-way cast of a 9-game AoE2 showmatch

    Posted: 01 Dec 2019 06:44 AM PST

    I am hosting a $100 showmatch between Age of Empire 2 players ILoveBaskets and Gloriaz_. These are both strong players who will also be casting their point of view with their commentary, which I can't remember ever seeing before in AoE2!! We have a bunch of fun maps planned with no Arabia. All 9 games will be played. Stop on bye if you have time.

    https://i.imgur.com/2KJyKtm.png

    https://www.twitch.tv/collllllllllllin

    https://www.twitch.tv/ilovebaskets

    https://www.twitch.tv/gloriaz_

    submitted by /u/ColinFan12
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    After being lectured by my 2k friend about how I can improve my lumber efficiency, I immediately see this as a spectator in my clan's team games

    Posted: 30 Nov 2019 10:44 AM PST

    Implementation of special units into older civs

    Posted: 30 Nov 2019 09:38 PM PST

    In this post I'm referring to specifically the Battle Elephant and Steppe Lancer, however with any potential future additions I'm assuming there will be more. Both units were added exclusively to a pack, yet I think it would be nice if they gave these units to older civs as well, not only for balancing reasons as they could offer a little help in that area, but also because it would make sense.

    One obvious one in my opinion is giving the Indians the Battle Elephant or some other camel heavy civs the Imperial Camel, which doing both would work together fairly seamlessly anyway. Another I'd more hesitantly do that also makes a lot of sense is giving the Mongols the Steppe Lancer.

    There's no reason to make units exclusive to the civs in the pack they came with, especially when the units could fit in better with an older civ.

    submitted by /u/GandalfTheVantablack
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    Deepmind AI and AOE2?

    Posted: 01 Dec 2019 04:12 AM PST

    It would be fantastic if the people at Deepmind could train their AI to play AOE2 DE (like they did with SC2).
    Do you guys think this could be a possible?

    submitted by /u/-TURBOMAN-
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    ELI5: unit damage/armor stats?

    Posted: 01 Dec 2019 04:43 AM PST

    Example: https://vignette.wikia.nocookie.net/ageofempires/images/0/00/Huskarlinfo.png/

    can someone explain the meaning of "12+4" and "0+2/8+2" in the above picture?

    submitted by /u/CS-DEADPOINTSIX
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    Bukhara Historical Campaign.

    Posted: 01 Dec 2019 07:06 AM PST

    This is one of the hardest campaigns I have played till date. The constant Onagers, Ram and Mangudai spam eventually overwhelm me. In the first game, I upgraded to imperial age. Fought off the constant Spam of units even started pushing into their base, but I eventually ran out of gold and got overwhelmed.

    2nd game, I thought I would avoid going to imperial age, and not anger the White Huns. The Huns just keep asking higher and higher numbers of gold and eventually started attacking me even before going to the Imperial age. Any tips on how to combat this? Horse Archer, Mangudai, Onager and Siege Ram Spam seems unbeatable. I think they have unlimited resources.

    submitted by /u/rebelkid21
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    Challenge: Create your own civ!

    Posted: 01 Dec 2019 12:22 AM PST

    While Age of Empires II has a whopping 35 civs as of Definitive Edition, it's safe to say there's still room for historical civs to be included within the game as far as some fans are concerned.

    So my challenge to you guys is think up a concept for a civ. I'll get started:

    Dutch

    This civ would represent the peoples of the Low Countries, especially around Flanders or thereabouts. Given their fame for their polders (a way to reclaim land from the sea in an area where places can be below sea level), their wealth from trade, and their fierce independent streak (including a victory at the Battle of the Golden Spurs where French knights were soundly defeated), I'd peg their bonuses as this:

    Infantry and naval civilization

    Culture: Western European

    • Pikemen, Halberdier upgrades free
    • Farms +10/20/30 food in Feudal/Castle/Imperial Age
    • Trade Carts and Trade Cogs cost 20% less

    Unique Unit: Goedendag (infantry UU with a bonus against cavalry)

    Unique Techs: Golden Spurs (Castle Age UT, archers +2 attack vs cavalry), Burgundian Inheritance (Imperial Age UT, +20 Spearman line HP)

    Team Bonus: Dock units cost 15% cheaper.

    Notable missing techs: Two-Handed Swordsman, Champion, Paladin, Plate Barding Armor, Stone Shaft Mining, Two-Man Saw, Siege Onager, Siege Engineers

    submitted by /u/rattatatouille
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    Campaign Difficulty

    Posted: 01 Dec 2019 02:29 AM PST

    At what difficulty do you play the campaigns? I've been playing through the campaigns in DE and started with Barbarossa on standard, noticed it was a bit easy at times, so I upped it to moderate for the campaign with the Huns. I found this quite a step up, having to redo some missions multiple times before I could beat them, and the last mission I put back to standard because I just couldn't beat it.

    With standard I feel like the AI just waits for you to attack them most of the time, but with moderate they keep sending armies at me. Especially when I have to face off multiple enemies at once I'm easily overwhelmed.

    So, what difficulty do you play on? Do you notice big differences in difficulty? Does it differ per campaign?

    submitted by /u/revolutionary-panda
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    Matchmaking is really bad ???

    Posted: 01 Dec 2019 04:37 AM PST

    We are newbies and we keep getting matched against "good" players rushing us. We WANT to go lower in MMR but we win like 120 when we have a victory and only lose like 30 when we lose. It is a really weird system. We have like 20% win rate and we keep winning way more points than we lose

    submitted by /u/Hiruga
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    Ways to nerf Cumans while keeping their unique aspects strong.

    Posted: 30 Nov 2019 08:42 PM PST

    So I actually thought they would do this with Cumans originally and kind of surprised the devs didn't at all.

    Cumans tech tree is actually really good. At least with their eco upgrades. You allow them to get a free TC and boom like mad men, while also allowing them to have a strong late game. That seems bizarre. I was thinking allow them to boom sure, but their late game is just bad because of missing techs. So it's an actually trade off. Currently the only bad thing they are missing is like stone walls and Bracer.

    They should definitely not have all eco upgrades. Lots they could lose to balance it out like Hand Cart, two man saw, crop rotation, and maybe even castle age ones like bow-saw if they truly are still OP, or even remove late game upgrades like blast furnace could be good. Their tech tree is just way too good for the boom they get.

    And for Steppe lancers... Yeah they just need a nerf across the board. They shouldn't be straight up removed from them though, like others have suggested. I would start off with -2 attack and -.10 movement speed. If still too strong could remove pierce armor so archers feel like more of a counter.

    I think changes like this would preserve what feels good about them. They should have very fast cavalry and an extra TC, that's what makes them unique. So don't think for example taking away husbandry would be good. I see a lot of talks about balance changes that just want to take away what makes civs unique because its OP. And that's the exact opposite of what you should do. We need to keep civs unique feeling.

    submitted by /u/J0rdian
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    So I made "Phantom mode" in AOE2 from the post a few days ago.

    Posted: 30 Nov 2019 08:26 AM PST

    https://www.reddit.com/r/aoe2/comments/e2c0xw/theres_a_super_fun_custom_game_called_phantom/

    This post was quite popular and people seemed very interested in the scenario so I've created it over the last couple days. (I had a day off in which I cranked most of it out).

    It took a little longer than I thought because trigger studio isn't compatible with DE so I had to do a lot of triggers manually. (If I had known earlier I would have just made it in HD and ported it over to DE, oh well.) It was quite fun to do though.

    It's a symmetrical map ( https://imgur.com/a/cBtWXaC ) with 437 triggers and approx 4500-5000 conditions/effects. It has everything pointed out in the original post except the smite mechanic which takes up too much room and leads to people seeing the Phantoms when it's daylight.

    I've tested it to the best of my ability on my own vs computers but they're not very good so if people want to try it out with me to test balance and triggers feel free to leave your steam account in the comments and i'll add you or add me: "Flozz" (penguin picture). Steam friend code: 54581054

    If people have any questions regarding the map feel free to ask.

    submitted by /u/Flozzer905
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    Bari campaign, mission 5 ( The Onrushing tide), halp!

    Posted: 30 Nov 2019 11:43 PM PST

    I posted this on the STEAM forum but got no replies, perhaps because not many people have done the Bari campaign yet. Here's the situation -

    I've taken out all the Norman blacksmiths, the monastery, the woodcutters and the siege engines and my only remaining objectives are "defend Bari" and "Andreas must survive." The problem now is that the Normans are hitting Bari with 150+ man armies of paladins, halberdiers, 2-handed swordsmen, crossbows, trebuchets and rams, and all I have to defend are a handful of pikemen, cataphracts and Andreas himself. Oh, and a walled-in castle. So I garrisoned my tiny army inside the castle and did a good job cutting down any enemies who came close, but the problem is the trebuchets. I sent my cataphracts on a heroic suicide attack to destroy the trebuchets and they were all wiped out. Now I just have Andreas, Whenever he leaves the castle every enemy paladin and pikeman in the area, even those out of his sight, hone in on him like Andreas-seeking-missiles, so I can't use him to destroy anything. All he can do is sit in the castle.

    I assume you're supposed to lose this mission based on the fact that you can't get any villagers on this mission and you only get a tiny tribute amount to build a few units against a massive enemy army, but I survived for quite a long time already and took out around 300 enemies attacking Bari. How long am I supposed to survive to get a victory? Also, is there some trigger I'm missing somewhere?

    submitted by /u/Purple_Woodpecker
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    Definitive Edition is great but can we also talk about its flaws?

    Posted: 30 Nov 2019 09:06 AM PST

    I really like the Definitive Edition but there are still a few flaws which should get tackled soon.

    • Matchmaking: We need more Queue`s with other maps (such as nomad, black forest or migration)
    • Connection Issues: There are a few disconnects recently, where players leaving a map just destroy the balance
    • ELO: Show the elo of the players on the ingame scoreboard, as well as in the lobby browser. Right now there is no way to figure out how good an opponent is
    • Balancing: Nerf steplancers, Nerf cumans, Buff vietmanese
    • Let us chat in the lobby
    submitted by /u/StopCarbonNow
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    Multiplayer Discussion: Late-game strategy to end games.

    Posted: 30 Nov 2019 11:17 PM PST

    Hey guys, I'm bringing this discussion not only to get some helpful information for myself but also for others, as me and a few friends were discussing this irl tonight and we never came to a conclusion.

    In tough games, 1v1, what are your strategies to actually close the game? What I mean is: Often in late-game situations, the game can go for hours with neither side progressing much in terms of pushing, trebs die, troops die, buildings die, but neither side resigns as both still thinks they have the upper hand. These kinds of games are not only annoying but unfun as hell too, specially when you are literally out of ideas of how to progress and end it.

    In these kinds of games, sometimes I end up resigning out of pure fatigue, even though I know in my heart it was toe-to-toe.

    I'm curious how you guys handle these kinds of situations, do you keep trying to counter what the opponent is doing or try something else? Any advice for newer and older players who go through the same thing?

    EDIT: Typos.

    submitted by /u/NargWielki
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    How to counter bombard cannons as Britons

    Posted: 30 Nov 2019 06:41 PM PST

    Hi all, What's the best way to counter bombard cannons (especially Turkish bombards) as Britons. Longbows are too slow to move...

    submitted by /u/quantummonkey25
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    Been out of aoe2 for a while. What are these memes about Jordan?

    Posted: 01 Dec 2019 12:31 AM PST

    Cheat sheet on average gather rate / consumption rate? (Based on experiments like those done by spirit of the law)

    Posted: 30 Nov 2019 10:57 PM PST

    I've analysed my own games and consider that i have a problem after mid fuedal is that i haven't balanced my villager according to my strategy and float too much unused resources. Eg. How much on wood do i need to keep 2 archery range working and still have enough for at least 1 TC while going to castle age.

    I know some ppl will just say play more and learn from it /math and theory is not accurate/ u need to adapt.

    I have similar thought to 'sprit of the law' on this, the math is a good guidance. In this case, I probably cannot use the exact calculation but with a buffer i'll get a target range. And for someone who has yet get that 'feeling' from experience yet, this is useful information. Like the entire reason why ppl start by learning build order is that basically that.

    submitted by /u/Empirecitizen000
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    Cross play between AOE 2 Definitive Edition and AOE 2 HD

    Posted: 01 Dec 2019 06:23 AM PST

    Hello,

    Is it possible to play against one friend that has AOE 2 HD? I have the AOE 2 DE

    IF yes how?

    submitted by /u/rowettPT
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    How to buff Vietnamese?

    Posted: 30 Nov 2019 10:46 AM PST

    I believe it's generally agreed that Viets are one of the bottom civs in right now. The buff to Paper Money is quite welcomed but probably still not enough to make them a viable civ. Having played them a lot recently in DE because I liked the Rattan Archer aesthetics it has made me realize a few things.

    • Higher HP archers are quite redundant with the Rattan Archer. You'll almost always skip on Imp. Skirmishers or regular archers because of this.

    • The damage nerf to the Elephants in DE hurts A LOT with them not having blast furnace.

    • Cav Archers are viable but not really that strong even with their high HP. They are still vulnerable to regular ol skirmishers.

    Some ways I would suggest to buff them would be;

    • Rather than an HP bonus to the archery line, make it a speed bonus for foot archers only. Scaling 5% at feudal then 10% and 15%. Similar to Lithuanians but affecting their Arbs as well. This gives the Rattan Archer a unique very buff archer role whilst their other archers can skirmish properly. Historically this is what the Vietnamese do anyway, they don't stand and trade fire with the enemy, they're all about moving in and out fast. Also, with the speed bonus affecting foot archers only it doesn't make them OP if they get Genitours.

    • Give them Blast Furnace and maybe remove the champion upgrade. Just, let their Battle Elephants and Halberds perform properly dang it, they're nothing but glorified meat shields anyway with utterly generic halbs and hyper slow Elephants, at least let them do some damage.

    Thoughts? Suggestions? Ideas?

    submitted by /u/mordoskull64
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    Is the sound from when one of your units is attacked removed from the Definitive Edition?

    Posted: 01 Dec 2019 05:39 AM PST

    I just played a test game against KI and was sending my vils forward but they just disappeared, later i saw they where killed by wolves. I can't find any options to toggle it on/off. Did i just miss it or was it removed?

    submitted by /u/Fluegelnuss420
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