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    Tuesday, January 28, 2020

    Age of Empires II Business in the front, party in the back

    Age of Empires II Business in the front, party in the back


    Business in the front, party in the back

    Posted: 27 Jan 2020 02:50 PM PST

    How to defend against Incan tower rush?

    Posted: 28 Jan 2020 06:00 AM PST

    Hey guys, pretty much the title. I just had a game were really tried my best to defend against an incan tower rush, but with the incan villagers it seems nearly impossible to defend this properly

    submitted by /u/Acoasma
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    My 4 player Mega Random had 50-60 relics, always in pairs.

    Posted: 27 Jan 2020 11:17 PM PST

    I've never seen anything like this before.

    submitted by /u/dWoodhead
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    Imagine being able to track villagers through the game.

    Posted: 28 Jan 2020 02:04 AM PST

    Every villager is different and is living his own life. Where some villagers live from the dawn of ages to the conquering of other civilisations, others die on their first mission to lure a boar.

    I'd like it to be able to see where my first villagers end up between all the massed villagers when booming, I'm thinking some way of seeing the in game minute the villagers was "born" or just to see that it is the #nd villager created. It would for example be fun to see that your very first villager is send to the front line to castle drop together with villagers created just a minute ago.

    Would it be possible to make a visual mod for this in any way? Villagers could grow grey hair for example

    submitted by /u/zorletti
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    This doesn’t look right

    Posted: 27 Jan 2020 12:01 PM PST

    How Do You Counter The Persian Douche on Nomad

    Posted: 28 Jan 2020 07:24 AM PST

    Try as I might, I feel like if your opponent is Persian, scouts you, and drops a TC on you around the same time you set your tc up (maybe you don't see theirs) you just lose. Unless I'm severely underestimating TC DPS in dark age you probably won't get out that many vills before your TC goes down and I can't imagine you'd be ahead.

    Thankfully it hasn't happened to me yet.

    submitted by /u/GetADogLittleLongie
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    Is there any shitty graphism mod for DE ?

    Posted: 28 Jan 2020 04:32 AM PST

    I have a really bad PC that can't even turn DE well. So i was wondering if there is any mod that switch the graphisms to the old graphisms or something like that ?

    submitted by /u/Grube30
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    Steam charts for every day over the last 3 months

    Posted: 27 Jan 2020 06:51 PM PST

    Pachacuti Campaign - Mission 2 "The Field of Blood" | Hard Playthrough

    Posted: 28 Jan 2020 04:20 AM PST

    [Bug] 2 Players, 2 Civs, 2 Different Teams, 1 Color

    Posted: 27 Jan 2020 06:09 PM PST

    Farm inefficiency and the Khmer bonus

    Posted: 27 Jan 2020 10:21 AM PST

    1v1 trade carts steals gold from opponent

    Posted: 27 Jan 2020 11:17 PM PST

    If anyone watches NAC3 T90 and Nili had an idea while viper and Hera were playing that if you could manage to get a trade cart to your opponents market it would reduce the gold from the opponent. I think this is pretty cool idea any thoughts?

    submitted by /u/amspirit100
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    1000 elo player loving a surprising unit

    Posted: 27 Jan 2020 08:03 PM PST

    I started playing as the Celts rolling into town with a bunch of scorpions and I am loving it! I have always considered the unit to be very weak, a lot of high level players and caster agree it is the least powerful siege vehicle. But it can be very easy to mass and once you have 6 or so on stand ground you can wipe any unit. Watch out for Onagers of course.

    I've noticed at my elo a lot of players are having a hard time dealing with it so I'm getting wins. Might be fun for some other players who feel stuck in a rut. Play a heavy siege civ

    submitted by /u/HankyPanksassin
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    Thoughts on in-game music/sound design from the viewpoint of a creator of computer music

    Posted: 27 Jan 2020 01:40 PM PST

    the music and and sound design featured in age of empires 2 has always ranked 'top five' for me in terms of effectiveness. The most brilliant part about it, is while there are some things as an audio designer that we can breakdown using psychoacoustics, there's still always been a certain 'magic' about some of the things in AoE2 that i just absolutely can't put my finger on.

    First you have to talk about the music. The aoe2 launch video and song and main menu score are almost as iconic as some of the most brilliantly composed film scores. (whatever films come to mind for you RIGHT now, those are what im talking about). Anybody who has had even an elementary level of experience with the game could recognize it, and it brilliantly portrays the style and theme of the music that was being created all over the world during that time.

    Aoe2 is known for taking actual historical events and parameters into account, and while it's certainly never perfect, it has enough to do a great job of creating a beautiful middle ages vibe that sticks with the player for long after they have stopped playing. The first time i played i was very very young 7 or 8 years old and i didn't have the perspective i do now but back then i remember having dreams about that music. Now i know that it's not just the music that was mesmerizing but the way the music fits the game.

    most experienced players know that every second of the game counts and every tiny detail can matter. The game was designed with this very aspect in mind. Well i can assure you that the in game music is absolutely no exception to this rule. my guess is that the developers of this game were very keen on making sure that most every detail in this game played an importance (sure a variable tree size would've been totally possible in 1999 that would've been slick, but for the most part they did a good job). The music is no exception. I find many people trying to create playlists as a way to pace their game. While this does make sense totally, the in game music seems to be laid out in a way that well paces your in game time no matter what style you wish to play. Sure you don't have perfect time markers, but you are going to be playing enough games to get that muscle memory down anyways to get the aural memory down too, as it works much the same way. Have you ever noticed that alot of the time the very last page you see with your game overview usually has the same music playing? oddly enough finishing or quitting a game i don't believe actually triggers a new audio file other than few second one shot for victory and defeat. the music playing stays the same. It's just paced in way that is supposed to reflect the in game activity. (done through shifting not only through levels of excitement, but through shifts in timbre and style that reflect the age you would most likely find yourself in at each stage throughout the game.

    to touch upon the sound design and vocal work. The sound for buildings and units are perfect. you know what a town center or a barracks or a castle actually sounds like. also the accuracy of the language and the vocal work is brilliant. a little bit of magic happens in something here--when doing vocals for certain civilizations (the one that immediately comes to mind is the chinese), you'll notice on a decent enough speaker system that they sound very different compared to most of the other sounds in the game. Why? what's the effect? makes me feel really weird and i love it. My guess is that maybe these were recorded with different equipment or processed differently than the rest of the in game sound effects? whatever it is it adds so much character to the game and i can't put my finger on it. Anyways just wanted to share this didn't know where the fuck else

    submitted by /u/hotcareballoon
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    Correcting misconceptions on the Teuton Farm Bonus - It's not as good as it looks.

    Posted: 27 Jan 2020 02:46 PM PST

    There's a misconception that the Teuton 33% cheaper farms bonus is one of the more powerful long-term eco bonuses. I believed this myself for quite a while, and I think I probably lost some games because of that misconception, so I just wanted to quickly correct this misconception for the benefit of others.

    Consider your average 60 minute game, what you might be talking about when you mean a 'long-term economy'. The average player over all civs, according to aoestats, has collected a little over 30,000 food and wood by that point of the game. Most of that food will have come from farms.

    The trouble is, since farms produce substantially more food than they cost wood, the total amount of wood you actually end up investing into farms in a long game really isn't that much. You're looking at something like 3000-4000 wood in farms by the end of the game, out of a total of 30k wood collected.

    From that, the Teutons get a 33% discount, or about 1000-1333 wood saved. That's a net total of about a 3.3%-4.3% bonus. Contrast that with a civ like the Mayans, with their 30% cheaper archers in imp, or the Goths, with their 35% cheaper infantry; they'll most likely have spent upwards of 20k of their food and wood on their units, getting them long-term savings of somewhere in the 6000-7000 range, a 4x more powerful eco bonus in terms of wood alone!

    This bonus is, in reality, more comparable to the Celt 20% faster lumberjacks bonus. The Teutons save approximately 200 wood in feudal, the equivalent of about 500 seconds of villager work time. Accounting for the total wood harvested in both Dark Age and Feudal Age(houses, production buildings, military buildings, farms), you're looking at about 2500 total seconds of villager work-time as lumberjacks, which very handily is increased by 20% for the Celts...which equals the 500 seconds the Teutons saved.

    Except, of course, the Celt bonus is far more powerful and versatile, because the Celts can put that bonus towards anything they want, while the Teutons cannot, and the Celt bonus remains equally powerful in the lategame, while the Teuton bonus quickly falls off after the initial flushes of farms have been completed and upgrades have been acquired. Furthermore, if the Celts happen to start the game with lots of fish, or a large patch of Deer, they can simply use less villagers and still keep using their bonus. If the Teutons don't build farms, they end up with no eco bonus at all.

    What's the takeaway from this?

    tl;dr: The Teuton farm bonus is not a long-term bonus. It's almost entirely effective in the late Feudal age and early castle age, when you're building your first waves of farms. After that initial period of construction, the bonus becomes...not insignificant, but definitely one of the weakest eco bonuses for that timeframe.

    I want to do a full analysis of the Teuton bonuses and why they're really lame compared to the top civs, but I'll save that for a later date.

    Thanks for reading.

    submitted by /u/EndlessArgument
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    AoE DE 'lag' issues on 'LAN'?

    Posted: 27 Jan 2020 07:57 PM PST

    Hello everyone,

    Just hoping anyone here has any idea of what I could do to fix the problem.
    We keep hosting local games under the 'LAN' server (There's no actual LAN I think?) and it's a 50/50 on whether the game will work well or not.

    Some games go smoothly all the way; others go smoothly and then suddenly one of us will get terrible input delay while the other will be working just fine; so I can only assume it has something to do with one of our computers or connections, has anyone got a clue what it could be?

    submitted by /u/MooMookay
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    when does the lunar event ends_

    Posted: 27 Jan 2020 06:03 PM PST

    question. thanks

    submitted by /u/Orcdolphin
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    Any way to manipulate civs, tech trees and unique units for a custom scenario.

    Posted: 27 Jan 2020 01:39 PM PST

    I'm trying to make a Ludacris sized scenario of Japan for the sengoku-jidai period based on the game Shogun total war. I want to combine so civ bonuses to create a civ to represent each clan and their bonuses. I my head each clan also uses Japanese architecture and has access to the samuri, but will also have an additional unique unit/units and a unique tech tree. I know this is pretty ambitious, but I wanted to see if anyone had ideas.

    Early ideas

    • Shimazu - jaguar warrior or janissary= shimazu heavy gunner
    • Mori- Waka raider= karabit warrior. Will also get longships
    • Oda- long yari= kamiuck
    • Chosokabe- daiku samurai= ratan archer
    • Takaeda - fire cavalry= cataphract
    • Hojo- saboture
    • Date- no daichi = shotel warrior
    • Uesugi- genoveos crossbow
    submitted by /u/GMFPs_sweat_towel
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    Definitive edition Lag And Sync issues in multiplayer

    Posted: 27 Jan 2020 02:08 PM PST

    Me and my 2 friends are expierincing the game to slow down and speed up all the time with me being 1 minute behind at one point, if we tracked the timer. Are there any known fixes or reasons for that? It is unplayable. We just switched from HD and are pretty helpless.

    submitted by /u/m4jorbeat
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    Are team ELO's inflated? I'm 860 1v1 vs 1280 Team

    Posted: 27 Jan 2020 11:35 AM PST

    Hey guys I'm pretty new been playing for about a month. Mostly just binge watching videos after DE released. I've played a good number of games but my ratings are vastly different.

    My 1v1 Rating is sub 900 I consistently get rocked and have like a 48% win rate. While my team rating is 1280 and I have like 55% win rate or something like that. Is this normal are your team ratings higher than solo or the other way around?

    Any tips how to improve 1v1 skills compared to team games?

    submitted by /u/Tarwins-Gap
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    Bug on 2v2

    Posted: 27 Jan 2020 02:55 PM PST

    Bug on 2v2

    So this happened.
    Crashed on game start too, for me and my teammate

    (I am Hydre, game showed me as someone else)

    https://preview.redd.it/bjw8kxqfied41.png?width=1920&format=png&auto=webp&s=83c23cc81564624b9179a21b3566e9417c6d4d8f

    submitted by /u/Mlemort
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    Is there any mods for AI to balance them on villagers/military.

    Posted: 27 Jan 2020 12:57 PM PST

    Currently my friends play on hardest and the ai feels too dumb. When I check the end game stats. They usually have like 75% villager count and 25% military. This is on 200 and 250 pop limit. Is there any mods that would balance them to have 60%/40% balance or anything? Or would it be better to increase the pop limit more or would they still make too much villagers?

    submitted by /u/Zakure
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