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    Age of Empires II Civilization Match-up Discussion Round 8 Week 5: Goths vs Italians

    Age of Empires II Civilization Match-up Discussion Round 8 Week 5: Goths vs Italians


    Civilization Match-up Discussion Round 8 Week 5: Goths vs Italians

    Posted: 28 Jan 2020 06:39 PM PST

    Alaric, or the tale of what happens when you let your friend throw a party at your place

    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 Mongols vs Slavs, and next up is the Goths vs Italians!

    Goths: Infantry civilization

    • Infantry cost -35% starting in Feudal Age
    • Infantry +1 attack vs buildings
    • Villagers +5 attack against boar; hunters carry +15 meat
    • +10 maximum population limit in Imperial Age
    • TEAM BONUS: Barracks work +20% faster
    • Unique Unit: Huskarl (Anti-archer infantry with high pierce armor)
    • Castle Age Unique Tech: Anarchy (create Huskarls at Barracks)
    • Imperial Age Unique Tech: Perfusion (Barracks work +100% faster)

    Italians: Archer and Naval civilization

    • Aging up costs -15%
    • Docks techs cost -50%
    • Fishing Ships cost -15%
    • Gunpowder units cost -20% (I just realized that all their unique bonuses are discounts lol)
    • TEAM BONUS: Condottiero available at Barracks in Imperial Age
    • Unique Unit: Genoese Crossbowman (Heavy, anti-cavalry foot archer)
    • Unique Unit: Condottiero (Fast, expensive, anti-gunpowder infantry)
    • Castle Age Unique Tech: Pavise (Archers and Genbows +1/+1 armor)
    • Imperial Age Unique Tech: Silk Road (Trade units cost -50%)

    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!

    • Okay so neither of these civs are fan-favorites when it comes to 1v1 on open maps. Nevertheless, I personally see Italians as having a decent edge just due to their sheer flexibility, as well as their cheaper hand cannons. Nevertheless, it can be hard to pressure Goths without a strong early/mid-game eco or military bonus. Thoughts on this match up on open maps?
    • On closed maps, you might think Goths can shine a bit more due to being more easily able to boom into their infantry spam, however, FC monk rush seems quite good for Italians on Arena, and on BF Italians can also make good use of their slow, deadly late game army. How does this match up look on more closed maps?
    • Both unique units are an interesting comparison in my opinion - both are designed to counter their natural counter units, if that makes sense. In general, archers counter infantry, and the huskarl reverses that. Same goes for cavalry being naturally strong vs archers, but the genbow counters the cavalry. What do you think of these counter-counter units in the contexts of their respective civs?

    Thanks as always for participating! Next week we will continue our discussions with the Bulgarians vs Huns. Hope to see you there! :)

    Previous discussions: Part 1 Part 2 Part 3

    submitted by /u/OrnLu528
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    Forgotten Empires meme facebook post

    Posted: 28 Jan 2020 03:58 PM PST

    The Great Wall of China

    Posted: 29 Jan 2020 05:21 AM PST

    Villager gather rates and Monk healing rates

    Posted: 29 Jan 2020 02:41 AM PST

    Farming bonuses after the latest patch

    Posted: 29 Jan 2020 05:02 AM PST

    Why there is no fix to latest hotfix yet?

    Posted: 29 Jan 2020 04:13 AM PST

    The latest hotfix feels like has more bugs than before. You can not see k/d which is quite important. There is a lot of problem with workers. It has been a week but there is still no sign of it.

    submitted by /u/goldenking55
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    What is with this tower "wall in" strat?

    Posted: 29 Jan 2020 05:44 AM PST

    Ive not been playing AoE 2 for that long and im pretty nooby, but i just started playing ranked and twice now ive had people rush my base and wall me in.

    The first guy built houses around my entire base then rushed castle and built like 3 castles so it was gg.

    The second built 2 towers around my gold and then rushed castle, but luckily i had a backup gold and built a tower stopping him from getting that gold then killed the villagers building the castle since he had no troops and he resigned.

    Is this a legit strat or is it pure cheese? Feels like cheese.

    Edit: Happened 2 games in a row, this time i got his villagers off the castle and built 3 towers around the half finished castle then he told me to kill myself and resigned..

    I really dont want to win due to them failing this cheese strat cause ill end up way too high elo for my skill level.

    submitted by /u/TheAfroNinja1
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    I have created a new gamemode and I want to make it more popular. Is there any way I can get a streamer to give it a try?

    Posted: 28 Jan 2020 12:43 PM PST

    It's not just a gimmick either, I've easily played over 500 games of it over the past three years. In fact it's all I play. The mode is called forest prison fuckery, but I'm open to a name change if a streamer doesn't want to use profanity

    The map is a forest prison style map with only trees, random small pockets of space, and relics. However it is much much different from a normal FP map in that all the players start very close to the middle. They each start with enough space for 11 farms(with smart placement that is) and each players pocket is separated only by 2 trees

    It comes with a mod that does the following:

    -Petards now cost 50 food, 45 gold. They are faster, have a blast radius of 3, and can explode trees down. They have their health reduced to 15, and their non-siege unit damage reduced to 10. They can one shot a mangonel, and since they are faster they are much more effective against castles. However they are pretty hard countered by just two scorpion, or even just an enemy counter petard

    -Dead villagers can now be eaten like sheep. They have 65 food.

    -Outposts only cost wood

    -Trebuchets now cost 200 wood, 200 stone

    -Cannons are removed

    -Castles only cost 600 stone

    -Villagers are able to fire arrows in combat, but they still do melee damage. They have a range of 3.5 and are only strong versus stone buildings

    -Towers have a .5 reduction in range, castles have a 1 reduction in range

    -New civ bonus for Aztecs: 13 gold on the body of their dead villagers instead of food

    -New civ bonus for Mayans: 85 food on body of their dead villagers instead of 65

    -New civ bonus for Turks: can produce one free petard from town center in dark age

    -New civ bonus for Vietnamese: unique tech "paper money" now gives allies stone 600 instead of gold

    -New civ bonus for Portugese: Fetoria now produces resources at the pre-nerf rate

    -New civ bonus for Chinese: petards explosion radius is increased by 1.5, making them easily the best trade route cutting civ in the game. This is intended to balance out their atrociously slow start

    The meta is pretty complex. In the first part of the game it's all about getting to feudal in time to get good prices. From here it's a game of tradeoffs. You can tower, or take the hit in feudal and save your stone for a castle. In castle age it's a tradeoff between attacking early or using petards to tunnel out a trade route. If you attack and fail to kill them off and they get trade, you've lost. If you go for a trade route but put all your gold into petards and are unable to defend, you've lost.

    You can go for a trebuchet but since it costs stone you'll only be able to afford one. The treb can't be protected with a tree barrier because of the petards, making trebs a risky strategy. However if you make a treb and are able to defend it, it's pretty hard to lose because of the proximity of everyone.

    This gamemode would make good content for a streamer. It is full of crazy stuff like mass cannibalism, petard tunneling sneak attacks, mesoamerican human sacrifice based economies, desperate treb pushes where the survival of the treb decides the game, and way more

    One of the reasons I want to popularize this is because I want to encourage more higher level players to try it. Unlike many other custom game modes and FP style maps, this one is much more suited for high level play, it really shines when there's a lot of good players playing

    submitted by /u/Duhduhdoctorthunder
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    Useful Heuristics/Tips for brand new players?

    Posted: 29 Jan 2020 06:40 AM PST

    Hey guys, I'm a former diamond-level SC2 player looking to get back into RTS games, and wanting to learn AOE2 specifically. I've been trying to watch as much content and play as many games as I can in the last couple of days as I begin to pick this game up. I've been trying to wrap my head around all the unit types, the civ differences, and the map generation, and experimenting with various aspects of the game.

    I'm finding that I'm having a decent amount of trouble balancing and rebalancing my economy throughout the ages. While SC2's combat is pretty complex, and build order requirements/tolerances are often very tight, the economy in SC2 is much simpler - you put 3 guys on every gas geyser and fill minerals with the rest of your workers at every single base. Each base has a visible saturation point.

    In AOE2 in contrast, each age seems to have different resource requirements. In Dark/Feudal, there isn't that much demand for wood and you focus mostly on food. I'm still trying to master the basic build order, pulling boars, transitioning, builds for Feudal Rush/Fast Castle/Imperial Boom, etc. Getting housed hasn't been too much of a problem thankfully!

    In Feudal there's more demand for wood because of your early farms and the beginnings of demand for gold. Castle and Feudal seem to be all about gold and food primarily, with wood being primarily used for the 'trash' units and farms. In SC there's less concern for balancing your economy since there's only two resources, how do you guys manage rebalancing your economy during each age? As an example I've been trying to make sure I have at least as many villagers on wood as I do on food during feudal age and on. Not sure if this is necessary as I haven't done the calcs but it seems fine so far.

    Also do you typically get lots of major upgrades the minute you age up? It seems like a sensible move but I'm not sure of the relative usefulness of each upgrade at each stage yet.

    Also I sometimes hesitate with whether I should attack-move or patrol my army into an opposing army, and how effective those things are. I've watched a lot of content on YouTube but also still trying to wrap my ahead around alleged issues with DE that may be altering my experience.

    All that said I'm just very excited to be facing a new game with a seemingly steep learning curve. Do you have any tips for a newer players or heuristics for balancing economy or anything else?

    submitted by /u/cbslinger
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    7 hours of AoE II and I just beat the moderate AI!

    Posted: 29 Jan 2020 12:15 AM PST

    Have 7 hours logged on the game now and I just beat the moderate AI in 1 hour 33 minutes

    Any tips on not having my TC idle? And more importantly, how to put villagers to good use?

    Can never balance my eco

    submitted by /u/TrakD
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    Easiest campaign/campaign level?

    Posted: 29 Jan 2020 03:13 AM PST

    Which was the easiest campaign for you in all of the game and its expansions? And/or which was the easiest level?

    For me the easiest ones in general were the AoC ones

    submitted by /u/orwasaker
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    Definitive proof that esports players are athletes...

    Posted: 29 Jan 2020 08:28 AM PST

    Lea Moonchild - The Regicide Hymn

    Posted: 28 Jan 2020 06:39 PM PST

    Game is unplayable

    Posted: 28 Jan 2020 05:07 PM PST

    I just downloaded Age 2 DE last night and can't play the game at all. It crashes within a minute or 2 of starting a match every time. I already uninstalled and reinstalled. Help?

    submitted by /u/ernest-p-worell
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    20 Knights 20 Minutes - BUILD ORDER

    Posted: 28 Jan 2020 01:10 PM PST

    Are Keeps too expensive? Especially in comparison to Bombard Towers.

    Posted: 28 Jan 2020 07:32 PM PST

    The trouble I have with Keeps, and in fact towers of all sorts, is that they take stone. Even in a good game, getting more than three castles in a game is really rare for me, but having less castles than your opponent is a really good way to lose, since they can make more unique units than you.

    Building even one or two towers can mean not being as likely to be able to make my third castle, which can often lose me the game.

    But even worse, Keeps cost the same amount of Stone as Bombard Towers!

    Bombard towers are almost always a way better choice than Keeps, because they can actually do something when ungarrisoned.

    Sure, Bombard Towers cost gold instead of wood, but that doesn't really matter in the earlier parts of the Imperial Age when gold is more plentiful, and even in the later parts of the game when gold is more valuable, the stone is easily worth 5 times more than the gold, so we're looking at maybe a 20% increase in cost for a huge increase in offensive capacity!

    I don't like the idea of Keeps being spammed around willy-nilly, but it would be nice if there were some point past a trush where building keeps is actually worth it.

    Would it be balanced at all to reduce the stone cost for towers with each additional upgrade? Maybe down to 100 with Guard Towers, and then to 75 stone with the Keep upgrade?

    That was Trushes aren't really impacted, but Keeps would at least be potentially worth building in the castle and imperial age. And most importantly, they'd at least have some advantage over building a Bombard Tower.

    submitted by /u/DemiserofD
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    DE Champions

    Posted: 28 Jan 2020 08:58 PM PST

    I am very curious about how strong Champions are considered after Supplies. I looked on Google, and wasn't able to find much current discussion, so I am very curious to hear what people think. Are they still only used as counters, or could someone reasonably do a castle rush with them? How are the infantry focused civs fairing at this point?

    submitted by /u/Br0f1st48
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    How to gain rating with this one free trick (doctors hate him)

    Posted: 28 Jan 2020 10:32 AM PST

    https://imgur.com/a/l5lZHDT

    My teammate disconnected 10 seconds into the game. The rest of the team resigned a few seconds later. Gained 1 rating for some reason. GOTY

    submitted by /u/internetdad009
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    New to steam

    Posted: 28 Jan 2020 04:01 PM PST

    Recently I made a steam account to play AoE 2 DE, i hadn't played it in well over 15 years. I am loving the game. I want to know whats the Mod scene like? Which mods would be suggested I get, and if some parts are complicated an explanation would also be appreciated.

    submitted by /u/mezcao
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    AI suiciding on Earth map

    Posted: 28 Jan 2020 11:20 AM PST

    I'm trying to set up a multiplayer game with my friend, to team up with him vs 1 AI. When the Earth map is not set to Explored, the AI insta deletes all their villagers.

    Also, when we set the map to explored, the AI surrendered after about 7 minutes even though he was ahead of us both, with no military contact whatsoever. Idk if this is related to the Earth map, but it's weird nonetheless.

    submitted by /u/RazomOmega
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    Rating system should consider the different rating of team members.

    Posted: 28 Jan 2020 10:25 AM PST

    Me and a friend (lets call him friend A) started playing pretty early on and because of getting matched with all kinds of players we lost about 50% of our 10 first games. 1-2 months later when all of the better players had a higher ranking and thus wins were way easier to achieve, two friends (B and C) joined us and we pretty much won every one of their first 10 games. So B and C got a way higher initial ranking than A and me.

    I should also mention that A, B and I were at around 1650 on HD, whereas C was around 1500.

    The problem I'm having is that now we get paired with players, who're better than us, apparently due to our average rating, but we also have one player on the team who's not that good yet. So we pretty much get thrashed in every game, but everyone is losing about the same amount of elo? We mostly play 4v4s now, but every time A and I play a game we usually win easily since our rating does not represent our actual skill level. So either it's nearly impossible to win or way to easy, that kinda ruins the game for me.

    I'd much more prefer the Lobby system of HD, but since that's probably not happening, my suggestion is that each team member should get an individual +/- rating according to their current rating.

    submitted by /u/larisafari
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    Is the attack move command broken?

    Posted: 28 Jan 2020 09:02 AM PST

    Before, when using attack move (R), selected units would attack anything in LoS instantly (As they should). Since the update it feels completely broken. They do not attack at all and instead awkwardly move towards the clicked location, pause for a moment and then attack. Like I can be right next to many enemy units, click attack move almost right on them and they will walk around or even into the group, towards the location without attacking, then just stand there idle for two seconds, and THEN attack. I don't hear anyone talking about this. I have verified the game files etc and nothing seems to be wrong. Anyone?

    submitted by /u/Zalkard
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