• Breaking News

    Wednesday, January 15, 2020

    Age of Empires II Fixed.....source u/giu9514

    Age of Empires II Fixed.....source u/giu9514


    Fixed.....source u/giu9514

    Posted: 15 Jan 2020 02:36 AM PST

    How AoE 2 players see the earth shape. Source: FB page "Feudalesimo e Libertà"

    Posted: 14 Jan 2020 12:38 PM PST

    Pour One Out for our Brave Javelin Boys

    Posted: 14 Jan 2020 10:06 AM PST

    I consider AoE 2 to be the most difficult game I've attempted to play yet

    Posted: 15 Jan 2020 06:21 AM PST

    I know that difficulty of a game is a very subjective term and could mean a lot of things so I'm going to explain how I mean it.

    When I imagine the best player or the best possible play to be 100% and am supposed to rate my perceived performance in comparison to that best player as a percentage, it is much lower than when I would do the same in all other games I can think of.

    For example: In a racing-sim, my lap-times are maybe around 105% that of a pro. So while I'd still lose all of the time, it wouldn't feel like there's an order of magnitude between us since the differences between a somewhat decent and a top-driver are nuanced.
    In AoE2, however, the more the amount of stuff we have increases, the more extreme the discrepancy will get. Watching a pro-game and then watching myself play is completely different. To a point where I think that I couldn't even win a 3v1 assuming my teammates were as bad as I am.
    If I use the racing-sim as comparison, my skill in AoE2 would be the equivalent of me leaving the track at every corner.

    What I'm saying is, that in no other game before I've felt my performance to be so far off of what is possible.

    submitted by /u/Xilmi
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    Questionnaire for my Bachelor Thesis about which gamers spend most money on video games.

    Posted: 15 Jan 2020 06:22 AM PST

    Hello everybody! I am trying to find which gamers spend most money on video games for my Bachelor Thesis. If you can I ask you to do the short 10 question questionnaire.

    Here it is: https://forms.gle/ygj9ec7qNLQzCMjt9

    Thank you!

    submitted by /u/procheracing
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    Some of you may die, but that's a sacrifice I'm willing to make

    Posted: 15 Jan 2020 04:55 AM PST

    Introducing the LLC Tech Tree Maker

    Posted: 14 Jan 2020 09:33 PM PST

    Hey guys, there has been a bunch of aoe2 civilisation ideas over the years by myself and others, and something that I know I struggled with was formatting the tech tree of my civilisation ideas. No matter how you do it, it looks messy, wouldn't it be nice if you could create an image of your civ's tech tree?

    Now you can!

    I've made a little graphviz script that comes with all the DE unit/building/technology icons that with some simple copy pasting in a text file.

    Here is the template tech tree and here is a sample tech tree for my Afghans civilisation concept .

    This is just a first draft, the tech tree is not perfect but I think its useable for now.
    I'm going to post the zip file of the code, readme and folder of DE icons in the aoe2 discord in a moment, in the #mod-workshop channel. Search for LLC Tech Tree Maker if you are looking from the future.

    submitted by /u/anatarion
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    Approximate growth in YouTube subscribers since DE was released 2 months ago

    Posted: 14 Jan 2020 03:04 PM PST

    If you don't know which civs these belong to by now, do you even play aoe2DE?

    Posted: 15 Jan 2020 07:51 AM PST

    General RTS Theory Discussion: Why mind control in AOE2 works and how it does it right.

    Posted: 14 Jan 2020 01:38 PM PST

    Mind control is one of the most problematic mechanics in any RTS that features it. The fact that every mind control leads to a 2 unit swing in a genre where small number advantages snowball into winning a fight and eventual victory makes it one of the most tricky mechanics to implement into an RTS, and every RTS I have played has struggled to make it into an interesting mechanic by making it blatantly overpowered or incredibly niche. As a seasoned RTS player, I would have argued the mechanic was fundamentally broken.

    That is, until I played AOE2.

    Here are some examples of how mind control has failed in other RTS games I have played. Also a neat history behind the mechanic in those games.

    Red Alert 2: Yuris Revenge: The most blatant example. The entire Yuri faction is balanced around mind controlling enemy units. Yuri has no antiarmor units and must rely on mind control to deal with the other faction's vehicle armies. Arguably, the mind control is not the problem here but when combined with Yuri's army mix of magnetrons and gatling tanks, along with the most meta units being susceptible to mind control, leads to a hideously efficient unit mix that cannot be engaged. Units once mind controlled can be taken back by destroying the mind control unit, the mastermind, but Yuri also has access to a building called the grinder that Yuri can send mind controlled units to destroy them and refund them for half(Infantry) or full(vehicles) cost. This also relinquishes control for the mind control unit, which can then go to mind control more units, putting Yuri at an insurmountable money advantage. Yuri is top dog in Red Alert 2 and beats every other faction on most map settings.

    Brood War: Mind control is restricted to a tier 3 Protoss unit called the dark archon (An equivalent position would be gunpowder units after chemistry). This unit has no utility outside of the spells it can cast, can't attack, and is extremely expensive. The mind control spell must also be researched on top of this and has a hefty cost of taking 3/4 of the unit's mana pool while depleting its effective health to the point where it can be 1shot. The unit itself had niche use versus zerg due to an ability that allowed it to stun zerg units in an AOE with an ability it used, but mind control itself saw no competitive use being too difficult to micromanage amidst everything else that has to be done in this game and the ridiculous tech requirement and cost placed on casting the spell. Funnily enough, the spell is insanely broken in lategame teamgames, where mind controlling a worker unit allowed you to build that faction's entire lineup on a separate population cap(!). It's like if converting a goth villager let you build a separate 210 pop cap worth of gothic units, imagine that.

    Starcraft 2: Wings of Liberty: Back then, infestors were hideously broken between having instant lockdown CC that did damage over time, spawning 6 supply worth of units on a 2 supply unit, and neural parasite. Neural parasite is an ability that prevents the infestor from doing anything but controlling one unit from far away. The first two spells end up getting nerfed hard come a new expansion while neural parasite is untouched. Turns out the ability is gamebreaking despite its restrictions and harshly nerfed. Playing versus zerg as protoss requires one to build expensive late tech unit compositions. Having those same that cost 6 supply locked down by 2 supply mind control units is absolutely back breaking and game ending in a game where army supply generally dictates who wins fights.

    Warcraft 3: Undead have a 2 supply spellcaster called the banshee (100 supply limit game) which requires a tier 3 lategame upgrade for the ability to take control of an opponents unit. Warcraft 3 is kind of weird where upgrading spellcasters requires all other prior upgrades to reach it (Think the blacksmith lines but for spells specifically), so it requires a heavy usage of that unit. Unfortunately, the banshee comes from a very niche building in the metagame and is niche itself requiring a too heavy investment to tech into. Furthermore, the possession itself is also very restricted. It cannot be used on hero units, costs a large amount of mana, sacrifices the banshee, and telegraphs itself for 2 seconds towards which unit is being possessed. During this time, the banshee can be killed. Needless to say, this ability saw no play at any point.

    In Aoe2, monks see considerable play while not being the focus of many balance complaints. They are cleverly used as counters but also very susceptible themselves, leading to an interesting balance where they are a mainstay in the game's metagame but do not completely dominate it. How does it achieve this? Here's my two cents:

    1. Monks work as a specific strong counter that does not scale with the game due to being a micro intensive mind control unit in a macro oriented RTS. Monks are a powerful deterrent to castle age knights and unique units. 3 monks are terrifying to 5 knights but 30 monks not so to 50 knights. This allows them to fulfill their role in being useful in small numbers while not scaling up to serve as counters all game. Think of how nightmarish monks would be if they each automatically converted and prioritized units not being converted. This is the mistake red alert 2 makes with autotargetted mind control. On the other side, monks arent so heavily restricted and out of the way like dark archons are, and maintain utility when the ability would be most relevant. Monks require player attention and can tax it, when other priorities also need to be considered.
    2. AOE2 offers a lot of built in counterplay against monks. If you notice your scout or single unit being converted, you can simply delete that unit. It's much better than a 2 unit swing and the monk player is still happy then you still lost a unit. Additionally, there are many monostary techs that allow one to combat monks or improve their own if they wish to incorporate them into the lategame. Finally, units like scouts or infantry are resistant to conversion and have bonuses against them, or can simply outflood them and tax the monk player's apm.
    3. Monks are given utility besides mind control. Aside from converting units, monks also are used to collect relics, heal, and scout with their massive line of sight. This allows them to maintain relevancy outside of their primary ability, and encourages teching into them even when conversion isn't specifically needed. Contrast this with dark archons and banshees, where the player must go very out of the way to gain access to mind control.
    4. AOE2 has a robust (Hard and soft) counter system, where monks are not the only counter to certain unit compositions. This allows them to have a healthy share of the metagame while not overwhemingly dominating it.

    I look forward to hearing your guys' discussion on mind control and general RTS theory about it.

    TL:DR AOE2 with conversion and monks does it right, where other RTS's fail to balance the mechanic properly.

    submitted by /u/Slash1467
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    Honfoglalas

    Posted: 15 Jan 2020 01:45 AM PST

    Does anybody understand how to play the DE version of Honfoglalas? I accept the Byzantine offer, make lots of LC and CA, kill the Avars ASAP, build a TC, and then get overwhelmed by large Imp age armies from all the factions, while still at 20 or so vils. Even at moderate I cannot seem to protect myself. How do you do it?

    submitted by /u/Sjonge11
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    Separate Map Pools 1v1/TG

    Posted: 14 Jan 2020 10:40 PM PST

    +1 for seperate Map Pools and ban picks for 1v1, 2v2, 3v3 or 4v4 in Ranked Random Map.

    I want to play Black Forest in team-games, but not in 1v1's, for example.

    submitted by /u/fluppets
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    Best moment of NAC3

    Posted: 14 Jan 2020 06:50 PM PST

    Reconnecting to Multiplayer Games

    Posted: 15 Jan 2020 08:10 AM PST

    Is it planned in the future that you can reconnect to Multiplayer games? Kind of frustrating when the game crashes and you can't reconnect.

    submitted by /u/Timo307
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    How can I get better at the game?

    Posted: 15 Jan 2020 07:58 AM PST

    Feel like I'm hitting a plateau. My biggest problems are defending large early rushes, and late game imperial armies where it always seems like my opponent has a larger/stronger armies and more trebs. Defending the scout rush is tough for me because even if I get/have pikes up they just move to a different part of the base. Should I set them up to defend wood line and gold? Sometimes they just pick off farms.

    Do I need to focus more on pushing my economy towards specific units and get more of them up?

    submitted by /u/Swankytiger43
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    Is Timurid Siegecraft useful?

    Posted: 14 Jan 2020 01:30 PM PST

    Does anybody notice any difference in the +1 range it gives Trebuchets? Maybe if it was +2 range it would seem more significant. I like the idea of the tech giving all siege weapons +20% higher attack, so it affects onagers and rams and scorpions too, making Tatars a siege civ in part.

    submitted by /u/Brackish27
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    Goths are wack since years and deserve a buff

    Posted: 14 Jan 2020 09:24 AM PST

    The pick and win rate on higher levels is abysmal. It is often said that they don't need a buff and are fine as they are because their imp is strong. Well they are not even a top 10 pick on closed maps like Arena (latest example being NAC3) because they are countered by so many civs (compare spanish who are good picks for both closed and open maps) Them being good is way too situational and they are really falling off behind other civs.

    submitted by /u/MVerdoux13
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    Should transport ships have more capacity?

    Posted: 15 Jan 2020 01:06 AM PST

    Now I'm not saying they need a buff, but every time I use the transport ships they feel so clunky, so I wonder if they could be improved without breaking balance.

    Let's say Careening gives +10 instead of +5 capacity, or increase the base capacity from 5 to 10.

    An extra +5 capacity sounds like a good quality of life improvement to me, but I'm not that familiar with the meta game so I wonder if that's doable?

    Some civs get transport ships with only 10 capacity, which is pretty rough with 200 pop. I have to wonder if the original transport ships were made with 75 pop in mind?

    submitted by /u/JSTM2
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    I tried to enter the multiplayer screen and this popped

    Posted: 14 Jan 2020 03:22 PM PST

    What are the best counters to units?

    Posted: 14 Jan 2020 11:29 AM PST

    Hi, guys!

    I want to know what are the best counters to mostly units, taking into account the cost.

    For example: Against Knight/Cavalier/Paladino, what is better? Camels or Halbs? Etc...

    submitted by /u/LioValiant
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    Loobies doesn't show in multiplayer!

    Posted: 14 Jan 2020 09:30 PM PST

    Dear Community,

    I have been really hooked into aoe2 DE since it came out last November..I always played multiplayer to git gud..It worked fine except few crashes..But since yesterday, I can't see almost any lobby, like having 10-20 lobby on screen to just 5 lobbies. I can't imagine people stopped playing aoe2 overnight..Any fixes for this issue?

    submitted by /u/Kazianisprince
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