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    Age of Empires II Civilization Match-up Discussion Round 8 Week 6: Bulgarians vs Huns

    Age of Empires II Civilization Match-up Discussion Round 8 Week 6: Bulgarians vs Huns


    Civilization Match-up Discussion Round 8 Week 6: Bulgarians vs Huns

    Posted: 04 Feb 2020 07:47 PM PST

    Fun fact: in the old Honfloglalas, the Bulgars (Bulgarians) were represented by the Huns

    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 Goths vs Italians, and next up is the Bulgarians vs Huns!

    Bulgarians: Infantry and Cavalry civilization

    • Militia-line upgrades free
    • Town Centers cost -50% stone
    • Can build Krepost starting in Castle Age
    • TEAM BONUS: Blacksmiths work +50% faster
    • Unique Unit: Konnik (Heavy cavalry that becomes an infantry when the cavalry is "killed")
    • Unique Building: Krepost (Moderately powerful defensive structure that can train Konniks)
    • Castle Age Unique Tech: Stirrups (Light Cavalry and Konniks attack +25% faster)
    • Imperial Age Unique Tech: Bagains (Militia-line gains +5/+0 armor)

    Huns: Cavalry civilization

    • Do not need Houses, but start with -100w
    • Cavalry Archers cost -10/20% in Castle/Imperial Age
    • Trebuchets +30% accuracy (not 100% accuracy, Hera ;D)
    • TEAM BONUS: Stables work +20% faster
    • Unique Unit: Tarkan (Medium cavalry with high pierce armor and attack bonus vs buildings)
    • Castle Age Unique Tech: Marauders (Can train Tarkans at the Stable)
    • Imperial Age Unique Tech: Atheism (Does anyone even read these occasional witticisms?)

    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!

    • Enter - the Bulgarians! So for a 1v1 open map, Huns are very much a known quantity: fast, diverse early-midgame army, solid eco, mediocre defenses and lategame. Bulgarians meanwhile, I rarely see played, although some high level players such as DauT have used them quite effectively. As both civs are strong aggressors, can Bulgarians survive the Hunnic midgame to get to their deadly lategame?
    • On closed maps like Arena and Black Forest, again, Bulgarians are not seen all that often, whereas Huns are here considered middling to below-average. Although possessing a weaker economy than Huns, in my view Bulgarians have the defensive tools necessary to buy them time on these maps that are easier to defend. Thoughts?
    • In a team game setting, both of these civs certainly would prefer to be in the pocket position. Again again, Huns are very well known to be a very strong pocket civ with access to a solid scout rush, boom, and Paladins that produce 20% faster. However, although not possessing as strong a scout rush or boom, Bulgarians nonetheless have access to the Konnik, better halbs and siege, and additionally have Paladins on top of that. Which civ do you prefer here?

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

    Previous discussions: Part 1 Part 2 Part 3

    submitted by /u/OrnLu528
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    Taking "Ships of the Desert" a bit far there

    Posted: 04 Feb 2020 09:15 PM PST

    When you get Wolf Rushed but you play as the Magyars

    Posted: 04 Feb 2020 11:34 AM PST

    Starting up an arena game. This annoys me more than it should.

    Posted: 04 Feb 2020 12:45 PM PST

    Everyone talking about how nice the AI is. All I get from them when I say GG is BM!

    Posted: 04 Feb 2020 04:07 PM PST

    the scenario is to advance but where is the button ? ?̲ ̲?̲ ̲?̲ ⸮ ⸮ ? ? ? ?̴̠̋ ̸̝̫͓̺͗̽͘?̷̡̙͍͂̈́̆̍̎̐̔͆ ̵̳͋̇̅?̷̱̺͔̙̋̔͜

    Posted: 05 Feb 2020 07:17 AM PST

    How think about ltalians in land map (in DE)

    Posted: 05 Feb 2020 02:29 AM PST

    I know that ltalians is most powerful civ in water.

    So I wonder Italians is also good civ in land map or not.

    They are also good in land map or average or weak?

    submitted by /u/dak0653
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    Imperial Age Strategy

    Posted: 04 Feb 2020 08:05 PM PST

    I have been playing DE like a mad man, and I have been wining most of my games. However, I have found that most of the games that I play past the 30 minute mark, I lose.

    When you play, what are the strategies that you usually like to go for in imperial? I'm aware that there is a vast amount of strategy at that age, but I need some inspiration.

    Also, if you have had this problem, I would love to hear how you've fixed it.

    submitted by /u/Rustadk
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    Age of Empires 2 playing as a CPU! I found out a way so that you can play as a CPU while it still doing thinfs for you too!

    Posted: 05 Feb 2020 07:37 AM PST

    Is melee path finding going to be fixed ?

    Posted: 04 Feb 2020 01:51 PM PST

    Hello,

    I love this great game but i'm a bit tired to face so much brits and mayans lately and i was wondering if the devs were going to improve the melee pathing ?

    i need to micro my melee cav to try to surround the enemy every time to deal some damage because if not only 1 or 2 of my cav are actually hitting something while the enemy is just doing hit & run.

    i know it's not the same engine but starcraft 2 was released in 2011 now and the mass zergling pathing was great since day 1.

    Maybe a remaster of a RTS competitive game can have something on par with this ?

    Also the attack move is not being used because patrol is preferred make no sense.

    Isn't it a priority ? i don't see anything about it being fixed soon.

    One last question, isn't units supposed to focus military units in priority ? It's annoying to see 3 knight dying cause they run after a villager while being rekt by spearmen.

    submitted by /u/Hylith_
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    Personal Requests for features/changes in AoE2:DE.

    Posted: 05 Feb 2020 07:12 AM PST

    Since I made a post yesterday about what issues I have encountered in Age of Empires 2: DE, I thought I would also make a list over features and changes I would like to see in Age of Empires 2: DE. Hopefully I am not the only one who think these are good changes/features.

    I am posting it here because for some reason, I can't log in to the AoE forums. I just get some error page.

    • A button to cancel all production of a building. I have spent a good amount of time doing this while playing AoE2, and it can take quite a while, and worse is it if you are losing the fight while doing this. This mostly happens when I either change tactic, or if I lose my trebs/cannons, and I need new ones, and I am on pop cap with many military buildings producing. Then chances for me to get, say, 1 treb is extremely small, so I need to cancel everything else.
    • Stance for Monks. Since the latest update, monks won't try to heal those outside their healing range. What is frustrating about this is if I bring monks to a fight to try to heal some units, and I select a specific unit for them to heal. Then the unit sees a new enemy and runs outside the monk range, and the monks doesn't follow at all even if I gave the order. It's terrible. So if we had stance similar to other units, then we could choose if we want them to stay or not ourselves.
    • The option to change select several groups to how it was before DE. Before when you had groups, you could select one, hold shift and click on the number of another, and select both, but they would still stay separate. Now if I do that, it combines the groups into the number of the second group I chose. I haven't noticed any way to change it back to how it was in other versions, which I wish there was.
    • The ability to shift-click several targets with trebs. This is not something that necessary, but it sometimes bothers me how if I shift click several targets with trebs, it won't work, as I assume it's the packing and unpacking that messes it up.
    submitted by /u/Reaper8U
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    Pausing

    Posted: 05 Feb 2020 04:45 AM PST

    What's an acceptable amount of time to pause in the game?

    submitted by /u/paradox909
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    Help with Micro/Managing My Army

    Posted: 05 Feb 2020 05:43 AM PST

    I played Age of Kings when I was a kid, mostly beating up on the AI in deathmatch. In college, I played Age of Mythology PVP and later Starcraft 2.

    When DE came out, I bought it just for fun, but I've fallen in love with the game and I'd like to bounce a couple of questions off you guys since I'm playing standard games now and I'm more in tune how RTS games are played in the real world than I was back then.

    Thanks in advance.

    1) I've read tutorials online about using Patrol to engage in fights. This sometimes results in weird delays in engagement I've found. Troops seem to 'prepare' to patrol, which can be costly if you're talking about squishy units like skirmishers. I discovered (took me way too long to notice this) that there is a traditional RTS attack move, but unit behavior in attack move is frankly kind of bizarre sometimes. I had a game last night where attack moved skirmishers would prioritize a nearby lumber camp over the archers currently pelting them with arrows. Is this user error on my part? Just the way it is? What is currently the smartest way to engage?

    2) I don't feel like my game is quite ready for PVP. This week I got into a 2 hour slugfest with a Britons AI who seemed to be able to whittle my whole army down from 2 miles away with a handful of longbowmen hugging castles. I ended up winning ultimately by building forward with town centers and castles and using garrison healing raiding to wear them down and mitigate my losses, but I suspect this wouldn't work against a human who got smart and started massing trebuchets.

    Are late game fights about massing counter units and just out re-inforcing your opponent? Those longbowmen seemed to eat dozens of skirmishers every fight. I know cost-wise I may be 'winning' the fight, but I feel like I'm losing way more units than I should be. Outside of sustained early rushes, how can I more easily prevent these long late game sieges?

    submitted by /u/Z1GG0MAT1K
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    Strong Team Comps(3v3 or 4v4) for the Current Ranked Pool?

    Posted: 05 Feb 2020 12:02 AM PST

    Hey guys have seen discussions from months ago about team comps, but given the current map pool and recent balance adjustments. What are some of the best 3v3 or 4v4 team comps? Which civs tend to synergize the best and make the most of their combined bonuses?

    submitted by /u/KC_Cheefs
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    Lithuanian Overview AoE2

    Posted: 04 Feb 2020 09:28 AM PST

    mod to disable archer micro in campaigns?

    Posted: 05 Feb 2020 06:27 AM PST

    Is there a mod that disables archer/ship micro in campaigns?

    submitted by /u/dundakorn
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    A list of issues and bug I have noticed in Age of Empires 2 DE.

    Posted: 04 Feb 2020 04:21 PM PST

    So, as I have played the game, I have noticed a bunch bugs and issues in the current version of the game (101.101.34793.0 4597979), and so I felt like composing a list of those I can remember right now. I know some are already known and is being looked.

    Unit Related:

    General units problems:

    • Units getting stuck more/stop walking or working.
    • Melee units still tend to block each other when moving after a target and slowing each other down at times.
    • Melee units can sometimes ignore your command to attack another enemy or move to somewhere else if there is an enemy unit or building close to it, and start attacking said unit or building.
    • If a unit wants to walk between 2 points through a narrow gap, and another unit blocks it, the unit walks around another route, and often walks back through the narrow gap it was originally planning to walk through before going to it's destination.

    Ranged units:

    • Ranged units can sometimes not switch to unit from attacking a building when the unit comes inside range like they should before way later than normal.

    Monks:

    • When placing waypoints before placing a waypoint on a relic, the previous waypoints gets erased, making the monk walk the shortest line to relic rather than through waypoints.

    Trebuchets:

    • If you order a trebuchet to attack a new target far away while unpacked, after packing up it can sometimes roll next to the target rather than attacking as if you told it to go there.
    • After packing a trebuchet manually and giving it a new target, it will sometimes not start firing after unpacking within range for a long time.
    • Sometimes when you tell a packed trebuchet to attack something outside it's range, it will roll close enough, but then won't unpack.

    Fishing Ships:

    • Despite claiming this has been improved it the last patch, fishing ship still struggle to find new fish after using up a fishing spot even if they are a few tiles away from new fish.

    Building Related:

    Towers/castles:

    • When placing Towers/Castles close enough to enemy buildings, they won't switch to enemy units before way later similar to ranged units which I described above.

    Hud/Information related:

    • This one is of course known by most. The game statistics screen shows incorrect unit kills and unit deaths.

    Those are the issues I have found so far that I can remember from the top of my head. Might add more later if I can remember.

    submitted by /u/Reaper8U
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    Parsing AOE2 mgz game files

    Posted: 04 Feb 2020 09:52 PM PST

    Hi, I'm trying to figure out how to parse the aoe2 mgz files to extract some details from the game (resource levels at a given time, actions taken by the player etc.).

    I have looked at https://github.com/happyleavesaoc/aoc-mgz but i'm only able to get higher level summaries. Maybe i'm not picking up the right elements through the parse through. Anyone had any experience with this ?

    Thanks !

    submitted by /u/pakiverma141
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    Anyone have ideas for wacky strategies?

    Posted: 04 Feb 2020 12:44 PM PST

    I really like trying unusual out of the box strategies.

    Things like

    Lithuanian instant rush or Lush

    Persian Douche

    If you have any ideas I would love to try them and document how effective they are. I will even upload videos.

    submitted by /u/Bart_ender-Aoe2
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    Original sound effects in DE?

    Posted: 04 Feb 2020 06:36 PM PST

    I'm too used to the original sound effects. Can those be added back in? I didn't see the option in the settings.

    submitted by /u/MrTickles22
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    Crashes v2.0?

    Posted: 04 Feb 2020 02:09 PM PST

    These past two days I've been crashing like crazy (solid 1 in 3 games, probably more). This is reminiscent of the crash issue we had before the last hotfix where the screen freezes and you get the 'not responding' message. It's been driving me nuts! Mostly happens around 30-45min in-game time. Anyone had similar experiences recently? Anyone managed to reduce the frequency

    submitted by /u/Interweb_OD
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    Custom Random map pool

    Posted: 05 Feb 2020 12:35 AM PST

    ey there i lke to know if there any way to increase the number of random custom maps in the selecting options currently it is 11, im talkin about single player only, srry for bad eng.

    submitted by /u/MythlogicBeast
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    Does anyone know why most build orders put vils on berries while you have a boar under tc?

    Posted: 04 Feb 2020 10:05 AM PST

    So for almost every build order I know, they tend to say you should send vils to berries after you lure your first boar, then put more vils on your boars after berries. Wouldn't you lose less food to decay if you started putting all your vils to collect under tc, then once you have ~10 harvesting boar, begin collecting berries? Does anyone know the reason why none of the build orders reccomend you do this?

    submitted by /u/angrysadtimecthulhu
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    Any music similar to AOE 2's soundtrack?

    Posted: 04 Feb 2020 04:35 PM PST

    Suggestions?

    submitted by /u/Influx66
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