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    Tuesday, March 31, 2020

    Age of Empires II Medieval Monday: Ask Your Questions and Get Your Answers

    Age of Empires II Medieval Monday: Ask Your Questions and Get Your Answers


    Medieval Monday: Ask Your Questions and Get Your Answers

    Posted: 30 Mar 2020 08:07 AM PDT

    Time for another weekly round of questions.

    Talk about everything from build orders to advanced strategies.

    Whatever your questions, the community is here to answer them.

    So ask away!

    submitted by /u/AutoModerator
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    AoE2 Update 36202 released.

    Posted: 30 Mar 2020 08:54 PM PDT

    who needs eco when i've saved this 2 HP skirm

    Posted: 30 Mar 2020 07:18 PM PDT

    Thank fucking god, that took too long

    Posted: 30 Mar 2020 10:28 PM PDT

    Vs. Hardest AI and he sends me this message. [DE]

    Posted: 31 Mar 2020 07:14 AM PDT

    um...

    Posted: 30 Mar 2020 10:33 PM PDT

    Aoe II Civ Megasheet update

    Posted: 31 Mar 2020 03:41 AM PDT

    Hello again, I've decided that the recent patch was a good opportunity to post about my AoE II Civ Megasheet once again. I want to thank these sub members for all the support, it's really fun to see several people active in the sheet whenever I open it, months after I first posted the thing.

    If you haven't checked it out, Here you go!

    I've updated the tech and civ descriptions to match the recent patch, but I also want to ask for your help. Since I created the sheet there have been several changes in both the game itself and the meta. If you see something that's incorrect, please comment below. I'm looking for advice on a couple of subjects:

    Corrections: (these are clear mistakes, no argument there).

    • Typos
    • Unclear or incorrect information
    • Inconsistent wording/formatting

    Ideas: (your opinion on civs)

    • Civ rating changes
    • Important data you would like to see added

    Civ ratings are loosely based on the Youtube videos made by Spirit of the Law, but there have been many changes and even some new civs since he made that series. I copied his ratings, added and adjusted them to reflect the DE version of the game. These stats will always be up for debate and are added mostly to give a quick indication of a civs strengths and weaknesses. The rating part is probably both the least useful and most hotly debated item on the sheet, and I might remove it in favor of more useful data.

    submitted by /u/KrMees
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    Matchmaking on DE: Double the rating of opponents? I raise you this!

    Posted: 31 Mar 2020 07:58 AM PDT

    PSA: New 'Four Lakes' map is a renamed 'Cross'.

    Posted: 31 Mar 2020 06:45 AM PDT

    Wouldn't suprise me if 'Golden Swamp' is actually Cup.

    submitted by /u/Ashur_Arbaces
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    After a wheelbarrow kicks in.

    Posted: 30 Mar 2020 12:35 PM PDT

    Praise the Lord!

    Posted: 30 Mar 2020 10:11 PM PDT

    Praise the Lord!

    https://preview.redd.it/2oijmempyxp41.png?width=687&format=png&auto=webp&s=58686e3ffc1ebf930aa493e47b3198eda8c63d33

    Seriously though, the amount of passion and willingness to expand and make alive this game is inspiring of the devs.

    Thanks DE!

    submitted by /u/eagle332288
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    HAVE YOU SEEN THIS MAN

    Posted: 30 Mar 2020 11:53 PM PDT

    DauT Flaming Camels

    Posted: 30 Mar 2020 09:56 PM PDT

    Ummm...anyone else have this problem?

    Posted: 31 Mar 2020 08:18 AM PDT

    Having UI Issues with the new patch (missing icons, missing resources)? Disable your UI mods :)

    Posted: 30 Mar 2020 10:50 PM PDT

    Hey,

    I made the "Improved Tech Tree UI" mod, and just FYI, my mod (and any other UI mod!) will currently break the UI.

    Please disable these mods for now (you may need to restart the game after you do so!).

    I'm working on getting my mod updated to work with the new patch. :)

    submitted by /u/Rich-Nixon
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    AoE2DE - Ranked Map Guide by MALAY Onetrick

    Posted: 31 Mar 2020 07:24 AM PDT

    Release the flaming camels!!!!!

    Posted: 30 Mar 2020 09:06 PM PDT

    Flaming camels tatars new UU HYPE

    submitted by /u/kotyanavirus
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    The Art of War - Extended!

    Posted: 31 Mar 2020 02:24 AM PDT

    Tater Heavy Cav Archers > Elite Mangudai ?

    Posted: 31 Mar 2020 01:14 AM PDT

    After reading the notes I decided to check things out and run a test.

    Both get bloodlines and husbandry

    Both get full blacksmith upgrades(mangudai missing last archer armor), thumb ring, parthian and ballistics.

    Tater Heavy Cav Archers benefit from Silk Armor unique tech.

    Tater Heavy Cav Archers also benefit, more so, from hill bonus.

    Mangudai benefit from one extra base damage output.

    Mangudai benefit from bonus against siege.

    Mangudai benefit from shooting faster.

    Heavy Cav Arch 80HP 7+4 1+4/0+7 4+3 (40w/60g)

    Elite Mangudai 80HP 8+4 1+3/0+4 4+3 (55w/65g)

    I created multiple 1v1 post imp scenarios against each other and the Heavy Cav Archer won every time with 5HP left.

    I also ran 5v5s but either the same thing happened across the board or the Mangudai AI started bugging amd running around rather than fight.

    . . . . . . . . . .

    All this to say, they seem to be a stronger Mangudai for a cheaper cost; that can be spammed out of archery ranges rather than Castles...

    I'm still pretty new to the game but this seemed note worthy. Any corrections are welcomed.

    Thoughts?

    submitted by /u/Big_Maloe
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    Tuesday Talking Points: A Mathematical Approach to Elephant Archer Buff Suggestion

    Posted: 31 Mar 2020 09:08 AM PDT

    Tuesday Talking Points: A Mathematical Approach to Elephant Archer Buff Suggestion

    https://preview.redd.it/xa0tara981q41.jpg?width=968&format=pjpg&auto=webp&s=0065f7f2d8365dacd68e89ae1965b900a2d68e6c

    Summary: Improve the Elephant Archer so that it can better serve its presumed role as an expensive counter to Ranged Units with the typical elephant weaknesses, and satisfy those who want the Indians to have a popular elephant unit without giving the Indians the Battle Elephant.

    Make the Indian Elephant Archer as cost-effective as Rams for a "Meat Shield" role, and as effective against Skirmishers as a Ballista Elephant to remove a second hard counter.

    There is so much information and work that went into this and I've pared it down considerably so as not to ramble, but if you guys do not wish to read my whole post, my buff suggestions are:

    • Increase Elephant Archer's Pierce Armor from 3 to 8
    • Increase their HP from 280 to 310 and from 330 to 350 for the Elite Elephant Archer
    • Remove the -2 Cavalry Archer Negative Armor Bonus.

    That being said, I hope you take the time to read my entire post to see how I arrived at these numbers, as well as my other Tuesday Talking Points posts I've put up. I really appreciate everyone who takes the time to read and comment on my posts with suggestions and discussion starters. Happy Tuesday!

    Background: After the Mongols were given access to the Steppe Lancer in Update 35584, there was an uptick in posts on r/aoe2 and ageofempires.com about giving the Indians the Battle Elephant, although this has been a common topic of discussion since the Rise of Rajas was first released. In regard to historical accuracy it makes sense since the people of the Indian sub-continent are credited with first taming and using elephants as draft and war animals in Antiquity. I agree, the Indians should have access to an elephant unit!

    But they already do, and it is a situationally good one at that. But even so, the Indian's Elephant Archer is widely regarded as one of, if not the worst Unique Unit in Age of Empires II.

    Today's post is an attempt to satiate an ever growing contingent of the player base who are clamoring for the Indians to have a great elephant unit, point out why simply giving them Battle Elephants is not the solution, and show that the Elephant Archer isn't as bad as everyone says but propose ways to encourage an increase in their usage.

    Don't get me wrong, I understand the desire to give Indians the Battle Elephant out of sentiment for historical accuracy, which I am usually in support of. But this is the rare occasion where I think game balance and pre-existing development has to take precedence because of the Indian's de facto Unique Unit, the Imperial Camel. It is one of the best individual units in the game, especially from a population-efficiency standpoint, and usually comprises the main unit in the Indian's army. Giving them Battle Elephants, which I contend are the MOST population-efficient units in the game, would be completely overpowered. I do not think there would be a good way to re-balance the Indian civilization if they were given Battle Elephants without making them a completely new civilization.

    Re-making the Indian civilization is something that has been posted many times before as well, or separating them into multiple civilizations to better represent the interesting history of India. But that is cost-prohibitive from the developers' standpoint. If people want a realistic chance to see a great elephant unit for the Indians, from the perspective of the developer the far superior option is improving the Elephant Archer.

    Method: First, we have to address the three main reasons why the Elephant Archer is not widely used;

    • An army of Elephant Archers can be one of the best Anti-Archer armies in the game because of their high Pierce Armor and HP, and given their unit attributes this was probably their intended role, but since they can only be trained at a Castle, it is extremely difficult and expensive to create this army.
    • The niche role of a Cavalry Archer is raiding and fast hit-and-run tactics. But an Elephant Archer is much too slow to perform this role.
    • The Elephant Archer has five armor classes (Cavalry Archer, Archer, Cavalry, War Elephant, Unique Unit), which is the most of any unit in the game. This means they can be countered by more units than any other.

    Pikemen are a hard counter against elephant units, but they are even more effective against Elephant Archers because the latter's Armor Class of Cavalry Archer, against which Pikemen get an Attack Bonus, and that doesn't even include the -2 Cavalry Archer Negative Bonus of the Elephant Archer. But the goal of this buff was not to make them better against Pikemen.

    Where the Elephant Archer disproportionately struggle in regard to the other Ranged Units that the Indian's have at their disposal is against Skirmishers, which also have a Cavalry Archer Attack Bonus that is exacerbated by the -2 Negative Armor Bonus, but they have an additional Archer Attack Bonus. This is a major flaw for the Elephant Archer, because while Cavalry Archers usually can out-run or out-maneuver Skirmishers, Elephant Archers cannot do this. This means that Elephant Archers are countered fairly well by not just one, but two units that don't cost Gold. This has to be fixed if the Elephant Archer is to be used more often.

    Analysis: For anyone who is interested, I am more than happy to share my calculations, but reading a long post with a lot of math seems like a bit much to the average reader. But still, I wanted to show that the suggestions I had were based on some kind of quantitative reasoning, not just a random number like a lost of balance change posts suggest.

    What the calculations boil down to is finding a way to match the value for Shots / Cost of Elephant Archers and Battering Rams, as well as the ATK / Cost for the Elephant Archer and Ballista Elephant. I decided against making any Cost changes because the 180 resources it costs to make an Elephant Archer is the same as a Ballista Elephant. This meant I had to find a way to increase the Shots and ATK values.

    The values I used in my calculations were the maximum value that a unit could achieve with upgrades. For example, the Piece Armor of an Elephant Archer is 3, but with upgrades it is 5 in the Castle Age and 9 in the Imperial Age. I found that for the Elephant Archer to perform as well as a Ram against Crossbowman and Elite Skirmishers, the damage per shot that the two units took had to match and the number of shots had to be proportional to the cost. To match the Damage Per Shot, which is the Minimum Value of 1, the Pierce Armor had to increase by 7, but that seemed too high, but by removing the -2 Bonus, it only necessitates an increase of 5. This seems reasonable compared to other units in the game with high Pierce Armor like the Huskarl.

    To proportionally match the number of shorts, the HP had to increase to 330, but after accounting for the +20 HP gained from Bloodlines, the HP only had to increase to 310. This value also seemed reasonable when compared to Ballista Elephants and Battle Elephants. With these three changes, the Elephant Archer is now just as good as Rams at taking shots, is not hard countered by Skirmishers, and still sucks against Pikemen.

    With these changes, the Elephant Archer would be a much more effective counter to Ranged Units and could support the Indian's Camels, Crossbowman, and Hand Cannoneers. They could even be deployed as Meat Shields like Rams, but with the added bonus that they can Attack the enemy.

    Conclusion: So what do you guys think? Would these changes make the Elephant Archer a more viable unit? Do these changes make the unit too strong?

    Archive:

    Week 1: Two Descriptions for Every Civ

    Week 2: Grouping Civs Regionally, More Regional Unique Units and Imperial Unit Upgrades

    Week 3: Possible Bonuses

    submitted by /u/SHABOOM_
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    DE matchmaking at its finest. I felt pretty bad tbh.

    Posted: 30 Mar 2020 05:39 PM PDT

    [OC] cross over with lord of the rings

    Posted: 31 Mar 2020 08:55 AM PDT

    Help a noob out?

    Posted: 31 Mar 2020 08:21 AM PDT

    Hi! Since I, like many around the world, am stuck in my house, I bought AoE2 DE and started my nostalgia trip. Thing is, I played as a kid and was probably terrible at it, therefore, I still am. My first match was against a friend, and he told me that the best strat is to focus on one type of military unit to build a strong army. Is this true? And are there any more tips out there that could be of use? Thanks in advance!

    submitted by /u/jchateau98
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    How much RAM needed for multiplayer?

    Posted: 31 Mar 2020 08:17 AM PDT

    I just recently started playing again, so I am training on the hotkeys, build orders and etc. I am wondering about the current state of the RAM usage for multiplayer. My system: i7-8750h, gtx 1060-Q, 8 gb RAM. I am thinking about upgrading to 16 gb RAM, but I am wondering if I need to upgrade to 32 gb? For reference, I am only playing on 1080p, with only UHD enabled and the goal is a 8 player multiplayer with 200 pop.
    Another question is how does the pagefile work for ssd, which might be a workaround for the RAM usage?

    submitted by /u/yaoz889
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    Just saw the game recieved a 6.1 gb update!!!

    Posted: 31 Mar 2020 07:35 AM PDT

    What happened? did they release a new dlc?

    Anybody knows the ingame file changes?

    this looks way more than just what the blog post says.

    I think a new dlc is coming at some point.

    submitted by /u/yollydick2
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    Flaming Camels seem very strong vs archers

    Posted: 31 Mar 2020 12:19 AM PDT

    Arbs have 40 HP; Skirms have 35 HP. Both will won't be killed in 1 shot by the 5020 melee damage Flaming Camels.

    Edit: not nearly as strong vs archers as previously though


    Can someone please load up AGE3 and look at their attack bonuses, speed, cost, training time, and armour classes please?

    I'm specifically interested in attack bonuses and cost.

    Edit: They have 20 base attack, 100 bonus vs buildings, 50 vs cavalry, 30 vs camels, 80 vs elephants. They have blast radius of 1.5. speed is 1.3, 20 second train time, costs 75 food 30 gold, they have camel and UU armor class. [courtesy /u/flightlessbirdi]

    submitted by /u/slothismysin
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