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    Wednesday, May 27, 2020

    Age of Empires II Civilization Match-up Discussion Round 9 Week 4: Italians vs Mongols

    Age of Empires II Civilization Match-up Discussion Round 9 Week 4: Italians vs Mongols


    Civilization Match-up Discussion Round 9 Week 4: Italians vs Mongols

    Posted: 26 May 2020 08:02 PM PDT

    Genbows vs Mangudai lets go!

    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 Khmer, and next up is the Italians vs Mongols!

    Italians: Archer and Naval civilization

    • Advancing to the next Age costs -15%
    • Dock techs cost -50%
    • Fishing Ships cost -15%
    • Gunpowder units cost -20%
    • TEAM BONUS: Condottiero available at Barracks in Imperial Age
    • Unique Unit: Genoese Crossbowman (Anti-cavalry foot archer)
    • Unique Unit: Condottiero (Fast, weak, anti-gunpowder infantry)
    • Castle Age Unique Tech: Pavise (Archer-line and Genbows get +1/+1 armor)
    • Imperial Age Unique Tech: Silk Road (Trade units cost -50%)

    Mongols: Cavalry Archer civilization

    • Cavalry archers fire +20% faster
    • Light Cavalry, Hussars, and Steppe Lancers +30% hp
    • Hunters work +40% faster
    • TEAM BONUS: Scout-line +2 LoS
    • Unique Unit: Mangudai (Something about not having counters)
    • Castle Age Unique Tech: Nomads (Destroyed houses do not decrease maximum population)
    • Imperial Age Unique Tech: Drill (Siege Workshop units move +50% faster)

    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!

    • Alrighty - so for your 1v1 open maps, Mongols would ostensibly be favored, what with their better Age-up bonus and all. However, provided the Italian player does not fall behind in Feudal Age, they should be fairly well set up for the rest of the game. Neither civ has much of an eco bonus mid-game, and Genbows take about as long to get up and running as Mangudai. Do you think Italians stand a chance here?
    • On water maps, this is an interesting one. You may think it should just be Italians 100%, but on the most aggressive water maps, where uptimes are the most important, Mongols are still seen as frequent picks. On hyper-aggressive water maps like Golden Swamp, Baltic/Medi, etc., which civ would you rather have?
    • In team games, these two civs would seem rather different. Italians are a pretty standard good, but not quite top-tier, flank civ with FU Arbs, Monks, BBTs, BBCs, etc. Mongols, meanwhile, fill neither the flank or pocket role super comfortably, as the meta these days is all about straight archer and cavalry units. In BoA2, Mongols are most commonly seen as flank. What do you think about these two civs in that role?

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

    Previous discussions: Part 1 Part 2 Part 3

    submitted by /u/OrnLu528
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    A cliff just randomly disappeared and nearly cost me the game

    Posted: 26 May 2020 07:49 PM PDT

    New Strat that I mastered today - Double Castle Age. Top that!

    Posted: 27 May 2020 01:14 AM PDT

    Always check for gaps

    Posted: 27 May 2020 03:04 AM PDT

    The Three Pillars of a Successful Empire: Army, Religion and Economy

    Posted: 27 May 2020 12:00 AM PDT

    Demo-Ship Madness (Yes, he resigned shortly after this)

    Posted: 27 May 2020 02:34 AM PDT

    What are you expecting in May patch?

    Posted: 27 May 2020 05:57 AM PDT

    It is the end may now and may patch is just a few moments away.so what changes are you expecting in this patch.i would want in this patch is to improve path finding and remove many of the bugs as well as improve the ai to be aggressive and react with better decisions.(i want to see viper reaction in trying to defeat the better better ai,that series is too good)Also i think leitis are too good especially with the relic bonus so they need a little nerf but i am not sure.i am also expecting a buff for portuguese.

    How about you guys?

    submitted by /u/N0obShot
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    This is surreal. The cheater is even chatting on aoe2.net boasting he could beat top players 1v2 with his cheating (calling it "tryharding") and devs do nothing. You can see from about half a dozen streamers vods how they have to lose elo to him. (he's impersonating top player names, currently MBL)

    Posted: 26 May 2020 12:23 PM PDT

    Look at the time, is it 1683 already?! Time to build some wingy bois

    Posted: 27 May 2020 05:09 AM PDT

    My tuesday dilemma

    Posted: 26 May 2020 10:54 AM PDT

    Extremepro Art of War Rush strategy

    Posted: 27 May 2020 07:01 AM PDT

    I'm a new player who picked up DE a few weeks ago and damn it is fun, what an awesome game and community. I figured I should try my hand at the Art of War tutorials and found out that you can cheese the rush one hard. I got a gold rating first attempt by selecting all my vils (ans scout) and just running straight into the enemy base, hitting the wood line and berries/mill. So satisfying just mobbing the enemy with vils and I laughed like hell doing it. Anyway it was just a lot of fun doing this obviously incorrect strategy and recommend doing it for a good laugh!

    submitted by /u/normie_reddits
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    Archers with ballistics. :D

    Posted: 26 May 2020 11:25 AM PDT

    A decisive defense of Auto Scout: Why it is a great addition to the game

    Posted: 26 May 2020 03:04 PM PDT

    Sorry for bringing up this topic again, I suspect it's probably been amply discussed before. But it just came up again and again on T90's Low Elo Legends stream, and it seems to me that people miss most of the perspective of why it is not just "so-so", but actually great.

    1. Scouting for pure map coverage is largely just busy micro. There is rather little critical decision making there, it's just a mechanical task. From a game design perspective, it's generally desireable to automate such tasks.
      Especially in a game like AoE where players with higher effective APM and map awareness already enjoy a tremendous advantage. AoE really doesn't need another mechanic that greatly punishes those who aren't good at these skills yet. For the same reason auto farm-reseed was a great improvement to the quality of games overall.

    2. Whereever scout decision making can give an advantage, the player who makes the better manual decisions will still be rewarded. Even when auto scout exists, good players still have ample opportunity to get advantages from better scouting.

    We can see that this feature is either not important or straight up positive if we look at its effect on different skill levels:

    1. Top players virtually never autoscout (outside silly formats like the Red Bull tournament camels). It's not an issue there. If they ever do it in a normal game format, it only replaces boring busymicro while freeing up attention to make more interesting choices elsewhere.

    2. For medium skilled players and above, using autoscout actually is an interesting decision to make. Do they want to invest more attention into using their scout for particular information, or do they just want the map coverage while improving their gameplay in other aspects?

    3. For low skilled players, autoscout greatly increases strategic and tactical decision making. These players never get to see much of the map otherwise. Seeing the map layout enhances their ability to make informed choices about what areas to focus and how to fight there.

    The reality of the situation is that map knowledge is just not a high priority for most players, because AoE is so demanding on their attention and multitasking for more important tasks. For these players, autoscout takes load off the boring parts and frees them up for more interesting choices. It elevates the level of the game as a whole, while still remaining an extraordinarily skillbased game overall.

    The criticism I've seen so far generally falls in the camp of "I had to learn to live without it, and think its unfair that I have to adjust to a new situation now." But I encourage you to see the upsides of it. To be extra happy about when you outplay your opponent with better scout usage or manage to trap your opponent's autoscout. Or to use the feature to get a better grip on your macro and micro while you don't have to waste time and effort microing a scout around a forest on the other side of the map for low-priority information.

    submitted by /u/Roflkopt3r
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    Jackpot

    Posted: 26 May 2020 05:55 PM PDT

    [aoecompanion.com] A new AoE2 strategy companion app

    Posted: 26 May 2020 09:43 AM PDT

    TL;DR: We've made a web app to (hopefully) help newer players get into competitive AoE2. Check it out here: aoecompanion.com

    Hi, r/aoe2!

    I came back to AoE after 15 years thanks to the release of Definitive Edition. I've been playing the game a lot and I'm super excited about this active and growing community. The future looks bright so I decided to practice and get better. After getting gold in all of the Art of War missions (loved them), I started scouring the internet for guides and information. There was a lot of useful info but coming from other more popular games with an incredible amount of learning resources (League of Legends, Dota 2), I realized there's room to grow here.

    I recruited a friend and we decided to make a "companion" app that you could easily keep open on your phone or tablet, next to your PC monitor, while playing. Right now, it can help with a few basic things that I struggled with a lot when I was just getting started with the game:

    • How to counter every unit in the game
    • How to execute essential build orders, in an easy to read and mobile-friendly format

    If people are into it, we're planning to add a bunch more stuff to the app soon™:

    • More info on unit counters: more detailed explanations on why each unit is good vs. the other, highlighting the "super hard counters" (like halbs against elephants), a side-by-side view for unit counters and strengths in larger screens
    • More build guides (dark age rush into fast castle is missing, to give a notable example) including civ-specific ones
    • Key information about every map in the ranked rotation, and which civs could be best for each (and why)
    • More in-depth info for each civilization (good and bad matchups, a rating for their bonuses/techs/units, etc...)

    While we know that most of this information is available in one shape or another on the internet, the idea of this app is to make it super convenient and streamlined, and easy to consult while playing if needed (especially for the build guides).

    We're looking to hear your feedback and get suggestions for new features. Also please let us know if you think anything is incorrect or not working properly :)

    submitted by /u/niklanus
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    Having trouble playing with Archers

    Posted: 27 May 2020 12:46 AM PDT

    I'm at 1300 elo now and am trying to branch out my playstyle from a primarily feudal scout into heavy cavalry approach into playing around with archers more. Problem is I find them inferior in nearly every single way to knights besides the fact they have range. They're completely shut down by skirms or cavalry and if your opponent is smart he will just make a mangonel or two and force you to retreat. It's usually at this point that I have no idea how to respond besides answering with my own mangos and try boom up, losing a lot of my early pressure. On the other hand when I play knights I run into none of these issues, usually my opponent will never be able to get enough pikemen to counter my constant stream of knights, and even if he does I have the mobility to run around and escape them. How are you supposed to make archer army comps work for you?

    submitted by /u/QuestItem
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    I swear I keep getting these kinds of maps in arena.

    Posted: 26 May 2020 10:09 AM PDT

    I made an AoE card game and want to share it with you

    Posted: 26 May 2020 12:39 PM PDT

    Hey guys, 15 years ago I played my first game of AoE 2, and while I occasionally played, around 2 years ago T90 video of 2v2 world cup feat. Rubenstock reignited my passion for the game.

    Since then I have been lurking in the shadows, enjoying watching the competitive scene and the community creations, and so I wanted to contribute in my ways

    During the quarantine I made a board game thematised with AoE2, the game is entirely free to play,

    Feel free to leave any comments or suggestions, everything is appreciated :)

    https://donforse.itch.io/age-of-empires-cards

    submitted by /u/Lobolp
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    My granny could scrap better than that!

    Posted: 27 May 2020 08:21 AM PDT

    256 mod keeps crashing the game

    Posted: 27 May 2020 08:10 AM PDT

    So I just played DE again because the 256 mod sounded really fun but ever time I do a few researches in one type of tech (Idk how many but it feels like around 3-5) the game just up and closes itself.

    I even made a save of a game which then crashed 1 minute later but when I try to load the safe (which should be before whatever caused the crash) it just crashes immediately and closes DE too.

    Anybody know what the cause of this? I mean does researching loom 4 times in a row really take such a toll on a computer that it crashes the game or am I missing something here?

    submitted by /u/Tudpool
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    Nomadium 2 Grand Finals: PLA vs TUF (Part 1) [Rise of Nations Tournament]

    Posted: 27 May 2020 08:04 AM PDT

    What is tryharding? A tryhard?

    Posted: 27 May 2020 08:01 AM PDT

    On a twitch stream, I saw someone (disparagingly?) call Hera a "tryhard", and in the post on a cheater, the cheater claimed to win by "tryharding". What does this mean? Is it a bad thing?

    submitted by /u/mortimer5
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    Basic AI Scripting Questions

    Posted: 27 May 2020 03:41 AM PDT

    Hey, I'm trying to start scripting an AI, focusing only on economy for now, once that works I can move on to more complicated things. But I'm having trouble with a few parts on my script.

    (defrule (true) => (chat-to-all "Hello, this is Test AI. Initializing distances.") (set-strategic-number sn-maximum-hunt-drop-distance 5) (set-strategic-number sn-maximum-food-drop-distance 3) (set-strategic-number sn-maximum-wood-drop-distance 3) (set-strategic-number sn-maximum-gold-drop-distance 3) (set-strategic-number sn-maximum-stone-drop-distance 3) (set-strategic-number sn-camp-max-distance 10) (set-strategic-number sn-minimum-civilian-explorers 0) (set-strategic-number sn-cap-civilian-explorers 0) (set-strategic-number sn-total-number-explorers 1) (set-strategic-number sn-number-explore-groups 1) (set-strategic-number sn-initial-exploration-required 0) (set-strategic-number sn-minimum-boar-hunt-group-size 3) (set-strategic-number sn-enable-boar-hunting 0) (set-strategic-number sn-food-gatherer-percentage 80) (set-strategic-number sn-wood-gatherer-percentage 20) (set-strategic-number sn-gold-gatherer-percentage 0) (set-strategic-number sn-stone-gatherer-percentage 0) (disable-self) ) (defrule (resource-found gold) => (chat-to-all "Gold Found.") (disable-self) ) ;starting two houses (defrule (can-build house) (building-type-count-total house < 2) => (build house) ) ;default house building (defrule (can-build house) (housing-headroom < 4) (population-headroom > 3) => (build house) (chat-to-all "Increasing Housing.") ) (defrule (unit-type-count-total villager > 12) => (set-strategic-number sn-food-gatherer-percentage 50) (set-strategic-number sn-wood-gatherer-percentage 40) (set-strategic-number sn-gold-gatherer-percentage 10) (set-strategic-number sn-stone-gatherer-percentage 0) (disable-self) ) (defrule (unit-type-count-total villager > 7) => (set-strategic-number sn-food-gatherer-percentage 60) (set-strategic-number sn-wood-gatherer-percentage 40) (set-strategic-number sn-gold-gatherer-percentage 0) (set-strategic-number sn-stone-gatherer-percentage 0) (disable-self) ) (defrule (current-age == dark-age) (unit-type-count-total villager >= 15) (can-research feudal-age) (can-build barracks) => (research feudal-age) (build barracks) (chat-to-all "Advancing Age.") (disable-self) ) (defrule (can-research ri-loom) (unit-type-count-total villager >= 12) => (research ri-loom) (chat-to-all "Upgrading Villagers.") (set-strategic-number sn-enable-boar-hunting 1) (disable-self) ) (defrule (building-type-count-total house >= 2) (can-build mill) (unit-type-count-total villager > 5) (dropsite-min-distance food > 3) (dropsite-min-distance food < 13) (resource-found food) => (build mill) (chat-to-all "Gathering Food.") ) (defrule (current-age == dark-age) (unit-type-count-total villager > 8) (can-build lumber-camp) (building-type-count-total mill >= 1) (dropsite-min-distance wood > 3) => (build lumber-camp) (chat-to-all "Chopping Wood.") ) (defrule (unit-type-count-total villager > 13) (can-build mining-camp) (resource-found stone) => (build mining-camp) (chat-to-all "Mining Gold.") ) (defrule (current-age == dark-age) (can-train villager) (unit-type-count-total villager < 15) => (train villager) ) (defrule (unit-type-count-total villager > 15) (can-build farm) (idle-farm-count < 1) => (build farm) ) 

    First of all, sometimes the CP doesn't have any villagers working on wood, at all, for the entire game. Secondly, the CP never places down a mining camp (i tried with gold and stone, none work). Third point, when I allow boar hunting after loom, they never actually go hunt them. Lastly, the hunters/foragers will just stop after there is no more food in range instead of building farms.

    If anyone has any ideas on why or how I can fix these things, it'd be very much appreciated.

    submitted by /u/creative4U
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