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    Saturday, May 2, 2020

    Age of Empires II Reminder : Every single Paladin, Siege Onager and Bombard Tower is unique. No two civlizations have the exact same of these units.

    Age of Empires II Reminder : Every single Paladin, Siege Onager and Bombard Tower is unique. No two civlizations have the exact same of these units.


    Reminder : Every single Paladin, Siege Onager and Bombard Tower is unique. No two civlizations have the exact same of these units.

    Posted: 02 May 2020 04:17 AM PDT

    This is a follow up on yesterday's post about the rarity of Paladin, Siege Onager and Bombard Tower https://www.reddit.com/r/aoe2/comments/gbdxwf/paladin_is_once_again_the_most_exclusive_upgrade/

    Some people rightfully pointed out that Teutons not only have all three of Paladin, SO and BBT, but they have also bonuses for each of these units. But it goes deeper than that. Every single Paladin, SO and BBT is unique, through a combination of available upgrades, civ bonuses and unique techs.

    Well, almost. The Last Khan expansion put a dent in that uniqueness ( u/CysionBE ;stick ), but let's go over this. (I'm not counting Faith and Heresy because these are so situational that they don't contribute too much to uniqueness. Also, units are fully upgraded unless specified otherwise).

    Paladin :

    • Byzantine : no bloodlines, no blast furnace
    • Celts : no bloodlines, no plate barding armor
    • Cumans : +5% faster
    • Franks : +12 HP, researched and trained 40% faster
    • Huns : researched and trained 20% faster
    • Lithuanians : get +1 attack per relic
    • Magyars : free attack upgrades
    • Persians : +2 attack vs archers
    • Spanish : blacksmith upgrades don't cost gold
    • Teutons : no husbandry, resist conversion, +2 melee armor

    Siege Onager :

    • Aztecs : trained 17.6% faster
    • Bulgarians : regular FU*
    • Celts : researched and trained 20% faster, fire 25% faster, +40% HP
    • Cumans : no siege engineers
    • Ethiopians : +0.5 splash radius
    • Koreans : -2 minimum range, +1 extra range
    • Malians : no siege engineers, chemistry researched 80% faster
    • Mongols : move 50% faster
    • Saracens : regular FU*
    • Slavs : 15% cheaper
    • Teutons : +4 melee armor, resist conversion

    Bombard Tower :

    • Byzantine : no masonry/architecture, no treadmill crane, +40% HP
    • Chinese : no tradmill crane, +30% HP, upgrades 20% cheaper
    • Italians : regular FU*
    • Koreans : Bombard Tower upgrade free
    • Lithuanians : regular FU*
    • Malay : no architecture, no treadmill crane
    • Portuguese : projectile move at +0.2 tile/s
    • Spanish : built 10% faster (over regular with treadmill), builders have more HP and armor
    • Tatars : no architecture, deal +25% more downhill damage
    • Teutons : no architecture, no bracer, can garrison +5 units, murder holes free
    • Turks : +2 range, BBT upgrade 50% cheaper, free chemistry
    • Vietnamese : no masonry/architecture

    Key takeaways :

    The fact that after all these years, 5 expansions and 35 civs we still manage to keep unit identity and uniqueness to this level is fascinating, and testament to how well designed this game is. These are units you see regularly without realizing the subtle differences between each other. I really love these small details.

    Yes, some differences are stretching it a bit (only difference between Malian and Cuman SO is the faster chemistry for Malian, which I admit is pretty weak. But I take what I can, and most of the differences are pretty clear and unique, specially for Paladin and SO.

    And yes, I lied on my initial statement. As of DE, two pair of civs share the same units : Bulgarians and Saracens for Siege Onagers, and Italians and Lithuanians for Bombard Tower. The fact that in each case the unit is just regular with full upgrade means to me that it was given without too much care for uniqueness and identity, which is a tad annoying. But this would not be very hard to change, it would only take Bulgarians and Lithuanians getting a bonus/losing a tech for their respective units and the uniqueness would be restored. (Cheaper siege upgrades for Bulgarians and Hill Fort giving towers extra armor ? That would be fine by me )

    tl;dr : this is an expertly crafted game.

    BONUS ROUND : Camels

    • Berbers : regenerate, 20% cheaper
    • Byzantine : no bloodlines and blast furnace, 25% cheaper
    • Chinese : upgrades 20% cheaper
    • Cumans : no heavy camel, 5% faster
    • Ethiopians : no bloodlines and plate barding
    • Indians : +1 pierce armor, +5 attack vs buildings, get Imperial Camel
    • Malians : +3 attack
    • Mongols : no plate barding
    • Persians : regular FU*
    • Saracens : +30 HP
    • Tatars : +25% more downhill damage
    • Turks : regular FU*
    submitted by /u/TriRem
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    Long ago hand carved

    Posted: 02 May 2020 06:35 AM PDT

    When you see your opponent has picked Persians

    Posted: 01 May 2020 07:23 PM PDT

    My first ever game online - and the experience could not of been better! my opponent was helpful and nice. Super proud I won while losing more units then him... Such a difference when compared to playing against AI. First game of many

    Posted: 02 May 2020 03:55 AM PDT

    Still dreaming of the minimap (thanks reddit!)

    Posted: 01 May 2020 02:20 PM PDT

    What does everyone think of the Magyars?

    Posted: 02 May 2020 04:23 AM PDT

    I feel like they don't get talked about as much but they have some of the strongest options post imp. I know they're not super popular because of the lack of an eco bonus but when I'm just messing, around having access to both fully upgraded HCA and paladin is so satisfying, albeit hard to get to. What's everyone else's thoughts on them?

    Edit: since this got me thinking about how magyars are completely on the border of amazing and regular, how would you guys feel if they got a bonus such as "lumberjacks carry 20% more wood" or something? This obviously isn't to say they need a buff, but more to see how they would play out if they were buffed.

    submitted by /u/BlackkDiamondzz
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    Make patrolling units ignore buildings when detecting threats.

    Posted: 01 May 2020 09:41 PM PDT

    So many competitive games are lost from units randomly patrolling into houses and the like. This would remove that challenge.

    submitted by /u/Emberkahn
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    Do you have triggers to know when to go to imperial

    Posted: 02 May 2020 06:25 AM PDT

    Almost every game, I forget to go to imperial age, mainly because I try to attack my enemy on castle age, spending all my ressources to that.
    Il try now to limit my army production so that I can hit imperial not to late.

    Do you have any tips regarding that ?

    submitted by /u/InfectedFuture
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    Influx of assholes lately?

    Posted: 02 May 2020 06:30 AM PDT

    I'm 1100-1200 DE elo, and lately there have been so many assholes.

    In the last few matches, half the people resigned by saying "fuck you" when they lost, only 2 out of 10 gg'd, and the ones who did win were condescending as hell after their victory when I tried to chat to them, as if it wasn't a close match.

    Anyone else notice this lately?

    submitted by /u/NorthVilla
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    Colour Selection in Pro Play

    Posted: 02 May 2020 03:04 AM PDT

    Many who viewed the Red Bull tournament have probably noticed "red" players have a nearly 90% win rate, winning 7 out of 8 series. This post will aim to analyse why red has such a huge advantage over yellow.

    First, we need to realise that many men are affected by Red-Green Color Blindness.

    All the players in the tournament are male. If your opponent can not see the colour red this means he can't see your red units either! This obviously gives you a huge advantage, using invisible units is like using a submarine in medieval warfare!

    Second, the intimidation factor.

    Even if you are able to see red we all know that red is a very intimidating colour. Many evil regimes (Nazis, Communists, Khmer Rouge) used the colour red to scare their opponents! This historical legacy has a direct effect on the subconsciousness of the players who are obviously interested in history if they play AoE2:DE and is bound to affect their decision making. Yellow on the other hand? I can't really name a single bloodthirsty regime that has a yellow flag, maybe except the Vatican.

    Third is the way red interacts with wounds.

    Obvious to anyone watching, there is a lot of fighting going on in the series. This is accentuated by the fact we have removed the only relatively peaceful period of the Dark Age. Red armour and clothing allows wounded and bleeding units to hide their injuries. Yellows forces are frequently confused about who to attack and, unlike lions striking at the weakest animal in the pack, they do not know who to target. We can see this confusion in melee fights - it's even frequently pointed out by the caster T90 when he shouts "Thanks DE!". He assumes it's due to badly coded pathfinding but my own research shows it's most certainly a result of yellow forces being confused by red blood splatters.

    Third is the way red interacts with healthbars.

    We all know that looking unit healthbars is vital (see what I did there?). I think we can also all agree that it's incredibly unfair to yellow that no matter what your do your units healthbars become MORE red after every skirmish. It's as if every unit who takes part in combat is slowly turning into the enemy. I don't think red should get access to what basically is free conversion! What is even more unbalanced is the fact it works even on buildings that normally can't be converted, like castles. We never see healthars turning yellow, do we?

    Last but not least is the complexity.

    Many keen observers like myself have realised "red" is only one syllable whereas "yellow" is two. This means it's twice as long - and in a game where APM is so important it's a huge distinction. By the time yellow can shout "Yellow, attack!" red is already halfway through giving the next command. We should be thankful Redbull's colours are not red and aquamarine or we would witness an even more dominant performance from red.

    Breaking it down like this has given me a lot of insight. I have previously wondered why I can't beat the AI even on easiest but now I know it's because developers made it choose red as it's default colour. I am also glad I could share with you this ONE SIMPLE TRICK that makes you UNSTOPPABLE! Please remember to like and subscri.... oh wait, wrong platform.

    See in twitch chat, everyone, the next rounds of the Redbull tournament starts in just a few hours!

    submitted by /u/sacredfool
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    Barbarian on Hardest

    Posted: 02 May 2020 04:52 AM PDT

    Those of you who can beat the Barbarian AI on Hardest, what is your approach?

    It makes feudal army but then also goes up to castle age under 14 mins since it has extra resources and sometimes drops two castles in its base ending my feudal aggression. From that point I fall further and further behind. The only way I can even get to late game is by walling up and going fc myself. But even then I fall behind in both eco and military.

    submitted by /u/FailedTomato
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    AoE2 DE: anybody into Regicide + all visible + start in feudal age?

    Posted: 02 May 2020 06:54 AM PDT

    My friends and I have been playing AoE2 for more than 20 years now. We grew up with it and pretty much played through every mode we possibly can. The passed few years, however, we always like to play Regicide, all visible and we start in feudal age. We also play against AI opponents only on very large maps. I guess most people wouldn't quite like to play the game our way. But is there anybody else into it? Any other "special" ways to play it?

    submitted by /u/matt_hipntechy
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    AoE 2 legends

    Posted: 02 May 2020 06:02 AM PDT

    Although i am playing aoe2 for a longer period of time, i started only recently (2 years ago) watching the pro scene. That is, i know only the top players now without any knowledge of previous legends (i was also suprised that Dogao is not a new player).
    That being said, I would welcome a list or a video about legends of the game (top xy alltime aoe players). Does something like that already exist?

    submitted by /u/marty7778
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    Does anyone know whats going on with the categories here? and how to fix?

    Posted: 02 May 2020 05:59 AM PDT

    Grid not displaying

    Posted: 02 May 2020 04:57 AM PDT

    Since the new patch grid is not showing, I tried switching it to the other options (like showing only when building) but it still doesn't appear. Restarting the game didn't fixed it. Is anyone else having this issue?

    submitted by /u/Storm_Waker
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    Am I doing something wrong here? I am at castle age did every upgrade in every building but can't build the monastery, which is stopping me completing the mission.

    Posted: 02 May 2020 05:21 AM PDT

    A fantasy pool of the Wololo tournament I made for my brother and me.

    Posted: 02 May 2020 08:18 AM PDT

    My game keeps closing after I click start game both on standard and multiplayer game. What can I do, I checked integrity of files, tried uninstalling and reinstalling the game, didn't help.

    Posted: 02 May 2020 08:06 AM PDT

    New unit idea

    Posted: 02 May 2020 07:51 AM PDT

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