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    Sunday, June 14, 2020

    Age of Empires II Highest win rate shattered by Deus Vult

    Age of Empires II Highest win rate shattered by Deus Vult


    Highest win rate shattered by Deus Vult

    Posted: 13 Jun 2020 11:17 PM PDT

    After coming back to Aoe2 (~10 y) during quarantine, finished single player yesterday. I can finally start multiplayer/mm - great feeling :)

    Posted: 14 Jun 2020 01:42 AM PDT

    I like to think Bill Gates had a small part to play in the creation of AOE2DE

    Posted: 13 Jun 2020 08:07 AM PDT

    Improved Extended Tooltips [mod showcase]

    Posted: 14 Jun 2020 06:11 AM PDT

    Hello aoe2reddit,

    Here's a post showcasing the mod I made over a month ago for Aoe2DE, for those who don't yet know about it but would maybe benefit from it. I'm still updating it very frequently, finding ways to improve it and such, so feel free to give feedback or suggestions.

    It's called Improved Extended Tooltips(link here), and it's a textual/string mod for AOE2DE that updates the tooltips of all the units, buildings, upgrades and technologies in the game, in a way that shows more useful information about a unit, building or technology to the player. (Full Thumbnail Preview Here)

    The tooltips are both ingame and in the techtree. (as long as you have toggled the "Extended Tooltips" in options).

    Units and Buildings

    • Added info for hidden default stats like Move Speed, Reload Time, Creation Time, Accuracy, Line of Sight, Blast Radius, Minimum Range etc…​ (Preview Here)
    • Added info about specific stats like Trample Damage, Chu Ko Nu / Kipchak bonus arrows, Keshik gold generation, Villager/Fishing ship work rates, Monks Conversion Time and Formula, Feitoria Work Rate etc…​ (Preview Here)

    Upgrades, Technologies and Tech Tree

    • Reworded the descriptions to more accurately describe technology effects, added Research Time (Preview Here)
    • Unit upgrades (such as Archer to Crossbow, Knight to Cavalier…) now state exactly which stats will be upgraded (Preview Here)
    • Civilization tech tree overviews also improved, showing correct values and more details, on civ bonuses, unique units and techs.​

    I decided to make the mod when I noticed DE didn't really have as good tooltip mods as the previous versions (UP/WK/HD). I saw some in the mod center but didn't like how they were structured. Then I just sat down and started making it, and kinda spent way more hours into this than I thought I would lol.

    Earlier I posted it to aoezone and ageofemp forums, so I thought why not to reddit as well to top it all off. Credits to Max Extended Help HD/WK mod by Jineapple, aoe2 wiki and aoe2techtree for being useful links and guidelines.

    submitted by /u/harooooo1
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    Successful AoE2 Charity Stream raised $1269!

    Posted: 13 Jun 2020 06:54 PM PDT

    Additional DE Launch Options

    Posted: 14 Jun 2020 04:19 AM PDT

    This week we all learned about SKIPINTRO and DEBUGSPEEDS.

    /u/Ground-walker asked how you find these. This inspired me to look for more. These are the results. I have not tested any yet. Some propably expect a parameter. Some just seem to be flags.

    DONOTUSEOLDPATHING USEOLDPATHING DOLOGSTATUS NOAICHEAT NOCHATCHEATCODES LOGUPDATECHANGES Use InfluencePlacement UIP All Terrain type Grass (0) ALLGRASS ALLCP1 NOPATHLIMIT LOGPATH LOGUPDATETIME SHOWOBS1 SHOWOBS2 SHOWOBS3 SHOWGROUPIDS SHOWUNITIDS SHOWAIGROUPS FIXEDDELTASECONDS LOGDEBUG Specific unit to log debug, Specific group to log debug. LOGGROUP DRAWGROUPF DRAWGROUPP NOPATHCAP LOGRANDOM LOGRANDOM2 LOGUAI LOGEXPLORE LOGWAYPOINT LOGWAYPOINT2 AUTOGROUPUNITS NOAUTOFORMATION LOGMOVE LOGMOVECONSTANT FIXEDUPDATE LOGACTION Custom path for logging to network. LOGNET LOGLOCAL LOGESNET Player ID to log LOGPLAYER Time to begin logging LOGSTART Starting random game seed RANDOMGAME Starting random map seed. RANDOMMAP Draw logging file DRAWLOG SAFEDRAWLOG Out of sync save directory OOS LOGCOMMANDS LOGCOMM LOGOUTPUT DEVELOPER SPEED1 SPEED2 LOGDIR LOGNAME: Disable Sound NOSOUND No Music NOMUSIC LOBBY Enable 4.0/8.0 speeds. DEBUGSPEEDS Disable recording games. NORECORDING Reload game data files between games. RELOADGAMEDATA Log loading and unloading of sprites. LOGSPRITEMEMORY 1997-2016 1995-2013 <locale>\language.dll <locale>\language_x1.dll <locale>\language_x1_p1.dll BaseGame Skip the intro movies SKIPINTRO ??? SYSTEMMEMORY Always launch app in windowed mode WINDOW Disable Vertical Synchronization NOVSYNC Log Frames per Second LOGFPS Debug network activity NETWORK_DEBUG used for savegame compatibility with old LOS shape OLDLOS Disable snow footprints NOFOOTPRINTS ROLLOVER All computer players? ALLCP FASTVIEW SLOWVIEW Force One Button Mouse ONEBUTTON Force two button mouse TWOBUTTON RUNLOG NOCOMMSPEED SYNCSTOP STEPMODE SQUAREOUTLINE CUBEOUTLINE GROUNDOUTLINE EDGEOUTLINE Enable profiling No Computer Players NOCP Allow computer players ALLOWCP LOGAI Output debug lgs for player index to logs NOLOGSTATUS DONOTUSELOWLEVELPATHING USELOWLEVELPATHING DONOTUSEMIDLEVELPATHING USEMIDLEVELPATHING 

    If you are interested how I found these read at the bottom of the post.

    How did I find these

    In *nix systems there is a handy programm called strings since the beginning of time. It searches binaries (exe/executables) for human readable text. Fortunately sysinternals made strings for windows.

    So I downloaded it from https://docs.microsoft.com/en-us/sysinternals/downloads/strings

    With strings I searched for text in AoE2DE_s.exe . This produces a lot of output. I redirected the ouput to a textfile and searched for the known parameter "DEBUGSPEEDS".

    strings.exe -n 3 -a AoE2DE_s.exe > outfile.txt 

    I was lucky. It seems like all parameters are "next to each other" in the binary. Or so it seems.

    submitted by /u/kyriii
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    *me playing nomad* “I hope I don’t build my tc near anyone else’s”

    Posted: 14 Jun 2020 07:21 AM PDT

    Please keep the techtree the mess it has been forever

    Posted: 14 Jun 2020 04:33 AM PDT

    It's such a funny meme to see how numbers from the techtree differ to the actual game, buffs from patches don't get displayed and how there is no way of finding out what's considered an archer.

    Just hilarious to watch noobs struggle understanding techs and hey, it keeps Hera busy during tournaments :)

    Edit: My text sounds a bit too sarcastic. The techtree being like this isn't that big of a deal, but please, it's frustrating sometimes ;-;

    submitted by /u/Namerusername
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    My first ranked game

    Posted: 14 Jun 2020 12:02 AM PDT

    So I have been learning and playing a lot and getting better at defeating extreme AI. Decided to host 1v1 lobbies and won 4/5 only losing to franks because I could not push him before he had a defensive castle 3TC KT boom.

    Got into my first ranked game I am Chinese vs Aztecs in golden pit, got Drushed and towers on my forward golds. I tried light cav he has a forward rax with lots of spears. I panic pause so and ask time to think, no such time.

    Lots of holes in my panic walls, vills dying left and right. My eco is a disaster, im floating like 1k wood and have no farms to go UP and forgot to make army. Somehow the score is close, and he backs off. I try to get archers but now he has eagles and this stuff just doesnt die, they dive they raid they go thru palisade like butter.

    I try to move to gold and get a decent castle up, he hits imperial and chuks do nothing at this point. I could have played a lot better but I was getting picked off at every turn I did not know how to react most of the time.

    Also how to beat aztecs? Archers and cav doesnt seem to work at all, unless you outplayed him early game and raid.

    I wont be playing ranked for a while, not till I can trust my walls again.

    submitted by /u/MiloTheSlayer
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    I found a website that may be useful for new players

    Posted: 14 Jun 2020 12:38 AM PDT

    I found this website made by a streamer and it was kind of hard to understand at the start but could be really useful for new players and maybe even for not so new players too https://app.powerbi.com/view?r=eyJrIjoiMTAwZDMyZmYtZTBlYS00MTg2LTlkZjUtMzFhNDE5YjM2NzZhIiwidCI6IjFmZTIxYWE4LWI1ZjEtNDhmNS1iZTM4LWJmNDcwNmI2YjExMSJ9

    submitted by /u/poopsiedoopoo
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    My First Trap in AOE 2 DE

    Posted: 13 Jun 2020 02:16 PM PDT

    How do you people select military buildings?

    Posted: 14 Jun 2020 12:06 AM PDT

    I mainly have the default DE hotkeys. (So select all archery ranges is ctrl+shift+a for example) It has worked fine, but now I have noticed a problem. In late imp trash wars, all my time goes to queuing new units. And I do know how to shift click. It is just slow to press 3 different keys at the same time. Add the time used to tend for my eco and I have barely any time to micro. It makes my late game feel really unskilled. Which isn't untrue but I dislike it all the same. So I'd like to change my hotkeys. What works for you?

    submitted by /u/viiksitimali
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    I was recording an aoe2 guide and now i'm scared

    Posted: 13 Jun 2020 08:43 PM PDT

    I was recording an aoe2 guide and now i'm scared

    what the heck is this, i put the normal one for you to compare, is this intended or what?

    https://preview.redd.it/ko2k3f2krs451.png?width=794&format=png&auto=webp&s=616c088e9ed7b65f7c9cc7635c2b5cbb0afb5778

    submitted by /u/niBBaboi1234
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    What Archer Civ would be the most balanced when given the bonus "archers move 5 (10?)% faster"?

    Posted: 14 Jun 2020 07:53 AM PDT

    Unless I misremember, Cumans have faster Cav, Celts have faster Infantry, Lithuanians have faster Skirms & Pikes,Berbers have faster ships (& vills), Mongols have faster siege, but no civ has faster arbalests (also monks and Hand canons, but thats for another survey.). Seeing how often large groups of crossbows fight each other, retreat until 1 upgrade hits, and reengage, this would be a rather big advantage in Castle age crossbow fights (though not as big as +1 range).

    Is this a bonus one could give portuguese? Do Vietnamese need another bonus in archer vs archer scenarios? Should tartars have even less of a reason to go cav archers? Or would Koreans be best to use this bonus?

    Also: Yes I know, you want this on a brand new civ. I acknowledge the possibility, now awnser the question!

    submitted by /u/Tudsamfa
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    Interview with BoA 2 map creator Chrazini (Part 2)

    Posted: 13 Jun 2020 01:21 PM PDT

    Sorry Mate! (Developers, Please Bring Back the ELO Grace Period)

    Posted: 14 Jun 2020 03:23 AM PDT

    Are chu ko nu worth it in castle age?

    Posted: 13 Jun 2020 03:37 PM PDT

    So i have played chinese a bunch but never really got into the chukonu. I tried mixing them in with crossbows every now and then but they seem to be rather useless in a combined army, as they take quite long to fire all their arrows and you cant kite properly anymore. Just going chu ko nu without crossbows isnt really an option either as the production is too limited Since they have quite strong imperial upgrades i was wondering if they are worth using in castle age at all.

    submitted by /u/Snizl
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    Definitive Edition: unable to unpause game

    Posted: 14 Jun 2020 12:34 AM PDT

    Hi, noobie here. I've been working through the tutorials and into the campaigns, I'm 70% of the way through a mission and the game suddenly paused itself (i.e. I was jabbing at stuff and it has frozen on the pause screen).

    It says to press F3 to unpause, but F3 doesn't do that, it changes volume. I've pressed all the buttons I can think of. I can't seem to get into the menu system using the mouse either. Any ideas? I haven't saved my progress, otherwise I'd just quit and start again.

    Thanks!

    submitted by /u/Brummie49
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    Managed to beat a pro player today 11

    Posted: 13 Jun 2020 10:13 PM PDT

    Has anyone had gold spawn/relic inside a mountain on mountain pass?

    Posted: 13 Jun 2020 04:17 PM PDT

    Replacing the Feitoria with resource generation.

    Posted: 14 Jun 2020 03:20 AM PDT

    Title. Yes this sounds broken, but I think it can be balanced. To make this legit, I think that the bonus should start right from the dark age. Obviously each age will have different generation rates. To simplify im going to be organizing rates as food/wood/gold/stone. These are all per minute rates. The in game desc btw would have to be "Generate resources passively" just for format sake obv, so lets get started.

    Dark Age 5/5/1/1 Incredibly minor bonus in the dark age. Assuming your in the dark age for about 10 min, that adds up to 120 resources, divided as 50/50/10/10. Thats a villager, almost a farm, about half a militias worth of gold, and 2 walls. During the age up another 10.8/10.8/2.2/2.2 will be generated.

    In terms of villagers, since the dark age uses different food sources throughout (hunters work at 24.6/m, shepards at 19.8, etc), we'll average it out to 21 food/min. Lumberjacks work at 23.4 wood/min. Gold and stone miners at 22.8 and 21.6 respectively. Given this, the Portuguese would have an additional 0.54 villagers working for them in the dark age.

    Feudal Age 10/10/5/2 Just for simplicity's sake well assume another 10 minutes elapses in the feudal age. Given that, over the course of feudal the resources would add up to 270 total resources split as 100/100/50/20. Thats an extra 2 villagers, a bit more than a farm and a half, a lil bit more than the gold needed for an archer and 4 more walls. Again, not overpowering but it helps give some leeway. As you age up, another 26.7/26.7/13.3/5.3 will be generated.

    For villager terms, feudal farmers work at 19.62 food/min w/o wheelbarrow. With it, they work at 22.25. Lumberjacks work at 26.91 wood/min after double bit axe. Gold and stone miners work at 26.22 and 24.84 respectively after the relevant eco techs. For a normal game its safe to say double bit axe is a guarantee, so at a ceiling, the Portuguese would have 1.19 additional villagers, and at the least, 1.09 additional villagers.

    Castle Age 20/20/15/5 Gold ramped up significantly. My reasoning for this is at the point is where even though gold is abundant, castle age is where the value of food and wood start to diminish. Yes the inverse is true at the beginning as you attempt to make xbows/kts/tcs, but after the inital period of scarcity, trash resources quickly become abundant. Regardless, well assume a 20 min period of castle age. That accumulates to 1200 resources split as 400/400/300/100. Thats enough food for almost half the imp upgrade, enough wood for a uni, a monastery and a little bit to spare, enough gold for 4 knights (4.7 for ports), and almost a tower. During the age up thats another 53.3/53.3/40/13.3.

    Portuguese lack gold shaft mining, so their gold miners do not improve in the castle age. Beyond that, castle age eco tech commonly get delayed so we can still set a min and a max. After researching all relevant eco techs, farmers work at 23.38, lumberjacks at 26.91, gold miners at 26.22 and stone at 28.56. At minimum well assume all the feudal eco techs. The numbers may be slightly higher if you choose to omit handcart and the mining techs. At a max, the Portuguese would have an additional 2.42 villagers, and given all eco techs, would have a floor of 2.34 villagers.

    Imperial Age 75/75/40/20 Lets assume the game takes another 20 min for a total above just an hour. At this point the rates are close to what the current feitoria is. Leading upto the hour mark we've gathered 4400 resources divided among 1500/1500/800/400.

    For context, in the same time, assuming a single villager starts immediately building a feitoria upon imp, at 1h, the feitoria would have gathered 1728/1080/756/324.

    In villager number, the only resource gather rate that changes is wood at 34.04. Assuming all eco techs are researched at this point, the Portuguese would have an equivalent of 7.64 additional villagers.

    All gather rate numbers were taken from the AOE2 database app. Some of these numbers are rounded off for simplicity.

    Over the course of this hypothetical game, the Portuguese would have collected an additional 6048 resources split as 2140.8/2140.8/1215.5/550.8 in 67.5 minutes of game time.

    I hope after this breakdown this sounds less ridiculous. They only have half a vil advantage in the dark age up to a ceiling of 2.42 in castle age. Its only the imp transition where they ramp up to 7.64. Yes there are probably smaller advantages such as the added flexibility, and the fact that this would bypass the limit of gold and stone in a game, but I genuinely don't believe this is at all an overpowering bonus. The Portuguese already had a decent imp given the solid gunpowder and arbs, they just lack the flexibility in other areas. This would not fix all the Portugueses downfalls but it would definitely make them more viable, and unique.

    Edit: wrote wheelbarrow instead of handcart

    submitted by /u/BlackkDiamondzz
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    Any Civ/Team Bonus Accuracy Mods?

    Posted: 13 Jun 2020 05:31 PM PDT

    Apologies if something like this has already been asked or is popular, but are there any mods that seek to more accurately describe some of the civilization and team bonuses?

    For instance, I know some of the 20% modifiers are actually 25% and I know Mali gets -15% wood costs for buildings but this doesn't include farms (despite the game omitting this fact).

    Are there any mods I can download which more accurately portray the nature of the game's bonuses and effects?

    submitted by /u/strykerfett
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