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    Thursday, June 25, 2020

    Age of Empires II National Aoegraphic

    Age of Empires II National Aoegraphic


    National Aoegraphic

    Posted: 24 Jun 2020 01:45 PM PDT

    T90Salt

    Posted: 24 Jun 2020 03:41 PM PDT

    I am blue, I resigned because red had 100+ bombard towers

    Posted: 25 Jun 2020 04:50 AM PDT

    Since Jordan23 returned I think it's a good time to share this clip again

    Posted: 24 Jun 2020 08:31 PM PDT

    Top Unique Counters vs. Hussar

    Posted: 25 Jun 2020 08:17 AM PDT

    Top Unique Counters vs. Hussar

    Today I tested everyone's favorite trash unit with raiding potential and here are the results. TL;DR: Don't try to counter it with anything that throws spears!

    https://preview.redd.it/0gxswuayn2751.png?width=1920&format=png&auto=webp&s=295458e5c55afe3ed6d939b6c4e252c2a4b7b4a9

    For the tests I assume PostImperial Age, no micro and equal resources, for example 37 Hussar (80F) vs 25 Elite Leitis (70F, 50G each). Then after the fight I count the HP of the winning unit and > 60% HP would be an A-Tier counter. I did all that 5 times to get a good average.

    The values on the icons stand for percentage HP remaining. So the Teutonic Knights (91) won with 91% of their combined starting HP left; the Elite Longbowmen (-23) lost and the Hussars still have 23% left. This is an average, so here the Hussars actually won with 29%, 25%, 25%, 23%, 15% in the 5 tests.

    Disclaimer: This is not a ranking of how useful a unit is overall. It simply measures how well units do when patrolled into each other. Units have many attributes such as speed, range, attack damage and armor. This mostly focuses on attack and armor by design. So Teutonic Knights are expected to perform better than Mangudai (bc they can't make use of speed and range). This approach has its shortcomings but can hopefully still be useful because you know how it was created. Let me know what you would change :) (More detailed explanation is in the beginning of the video)

    submitted by /u/AgeArena
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    I observed that most boar luring tutorial videos on YouTube were 5-25 minutes long so I made one myself which is 45 seconds

    Posted: 25 Jun 2020 08:28 AM PDT

    Cavalry vs Buildings Analysis: Imperial Camels +200% dps vs Castles; Burmese Cavalier dps > Lith Paladin dps

    Posted: 25 Jun 2020 07:22 AM PDT

    Was toxic today and I felt bad. Toxicity is infectious.

    Posted: 24 Jun 2020 06:03 PM PDT

    Just played a match of Arabia where the previous match I faced one of those players that refused to quit. It was really frustrating, and that frustration trickled over to this match. Was winning this match and started clearing out their base, and of course he tries to relocate. Instead of giving a "cmon bro, you lost" or something less toxic, I hit him with the "11 YOU LOST" which is admittedly very rude first time around. He held on pretty well (Aztecs and those eagles, man). Verymuchwow, if you see this, my bad! Toxicity is contagious. I had come into this game in the same mindset as the last. I'm sorry bro.

    submitted by /u/poopoocacastinky
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    Fast castle into resign.

    Posted: 24 Jun 2020 06:08 PM PDT

    A grade V D grade on Cicero Build Order

    Posted: 25 Jun 2020 08:55 AM PDT

    The difference between A and D on nearly all the builds is a minute, Where's it most likely I'm losing time?

    How can a player improve their dark age efficiency overall, Any tips?

    submitted by /u/AJK_AOE
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    Is that the sun? No, its 50+ flaming spears headed your way.

    Posted: 24 Jun 2020 07:47 PM PDT

    When my teammate resigned 10 seconds in to low ranked 2v2 Black Forest, I figured "eh, I'll give it a shot..."

    Posted: 24 Jun 2020 07:08 PM PDT

    To random, or not to random... That is the question

    Posted: 25 Jun 2020 04:13 AM PDT

    Much as the title says whats generally the better option as a casual player looking to improve.

    Would going random every time to get a good idea of civs and bonuses be an idea, or simply focus on 1 civ until you have dark age to a T and no idle time.

    My personal thoughts are sticking with 1. Until recently i was going random every time but because i don't know what the civs strengths are i get flustered and end up trying to combine about 4 strategy's and succeed with 0.

    For example i randomed yesterday and i was Cumans against Goths. Never played Cumans before so did not know they could do a second TC in fuedal. Long story short it went to imp and i got classically goth flooded. If i had known i could have boomed quicker and maybe stopped him in castle.

    Just curious on other peoples thoughts.

    Cheers!

    submitted by /u/Ksmith284
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    Game gets stops suddenly (no crash, no freeze, no disconnect message), particularly when reaching hitting new age

    Posted: 25 Jun 2020 07:58 AM PDT

    Game gets stops suddenly (no crash, no freeze, no disconnect message), particularly when reaching hitting new age

    So I have been having this problem of the game randomly freezing. Sometimes it happens for no reason at all, other times it seems to happen right as I'm changing from one age to the next (Usually Feudal to Castle, but also Castle to Imperial).

    The strange thing is that it feels as if it's an issue of my about to disconnect, but it nevers says that I disconnect. Also, the timing and the fact that I can move around the screen while still in game makes it pretty clear I'm not disconnectiong. Here are 2 screenshots, 1st is the exact snapshot of the time when the game got stuck, second is my opponents base if I scroll aroud, but this was almost 5 minutes later after starting to write this post.

    https://preview.redd.it/ud7zsz1qk2751.png?width=1920&format=png&auto=webp&s=7d02ab592665e8eb28d1c561daaaf74670956697

    https://preview.redd.it/2ikgnw98m2751.png?width=1920&format=png&auto=webp&s=c4ee3204d0221ec032fcea34c2f0b92e8614383a

    Anyone else have this issue lately? It never happened until starting about a week ago, but now is happening almost 1/3 games. I even tried to unistall and reinstall AOE2 via Steam and 2nd game back, same issue. Help would be appreciated.

    submitted by /u/poli_trial
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    The state of TGs is unplayable

    Posted: 25 Jun 2020 02:34 AM PDT

    Queue times at 2k TG can be long anyway. But frequent map dodgers and error messages keep you in queues even longer.

    Then if you finally get into a game every player has a like a 10% chance to drop. Its a bug where you can still click stuff but nothing moves/reacts. Other players dont even see you as being dropped for some time.

    In a TG this means that the majority of the games are not playable.

    I am kinda done with this game.

    End of rant

    submitted by /u/I_like_boata
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    The Fans Who Kept Age of Empires 2 Alive

    Posted: 25 Jun 2020 03:34 AM PDT

    Game mechanism idea - Feitoria: More resources the far away they are

    Posted: 25 Jun 2020 05:43 AM PDT

    Hey guys! Portuguese try hard here.

    Feitorias are useless in a real game. The resources are not worth it for 20 population, even the stone have a better exchange at the market (0.3 per second, ffs).

    Here's my idea: The further away feitorias are from each other, more resources they gave. I suppose the game can already calculate this, similar to the market trade. This could make them actually useful with the tradeoff of having map control, which in my opinion is a good thing to have as an objective.

    It's also a nod to the real history, as feitorias were actually trading posts in far away portuguese lands.

    Balances must be made to see how the competitive distance tickle ratio should be but I do hope to see portuguese having a chance in land maps (por Deus!)

    Thanks for reading!

    submitted by /u/asenhae1234567
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    Is food lost switching between sources? (sheep>boar)

    Posted: 25 Jun 2020 04:22 AM PDT

    Do you need to drop it off first? Also what about deer to boar?

    submitted by /u/opzoro
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    Enemies don't attack me

    Posted: 25 Jun 2020 09:01 AM PDT

    The enemies in AOE2 don't attack me, i've seen 2 more weird glitched happen (infinite gold glitch and unit sliding inside trees) is there any way to fix this glitch? I can't record the gameplay because when I tried it my keyboard for some reason stopped working and my whole computer just froze so I had to restart it. I don't have the HD edition it's the old one.

    submitted by /u/Meme__Finder
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    Ways for low ELO players to improve their Dark Age

    Posted: 24 Jun 2020 03:27 PM PDT

    Recently I've seen alot of posts on reddit, discord, twitch, etc about how to improve when you're a low level player. The common response is almost always "improve your build orders". Something I realized is that alot of people don't know what kinds of things to improve in their builds. While the immediate goal for low level players is to reduce TC idle time to as close to zero as possible, there are many things that you can do in order to make your dark age more efficient, which can in turn improve your economy, military, and overall efficiency as the game progresses.

    The first big tip is in regards to scouting. Each player starts with 4 sheep that are very close to the town center which start either under your control because of their proximity to your starting vils/scout or very close on the opposite side. Of these four starting sheep, you can and SHOULD use two of them to help with scouting your base. You will not need to refresh your sheep villagers until you create your 6th villager, so you can keep two sheep under your town center and use the other two for scouting. A good way to utilize the extra two sheep is to send them directly away from your town center and then scout in opposite, concentric circles. This will help to accomplish a few things. First, it allows you to scout further away from your TC with your actual starting scout, which can help to find your secondary sheep and boars, which generally spawn further away from the TC. It also helps you to cover a larger area which allows you to plan building placement.

    This brings me to my next topic, which is base layout. In all build orders, you need to build houses (duh). Building even these early houses as part of your wall will allow you to reduce walling time later when you're transitioning to feudal. Something that I have started to do is find where my berries are (the next economic transition after 6 on sheep and 3/4 on wood) and will build two houses with one villager in a location that starts a wall near the berries. This allows you to reduce walking time, since you dont need to send an additional villager at pop 18, and allows you to send the house villager to berries once the houses are done. Houses take 25 seconds to build, the exact time required to create a villager. So if you build a house with your pop 13 villager, build the mill with the pop 14 villager, buy the time the second house is completed you can use it to fully saturate your berries. Another application of this is to build the houses near your second boar, and use the housing villager to lure it once its done building them. Again, the goal is to mitigate not just TC idle time but villager idle time, which allows for maximization of resource collection.

    In a similar vein to base layout, maximization of villager efficiency when collecting resources will allow you to actually bring in significantly more. This includes a number of things, like luring the boar ALL THE WAY under your town center so it can be fully saturated without requiring villagers to walk around to drop off food. There are actually only a few points in dark age where you absolutely have to force drop, and having all your villagers under the tc and preventing walking can make that as efficient as possible. Additionally, shift queuing your sheep villagers to prevent them from idling under the tc or taking two sheep at once is incredibly important. The loss of food from taking multiple sheep at once can result in needing more force dropping and a reduction of available food in early feudal age, where you need to get critical techs such as Men at Arm and Double Bit Axe as soon as possible. In a similar vein, making sure that you have TWO lumber camps once you click up to feudal age with 2 villagers on one side and 3 on the other will ensure that you can consistently afford farm production. This is super important, especially when going scouts, since being able to afford villager + scout production is the core of the build order. If you cannot seed farms fast enough because you have 5 vils on one side of a lumber camp and theyre all bumping into each other, you're going to lag in either villager or military production, problems that are magnified at the beginning of the game. The same concept exists for your berries; make sure you have two villagers on either side, otherwise they may have to walk too far to drop off or could result in bumping.

    Once you're able to maximize your dark age efficiency, you'll find that the end results of these build orders become much more tangible; you'll be able to afford all the necessary upgrades when going m@a into archers and will be able to maintain military and villager production as the game progresses. Hopefully this is helpful!

    submitted by /u/ilovebaskets_
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    Can AI play pilgrims now?

    Posted: 25 Jun 2020 06:36 AM PDT

    I know in the past the AI couldnt quite figure out pilgrims, and I was wondering if it was smart enough to ship villagers to the mainland now. Thanks!

    submitted by /u/Tactical_Possum
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    At least I tried

    Posted: 25 Jun 2020 03:33 AM PDT

    Ranked 1v1 game

    https://imgur.com/a/6lFh7Ys

    He saw it the second before I pre-build the last wall

    submitted by /u/motonurse97
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    Change screen on switch group

    Posted: 25 Jun 2020 05:03 AM PDT

    This has been asked before but I cant find the post. How do you change screen when you switch group? For example I wanna switch between my scout and my army and immediately when i press the control group it switches screen instead of also pressing space. Is that possible? I mean I'm pretty sure I've seen that top players do that.

    submitted by /u/LazyRobotSauce
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