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    Friday, July 3, 2020

    Age of Empires II Me when it's late and I get raided by meso civs.

    Age of Empires II Me when it's late and I get raided by meso civs.


    Me when it's late and I get raided by meso civs.

    Posted: 03 Jul 2020 04:47 AM PDT

    This is what aoe2 is doing to me

    Posted: 03 Jul 2020 01:41 AM PDT

    rainbow score after victory

    Posted: 02 Jul 2020 10:57 PM PDT

    This is what Jaguar Warriors use

    Posted: 03 Jul 2020 07:21 AM PDT

    Minecraft Asian TC prototype finished today

    Posted: 03 Jul 2020 03:35 AM PDT

    How the akward Japanese unique tech names were translated into Japanese

    Posted: 02 Jul 2020 02:30 PM PDT

    As most of you will know, the Japanese have two unique techs with Japanese names:

    • Yasama lets their towers shoot more arrows.

    • Kataparuto upgrades trebuchets to pack and fire faster.

    Each of these names has issues:

    • Yasama literally means "arrow slit" (矢狭間 - 矢 ya/arrow + 狭間 hasama/slit) - a name that is already occupied by the University upgrade in the English client.

    • Kataparuto literally means "Catapult" - yes, it's simply the English1 word transliterated into Japanese characters (カタパルト). Today it is used for medieval catapults like manges and launching catapults used on aircraft carriers. It's definitely missapplied for trebuchets.

    (1 or perhaps Dutch or German, in any case from a European language)


    So since these are pretty nonsense names, how is this handled in the Japanese client?

    • The university Arrowslits tech is just called Hasama/slit(狭間). That is quite okay though, since this word in isolation is often used for arrow slits and other openings in medieval fortifications.

    • The castle tech Yasama is maintained as Yasama/Arrow Slit (矢狭間). So I guess Japanese towers really do just get double the arrow slits.

    • Kataparuto is renamed to 投擲術 - "throwing art/technique". It just completely ignored the English version. (btw 擲 is absolutely horrible to read in AoE with how aliased the font tends to be, especially because it's a relatively rare character).


    Some various other names that need to be differentiated:

    • Murder Holes - With 狭間 already reserved for arrow slits, this was named 迎撃用窓 - literally "window for counter attacking". I'm not well versed enough to know whether this word is used anywhere else, but Google results seem to point to Age of Empires alone. But it's a pretty weird name in the English client as well since the actual meaning differs dramatically from the battlements shown on the tooltip.

    • Teuton Crenelations - To complete the arrowslit-relatives, these were named 銃眼付城壁 - castle walls with crenels (interestingly 銃 means firearm, but 銃眼 is also used for arrow slits and crenels - I would guess that this meaning was retroactively applied after firearms had become common)

    • Trebuchets are called 遠投投石機 - long throw stone-throwing machine.The direct transliteration トレビュシェット (Torebyushetto) would also have been an option.

    • Mangonels are just 投石機 (stone-throwing machine). It's a general term for pre-gunpowder siege and field artillery from ballistae over manges up to trebuchets.

    • Onagers got the lamest one with 改良投石機: Quite directly "upgraded mangonel".

    • Siege Onagers are 破城投石機 - castle-breaking mangonels. Might promise a bit much there, but where there's a Hoang there is a way!

    Here is another fun part: Samurai are not actually called Samurai in the Japanese client, but Bushi (武士 - Warrior/Samurai, like in Bushido 武士道 = way of the warrior/samurai). These two words are fairly interchangable, with bushi perhaps highlighting the warrior aspect over the social status.

    submitted by /u/Roflkopt3r
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    Tried Mbl's tower wall strat, still lost :(

    Posted: 03 Jul 2020 05:03 AM PDT

    Today I learned... The player who has played the most 1v1s... has a second account called “CELTS” that has over 1,000 games as well...

    Posted: 02 Jul 2020 02:22 PM PDT

    Banning Civs for Random

    Posted: 03 Jul 2020 03:16 AM PDT

    So I've been thinking this for a while now but I feel like there should be a way to ban Civs (that you get) when you go random Civs. I don't want to pick Civs, but I also hate playing certain Civs. I feel like there should be a way where you can mention all the Civs you like playing as, and you get only those. Maybe like Spotify playlists (where you could create different lists for different moods etc.)

    What do you think?

    submitted by /u/ISeeThings404
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    Posting this from my 900 ELO ivory tower

    Posted: 03 Jul 2020 09:33 AM PDT

    AoE2:DE - ELO Distribution (Number of Players and Average Number of Games)

    Posted: 02 Jul 2020 07:23 PM PDT

    AoE2:DE - ELO Distribution (Number of Players and Average Number of Games)

    https://preview.redd.it/179bm5m3yj851.png?width=1954&format=png&auto=webp&s=46d7d55826e7f1a0311115cad6fea36a88b18fee

    PS: The high variance in the average number of games in higher ELOs is due to the small number samples (number of players) in these ratings.

    submitted by /u/HouseOfHarkonnen
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    23pop Magyar scout rush BO

    Posted: 03 Jul 2020 08:49 AM PDT

    Hey reddit,

    here I am once again with a homebrew build order. Let me know what you think:

    The Magyar have a unique set of bonuses that facilitate a scout rush: with free Forging and cost reduction, the price for a fully upgraded scout rush with 8 scouts is reduced by 234 food. This build's goal is to invest these saved resources into an instant second stable and early Bloodlines for a scout rush that hits very early and very hard.

    We advance 1-2 vils later than the traditional scout rush BOs, but this is offset by having TWO stables producing immediately upon hitting feudal as well as instantly getting the eco upgrades. This build is not an all-in or a glass cannon: Not only does it allow you to have 8 fully upgraded scouts in your opponent's base around 13-14min, but it also provides you with a fully upgraded eco and all the relevant buildings and techs to transition into double stable knights: two stables and a blacksmith, Bloodlines, cavalry armor and Forging.

    To perform all this, we need to apply some unconventional tricks. A single villager on wood early might seem wrong, but we keep adding more later and we really need the boar lure to come in very early to make the second boar finish around 18pop. We also push two deer and drop off 210 food at a lumbercamp to change our eco from food-heavy to wood-heavy as fast as possible.

    Magyar 23pop double stable scout rush

    pop task

    dark age

    • 1-7: build a house, then eat sheep (6 total)
    • 8: build a house, then a lumbercamp, chop wood (1 total)
    • 9: lure boar, then subsequently eat both boars (7 total). make sure to land your boar lures in an good position so you can fully saturate the boar with all vils.
    • 10-12: to boar (10 total)
    • 13: build a house near your woodline, chop wood (2 total)
    • 14: to boar (11 total)
    • 15-16: to wood (4 total)
    • 17: build a house near berries, then a mill, forage (1 total)
    • 18-21: forage berries (5 total)

    around the time your 17th villager (18th population) is created, your second boar will deplete and your 11 boar villagers will become idle: send 5 of them to eat sheep under the TC. the best time window to push your first two deer is anywhere from now until early feudal.

    the remaining 6 boar vils should be tasked to hunt 2 deer in groups of 3. Do NOT mill them. Instead, around 22 pop, when they have each gathered 35 food and are walking back to TC/mill, send them to build a lumbercamp on a nearby woodline. Make sure they're all touching the building's foundation and the 210 food they're carrying will enter your stockpile upon the building's completion.

    • 22-23: chop wood at your first lumbercamp (6 total)
    • research loom, advance to feudal: you should have 12 lumberjacks on 2 lumbercamps, 5 foragers, 5 shepherds.
    • before 40% feudal: take a villager off wood to build a house and a barracks.

    feudal age (ideal time: 21x25sec + 130sec = 9:55)

    you have enough resources to immediately drop two stables (1 or 2 vils each) and get both double bit axe and horse collar. keep queueing scouts in both stables and vils in TC!

    • 24-26: chop wood from stragglers; once horse collar is 20% completed and whenever 60 wood becomes available, build farms around TC. same for your 5 shepherds once they run out of sheep/deer. (up to 8 farms).
    • 27-28: build a mining camp on gold, mine gold (2 total)
    • 29+: to wood/farms

    amass 8-10 scouts, add a blacksmith, and move out while researching your upgrades: bloodlines + armor. a group this size of fully upgraded scouts can take on small numbers of spears, shred through feudal ranged units and quickly take down housewalls and palisades.

    the build order ends here: you can add a range for skirms/bows (and later CA) or add +2 vils to gold and rest to farms to follow up with a quick castle time.

    Notes/ FAQ:

    • the normal two-house start also works. I simply like to delay the second house to avoid building it on gold/berries and to potentially start walling.
    • why this over 21pop scouts? Harder, better, faster, stonger. Also variety.
    • Yes, it's bad if your op has full double palisades or stone walls.
    • will this work with another civilisation? since we're abusing the reduced scout cost, probably not.
    submitted by /u/Holenz
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    Anyone know how to mongol scout rush?

    Posted: 03 Jul 2020 08:47 AM PDT

    Sorry if this isnt allowed here.

    Im a somewhat noob? I majn goths and always drush fc but now im picking up mongols and really want to try mongols scout into mangudai or cav archers, however its impossible to find a build online.

    Also, what do you guys usually go once you reach castle/imperial? Only Mangudai or do you also go rams, steppes, champs, etc.?

    Thank you.

    submitted by /u/MadARD
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    What civilization has the most diverse army?

    Posted: 02 Jul 2020 04:06 PM PDT

    Edit: Several people have posted other civs that have stronger techs or more upgraded units. That isn't want this was about. This is just unit diversity, not unit effectiveness.

    Specifically, who can field the widest array of different units? I was curious so I started going through the tech trees.

    Rules: Converting enemies doesn't count, it has to be units you can train, and this is from the perspective of being in the Imperial Age with having researched all you can. Allies are allowed. Upgrades don't matter, crossbowmen and arbelesters count the same.

    Allies that will boost your unit diversity:

    - Berbers - Will allow you to train Genitours

    - Cumans - Their Cuman Mercenary tech will let you train 10 Kipchaks

    - Italians - Will allow you to train Condottieros

    Now for the hard part:

    I started by looking at who had extra unique units: Spanish with their missionaries, Tatars with flaming camels, and then Vikings and Koreans with their unique ships, are all good bets. Vietnamese get imperial skirmishers and Indians get Imperial camels, but both of those are just unit upgrades and not separate units, so they don't help the count.

    Cavalry are a must, so the Aztecs, Mayans, and Incas are out. Even though they can convert a stable and train one kind of cavalry, having only one stable unit and no gunpowder units puts them pretty far behind on unit count. Eagle warriors and slingers aren't enough to make up the loss. Now, no one has camels, steppe lancers, and battle elephants, so anyone with 4/5 at the stables is a solid bet. This points to Tatars being a good bet, as they are only missing the battle elephant at the stables.

    Now for the Archery Range: Tatars get crossbowmen, elite skirmishers, hand cannoners, and heavy cavalry archers. They are 4/4, even though they don't get the Arbalesters upgrade.

    On the Barracks, Tatars maintain their lead, with the same 2/2 pretty much everyone else gets.

    At the siege workshop they don't have the bombard cannon, putting them down 1. They make up that loss with the extra unit at the castle, but maybe that puts some other civs back in the running.

    Finally, at the docks, Tatars have everything, even if it isn't fully upgraded. So, they are looking pretty good. To see if anyone can match them, they will have to have an extra unit and something the Tatars are missing, or several somethings the Tatars are missing, which isn't much, and narrows it down for us.

    Checking the Spanish first, since they have missionaries, we see that they do indeed have bombard cannons, the full dock, full archery range, and normal 2 at the barracks. Unfortunately, they can only make the scout line and knight line at the stables, compared to the Tatars who can also make camels and steppe lancers. This means that the Tatars are still one unit ahead of the Spanish.

    Glancing through the other civilizations, its easy to quickly see they are missing too many units at the stables to keep up with the Tatars, even if they have an extra unique unit.

    So, missing only the bombard cannon, battle elephant, eagle warrior, and Xolotl, Tatars have the most diverse army in the game! With Italian, Cuman, and Berber Allies, you could train 31 different units!

    TLDR; Tatars with Italian, Cuman, and Berber allies can field the most diverse array of units in the game

    Let me know if I missed something!

    submitted by /u/scottduvall
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    Druzhina, Logistica and other trample damage.

    Posted: 03 Jul 2020 04:12 AM PDT

    Just wondering how trample damage works against buildings? Since they take up multiple tiles, does the damage to adjacent tiles from its origin tile also cause damage to the building? Or do they take only the base damage from the unit causing the damage? Thanks! Sorry about clunky wording

    submitted by /u/Bean_Bath69
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    Saracen Cavalry Archer bonus

    Posted: 03 Jul 2020 09:37 AM PDT

    Do saracen cavalry archers get the foot archer bonus in addition to cav archer bonus vs buildings?

    submitted by /u/Tarsal26
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    AOE: DE., Requesting some mods to be developed for the following mods (or please point me in the right direction to develop simple Graphics/Interface mods myself:

    Posted: 03 Jul 2020 09:36 AM PDT

    Hi. I need mods developed for the following. If it's possible someone can make them. If not, can you point me in the right direction?:

    a) 40% smaller trees, just like in HD,

    b) Control group numbers slightly bigger than the "bigger control group numbers" mod ,

    c) Fully displayed hotkeys for buildings and units, including when you select the villager itself,

    d) Highlight all units behind trees/buildings [because most of the time it doesn't work properly during game],

    And most important of all e) Three separate buttons for ECO, WAR, and NORMAL minimap modes. I want to switch between any mode instantly without having to cycle through them each time just to get to the previous map.

    Please point me in the right direction on what software I need to use because I couldn't seem to find any info regarding these stuff. Do we need advanced programming? Do we need a certain file editor? The utilities I want is just for the above list.

    submitted by /u/lone_wolf1991
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    Steppe Lancer

    Posted: 03 Jul 2020 12:42 AM PDT

    Steppe Lancers are cav that used by Cumans, Tatars, Mongols, have 1range.

    They have 1range but lower hp and Rof than knights.

    I wondered steppe lancers are useful when fight against other cavs or archers.

    submitted by /u/dak0653
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    AoE2:DE - ELO Distribution 1v1 (Number of Players and Average Number of Games)

    Posted: 03 Jul 2020 09:21 AM PDT

    AoE2:DE - ELO Distribution 1v1 (Number of Players and Average Number of Games)

    https://preview.redd.it/3v9qk3134o851.png?width=1954&format=png&auto=webp&s=efdfccccc2785c8367b856fda4cdbed43381fbac

    PS: The high variance in the average number of games in higher ELOs is due to the small number samples (number of players) in these ratings.

    submitted by /u/HouseOfHarkonnen
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    A Way Too Serious List: Top 5 Civilization Themes in AOE2:DE

    Posted: 02 Jul 2020 01:18 PM PDT

    With the full-on remastering of Age of Empires II in the shape of the Definitive Edition came a suite of upgrades to the graphics, multiplayer and game content. But one of the things that changed most notably was the music: full revamp of the original scores and, most relevant here, an all-new set of civilization themes that expanded, remade or replaced the original motifs that you heard when starting a match in the original AoE2 and AoE2HD.

    Today I bring you my list of the top 5 civilization themes on AoE2:DE, why I do think they are so good and some honorable (and dishonorable) mentions along the way.

    Disclaimer: This is my own opinion, you are free to disagree, argue and discuss. I'm no music expert, just someone who really likes music and Age of Empires.

    Now then, let's begin.


    5. Britons

    Starting off the list is the Britons, with a fine example of an "expanded" theme: one that takes the original clip and builds upon it. The initial ascending strings are the exact same notes as those of the original and from there on there's additional flourishes and a lute-based bridge with vocals that brings some more medieval music flavors into the mix. The additions give the piece a "bard music" kind of quality to it.

    Overall, this theme is tight in execution and just gives you more of what you loved about the original game's clip: a traditional medieval music theme for one the most representative European civilizations of the period.

    4. Lithuanians

    Now, all the themes from the Last Khans civilizations are great in their own right. In fact, the whole Last Khans soundtrack is the finest contribution yet by composer Vitalis Eirich, but among the new themes some are better than others and the Lithuanians' is one of the top dogs. The Lithuanian theme is a product of its civilization to a T and its great. Let me elaborate.

    The Lithuanian theme starts off with the grim, tense atmosphere of plucked strings and chimes, before the percussion kicks in accompanied by ominous vocals that sounds like a possessed church choir: half vocal harmony and half animalistic grunts and chokes. This track plays to the history of Lithuania as a non-Christian state surrounded by Christians. It has a tone that is darkly mystical, mysterious yet driving, never letting up throughout the entirety of its length.

    It is a great evocation of the dark, brooding and mystic atmosphere commonly associated with the Baltic peoples represented by the Lithuanians.

    3. Vikings

    If the Britons have a fine example of a theme that plays to its strengths, the Vikings have one that is a fine example of reinventing it. Now, it's not like the Vikings had much of a theme to begin with (just a horn sound? really?), however this allowed the composition to have vast room to improve upon it, and boy did it do that.

    The theme opens with a new, more distant (and less farty) version of the horn followed by sparse drumming and a sparse guitar that gives this sort of melancholy to the start: we find ourselves far from home at sea, then the ships come in breaking through the waves. The chants of men come accompanied by wind instrumentation and more percussion, the Vikings are on the move, traveling to lands faraway. As we return to the guitar for the closing, the sight of longboats gets lost in the horizon.

    The Vikings have a theme for the true norsemen, intent on immersing us in the world of the ruthless, adventurous seafarers that would terrorize Europe for centuries. It's a revamp that works exquisitely.

    2. Bulgarians

    If there is a civilization whose theme is adept at build hype, then the Bulgarians are most definitely the go-to choice. While there are a few other civilizations that play out this style of composition with a soft-loud dynamic (Magyars comes to mind here), I think Bulgarians execute on it in a much better way than all the others.

    The best Last Khans theme begins by gracing us with the glorious sounds of the gadulka, a Bulgarian traditional string instrument related to the violin, with drums in the background. The gadulka goes crazy, building anticipation for us while the drums keep the beat steady, in showcase of Bulgarian folk music. Then the drums go quiet as our lead instrument stops going up and down the musical scale, maintaining a couple of notes for a while... before the rest of the band kicks down the door and breaks into a frenzied scramble that is a sight to behold.

    Not only is the Bulgarian theme the most Balkan-sounding piece of music in the entire AoE2 soundtrack, it's also a master class on how to build anticipation with music and a satisfactory pay-off. The music is ladled with intricacies that make it great on repeated listens and is sure get your blood pumping every time you hear it too. A great theme for a great civilization.


    And now, for a brief interlude before talking about the first place, here's a few honorable mentions.

    Honorable Mentions

    Burmese

    One of the beautiful themes in the original AoE2 is expanded into an even more colorful and serene version of itself that remains just as beautiful. It's a very good expanded theme, though i find it not to be on the same level as the top picks.

    Byzantines

    A close contender with Britons for the fifth spot, I ultimately decided against the heirs of Rome out of personal taste. However, the foreboding Latin choir and sparse, tense instrumentation make wonders for the feeling of decadence that this theme shoots for.

    Teutons

    This is one track that honestly surprised me when I first heard it, as I initially thought that it was very much not the kind of music I expected to represent the Teutons (and the HRE by extension). However, the original's percussion is found all over in the background and the bright, upbeat instrumentation is an oddly great addition after a few listens. Overall it's a very good reinvention.


    So, who's Number 1?

    1. Mongols

    "Behold! The horde of Genghis Khan approaches!"

    Ah the Mongols, what could possibly be said about their "Oooomaaa jiiiiimaaaaa!" chant in the original other than being one of the highlights of the thirteen Age of Kings themes. How could could it possibly be topped? Well, if you ever thought that, then I welcome you to Mongolian throat singing, hope you enjoy your stay.

    This is one's really really good. I may have a little bit of a bias because the Mongols used to be my favorite civilization. However, you cannot deny that the Mongols have one of the best and most atmospheric civilization themes in AOE2:DE at all. The theme draws heavily from Mongolian folk music, most notably in the use of throat singing and the sparse strings throughout the entire piece. It paints an amazing picture of the steppes as this vast, barren, lonely place that the Mongolian people call home, with the echo-y resonance of the singing giving that illusion of empty space. The strings come and go like gusts of wind, as the drums keep a steady pace in the latter half and complete the package.

    It's a tight, yet minimalist piece of music that I only wish was longer, yet is perfect just the way it is. For an additional punch, listen to it while the start of Genghis Khan's first mission plays out, or really any mission of the Genghis Khan campaign, it's a banger every time. This is the best civilization theme of AOE2:DE. Period.


    Dishonorable Mentions?

    Now, at the beggining I did promise on dishonorable mentions. While none of the themes are actually bad, there are some that work worse than the rest. These would be my bottom three, in no particular order:

    Incas

    The original Inca theme was just the exact length to be mysterious and alluring. This extended version just doesn't have the same gravitas, as it doesn't go anywhere interesting and it lack the same allure that the original has.

    Indians

    While it is understandable that the original is like an overproduced Bollywood rendition compared to the music of the game's period, that is not an excuse for how anti-climatic the second half of this theme is. Its build-up from the drums in the first half ultimately goes nowhere and the chant that follows it is not near enough to make up for it. It disappoints me every time I hear it.

    Huns

    The Huns' new theme is weird: the original is probably the darkest of the clips from back in the day. The new version, while alright in a vacuum, completely throws away that slight tinge of terror and destruction in the original that evoked the reputation of the Huns. Instead we get a pretty average eastern/northern European instrumentation that's just not the same thing. Reinventions can be done right as showcased by the Vikings theme, but this subversion doesn't work at all.


    So that's the list, now what is YOUR Top 5? Feel free to discuss and have a nice day.

    submitted by /u/Mithrik
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    AoE2 DE - Farm Texture Glitch

    Posted: 02 Jul 2020 06:39 PM PDT

    What mod that makes the gunpowder shot visible?

    Posted: 03 Jul 2020 02:33 AM PDT

    I saw on some streams the path of gunpowder units shot (conq, hc...) are visible. Anyone knows the mod for that? Tried to search in for a while but not found anything sounds like it so far.

    submitted by /u/dragonknight211
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    how does random civ works on DE?

    Posted: 03 Jul 2020 07:48 AM PDT

    As above.

    While everyone on DE pick civ, I stick with the old Voobly custom to go random civ.

    The problem is, more than once it happened that I was assigned the same civ that someone else has picked. I'm talking on team game. How this is possible? I thought with random civ it wasn't possible to get the same civ of other players. This is rather annoying as if the other player with the same civ is a teammate, the game become unbalanced (by having 2 players with the same weakness)

    submitted by /u/EnvironmentalTank856
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