• Breaking News

    Wednesday, August 12, 2020

    Age of Empires II AoE2 Fundraiser ft. TheViper, Hera, MBL and more!

    Age of Empires II AoE2 Fundraiser ft. TheViper, Hera, MBL and more!


    AoE2 Fundraiser ft. TheViper, Hera, MBL and more!

    Posted: 12 Aug 2020 12:55 AM PDT

    AoE2 Fundraiser ft. TheViper, Hera, MBL and more!

    Hey guys,

    I'm super excited to share with you my #14forStarlight fundraising campaign! Long story short - I'm hosting a huge range of events this month to raise money for seriously ill children in hospitals across Australia. The lineup consists of AoE2 Bingo, ranked play, live music, Pro Showmatches and more :D

    Apologies for the bombardment of links, but I want all the information to be ready at hand if you are interested to check out what I have planned!

    Details about the Showmatches can be found here: https://www.aoezone.net/threads/14-for-starlight-fundraising-campaign-ft-theviper-hera-mbl-and-more.168185/

    Details about the Campaign as a whole can be found here: https://www.youtube.com/watch?v=jbQNnUa1J0E&t=1s

    Direct links to tune in: https://www.twitch.tv/LilTrouble__ or https://www.lilt.tv

    Some of the rewards we have as we push towards the fundraising goal are things like: a dramatic ASMR Build Order reading, playing AoE with toes on hotkeys instead of fingers (monkaS), and maybe a Villager Cosplay (complete with goat!).

    Hope to see you there!! <3

    LT

    https://preview.redd.it/guvlwlr52jg51.png?width=1500&format=png&auto=webp&s=65bf3391639b17827b369a7c94d5963d77acb45d

    \this has been approved by mods)

    submitted by /u/LilTrouble__
    [link] [comments]

    August 11 New map pool. What are your thoughts?

    Posted: 12 Aug 2020 04:21 AM PDT

    I love both games btw

    Posted: 12 Aug 2020 05:25 AM PDT

    Moving Day Priorities Set Right!

    Posted: 11 Aug 2020 11:53 PM PDT

    VIPER vs HERA but its ONLY the MINIMAP

    Posted: 12 Aug 2020 07:43 AM PDT

    In the tech tree, units need to have a "Creation Time:" like upgrades have

    Posted: 12 Aug 2020 03:51 AM PDT

    Upvote so maybe a dev sees it.

    I think it's important info when you are comparing two similar units. Some units vary a lot in terms of creation time.

    submitted by /u/karnaza
    [link] [comments]

    I know no one cares but I feel so good about crossing 1000 for the first time. Top 46.5% gang.

    Posted: 12 Aug 2020 06:05 AM PDT

    I have found that one of the most common shortcomings with lower level players is not understanding this

    Posted: 12 Aug 2020 09:09 AM PDT

    Let me share a capture taken during a game I played as a beginner two years ago.

    Posted: 12 Aug 2020 08:28 AM PDT

    AOE2:DE ELO Distribution

    Posted: 12 Aug 2020 05:35 AM PDT

    AOE2:DE ELO Distribution

    https://preview.redd.it/2kcln6dhgkg51.png?width=539&format=png&auto=webp&s=de8f4349f01b0f859be5f044571b6a35cd9b13c1

    I saw that kind of visual some time ago and wanted an updated version of it so I wrote a simple script to create one of my own. If this post gets enough upvotes I will code a microsite that gets automatically updated every day and maybe some further features...

    submitted by /u/sanic_the_hedgefond
    [link] [comments]

    Interview with Nili: "There should be prize money for seasonal placements on the ladder"

    Posted: 12 Aug 2020 05:48 AM PDT

    24h Stream - Hera vs Liereyy Best of 21

    Posted: 11 Aug 2020 02:10 PM PDT

    Hello everyone! As some of you may know, I've been planning my 24 hour (2x12h) stream for quite a while now after reaching a certain sub goal on my channel (Thank you all <3).

    The stream will take place this Saturday/Sunday August 15th/16th. Times & Details Below

    This would be the longest I've ever streamed in a single weekend, so I wanted the content of the stream to be special, and something to remember. Furthermore, we have several major tournaments coming up so being in tip top shape is essential for players. With all that said I present to you the biggest showmatch event of the year!

    BEST OF 21 Hera vs Liereyy

    RULES:

    Hidden pick no repeat
    No palisade stragglers

    SETTINGS:

    Day 1 Saturday 14gmt - 22gmt

    G1 Arabia
    G2 Cenotes
    G3 Hideout
    G4 Gold Rush
    G5 Islands
    G6 Arabia
    -- Short Break --
    G7 FCC_Land_Madness
    G8 FCC_Graveyards
    G9 Four Lakes
    G10 Regicide Fortress
    G11 Arabia

    Day 2 Sunday 14gmt - 22gmt

    G12 Lombardia
    G13 Steppe
    G14 golden pit
    G15 valley
    G16 Arabia
    -- Short Break --
    G17 scandinavia
    G18 acropolis
    G19 yucatan
    G20 serengheti
    G21 Arabia

    CASTING:

    Open casting to all, would love if you mentioned that the event is part of my 24 hour weekend stream but nothing is necessary

    PRIZE:

    All donations on my stream during the showmatch will go towards the prizepool (no bits or subs will count, only donos)

    Message me on discord Hera#4278 if you want to directly contribute to the prizepool ahead of time.

    Winner gets 70%
    Loser gets 30%

    My portion will be used as gifted subs to my channel at the end of the showmatch!

    HERA'S STREAM SCHEDULE

    Day 1 Saturday:

    12-14gmt: Warm up Ranked Games
    14-22gmt: Showmatch vs Liereyy
    22-24gmt: Community Challenges

    Day 2 Sunday:

    12-14gmt: Analysing the best games from day 1
    14-22gmt: Showmatch vs Liereyy Part 2
    22-24gmt: Community Challenges + ending remarks

    Stream takes place here -> https://www.twitch.tv/Hera
    Stay up to date here -> https://discord.com/invite/4GHQ83a

    submitted by /u/Hera_Aoc
    [link] [comments]

    Spirit of the Law's tower/TC garrisoning video is wrong

    Posted: 12 Aug 2020 08:50 AM PDT

    Spirit of the Law's tower/TC garrisoning video is wrong

    Please research fletching and bodkin arrow to defend your eco. I hope no noobs have avoided these researches because of the conclusion SOTL came to in his "should your garrison archers in your towers?" video linked here.

    "Villagers get worse as you get more blacksmith upgrades for towers"

    He then shows a misleading graph that shows the DPS decrease as more upgrades are bought. He also implies this applies to TCs.

    For towers, he isn't completely wrong. But here is the correct version of this sentence:

    "Increasing blacksmith upgrades causes a constant and sufficiently small number of villagers to do less damage per second to unarmored targets."

    There are two factors that SOTL left out here.

    1: Armored units get to apply their armor to every arrow fired at them, so reducing the number of arrows is exactly what you want to increase damage.

    2: The maximum damage a TC or tower can do is capped by the number of arrows. Doing research allows all of your villagers to contribute to the damage instead of just some of them.

    Both of these effects are showed in the following graphs:

    Damage per volley of garrisoned TC vs. armor

    The first effect is show by the fact that going from left to right on any low gives a downward slope equal to the number of arrows (row 5 does 25 against 0 armor, 20 against 1 armor, 15 against 2 armor etc.) and the second effect is shown in how nothing changes from 10 - 15 because the TC is capped at firing 10 arrows, which means 5 damage when there is no fletching.

    When we upgrade fletching, we get this chart:

    Damage per volley of fletching garrison TC vs. armor

    We can see that against targets who have between 2-4 armor (almost everything you will fight) and for large numbers of vils, fletching improves TC performance drastically, by both reducing the effectiveness of armor and by raising the maximum damage to 60 (now reached with 12 vils.

    We can see this difference in the following chart, which I've color coded.

    Comparing fletching tc to unupgraded tc based on vils and armor

    Beside the top left corner which SOTL zoomed in on, there is clear advantage in getting fletching for fully garrisoned TCS and any units which have between 2 and 4 armor. The only real negatives are with exactly 1-2 villagers or exactly 7-8 villagers against lightly armored targets.

    This improves even further if you get bodkin arrow, increasing the number of villagers that can fire from 12 to 14. Here is a chart comparing bodkin arrow to unupgraded TC.

    Comparing bodkin tc to unupgraded tc based on vils and armor

    As long as you have more than a handful of units in your TC and you go against units with some armor (knights are in the sweet spot), you get lots of payback for fletching and bodkin. It is true that tower "dps" is decreased by upgrades due to the small number of villagers they carry, but this is still only true for certain numbers of villagers combined with low armor targets.

    In the majority of situations, fletching and bodkin will vastly improve your TC's ability to defend your eco.

    submitted by /u/Euler-Macaroni
    [link] [comments]

    Viper addressing toxicity in his chat

    Posted: 11 Aug 2020 06:35 PM PDT

    How to make main menu background mod for aoe2de. This seems dope, https://steamcommunity.com/sharedfiles/filedetails/?id=2194468559

    Posted: 12 Aug 2020 07:26 AM PDT

    Don't ya just love a close game!

    Posted: 12 Aug 2020 04:23 AM PDT

    Wait what i got an ad for aoe2 training on reddit, clearly it knows me better than i thought

    Posted: 12 Aug 2020 04:16 AM PDT

    I'm still avoiding taking responsibility for my actions...

    Posted: 11 Aug 2020 09:20 AM PDT

    At 1000 - 1200 elo (DE), AoE players are like tennis players who only practice serving really hard.

    Posted: 12 Aug 2020 08:48 AM PDT

    I noticed my ranked games at 1200 elo rarely go into the late game. it's like two tennis players who never have long exchanges because they both serve the hardest they can so they either ace or get a double fault with no in between. they come at you super hard early, with near perfect scout rush / archer rush times, know to doink your farms, snipe vills, etc. but then in late castle / imp their eco is a mess, they can't transition properly, accidentally hoard 2000 wood etc. I'm not pointing fingers as this is 100% my case as well, it's just my experience with online play. I think the fact that most tutorials and build orders focus so much on dark age and early feudal is what makes a lot pf players like that.

    submitted by /u/EXTRAVAGANT_COMMENT
    [link] [comments]

    My personal salty act on TG

    Posted: 12 Aug 2020 09:21 AM PDT

    Hey, normally I don't post stuff like this, yet this time I am really curious what the overall opinion is. This will be some kind of a r/AmITheAsshole story, so keep your seats.

    We are playing a 4v4 ranked match on Arena, my teammate pauses the game and making us wait for a minute. This is around 30 pop for everybody, which I assume is the time you cannot leave without losing points. This guy at the other team, unpauses agressively, while I try to pause back to wait my teammate. I asked him to stop, he says that you should not join the game and waste others' time if you are in a position to pause. He added that he has no time to waste and gotta catch a tourmament in 30 minutes. We keep playing.

    When my teammate comes back 1 or 2 minutes later, he sees the game and resigns. Following this, other two teammates and two guys from the other team also resigns in order. The unpauser was still in game. At that point, salt was in my veins, so I started to stone-wall all my villagers, mostly at separate parts of the map. Together with some soft trash talking from each sides, I delayed the end of the game by 20 some minutes. To be honest, it was fun.

    So, I am aware that this was a lame move. However, could moves like this be justifiable? Do we have a right to ruin a minor section of our opponents' life as we may do in the real life?

    Well, this post came really stupid but whatever, I want to hear opinions. Have a nice day to you all!

    submitted by /u/userof9000
    [link] [comments]

    Impossible

    Posted: 11 Aug 2020 10:39 AM PDT

    Spirit of the Law is wrong about horse collar

    Posted: 12 Aug 2020 09:47 AM PDT

    Spirit of the Law is wrong about horse collar

    There is a significant short-term wood saving bonus to being able to build your farms after horse collar rather than before, and mismanaging your food so you have to farm boom in the dark age is highly undesirable in the short term, and crop rotation has paid off for almost everyone who has bought it. This is in response to Spirit of the Law's video here.

    I understand where Spirit of the Law is coming from here. Let's look at his main argument, which can be shown in the form of this chart

    A chart showing that it takes 25:30 for horse collar to pay off

    The short problem with this argument is that while it is indeed true that the horse collar advantage spills over to equal 60 wood or one farm at 25:30 after its built, that advantage has been accumulating over time, meaning at 12:45 there is a 30 wood advantage and so on. The amount of time it takes for horse collar to pay off is based on the 75 wood/food cost divided by the number of farms you have.

    To understand why, let's take a look at how farms work, which Spirit of the law partially mentions.

    "Farms don't so much generate food, but just let you convert your wood into food... ...those wood to food conversion factories need villager time to operate."

    This is a good observation, but it's only half the story. Saying that farms convert villager time and wood to food is comparing villager time to a resource, which is confusing. Instead, let's compare villager time to villager time. Where does that wood that is converted to food come from? Another villager chops it. So really, assuming wood is available, farms are a way of converting villager time, and only villager time, to food. One villager works on the farm to generate the food, and one villager works as a lumberjack saving up part of his earnings so that when the first villager is done, there is enough wood to reseed the farms.

    How much wood does this take?

    The amount of wood dedicated to rebuilding farms

    We can see here that for a 175 food farm that takes 510 seconds on average to rebuild, a lumberjack somewhere must be gathering 7.1 wood/minute so that when the 8:30 is up, enough wood has been gathered to reseed the farm. This number lowers to 4.9 with horse collar, because the lumberjack doesn't need to accumulate wood so quickly when the farm takes longer to expire.

    The last number on the bottom right shows the advantage. As soon as one player has a horse collar farm and one player has a non-horse collar farm, the hose collar player has an immediate advantage of 2.2 wood/minute/farm which can be used on another things and need not be dedicated to reseeding farms.

    Because villagers chop wood at about 23 wood/minute, this means that about every 10 non horse-collar farm you have is equivalent to one wood chopping villager being idle. In other words, 10 non-horse collar farms over horse-collar farms is roughly equivalent to one of your villagers chopping wood only for the purpose of rebuilding farms who would otherwise chop wood you can use for something else if you had horse collar farms.

    This is an immediate problem in the Feudal age, not something that takes 25+ minutes to pay off. Instead, the ~150 resources required for horse farm pay themselves off in less than 7 minutes if you have 10 farms. The more farms you build, the faster horse collar pays off as that means the fewer lumberjacks you have who are chopping wood dedicated only to reseeding farms.

    With the massive number of farms players have in the late game and the relatively low 500 resource cost, the majority of the time crop rotation will pay for itself very quickly and it is no wonder top players try to spare resources for it when reaching the imperial age.

    If you can manage it, make sure to get horse collar before farm booming in the feudal age. It's very important.

    submitted by /u/Euler-Macaroni
    [link] [comments]

    New pathfinding and map generation issues after patch ?

    Posted: 12 Aug 2020 12:55 AM PDT

    Hi guys, Am I the only one that have noticed the new bugs ?

    1. a vil can be blocked when to many vils, and will never unblock
    2. two vils can be stucked together, they turn back and forth infinitely
    3. Gate issue, sometimes the vil cannot build the gate in a specific orientation + position, forced to move the gate or change orientation
    4. the 4 first sheeps are toooo many times not in the starting LoS, that's not balanced at all if the other one have his 4 sheeps visible

    If you have other new bugs please share

    submitted by /u/InfectedFuture
    [link] [comments]

    Doesn't it look like cumans civ symbol?

    Posted: 11 Aug 2020 06:23 PM PDT

    Persians as cavalry civ

    Posted: 12 Aug 2020 10:36 AM PDT

    Persians are described as a cavalry civ due to (until rotr) being the only civ with a full cavalry tree. However since the stable tree changed, heres a proposal to highlight their cavalry status: stable techs are 33% off.

    submitted by /u/Avalon-1
    [link] [comments]

    Exchange the techtree of one civ with one of a diffrent civ. Make the worst civ possible

    Posted: 12 Aug 2020 04:24 AM PDT

    It says everything in the title, I will start:

    Frank civ bonuses with Aztecs tech tree (and Unique techs and Unit)

    submitted by /u/Deathcounter0
    [link] [comments]

    No comments:

    Post a Comment