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    Friday, September 18, 2020

    Age of Empires II An AI explains how to beat Fatslob

    Age of Empires II An AI explains how to beat Fatslob


    An AI explains how to beat Fatslob

    Posted: 18 Sep 2020 02:39 AM PDT

    Vinchester 500 IQ play against Jordan

    Posted: 18 Sep 2020 05:07 AM PDT

    Castle rush, but at 21 pop queue 10 vills at once to display score drop and make Jordan believe he's going up, it worked.

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

    Teutonic knight fighting trash units

    Posted: 17 Sep 2020 10:29 AM PDT

    Cant wait for my +15HP and +1/+2 armour ✌️ (found an old Loom)

    Posted: 17 Sep 2020 01:37 PM PDT

    Can we have a daily results thread for KOTD3?

    Posted: 18 Sep 2020 12:02 AM PDT

    Would be nice to easily find the results from the previous days play and discuss what happened.

    Yesterday was great, lots of upsets. The BO3 format is really mixing it up.

    submitted by /u/retroly
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    Definitive Guide to Team Games

    Posted: 17 Sep 2020 07:27 PM PDT

    Okay everyone, here is a definitive guide for team game etiquette, strategy, and position game play. Everyone who's played team games by matching with random teammates has horror stories of awful teammates who ruined it for the whole team, but I think a lot of people just need explanation of team game strategy

    I am by no means a pro player, but I am decent, so feel free to add or offer advice, and if enough people agree, I'll add it to the main post. I only ask that:

    1. critiques of mine or other's advice throughout this thread are not based on minimal semantics... if their is a more reasonable interpretation of advice I or someone gives, don't spend time arguing against something someone didn't mean to say.
    2. keep it on the broad view/ general terms. This is a guide to team games generally, not necessarily a place for discussing specific civ match-ups or incredibly esoteric situations

    *This is based on the proven, most effective ways to compose and execute a team game, but I realize their are strats the deviate. While units or player positions could slightly vary, most of the advice still applies or is easily translatable to other units (i.e Eagle Warrior/Camels/Elephants instead of knights)

    I. Team Make Up and Positions

    • Typically, you want a mix of archers and cavalry civs, or even more generally, a mix of melee and archers civs. For 3v3, two archers civs that are on each flank (the outer-most positions) and the cavalry civ in the pocket (center position). For 4v4, two archers civs that are on each flank and two cavalry civ in the pockets.
      • The "archer civs" don't necessarily need to be civs that stick with archers the whole game, just civs that can do archers well in feudal and early castle. For example, Aztecs, Malians, and Celts are all good flank civs that can go archers and then tech into something else later

    Reasoning:

    • First, archers are simply slower than cavalry, so having the archer civ in the pocket means really long distances to walk before reaching the enemy. This slows down the attack and slows down your ability to assist your teammate. Cavalry are much better at moving quickly to go assist the flank in either defense or attack. This is very important in 3v3s where the pocket may need to run back and forth to assist both flanks.
    • You typically want to cavalry civ more protected in pocket position, so they can get to castle age faster. The power spike from a small number of scouts to a small number of knights is much larger than an equal amount of archers upgrading to xbow. I'm not saying the xbow power spike isn't large, it is just much greater when you already have a mass of archers.

    II. Unit Composition

    • As already discussed, the most tried and true composition is archers/scouts and xbow/knights. But it's important to note that ideal composition for a team is only gold units until late-game. Not skirms and knights... not spears and knights... not xbows and pikeman. Of course their are exceptions, but the idea is that you and your teammates' army should be working in synergy with high damage output units.

    Reasoning:

    • Basically, it comes down to high damage output and effective armies with a simple eco setup. If your eco is only setup for knights, it is much easier and efficient or organize it. You also only have to tech into one type of unit and one group of upgrades, meaning more resources can go towards creating a larger mass.
    • Your teammate is able to deal with any counter units. Pikes threatening your knights? Simple to deal with if your teammate is there with xbow. Mangonel coming for your xbow? Knights should deal with that easily. Same goes for all the typically counters (monks, skirms, camels, etc.)

    III. Team & Battle Tactics

    • KEEP YOUR ARMIES TOGETHER!!! I cannot stress this enough. As mentioned above, you're armies should be working in synergy, and a key part of this is sticking together. This especially applies to archers. Remember when I said archers aren't great in the pocket position? Part of the reason is because marching xbows across the map is dangerous business without knights to escort.
    • In an actual skirmish, knights should be in front while xbows attack from the back. Knights need to use their large HP and armor to "tank" for archers and act as a barrier against any melee units trying to get to the archers.
      • This means, cavalry players, your job is to sacrifice yourself for the archers... you can handle it, even if it means losing lots of knights in the process (of course there are exceptions if the inevitable trade-off would be too unfavorable)

    Reasoning:

    • Archers need mass to do damage and have weak melee armor, which means the melee-unt player (again usually cavalry) needs to protect the archers from enemy melee-unit jumping on top of them. So, keep them protected by keeping them with the knights (or similar unit).
    • And again, archers need mass. If comes down to losing 10 knights to save 20 xbows, ALMOST ALWAYS TAKE THAT TRADE, because when your archer flank builds 20 more xbows and gets to imp with that army, you suddenly have 40 arbalest, which can handle just about anything.
    • Just as a mentioned above, losing knights, while not ideal, is not as much of a set back. Just a few knights can have a meaningful impact on the game, for example, by raiding or moving them in a position to "pick off" reinforcement archers walking across the map. The same is not as true small numbers of archers.

    IV. Pocket Player Eco and Macro Strategy

    Feudal Age

    • You really shouldn't go FC unless it's cool with your flank/s. At the lower level, this may be okay, but any mildly competent opponents will punish you and your teammates for skipping feudal. Yes, you can come in and save the day with knights later, but it's generally at the expense of your flank's eco, which is just selfish, and inevitably, not in your best interest to win.
    • Just to be clear, if your flank is seriously damaged and way behind because they wre 2v1'd while you went FC, the loss is the fault of the pocket player, not the flank (unless the flank seriously screwed up). At the end of the day, the opposing team's pocket player utilized teamwork and aggression to win, while you did not.
    • Instead, do some variation of a scout build. This could even be a slightly higher-pop feudal time (22-23 pop feudal-click) to make sure have a strong eco, so long as you are quick to make scouts when you age up.
      • Harass - Once you are up, go straight to the opposing flank (the one closest to you in 4v4 games, or whichever side you and your teammates choose in a 3v3). Try to do early harassment of the opponents eco. If you do it better than your opponents, then your flank will have better archer production and safer eco, and I promise it will snowball into your favor later.
      • Once you've done harassment, fall back as soon as your scouts are in danger of being lost (either by spears or opposing pocket's scouts). Then you have a few options:
    1. Fall back - Fall back with your teammate and defend, knowing that your eco and military numbers are slightly ahead.
    2. Continue pressure on the flank - If they are still on the back foot and you can continue to pick off archers and vils, by all means extend that lead.
    3. Go attack the pocket - If the opposing pocket player is nothing like the amazing teammate you are and decided to stay home and FC instead of helping his teammate, go punish him for not reading this guide. This can be incredibly effective, as causing eco damage to an FC player doesn't just slow them down, it can put them way behind everyone else in the game.
    • Whatever, plan you go with, only make the minimum amount of scouts and get the minimum amount of upgrades necessary. By this I mean, if you are just falling back to defend, only produce and upgrade enough to match your opponent. If you are continuing attack, only make enough to give yourself the edge or kill villagers... 4 scouts is easily enough to kill unguarded vils if the opponent isn't making military.
    • Your goal is still to get to Castle Age before your opponent! Nothing delays this like produce 8 scouts with forging, armor, and bloodlines, only to run in to walls.

    Early Castle Age

    • Lets assume pocket gets to Castle Age before their flank teammates, because with a protected eco, that should be the case.
    • Don't just boom unless it's cool with your teammates. I am going to say that again for the Goth players in the back... DON'T JUST BOOM UNLESS IT'S COOL WITH YOUR TEAMMATES. No one cares how sick your eco is if both your flanks are getting steamrolled. And I promise, no matter how much you can spam later, it is rarely going to overcome the complete loss of a player. From a population standpoint, you just have very slim odds of winning a 4v3 or a 3v2 match-up.
    • To be clear for the second time, if your flank is seriously damaged and way behind because they were 2v1'd while you went boomed, the loss is the fault of the pocket player, not the flank.
    • Instead, you first want to prioritize military. Do the following depending on how you got to Castle Age:
      • Extended Feudal - If you actually stayed in Feudal for a bit to help your teammates, start by making an extra production building (usually totaling 2 stables), pump out some knights (5-6), and get chain barding armor (very important for survivability and "tankability" of your units). Upgrades are more important than in this case than they are with the FC approach, because more opponents will be in Castle Age at the same time as you, so you want some sort of unit advantage. If there is absolutely no action going on, you can forego chain barding, but I personally don't like to take that risk.
        • You should also have a strong enough economy for your 2nd and 3rd TC, though not necessarily both immediately. It's okay to put down your 2nd TC, let your eco balance and place farms, then go for your 3rd. Having 3 TCs in useless if you don't have the eco to consistently make villagers from all 3. But again the priority is first military to help your team, then economy.
      • Fast Castle - If you are pocket and going FC, start by making an extra production building (usually totaling 2 stables), pump out some knights (3-4).
        • If you FC'd right, then you should be up to Castle Age before most of your opponent. Use that opportunity to send your knights out to kill all the Feudal army you can!
        • This is also why you may need less units and less upgrades with an FC-build compared to the extended-feudal build, but that doesn't mean no units. You have a brief tech and unit advantage... USE IT.
      • Prioritizing military first also doesn't mean ignoring your eco all together. You should still produce vils and get the bow-saw upgrade. This will help you get the resources to eventually make your additional TCs as soon as comfortable. Just don't forget your obligation as pocket to support your flank.

    Reasoning:

    • knights are a huge power spike. If the other pocket gets them and you don't, the potential eco harassment to you or your teammates significantly outweighs any gain in eco you might get from booming.
    • Conversely, you may have the opportunity to do some serious damage to the opponent, which will comparatively put your eco far ahead. TCs take a little while to pay off because of their build time and resource investment, so just killing a few villagers significantly stunts an opponents boom, so long as you are still creating vils from your 1 TC.

    V. Flank Player Eco and Macro Strategy

    Feudal Age

    • You really shouldn't go FC as flank, except for very, very, very rare situations (none of which I can think of right now).
    • Again, preferably you should be an archer civ, so go with an archer build-order (23 pop straight archers or 28ish pop drush-archers, including the 3 militia).
    • The name of the game for you is numbers, and this will apply both in feudal and throughout most of the game. Don't move out of your base without 6 archers with fletching, don't "trickle" archers one-by-one across the map, don't take a fight unless you're confident you are going to win. You will likely be against another archer player on the flank, so every time you lose all your archers and they survive with 4, their archer mass is that much bigger than yours moving forward and that much better at wiping up your next army.
    • Try to move out with your pocket player's scouts. This 1) protects you if the other pocket made scouts as well, 2) forces the opponents archers to retreat while you pick off unit if the opponent pocket left them high and dry, 3) helps you break through walls if your opponent turtles-up
    • Of course you want to get to castle age, but you usually shouldn't do so at the expense of unit production. As the flank you are prone to being attacked, so archers behind walls is the best way to defend. Plus, as mentioned many time, you are making the same unit that will be upgraded in castle, so investment in Feudal Age is smart.
    • If any opponent gets to castle age before you, GO HOME AND HIDE. Archers are utterly demolished by even small numbers of xbows or knights. It's almost never worth it to leave you archers exposed.

    Early Castle Age

    • Lets assume you had an extended feudal age, because as flank you generally should. You should have a pretty health eco to build TCs and upgrade your units compared to the pocket player.
    • Just like the pocket player don't just boom unless it's cool with your teammates. You should prioritize these upgrades: crossbow, bodkin arrow, and bow saw. Then see evaluate your plan with your teammate and decide whether to:
    1. Prioritize aggression - in which case you'll temporarily forego making your 2nd and 3rd TCs, and instead build a third archery range, build a University and get the ballistics upgrade, and get the thumb ring and archer armor upgrades when possible. (all the while creating vils and more archers)
    2. Prioritize economy - build your 2nd and 3rd TCs. (all the while creating vils and more archers)
    • The good news is that typically your eco is stronger than the pocket players' ecos overall (unless they went very fast FC and are booming untouched). So while you were later to Castle Age, the archer player is usually quicker to Imperial Age.

    VI. Macro Strategy for All Players

    Mid-Late Castle Age

    • You are moving to 3 TCs while producing and upgrading units
    • Stay with your teammates and follow the battle tactics discussed above
    • This part of the game can become a numbers race, i.e. who can produce the most units, so don't fall behind. Keep track of the enemies position and army size if possible.
    • If you win a fight or catch the enemy out of position, take favorable trades.
    • If the opponent turtles-up, abuse their base. If you can, take out production buildings. Again, this is often a numbers race, so crippling their unit production can be a great way to pull ahead.

    VII. Late-Castle & Imperial

    • The general tactics of engagement and team synergy continue to apply, but this is where a general guide becomes mostly unhelpful, as the games will play out with much more variation at this point.
    • Some broad points:
      • Don't forget to make more production buildings as your economy can handle producing more unit.
      • Castle hills and contest important positions
      • Potentially tech into additional trash unit if necessary
      • Don't forget to have one ally tech into an effective siege unit for taking down enemy production buildings

    VIII. Trade

    • Do NOT make trade until Imperial Age. There is nothing that signals a terrible teammate, and a likely imminent loss for your team, like a friendly trade cart rolling across your base in Feudal Age.
    • Generally *mid-*Imperial age is when you start prepping trade, but of course that is going to depend on the map. Maps with very little gold, you may start trade a little earlier (still in Imp though).
    • The most important things to remember about trade, and why it's not worth it to start trade earlier than Imperial Age, is that trade:
      • Does not provide gold as fast as mining does, at least until you have ALOT of trade carts
      • Costs a lot to invest in (100 wood 50 gold per cart--Meaning it is going to cost 2000 gold to get a effective 40-cart trade line up and running).
      • Takes a long time to get up and running to a level where it provides a profit
    • Knowing when to start building trade is not easy. You have to be cognizant of your gold piles, and extra gold piles, or any opponent's gold piles you've commandeered and then figure out about how long that will last you; taking into consideration that some of your gold will have to go to producing your trade carts.
    • However, if any teammates asks you to put a market in the corner during Imperial Age, I think it's courteous and best practice to just go ahead and do it (so long as have control of the corner). You'll need the market there at some point any way, and maybe they're Khmer and are going Scorpion, Ballistas, and Battle Elephants.

    Don't's

    • Don't invest in trade if you have safe access to plenty of gold piles. Again, gold mining is far faster than trading.
    • Don't trade without first researching caravans (trade is not cost effective without it)
    • Don't invest in trade unless you have map control of the area
    • Don't invest in trade production unless you are eventually going to get 30-40 trade carts out
    • Don't forget to delete villagers once your trade is up and running.

    Do's

    • Do clean up your trade line by deleting walls and unnecessary buildings (including houses that you can rebuild somewhere else). Efficient trade routes make an enormous difference in gold production.

    IX. General Etiquette & Considerations

    • Communicate, communicate, communicate. Team work makes the dream work... but for real, teams that communicate well win. It's as simply as that.
    • It's a team game, that doesn't mean an opportunity for you to play solo Farmville while your teammates get thrashed.
    • Unless your teammates are down with it, don't go straight for units that produced from the castle. Later in the game, of course you can transition and that can be very powerful. But overall, straight castle unit mean no military help for your teammates until you get to Castle Age, make a castle, and mass a useful number of units from your likely fragile economy.

    EDITS: Added and clarified FC vs. extended-feudal build difference for pocket position, added section on trade units, and other clarification based on recommendations. Thanks everyone! Let's make this the go-to guide for new team game players!!!

    submitted by /u/ShoddyMacaroon4
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    Tips for 2v2 (anything helps)

    Posted: 18 Sep 2020 04:21 AM PDT

    Hey there. New to this reddit and also new to the game. I've played 6 ranked 1v1s now, and about 14 ranked 2v2s with my best mate as my duo. AOE2 DE that is.

    We are starting to get the basics down as in certain BO's and using hotkeys. However strategy is not in our vocabulair yet lol.

    For now we either go 1 player scouts, the other M@A or 1 of us does M@A and the other plays FC into knights. So far this hasnt worked out to great yet. Often enough we are able to put some early Feudal pressure on our opponents by idling or even killing some of their villagers. However most opponents we face seem to be able to defend quite well, after which we decide to fall back and retreat to our base to strengthen both our defences and to be able to focus better on our economies. Putting constant pressure on our opponents that are defending well, and also managing a good eco, well its just too difficult too manage. Either we get sloppy and eco gets bad, or we focus to much on eco and lose our units that are pressuring the opponents.

    Almost every game in which we decide to retreat and defend, 1 of us gets attacked (overwhelmed tbh) by both opponents at the same time. Whats happens next is that I have to make a choice. Either I go help my friend who is in trouble, or I attack an opponent from who I already know his armies are in my friends base. Of course it's very situational, but in such a case what is better to do? Send my military units to my friend to help him survive, or send my units to the opponent and try to defeat or at least cripple him?

    We actually always chose to go and help each other out. However because we are not very good yet in managing both eco and military at the same time, when we help each other to defend our bases, we have to focus so much on military and fighting our eco falls behind of the opponent... So well Im really not sure what to do actually. Help eachother defend, or attack an opponent who's army is no where near his base.

    Any general tips for 2v2 teamplay would be quite nice as well. My friend likes to play civs that have acces to Eagle Warriors (he's just in love with the unit I suppose lol). I'm a fan of cavalry and like to play with the Lithuanians. Are cav and eagle warriors good with each other? I've read that as a duo the meta is (for gold units that is) to go with archers + cavalry. If thats really better I'm going to get him into playing archers lol...

    Well thanks for reading all this, hopefully you have some good beginners tips for a new player :)

    submitted by /u/Instinct013
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    Is there a way to find out when pros are playing ranked games?

    Posted: 18 Sep 2020 05:23 AM PDT

    I quite enjoy spectating random map ladder games, particularly when there are good / pro players involved (and esp team games).

    Is there some kind of way I can get a notification when a player is playing a ranked game so that I can find it and spectate it?

    submitted by /u/sahwha
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    Roguelife's Perfectly Average Tournament Signups open NOW! (900-1200 ELO)

    Posted: 17 Sep 2020 08:37 PM PDT

    My first Tournament, I'm excited.

    This tournament is rated for anyone between 900-1200 Elo in Ranked 1v1 on AoE2DE

    The rules are, all standard settings, Either Random Map or a map Agreed upon by the two players.

    The players will be responsible for organizing their games against their opponent and will have ONE week to do so.

    Anyone not able to complete their game on time will be handled on a case by case basis, with the victor being the one who can prove having tried to meet it. If no determination can be made then both players will be eliminated.

    The Signup deadline is September 22nd. After that brackets will be finalized and locked in.

    The Deadline for the first weeks game is September 29th at 3pm central. You have until then to get your first game complete

    After your game, One of the players will need to send me, The Dadgame, a recording of the game. Games are automagically recorded via DE. If you need help accessing or sending the recording, Please DM me.

    Also please keep your games results a secret until AFTER the game has been casted. We want to keep the audience and each other in suspense.

    SIGN UP HERE: https://challonge.com/roguelife

    The games will be casted at https://www.twitch.tv/thedadgame8 with the help of CAPTUREAGE starting September 29th at 4pm Central

    Lets have a perfectly average tournament

    You can join the Roguelife Discord at https://discord.gg/bA6aEYz

    any questions just DM @TheDadgame#0386 on discord

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

    In case you didn't know, this is where "The Viper" username comes from.

    Posted: 18 Sep 2020 03:34 AM PDT

    Fast imp Monk treb Pt 2 Guide - The kill-all arena strategy, but better

    Posted: 18 Sep 2020 07:38 AM PDT

    What's the appropriate response to getting lamed

    Posted: 17 Sep 2020 03:02 PM PDT

    How do you deal with getting a boar lamed. It doesn't affect me from a "getting tilted" standpoint. Just want to know from a gameplay perspective. Do I stick to my build order? Farms or push deer?

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

    Tips How to end lossstreak?

    Posted: 17 Sep 2020 11:22 PM PDT

    I am on 1400-1500 elo and i need some tips on what strategy to use on aoe2de

    favourite civ Spanish Favourite Strategy inquisition and conquistadors

    submitted by /u/CANTINGPEPPER16
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    I've never heard the "wololo" sound, have you?

    Posted: 17 Sep 2020 01:57 PM PDT

    Hello!

    I'm creating this post just because I was curious. I have been playing Age of Empires for 20 years and I have never ever heard the so famous sound the priests make, the "wololo" sound

    It's funny because all my friends and family do hear it, and some times I have argued with them because I can't hear it.

    Instead of the "wololo" sound I hear something close to "neeneenee"

    So does it happen to you also or am I the only one in the world?

    submitted by /u/LegendaryDarkBowman
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    [KotD spoiler for Straydog vs Dark game 2] Poor man gets his hole punished

    Posted: 17 Sep 2020 07:10 PM PDT

    So today I had this idea...

    Posted: 17 Sep 2020 02:46 PM PDT

    Finally got DE to work

    Posted: 17 Sep 2020 08:04 PM PDT

    Gotta say the new campaigns and even some of the map reworks feel way more inspired and fun than before.

    submitted by /u/Spartanwildcats2018
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    ELO in DE vs ELO in Voobly

    Posted: 17 Sep 2020 02:55 PM PDT

    I was curious as to what is, aproximately, the conversion rate between DE ELO and Voobly ELO. I feel it's something along the lines of

    Voobly ELO = DE ELO + 200 

    So for example, a 1400 DE player is more or less a 1600 Voobly player.

    What do you think?

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

    Good custom campaigns?

    Posted: 17 Sep 2020 01:14 PM PDT

    Hi everyone,

    I mostly play campaigns cause I find multiplayer too stressful but I finished all the official campaigns and was wondering if anyone could recommend me any good custom ones?

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

    Started a Youtube Channel purely for AOE game sessions. No commentary, no extra. Just the game. Just for fun, since I play it so much anyways. Lemme know what you think.

    Posted: 17 Sep 2020 10:46 AM PDT

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