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    Tuesday, November 10, 2020

    Age of Empires II might be a repost but c'mon i wanted to share this

    Age of Empires II might be a repost but c'mon i wanted to share this


    might be a repost but c'mon i wanted to share this

    Posted: 09 Nov 2020 11:11 PM PST

    every single time when game goes to imp

    Posted: 10 Nov 2020 02:44 AM PST

    I did it...I reached peak comedy

    Posted: 09 Nov 2020 02:23 PM PST

    Scouts go brrr

    Posted: 10 Nov 2020 07:18 AM PST

    I never expected to see these words after opening Steam

    Posted: 09 Nov 2020 03:42 PM PST

    I found a small bug (Khmer only)

    Posted: 09 Nov 2020 07:24 PM PST

    I found a small bug (Khmer only)

    I got very used to using the select all military buildings hotkey to send the army to the battle when I am microing some army.

    It usually works, but when you are khmer and dont make barracks in dark age, the hotkey does not work as intended. When you have army selected and press it it will select the buildings AND your army.

    https://preview.redd.it/myr0dgd40cy51.jpg?width=677&format=pjpg&auto=webp&s=0b4d108d44ab3949b2b7bd78f76ad70529a8e24c

    Not a big deal but I am having some troubles with it, sorry if this is a know issue.

    submitted by /u/Thrash80s
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    Alternatives to archer/scout in 2v2

    Posted: 10 Nov 2020 01:52 AM PST

    More than half of the time (51.16%) you see a combination of the follwing civs in 2v2 (1650+ ELO, aoestats.io)

    Ethiopians
    Mongols
    Franks
    Lithuanians
    Vikings
    Britons
    Indians
    Khmer
    Magyars
    Mayans

    On Arabia only it is probably much more than 51.16%.

    Mainly because of good archer/scout combinations and a good early bonus. I noticed when you pick some other civs you are always at a disadvantage. You will just have less archers/scouts or weaker versions of it.

    Does anyone know any other viable 2v2 feudal strategies except for archer/scout that works on high level? Some link to a high level video would be cool!

    submitted by /u/TactX22
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    Why did AoE2 become so popular, but AoE1 is hardly played at all?

    Posted: 10 Nov 2020 04:00 AM PST

    Is it because you can't walk over farms in AoE1? That probably ruined the game single handed ngl.

    submitted by /u/Jade-Gate
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    Can someone please explain the different military stances and when to use them?

    Posted: 10 Nov 2020 05:58 AM PST

    Countering Turtling - "Wall Maze"

    Posted: 10 Nov 2020 05:07 AM PST

    So I've managed to get a few friends into aoe2, and one friend in particular has the most hilariously frustrating wall strat.

    He essentially builds a maze of interconnected walls, gates, and towers. I've been using trebuchets to make quick work of his walls/towers, but it's slow going and once my units get inside they're essentially "quarantined" within the next block of the maze waiting for trebuchets to finish their job.

    I'm assuming I need to play more aggressively early game in order to disrupt his ability to build these walls, but it seems like a tactic where basically if I'm not ALWAYS harassing him early/mid game, by late game his town is hidden within a labyrinth of walls. He'll just build a wonder and wait for victory.

    Any ideas, or is early game aggro my best bet?

    Tl;dr player makes a SHIT ton of walls around their city with gaps in-between for towers. Wondering how to counter.

    submitted by /u/moozzymooz
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    First Game in 1v1 ranked and I won!

    Posted: 09 Nov 2020 11:02 AM PST

    Hey dear friends i know its absolutely nothing but today i felt little accomplishment over my first ranked game,, I been practising for like 7 weeks before stepped in the ring with big and brave solders :D
    videos on youtube, Build orders and countless games against AI i managed to learn enough to take down a guy with 2 castles and counter his camels like a boss, games like these makes me very nervous, but seeing him resign after losing his 1st castle and army of my rams and knights made him very jumpy and he made a lot of mistakes, apart from stone i had higher stats in everything else, i dont know his elo or anything but this game was epic, looking forward to reset and do one more :P

    submitted by /u/Mr_Steinbergs
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    The game was over when our team score was 12k... the other 3 opponets resigned. Grey scattered villagers and troops all over the map and trashed talked. Don't be like grey

    Posted: 09 Nov 2020 03:24 PM PST

    AoE3 has an interesting mechanic that could be ported over to AoE2:DE - Buildings under construction receive 4x more damage.

    Posted: 09 Nov 2020 11:31 AM PST

    Hey guys, recently I've been playing AoE3:DE online about as much as AoE2:DE and I noticed one very nice mechanic in AoE3 that I would honestly LOVE to see ported to AoE2:

    In AoE3, buildings being constructed take about 4 times more damage. This would be interesting for AoE2 as a punishment for badly placed Castles for example, it would also nerf quick-walling which in turn rewards more aggressive playstyle in open maps (its a bit silly how easy it can be to wall on Arabia depending on generation) and also benefits those who preemptively wall.

    I know this topic is really divisive in AoE2, but it would be an interesting "test" to try out and revert if necessary (like they did with Boar being gathered when killed by TC)

    submitted by /u/NargWielki
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    how do I ban players from unranked lobbies?

    Posted: 10 Nov 2020 03:53 AM PST

    I know there's a "ban from lobbies" *before* you start the game, but once the game starts is there a ban/ report/ mute option? It seems bizarre that there wouldn't be, since u normally wouldn't know if a player is trolling or an asshole until the game begins.

    submitted by /u/V5RM
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    The math supporting the refreshing lumber camps with 1 tile between them

    Posted: 09 Nov 2020 02:22 PM PST

    So a common new player tip is to "refresh" lumber camps. That is, to build new lumber as you redefine a woodline by chopping trees.

    But there is some questions about how often you have done it. I remember some ancient videos on the subject that attempted to do it experimentally. i.e. given a certain number of villagers at a lumber camp, and assuming some level of econ upgrades over time (which includes no upgrades every)

    This experiment approach is nice, but I think it isn't good at resolving subtle effects, particularly when multiple of those subtle effects are going together.

    This is why I am posting the expression (usable in the wolfram alpha site to solve for d) that I think supports when the wood line gets 3-4 tiles away, you should build a wood line. Or in order words, you should rebuild when the distance to the wood line and the drop-off point is such the villager time to gather 100 net wood when building a new wood camp is the same as getting 100 wood and walking the old distance.

    BT+20(1/(G)+1/S)=10(1/.39+2d/S)

    BT=30

    S=.8

    G=.39

    The left half of the first equation adds the build time for lumber camps (BT) with 20 times the time it takes for a villager to complete a walk to a half tile away tree, harvest 10 wood, and walk back) to gather 10 wood. This must be done 20 times to pay back the lumber camp investment and net 100 wood.

    The second half of the equation is 10 times the amount of time it takes for a villager to make a 10 wood harvest cycle with a tree d tiles away.

    The rest of the equations define the building time (BT), walking speed (S), and active gather Rate G

    solving for d gets d ~ 3.225 which matches with the 1 tile away lumbercamp placement (trees that were 3 tiles away are now adjacent to the new lumber camp.)

    Of course actual results may vary somewhat due to congestion and other pathing issues starting to impact wood gather rates, and I am not sure if the closer distance new lumber camp option is more impacted by bumping than the old. Or rather, if the ideal distance away to make it worth refreshing the lumber camp changes. Similarly, it is not clear if the harvest speed upgrades are most powerful than the speed and carrying capacity upgrades in pushing the equal time distance smaller or long.

    And yes, I did do a bit of thinking on this, and writing a similar equations here

    submitted by /u/sawbladex
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    Any recommendations to improve my agressive playstyle?

    Posted: 09 Nov 2020 08:19 PM PST

    I'm 1100 elo right now, and I'm pretty decent playing defensive, booming in castle age and closing the games in early imperial, but every time that I try to go all in in castle age with knights or archers, or wathever, I end up losing the games, I think is because I don't know how to close the games properly, and I think is really important because the higher I get, most people start to play really agressive in early castle and I just can't follow them

    submitted by /u/ZiggyStardust0404
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    Wololo is a meme. Never heard it in base game swear

    Posted: 10 Nov 2020 05:41 AM PST

    Tips for a newbie.

    Posted: 09 Nov 2020 09:33 PM PST

    Hey, after a very, very long time, way over 10 years now, I'm looking to get into AoE2 again.

    I kind of know a bit about the game, I know about build orders, kind of remember a few of them, etc. But... I can barely remember hotkeys, no way I can remember unit/tech/etc costs now.

    I was wondering what a good way to start would be, like what should I do to get ready for actual matches against other players? I remember going in blind on SC2 and yeah that didn't work. I know there are some videos with general tips on YT but I'm not sure what would be a good thing to achieve before going online, some special AI I should aim to beat maybe?

    Thanks in advance.

    submitted by /u/Kachingloool
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    A plea to all the Franks pickers...

    Posted: 09 Nov 2020 01:50 PM PST

    Please play as another civ once in a while. It's nice to have a bit of variety online.

    Yours sincerely,

    A knight spammed castle dropped pleb whose moderate consumption of berries obviously shows he is not trying hard enough.

    submitted by /u/Odysseus7754
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    The Case for Dark-Age Unique Techs (DAUTs)

    Posted: 09 Nov 2020 11:49 AM PST

    There is a problem inherent to most RTS games: The beginning of each game is usually very similar, and usually not very exciting. The reason for this is that most RTS games always start the same way, with a small town and a few workers who must build buildings, collect resources, and advance up the tech tree. Of course, this doesn't mean the opening period isn't important—on the contrary, the opening of the game is where good players can make incremental gains over their slower opponents that snowball into greater advantages later. Nevertheless, this repetition between games does lower replayability and watchability.

    Different designers have approached this problem in different ways. Some RTS games add hero units that give you something to micro very early on. Warcraft 3 gives you heroes who can gain gold, items, and experience by attacking neutral creep camps around the map while you build up your base. Age of Empires 3 pursued a similar strategy with an Explorer unit that fights neutral guardians and secures treasures for the player . Other strategies have been less subtle. Starcraft 2, for example, simply increased the number of starting workers in Legacy of the Void to get players out of the early game and into the action more quickly.

    Now, how does Age of Empires 2 have this problem? Death Match and Empire Wars is the first approach--modes which simply skips past the game's opening. But many player find these distasteful; they're not "real" AoE2. So what we need is something that adds to the current system rather than destroying it.

    To address the issue of slow, repetitive openings, I suggest the addition of Dark-Age Unique Technologies (DAUTs). These would be technologies that can be researched at the Town Center from the beginning of the game. Each would be civilization-unique, and would give an additional choice to help make each game feel a bit more different; further, it would help make each civilization feel more distinctive. Here is a list of guidelines these unique techs would follow, as well as the rationale of each.

    • Each DAUT should be researchable only during the Dark Age (If you haven't researched it when you click up to Feudal, you lose the opportunity permanently.)
      • DAUTs should represent an interesting, and costly decision. If you research yours now, you lose precious early game worker production time. If you don't research it now, you lose the opportunity to research it all.
    • DAUTs should be gambits. They are a risk you take in order to pursue a specific strategy.
      • Some DAUTs could be as simple long-term investments like, "When you reach the Castle Age, gain 600 gold," "Your petards move 50% faster," or "Double your income from relics."
      • Others might be immediate but small boosts, like "Your outposts no longer cost stone," "Your militia-line gains 1 extra attack," or "You can train spearmen at your Town Centers."
      • However, I think that, ideally, most DAUTs would be highly impactful sidegrades, like, "Your villagers have -5 HP, but animals you kill do not decay," "Double the cost of farms and the speed at which they produce food," or, "Your garrisoned villagers no longer fire arrows; walls cost wood instead of stone."
      • These are all, obviously, only examples; some of them are probably absurd. But the point is that each Civ's DAUT should give you the option of taking an interesting and unique risk that comes from playing with a constraint, and in return for good execution the player should receive a fun payoff.
    • DAUTs should be scoutable.
      • Since a civ's DAUT would be so impactful to gameplay, your opponent should be able to react to it. I suggest that a bonfire be added to the front of your starting Town Center that becomes lit if you've researched your DAUT. This would have the added bonus of making scouting even more meaningful, and would incentivize taking stronger steps to prevent your opponent from scouting you.
    • DAUTs can be implemented slowly.
      • In order to test whether DAUTs would improve the game, I suggest they first be added only to five or six of the weakest civs, with the goal of adding more over time. This would help keep the game from being thrown completely out of balance, and it would give the player base time to acclimate to this game change.

    Is the early game a problem for playing or watching? Is this a good solution? Any suggestions for specific civ DAUT ideas? Comments welcome.

    submitted by /u/DautIdea
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    30mins+ to get into a game, matchmaking still seems broken?

    Posted: 09 Nov 2020 10:10 PM PST

    It usually takes anywhere from 5-10mins to find a game, then if that game lobby fails for whatever reason I am kicked from the match queue which then makes me wait for another 5-10mins to get back to a game lobby then rinse and repeat. Any chance of this being fixed so we go straight back into the queue?

    submitted by /u/StayFrothin
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