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    Tuesday, December 29, 2020

    Age of Empires 3 How about swapping Spanish dragoons with Conquistadors or giving the ability to recruit them at Churches ?

    Age of Empires 3 How about swapping Spanish dragoons with Conquistadors or giving the ability to recruit them at Churches ?


    How about swapping Spanish dragoons with Conquistadors or giving the ability to recruit them at Churches ?

    Posted: 28 Dec 2020 10:56 AM PST

    Always felt weird to me that Spain isn't able to recruit Conquistadors. Incas have the ability to recruit Mapuches and Zapotecs. Ming Iron Warriors can be recruited by Chinese with a card. How about giving the Spanish an ability to get Conquistadors ? Even by shipments ?

    Its so weird having a perfectly working yet unique unit being locked behind Jesuit outposts instead of being an actual unique unit usable by Spain. It's like having French Curassiers being locked behind a trade post instead of being trainable by the respective faction.

    submitted by /u/Thazgar
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    Age of Empires III: DE - The Best RTS - Save 4 Later Game Review

    Posted: 28 Dec 2020 07:30 PM PST

    Dealing with Sioux?

    Posted: 29 Dec 2020 12:45 AM PST

    I've played a few games against them recently and they're an annoying civ haha. From about 5:30 I'm getting harassed by heavy and ranged cav making it very hard to collect resources and build anything. I send and make pikes but they don't seem effective especially for ranged cav.

    submitted by /u/cosmia2
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    [Help] Game always crashing, "memory error"

    Posted: 28 Dec 2020 11:36 AM PST

    Is this game worth buying it?

    Posted: 28 Dec 2020 08:12 AM PST

    I have the old version on Steam. Is this DE worth buying in your opinion?

    submitted by /u/trololo2019
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    I finally win a game as the French! Aussie newbie with some mechanics and no brain has a crack at aoe3 ladder

    Posted: 28 Dec 2020 05:50 AM PST

    Portuguese Dragoons VS Wakina

    Posted: 28 Dec 2020 10:54 PM PST

    Port Dragoons will direct counter Wakina inside full teepee + 25 on attack dance. Absolute garbage balance. Why is this a thing? Port base builder laming seems to be the new thing lately.

    submitted by /u/fitzbro
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    Is there any ELO equivalent to the old rating system?

    Posted: 28 Dec 2020 04:19 PM PST

    I sort of miss the old rating system of private, corporal, sergeant, etc. I played the game a lot back in the day and I always wonder how my rating today would compare to back then. Does anyone know how the new ELO system matches up to old ratings? IE what ELO would be sergeant, what ELO would be captain, etc.

    submitted by /u/skilliard7
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    Ottoman in non TP map?

    Posted: 28 Dec 2020 09:20 PM PST

    Usually Ottoman start with 1TP 1house.

    But in non tp map they can't get tp so have to build mos instead of tp. So how think about Ottoman in non tp map? They anyway decent or poor?

    submitted by /u/MapAccomplished1409
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    Beginner Questions on India in AOE3 DE

    Posted: 28 Dec 2020 02:33 PM PST

    Hi guys,

    I am new to AOE 3 and decided to start with India. I have a few questions about India that I wanted to ask here. Backstory (not required to read) - Initially I watched a youtube video where someone said sepoys were OP. Therefore all I would do is spam sepoy. I dint have much success and would often lose a lot of military and only kill a little military. I knew the rock-paper-scissors cycle but dint know how Indian troops fit in it. I switched to french and immediately started doing better, as I would build a more well rounded army (mostly spamming skirmisher and having some protection for them). I then went back and checked the Indian unit types and realized I was simply spamming the heavy infantry all this while, instead of spamming the skirmisher unit (with protections against cav of course). So I am planning on switching back to India and wanted to clarify a few things.

    1. What is the difference between (sepoy and musketeer) and (gurkha and skirmisher) and how does this affect my play with them?
    2. Why spam sepoy's over maintaining a more balanced army? Even if sepoys are better than musketeers can they match a mass of skirmishers?

    3) Is Indian late game gurkha + howdahs + urimi + seige? Do gurkhas scale as well as other units of other civs into the late game?

    4) In theory the above comp will do fine against anything. But won't enemy cav just take a diversion around my slow elephants and go for my gurkhas ? Maybe thats hard to do, especially when I am shooting at them?

    4) How strong is India in early-mid game? I read online that India can often fight an age down. I was wondering if thats really true? Also how strong is India late game? I guess my main question is, when should I be looking to end the game? I know that it depends on the opp. civ too. For example, I would rush japan but play defensive against Germany. But against a civ like France which age should I look to fight in?

    5) Lastly are there any India specific military tips that you guys have (apart from 10/10 sepoy rush).

    EDIT - One more question - When India can train skirmisher in age 2 when no other civ can, why do ppl do sepoy rush instead of a mixed rush of sepoy and gurkha?

    submitted by /u/dota_player_1
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    Inca treaty late game

    Posted: 28 Dec 2020 05:52 PM PST

    I've been playing mainly as Inca since the DE came out. I've gotten decent at aging up and forming a decent eco with a large army by the end of the 40 min treaty. However, it seems that the longer a battle drags on my eco can't keep up. A big part of this is that Inca units rely a lot on wood and when that runs out, you have to switch to making units that only cost food and gold. When that happens one of those resources ends up going down way too fast. Maybe I'm not micro-ing my army good enough so my guys are dying too fast? Or I'm just not using the right cards. I followed the suggestions of a video I found on youtube.

    Is there a way to make the Inca viable for a drawn out battle in a treaty game?

    submitted by /u/Connman90
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    Clearing Misinformation About ROF

    Posted: 28 Dec 2020 09:23 AM PST

    Edit: it appears i was also wrong. while it is closer to 50% increase initially in attack speed, it does increase over the duration of combat closer to a 100% increase. its good that I learned something, and I hope everyone else does as well.

    been seeing a lot of misinformation about how ROF actually works. a lot of people wrongly believe that a 1.5 rof attacks twice as fast a 3 rof, as 1.5 is twice as big as 3. however, that is not how rof actually works in-game, and I will provide quick and easily testable examples that you can use in the scenario editor.

    a 1.5 rof unit will not just attack at 1.5 seconds and 3 seconds, and a 3.0 rof fire does just fire once in 3 seconds. all units will also fire at 0 seconds, not including the initial attack delay.

    this means that a 1.5 rof actually attacks 3 times in 3 seconds, and a 3.0 rof attacks two times in 3 seconds, meaning that there is a 3/2 pattern, or a 50% attack speed increase from a 1.5 rof to a 3.0 rof. this pattern resets and continues infinitely barring any interruptions and animation delays.

    a 1.0 rof will attack 4 times in 3 seconds and will attack twice as fast as a 3.0 rof, which will attack twice in 3 seconds.

    you can test this by having a musket rider and a rifle rider shoot at the same target. both have the same attack delay, and the rifle rider in 3 seconds will shoot 3 times, while a musket rider will shoot two times. this pattern will continue and confirm a consistent 3/2 shots, or 50% increase in attack speed from the 1.5 rof rifle rider to the 3.0 rof musket rider. edit the rifle riders rof to 1.0 rof and you will see a change to a 4/2 pattern, or 100% increase in attacks compared to the musket rider.

    edit: while it is a 50% increase in a 3.0 second duration, over a longer duration such as 30 seconds, it will converge closer to a 100% increase.

    also, as of legacy aoe3 damage multipliers do affect damage caps and onhit effects such as divine strike, crit damage, and stun duration. damage caps do not include the primary target, and is not guaranteed to be reached with multiple targets. area damage is calculated by distance to the primary target/location per hit or bounce of a cannonball. each projectile has its own damage cap, so an organ gun essentially has multiple damage caps.

    video proof for those too lazy to test themselves: https://giphy.com/gifs/izmXoH2OOP3RsCl86M/html5

    submitted by /u/NewAoeIIIAi
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    How to best play japan in Treaty 40 mins

    Posted: 28 Dec 2020 09:37 AM PST

    So my build order is this, I tend to build my consulate first, and put a house up. Max que my villagers and everyone on food. I'll build shrines till I have 20 while queuing more villagers. Is there any better way to boom? Thank you ! My late game unit compo is Samurai and Cav as my Econ can sustain their expensive cost and I use my shogun and dynos as mobile infantry barracks

    submitted by /u/Creepy-Frame
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