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    Age of Empires 3 It's a pity that i don't see my 4k turtle ship

    Age of Empires 3 It's a pity that i don't see my 4k turtle ship


    It's a pity that i don't see my 4k turtle ship

    Posted: 13 Dec 2020 12:45 AM PST

    Art of War 10 level. The last challenge gets the screen locked. I cannot move. Help? any solution for this bug?

    Posted: 12 Dec 2020 06:06 PM PST

    Here's a list of some Revolution units that are competitive with Imperial units

    Posted: 12 Dec 2020 09:47 AM PST

    Revolutions are no longer "just an all-in" now that there are options for the Revolting nations to rebuild their economies. It may be true that the only Revolution economy that's competitive with an Imperial economy is South Africa, but there are some unique Revolution buffs that make various military units competitive on the battlefield with their Imperial counterparts. Here's a collection of some of them:

    (NOTE - I compared units with full upgrades but no cards used unless mentioned)

    • Cetbang Cannons (Portuguese/Dutch Indonesia): This thing is a pretty odd unit but the closest thing to it is the Imperial Leather Cannon/Infantry Gun so I'll use that as a comparison. Both have equal rates of fire (3), both ignore the limber mechanic, and both cost 2 population (Leather Cannon uses a card for that). Cetbang Cannons have 3 more range and take 25% less ranged damage but have 151 less HP, 13 less attack, 1 less area-of-effect for damage, and 0.5 slower move speed. Cetbangs deal 567 damage to enemy ships instead of the 114 that the Leather Cannons do. Finally, Cetbang Cannons cost only 100 wood and 200 coin, while Leather Cannons cost 300 food and 100 coin.

    • Hussars of Death (Spanish Chile): Hussars of Death have 160 HP less than Imperial Spanish Hussars in exchange for an extra 15 attack.

    • Magyar Hussars (Ottoman and Russian Hungary): Ottoman Magyar Hussars have 160 HP more than Imperial Ottoman Hussars at a cost of 15 less attack. (Russian Magyar Hussars are almost the same as Ottoman Magyar Hussars with 30 less HP and 3 less attack, but only if you send the unique Russian Church card and research "Bashkir Ponies".)

    • Hungarian Grenadiers (German/Ottoman/Russian): Hungarian Grenadiers have 6 extra range. I don't know if that's worth the sacrifice of the Imperial upgrade, but I thought it was worth a mention. With all upgrades and cards, Hungarian Grenadiers have 20 range to the Imperial's 14.

    • Nizam Fusiliers (Ottoman Egypt): Now that Nizam Fusiliers can be trained from Egyptian Forts and benefit from Janissary Home City cards, they truly are competitive even in the Imperial age (I'm ignoring British Nizam Fusiliers because the British have Home City cards that benefit only Musketeers). Nizam Fusiliers have 105 health less than Janissaries, 10 less ranged damage, 8 less melee damage, 12 less siege damage, and resist 20% Siege damage instead of 20% Melee damage. However, Nizam Fusiliers change stats when they switch modes: They can multiply their ranged damage against any type of unit in the game with 2x against Infantry in Volley Mode, 2x against Cavalry in Defend Mode, and 2x against Artillery in Stagger Mode. The damage multipliers make them deal 27 more ranged damage than Janissaries if you can micro them. In addition, they gain +3 range in Stand Ground Mode and they have a copy of the Carolean Charge which locks all Nizams into melee for 8 seconds while increasing their speed by 1. Nizams also have 0.25 more speed than Jans baseline.

    • Argentine Howitzers (German/Spanish): Argentina actually gets the Imperial Howitzer upgrade through a card, so they're the same.

    HONORABLE MENTION:

    • Mounted Granaderos (German/Spanish Argentina): One of the weirdest and most powerful units in the game, the Mounted Granaderos are classified only as Outlaws and Ranged Cavalry. This means that units that have bonuses against Hand Cavalry (Dragoons) or Light Cavalry (Skirmishers) don't have any bonuses against Granaderos. Only units that have bonuses against ALL Cavalry (like Pikemen) deal bonus damage to them. In addition, they have 300 HP with a whopping 50% Ranged Damage Resistance, 14 range, deal 20 Siege damage in a 4 AoE with no multipliers, have a great attack animation and an attack rate of 3, 6.5 movement speed, and deal 47 damage to buildings. On top of it all, they only cost 120 food, 1 Population, and train in 15 seconds baseline. They are a little odd for ranged cavalry though, because they switch to their melee attack like an infantry unit does when their target is in melee range. Their melee attack deals 11 damage every 1.5 seconds, which is pretty bad compared to the AoE attack they usually do. And because of their odd classification, there aren't any cards that help these guys out (besides TEAM cards). It's just too bad that to see them massed it takes so much effort, maybe they'd be optimal in a team slingshot scenario?

    Also just wanna shout out the Revolutions that can infinitely stack Home City Shipments that make you unstoppable over time, even if that won't happen every game:

    • Indonesia has an infinite card that sends 1 Sufi Honored War Elephant with every Shipment. After 10 sends, you'll get 10 War Elephants with every Shipment, and eventually you'll get 1,000 War Elephants per Shipment if the game goes on long enough.

    • Brazil and Haiti spawn units for free from their Town Centers and each have an infinite 2x Town Center card to snowball that ability. The rate at which each Town Center spawns units is worth 3 food/s for the Brazilians and 2.1 coin/s for the Haitians, but the units they spawn are weaker than Imperial units so the real value is slightly lower. Still, the tycoon in me will never say no to more Factories!

    • South Africa of course has the infinite card that increases unit HP by 5%, which eventually makes their units on par with Imperials and, if the Shipments continue to flow, makes them outright superior.

    Let me know if I missed anything and I'll add it to the list!

    EDIT: Almost forgot that sometimes quantity wins out over quality, and the U.S., Canada, and Mexico can each send a card that grants them access to roughly 50 population worth of Native Warriors in their recruitment pool. Haiti and Chile also get these on a smaller scale, roughly 15 pop worth.

    submitted by /u/GideonAI
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    As Haudenosaunee, how to beat Sweden in 1v1 Supremacy?

    Posted: 12 Dec 2020 09:50 PM PST

    I'm around 1100 after 20 games, and already losing the will to continue.

    In this MU I choose to harass/contain ASAP in Age II, otherwise they will just outboom and I have no chance from there.

    But even after my initial attempt is successful, like killing 5 vils, razing 8 torps, winning 2 battles... they will still outboom and wins anyway. It really doesn't help HAU has no Hand Inf so destroying torps is slow, and Aenna's slow attack animation makes it difficult to dance around Leather Cannons. Kanyas just die getting shot by Caroleans while closing into the cannons.

    I know my play is far from optimal, but in this MU I fell particularly helpless and couldn't come up with something reasonably I could do better.

    submitted by /u/TurnSpender
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    [Guide] Build Better Decks in Age of Empires 3

    Posted: 12 Dec 2020 05:54 AM PST

    This Guide will be about building decks in Age of empires 3:DE. I will talk about Supremacy, treaty and DM. It is mainly targeted to those, who struggle to make decks on their own and provides some rule of thumbs and guidelines. If you have any Questions, just ask in the Comments! :)

    Guide in Video Form:
    https://youtu.be/VV9t3sML1Hg

    Supremacy 1v1

    Generally:

    • Usually you only send one card in age one and you safe your next shipment for age 2 and send the age 2 power cards.
    • Most games get decided in fortress and comerce age. That means you want to have cards for every situation in those Ages.
    • Most supremacy Games wont reach industrial and if they do, you usually want your factories as fast as possible.

    Adjust your deck to the strategy you are doing:
    If you are going ff, you wont need as many age 2 cards and can put in more age 4 cards.
    But also, your deck shouldnt be to one dimensional because:
    - you are not flexible and cant react to the things the enemy is doing
    - the enemy might know your complete gameplan just by looking at your deck

    Land

    Age 1 Cards:
    Age 1 you allmost allways send vills. If your civ doesnt have vills, you send your wood trickle or some other economy card. Sometimes you can also justify 300w.
    If you want to tp boom or fishboom your second card is advanced tp or schooners. Usually you have 1 to 4 age 1 cards (vills, economic theory +...)

    Age 2 Cards:
    Good cards to start age 2 are usually vills, 700w or if you want to be aggressive units.
    For cards:
    you want to have Crates (allways wood and gold), units, and vills/banks. You allways want to get a boost to your tempo or have choices to react to the enemy.
    Getting rushed early? you want to be able to send 8 crossbow. Enemy overcommiting on light infantry? 3 huss. Enemy is going for a ff? Send 700 g and advance too.
    rule of the thumb is you want 7 "immediate" cards (crates, units, vills) and 3 can be upgrades of your choice (cav HP, musk HP, advanced arsenal)

    Age 3 Cards:
    Good cards to send when you just reached age 3: 2 falcs, other units
    The rest of the Age 3 Cards look like this:
    7 Immediate Cards: crates (1000 wood for buildings/tcs, 1000 gold), + units. Best unit cards are: 2 falcs, 8 skirm, 5 huss/3 cuirass, 5 goons, maybe some mercenaries
    3 economic cards/ unit upgrades (usually 3): Refridgeration, royal Mint and a strong unit upgrade (as french: Cav upgrade)

    Age 4 Cards
    Factories, 2 heavy canons, 10 vills, Strong unit upgrades (usually you have 2-5 age 4 cards)

    Summary:
    few age 1 cards (vills + advanced tp/shooners)
    All Age 2 cards (7 crates/units/eco, 3 long term Economic / Unit upgrades)
    All Age 3 cards (7 units/crates/eco, 3 long term Economic / Unit upgrades)
    Age 4 cards: Factories, 2 heavy canons (or other unit shipment)/ Power unit upgrades maybe: 10 vills /

    Water
    IF your Civ is good for a water boom (= have shooners) you can put in Schooners and the Fishboom upgrades.
    If your civ is not good for water: take the most important cards (water combat, advanced dock, 2 caravels, 1 frigate, maybe the coastguard upgrade), so you can atleast contest water
    you'll need all the wood cards and gold cards. You can swap out upgrade cards and a unit shipment.

    For Teamgames:
    Teamgame is usually not as aggressive as 1v1 and you often make only one unit type.
    That means you put in all your upgrades for one unit type (as french, all cav upgrades) and can swap out some age 2 cards (crossbows, maybe one crates card) for more age 4 cards
    You also probably wont need that many unit shipment in age 3. For french take: 2 falcs and 3 cuirs, 5 goons + maybe black rider. Test around in games how many you end up needing and adjust.
    This means: you have more space for Age 4 Cards. Add some Unit upgrades, boom cards and maybe 1 unit card. You can also put in one endless card.

    Treaty (30, 40, 50, 60):
    You dont need units/ crates or vills!
    Put in advanced arsenal, fencing/riding school, Factories.
    For some civs advanced church is good (port, brit, dutch, german, swede, spain)
    Fill the rest of your deck with Economic upgrade cards (for estates and mills) and with unit upgrade cards. You can also put in some Building upgrades, if you like them.
    Some other good cards for treaty: The endless natives cards or/ and some other endless cards (1 heavy canon, 2 rockets, urumis, flying crows)

    For shorter duration Treaties (10 and 20 mins) you can put in 3 vills, 700 g (to get a faster boom) and also some age 3 (10 min tr) and age 4 units (tr 20) (Heavy canons).

    DM:
    Looks like treaty. The only difference is that you swap some economic cards and weak unit upgrade cards for Age 4 units and for boom cards (2 tcs, vills)
    Some cards are useless (advanced arsenal)

    Thanks for Reading and GL & HF!

    submitted by /u/Numerous_Start_7472
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    I cannot play this game anymore with randoms, its not possible.

    Posted: 12 Dec 2020 11:54 PM PST

    Hi, i do not enjoy competitive, i like to play with bots either with bots and humans or against bots and humans together.

    This game currently is unplayable to play this way with randoms at the moment because people just leave randomly after 10-20 minutes into a game and the game has no way to replace leavers or disconnected players with AI so i have to quit the game because of the player leaving or disconnecting.

    Please help me to find a way to enjoy this game with players since i do not know any people that play this game the way i do sadly.

    Please please please design a game design that replaces leaving/disconnected players with AI i am so tired of having to resign and go back to the game menu and then host a game yet again because a player left randomly or disconnected randomly.

    submitted by /u/PhilRupp1234
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    How is it this game came out month or two ago and you still cant chat with users/friends in game or invite them to a game unless they’re on steam etc? What is the point of adding them in game?

    Posted: 12 Dec 2020 10:23 PM PST

    Japan Strategy - Shogun/Daimyos

    Posted: 12 Dec 2020 08:50 AM PST

    How best to use the Shogun/Daimyo cards?

    submitted by /u/Moist_Hat4578
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    How to beat mass Dragoons

    Posted: 12 Dec 2020 10:42 AM PST

    I played as German vs Portugese and I struggled a lot vs his mass Dragoons. I used falcons and skirms and some war wagons but he takes down easy my falcs and my skirms just die so fast. I thought skirms was the best options vs dragoons? How to counter mass dragoons?

    submitted by /u/TylerDurdenElite
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    Old account

    Posted: 12 Dec 2020 11:34 AM PST

    Is there anyway to login to my old classic AOE3 multiplayer account on DE? I lost my all my friends, clan, deck builds, etc.

    submitted by /u/Sithire
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    Unpopular opinion: I think the pace of the game (and the game overall) would have been much better if there was no crate or villager shipment.

    Posted: 12 Dec 2020 04:56 PM PST

    And by better I mean genuine, fair and reasonable.

    Obviously some civilizations like the Dutch would be severely impaired but that would have been a case for rebalancing their deck, bonus, costs, upgrades etc.

    And even so it's a case for thinking: if eternally going FF and/ or free Age 2 crates are essential for an AOE civ than it's not an optimal mechanic.

    submitted by /u/trier1974
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    Wtf is up with these retarded Inca units?

    Posted: 12 Dec 2020 03:31 PM PST

    Having 6/7 speed as Infantry is ridiculous, what the fuck are they on cocaine 24/7? How can a fucking infantry unit be faster than someone on a fucking horse?

    submitted by /u/TimesUpFella_
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