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    Age of Empires II 2v2 World Cup Round of 16 Day 3 / Post-Match Discussions

    Age of Empires II 2v2 World Cup Round of 16 Day 3 / Post-Match Discussions


    2v2 World Cup Round of 16 Day 3 / Post-Match Discussions

    Posted: 06 Dec 2020 02:41 PM PST

    2v2 World Cup Round of 16 Day 3

    English official stream

    Spanish official stream

    Brackets


    Vietnam A 3-0 Vietnam B

    Draft link


    MATCH 1:

    Map: Arabia

    Vietnam A 10465 vs 8406 Vietnam B
    ACCM l AOEBuilds.net (ETH) 11704 Archer 8429 (BRI)__BadBoy__
    [iL] BacT (FRA) 6851 Knight 8388 (IND) SongSongAOE l Twitch.tv

    Winner: Vietnam A in 00:45:55


    MATCH 2:

    Map: Golden Pit

    Vietnam A 10140 vs 7820 Vietnam B
    ACCM l AOEBuilds.net (INC) 10641 Archer 8808 (MAY)__BadBoy__
    [iL] BacT (SLA) 9639 Knight 6832 (SPA) SongSongAOE l Twitch.tv

    Winner: Vietnam A in 00:53:12


    MATCH 3:

    Map: Ghost Lake

    Vietnam A 2375 vs 1950 Vietnam B
    ACCM l AOEBuilds.net (CHI) 2525 Archer 2294 (VIK)__BadBoy__
    [iL] BacT (HUN) 9639 Knight 1607 (LIT) SongSongAOE l Twitch.tv

    Winner: Vietnam A in 00:22:16


    Finland A 3-1 Finland B

    Draft link


    MATCH 1:

    Map: Arabia

    Finland A 4007 vs 2548 Finland B
    Villese (CHI) 4110 Archer 2393 (ETH) Rubenstock
    TheMax (SLA) 3905 Knight 2703 (FRA) Zuppi

    Winner: Finland A in 00:27:37


    MATCH 2:

    Map: Chaos Pit

    Finland A 3276 vs 2032 Finland B
    TheMax (GOT) 3188 Infantry 1746 (AZT) Rubenstock
    Villese (MAG) 3365 Scouts 2318 (PER) Zuppi

    Winner: Finland A in 00:29:14


    MATCH 3:

    Map: Golden Pit

    Finland A 5104 vs 4876 Finland B
    Villese (VIK) 5680 Archer 4972 (VIE) Rubenstock
    TheMax (LIT) 4528 Knight 4781 (BER) Zuppi

    Winner: Finland B in 00:35:08


    MATCH 4:

    Map: Team Islands

    Finland A 4552 vs 2487 Finland B
    Villese (ITA) 4714 Water 2720 (POR) Zuppi
    TheMax (MAL) 4391 Land 2254 (SPA) Rubenstock

    Winner: Finland A in 00:28:15


    Spain A 3-1 Argentina A

    Draft link


    MATCH 1:

    Map: Arabia

    Spain A 9673 vs 6835 Argentina A
    GL.TaToH (MAY) 12678 Archer 9076 (ETH) Nicov
    LaaaaaN (LIT) 6669 Knight 4594 (IND) [iL] Capoch

    Winner: Spain A in 00:46:30


    MATCH 2:

    Map: Nomad

    Spain A 2675 vs 3375 Argentina A
    LaaaaaN (BER) 2868 Land 3766 (SPA) Nicov
    GL.TaToH (MAL) 2483 Water 2984 (PER) [iL] Capoch

    Winner: Argentina A in 00:28:09


    MATCH 3:

    Map: Team Islands

    Spain A 16151 vs 12191 Argentina A
    LaaaaaN (JAP) 15556 Land 16311 (MON) Nicov
    GL.TaToH (VIK) 16746 Water 8071 (POR) [iL] Capoch

    Winner: Spain A in 00:59:44


    MATCH 4:

    Map: Ghost Lake

    Spain A 8447 vs 6647 Argentina A
    GL.TaToH (MLY) 10685 Archer 8042 (BRI) Nicov
    LaaaaaN (MAG) 6209 Knight 5252 (SLA) [iL] Capoch

    Winner: Spain A in 00:44:26


    Norway A 3-0 France A

    Draft link


    MATCH 1:

    Map: Arabia

    Norway A 5125 vs 3791 France A
    mbl2 (POR) 4772 Archer 4623 (ETH) Sitaux
    GL.TheViper (FRA) 5479 Knight 2960 (HUN) Babaorum

    Winner: Norway A in 00:33:46


    MATCH 2:

    Map: Arena

    Norway A 5365 vs 3928 France A
    mbl2 (VIK) 5780 Left 3258 (BUR) Sitaux
    GL.TheViper (BER) 4951 Right 4599 (VIE) Babaorum

    Winner: Norway A in 00:30:53


    MATCH 3:

    Map: Team Islands

    Norway A 9336 vs 6915 France A
    mbl2 (KHM) 7239 Land 8154 (JAP) Sitaux
    GL.TheViper (ITA) 11434 Water 5677 (PER) Babaorum

    Winner: Norway A in 00:46:48


    submitted by /u/D0machine
    [link] [comments]

    Medieval Monday: Ask Your Questions and Get Your Answers

    Posted: 07 Dec 2020 07:07 AM PST

    Time for another weekly round of questions.

    Talk about everything from build orders to advanced strategies.

    Whatever your questions, the community is here to answer them.

    So ask away!

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

    Accurate

    Posted: 07 Dec 2020 02:56 AM PST

    That horse has the steps��

    Posted: 07 Dec 2020 04:59 AM PST

    Photos taken moments before disaster

    Posted: 06 Dec 2020 01:54 PM PST

    This is what I call a forward castle!

    Posted: 07 Dec 2020 01:28 AM PST

    Feature Request: Go back to the ranked lobby (not to the main menu) after finishing the game and stay in your party

    Posted: 06 Dec 2020 04:25 PM PST

    I mostly play team games. I'd like to return to the ranked lobby I created, or to the ranked lobby I joined from an invite. There should be no need to create a lobby from scratch after the game concludes. All polished lobby-based games (example: Call of Duty, Battlefield) retain the lobby after the match, so you can hop into the next matchmaking without any extra pesky work of creating the lobby again. You formed a team and you stay in it for subsequent matchmaking. After the game concludes, and a player exits the stats/map, a player goes back to the lobby with their respective party. Not to the main menu.

    This should also apply to "incomplete" lobbies, e.g. when a team of 2 matchmakes for 3v3 or 4v4s, and are assigned to two other players, after the game concludes, they should be back in their lobby of 2 people.

    A lobby of one player matchmaking for 2v2 is no exception. After the game concludes, the player is back in their lonesome lobby, matchmaking for a new teammate and two enemies.


    I posted this feature request on the official forum: https://forums.ageofempires.com/t/feature-request-go-back-to-a-ranked-lobby-after-finishing-the-game-not-to-the-main-menu-and-stay-in-your-party/110632

    Commenting in there will make the request more visible to the devs.

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

    How could he be so blind?

    Posted: 07 Dec 2020 07:23 AM PST

    Can we have an event that gives us this skin for Paladins?

    Posted: 07 Dec 2020 06:33 AM PST

    I finally got the Rest in Peace achievement yesterday!

    Posted: 06 Dec 2020 06:31 PM PST

    This was helpful guide for pushing deer!

    Posted: 07 Dec 2020 06:05 AM PST

    I know we had an identical post a few days ago, but just wanted to share this moment. Feels so good. Next goal, top 100 in my country the UK (~1420).

    Posted: 07 Dec 2020 05:29 AM PST

    Scorpion Attack Handmade by Manolink �� Insta�� Age_of_Manolink Face��Age Of Manolink

    Posted: 06 Dec 2020 09:30 PM PST

    Is AoE2 DE worth it?

    Posted: 07 Dec 2020 02:25 AM PST

    I use to play a ton of age of empires II. With covid and losing my job I can't really justify purchasing games but I still find myself looking it up. Is the game worth it since it's in essence the same game? I think I'd love to play, just don't have the spare money.

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

    Fun Facts for New Players Thread

    Posted: 06 Dec 2020 11:22 PM PST

    What are some of your favorite fun facts about the game that might not be obvious to new players? The kind of things a typical beginner, or possibly even early intermediate player might not figure out for a while, or until someone tells you... No shame here! Whatever personally works for you or the beloved noobs in your life.

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

    Help getting into aoe2

    Posted: 07 Dec 2020 08:13 AM PST

    Hello, I have never played aoe before and mainly played StarCraft and Warcraft 3 for rts' and I was wondering if aoe 2 is worth getting into? I have been watching YouTube videos on the game and it looks older but I understand the DE was basically a full remake?...

    Also where should I start, just start playing online with a random civ or is there a few ideal build guides to start with.

    Thanks for any help

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

    Fastest food gathering

    Posted: 07 Dec 2020 05:56 AM PST

    Quitting in team games

    Posted: 07 Dec 2020 02:00 AM PST

    I recently saw a post pleading people to stop quitting too early. I agree. But I also am tired of getting overwhelmed and seeing that my teammates are being useless donuts, then talking shit after I resign. Stop being delusional/toxic, please.

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

    End of year is upon us, it is present time. :)

    Posted: 07 Dec 2020 08:33 AM PST

    I am creating a data mod - want suggestions

    Posted: 07 Dec 2020 08:28 AM PST

    Okay, so I am creating mods again. The last I created was exactly last year. So I am back. The good thing about this time is that data mods can be supplemented with some other features. This means that if I make major changes, I can actually reflect them in the tech tree in the form of texts also. Previously it only showed crosses from units disabled (like Paladins for Japs).

    So this mod features more on unit balance than Civilization balance. So that means that I am buffing Infantry and Cavalry Archers in Castle Age (nerfing Crossbowmen and Knights in Castle Age).

    What I have planned till now, the following text will be a glimpse of it.

    1. Indians: complete civ redesign. Focus on Champions, Paladins and Elephants. Complete rework of tech tree and bonuses except the three economic bonuses (cheap vills, sultans, fishermen). Important: lack Blast Furnace.

    2. Balancing the Krepost. The Krepost is a mini castle. So I will try to balance it with respect to the relative cost of the castle and its size (castle 4 cube vs 3 cube Krepost). Kreposts will have the same base attack and range as that of a castle. Reducing 2ndary arrows to 3, increasing HP to 3300, reducing maximum 2ndary arrows, garrision space and housing space to 15. Kreposts affected by Kasbah and Hoardings.

    3. Saracens: partial redesign (only bonuses) making them a camel civ rather than an archer civ. Giving Indian Camel bonuses of RotR to Saracens and taking away all archer bonuses. Imperial Camel not transferred.

    4. Incas: Andean Sling to be a team bonus. Giving them some other Unique tech.

    5. Magyars: natively making Huszars cost 100F. Giving Steppe Lancers. Making their -15% food cost on Scout Cavalry affect Steppe Lancers and Huszars too. Giving them any other unique tech.

    6. Lithuanians: giving Plate Mail. Losing champion. Imperial UT gives only +1p armor to Halberdiers, Skirmishers and Leicai (plural of Leitis).

    7. Portuguese: extra Ship HP to be the team bonus. Free Cartography removed.

    8. Onagers -0.5 or -1 range making the Siege Onager upgrade important. The value of Siege Onager was decreased in HD because Onagers could also cut trees. Cuman and Malian Siege Onagers have a chance.

    9. Vietnamese: Opponent TC visible at start of the game to be the team bonus. Imperial Skirmisher to be transferred to some other Civilization.

    10. Spanish: Bloodlines, Arson don't cost gold.

    11. Ballistia Elephants: making their projectiles more Scorpion like. In the present scenario, the scorpion bolt travels 2 tiles more than the range irrespective of the unit targeted. The Ballista Elephant projectile travels 2 units further than the unit targeted. Also it is completely ineffective at 0 range, just dropping the projectile and working more like Scout Cavalry (the effectiveness is comparable). Ballistia Elephants having more attack but worse reload rate. The attacks are cost effectively absorbed by generic skirmishers unless fully upgraded (10 pierce attack).

    12. Imperial Camel Rider: to be transferred to a civilization with historically good camels but missing atleast Bloodlines.

    13. Imperial Skirmisher: non-shared UU of a civilization with historically good Skirmishers but missing atleast Ring Archer Armor. Thumb Ring isn't an issue. +5 HP.

    14. Stone walls extra pierce armor making Archers and Arambai less useful.

    15. Arambai: reload rate 2.0 (as previously). Attack reduced to 15 in Castle Age version. Elite Arambai 18 attack. Both affected by Chemistry as intended.

    submitted by /u/sauravt2812
    [link] [comments]

    Should I get Age of Empires II HD (2013)?

    Posted: 07 Dec 2020 08:23 AM PST

    I already have the Definitive Edition, but I feel that it's still very lacklustre in terms of content. Age of Empires II HD has less content but has generally better reviews on steam, and can be fixed with a few mods. So, should I stay with DE, or should I get HD?

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

    The Slow and Fast Farming Rates Theorem

    Posted: 06 Dec 2020 02:30 PM PST

    The Slow and Fast Farming Rates Theorem

    I have further developed the universal farming equation so that it is now able to incorporate the base farm generation limit...and in the process, produce some nifty mathematics. Instead of learning about farming rates from running endless number of simulations (that all have some error rate), this is an equation that can predict gather rates with high accuracy from just pure mathematics.

    To understand the universal farming equation, we have to start from the simplest basics.

    https://preview.redd.it/u6lprnlm3n361.png?width=1089&format=png&auto=webp&s=390bb285c446888e71b103d50164f4762d294b33

    Villagers don't really farm everywhere, they pick one of these 9 specific points on the bottom left half of the farm. They also gather food four times before dropoff (in some cases, they even gather food five times, but that's a story for another day).

    The farming cycle is therefore A→B → C → D → Mill / TC → A, which means there are 3 "move about" events, 1 trip to the Mill/TC, and 1 trip back from the Mill/TC. In a farming cycle the villager gathers food equal to its Carry Capacity.

    The farm produces 0.4 food every second which becomes available to be collected by the villager. If this food is not collected, it is added to a Pool which maxes at 15. If the pool is currently empty, the villager will collect 0.4 food per second.

    During the 3 "move about" and 2 "drop off" events, the pool starts filling up because the villager is not collecting any food. When the villager eventually returns to farming, they collect food at a faster rate of 0.53 food per second until the Pool is emptied. Once the pool is emptied, the farmer continues collecting food, but at the slow rate of 0.4 food per second.

    Therefore a farming cycle has four separate periods:

    https://preview.redd.it/bfmkn5s54n361.png?width=480&format=png&auto=webp&s=8f64dbaa6ab4bb6d56e9be10aba89469d3b26b2c

    The effective food collection rate is simply the Carry Capacity divided by the total length of the farming cycle. Note that while we usually describe the farming cycle in seconds (because it is so fast), the food collection is preferred in minutes, i.e. How much food does 1 villager gather in 1 minute?

    https://preview.redd.it/mx8ujn174n361.png?width=259&format=png&auto=webp&s=c6ee0da027cc618a0ccc8250a58c8d0f68b18deb

    Now we must figure out what is the value of all four T's.

    The "Move About" event

    As mentioned earlier, villagers move between 9 points of a 3 x 3 grid. We can further describe the grid with X and Y coordinates.

    2,0 (Corner) 2,1 (Side) 2,2 (Corner)
    1,0 (Side) 1,1 (Center) 2,1 (Side)
    0,0 (Corner) 1,0 (Side) 2,0 (Corner)

    From these 9 points, the villager will pick between 8 different destinations at random. We will calculate the length of all 8 distances and take the average. The distance between any two points in a grid is given by the Pythagoras Theorem: √ ((X1-X2)^2 + (Y1-Y2)^2

    Starting from the corner we get 8 different lengths. Note that a square can be rotated so each corner has the same average length of = 1.81

    2 2.24 2.83
    1 1.41 2.24
    1 2

    Starting from the side we get another 8 different lengths. Note that a square can be rotated so each side has the same average length of = 1.54

    1 1.41 2.24
    1 2
    1 1.41 2.24

    Starting from the center we get another 8 different lengths, with an average length of 1.21

    1.41 1 1.41
    1 1
    1.41 1 1.41

    The villager starts from 9 possible points. From each point, the average distance to all other points is

    1.84 1.54 1.84
    1.54 1.21 1.54
    1.84 1.54 1.84

    Taking the average of this new array gives us the "Move About" distance, which is 1.63.

    Multiplied by three because the villager moves about three times.

    There is a special case of "Move About" which involves the villager starting the farming job for the first time. Because I place the villager at the center of the farm in the Scenario Editor, it is effectively at grid position (1.5, 1.5), which yields an "Initialize" distance of 1.21. The "initialize" time again is just 1.21 divided by the vil speed.

    1.58 0.71 0.71
    1.58 0.71 0.71
    2.12 1.58 1.58

    The "Drop Off" event

    If you think that "moving about" is super complicated then dropping off is a real thing of beauty. But before I get ahead of myself, the villager does not drop off at exactly the town center/mill, but half its body length away.

    By careful inspection, this value is approximately equal to 0.178

    This means we can imagine the entire farming economy as a fancy coordinate system that begins half a body length away from the dropoff building, creating the grids below. Note that the 9 farming points are at the bottom left corner of a farm, so on certain positions, the villager effectively has 0 dropoff distance (can drop food instantly). Those are the most efficient farm locations.

    https://preview.redd.it/ncal2fo35n361.png?width=891&format=png&auto=webp&s=3413caa19215e27ac31aeca0f13bf1ddf0b7495c

    I have analyzed up to 25 different farm layouts (which are all calculated within my excel sheet using the Pythagoras Theorem). A simple summary is provided as follows:

    The \"optimal\" farm placement is the average of the best Mill and the best TC, because all farm economies need both a Mill and a TC. A TC is usually more efficient than a mill because its wider surface area results in shorter dropoff distances.

    Note that a villager drops off the food and then returns to the farm, so the distance must be multiplied by two.

    https://preview.redd.it/59p82tq65n361.png?width=382&format=png&auto=webp&s=4694d1be16bd611a2fe490061066cf1523a995ba

    Because "drop off" and "move about" are both divided by vil speed, we should combine them into one single term:

    https://preview.redd.it/f5iqosj75n361.png?width=574&format=png&auto=webp&s=8f02c026e109ffd237d6cf55e9e253bf8114bcab

    Fast and Slow Gather

    Fast Gather can only be performed when there is surplus food in the pool. The amount of surplus food is equal to 0.4 multiplied by the sum of the "Move About" and "Dropoff Events", because those are idle periods when the pool is able to increase.

    Once the Fast Gather event starts, the pool continues to increase by 0.4 every second, but it also reduces by 0.53 (which is the "Fast Gather") rate. This means that while the villager is farming, the pool cannot increase, only decrease. Once the pool is empty, the villager continues to gather food until it reaches Carry Capacity at the "Slow Gather" rate of 0.4 per second.

    Note that the numbers 0.53 and 0.4 are only true for generic civs. Slavs actually have a higher "Fast Gather" and higher "Slow Gather" rate, while Mayans and Khmer both have a lower "Fast Gather" rate. Since these numbers are actually variable, let's represent them as variables R.

    https://preview.redd.it/wtn40obiso361.png?width=460&format=png&auto=webp&s=1032549c8e345ec037fd389e87087d82aadf43b9

    The amount of food gained during the fast gather event is represented thus:

    https://preview.redd.it/10n3tpnb5n361.png?width=563&format=png&auto=webp&s=26e2ea4395b4ddcfeaf8c1fe77ed2b521b502dd3

    Lets summarize the wordy (2 x Drop_Distance + 4.9)/Vil Speed as just T_walk, and the slow and fast gather rates.

    https://preview.redd.it/j6tgjcz0so361.png?width=237&format=png&auto=webp&s=935fe9eaab26c1dd65b1295410de67879a511806

    If / when this number reaches Carry Capacity, the villager is forced to drop off food and start a new farming cycle. This means there is no "Slow Gather" event. F_fast will simply equal Carry, and the gather rate will always follow the Fast rate.

    But let's imagine the villager can still carry more food. Then the Slow Gather event begins, collecting the balance of food in the time stated below.

    https://preview.redd.it/yzpiho44to361.png?width=366&format=png&auto=webp&s=80cf0e177364d66c785ec27d82dacb77b25c3b36

    Effective Gather Rate

    It's time to add everything up to get the full length of the farm cycle.

    https://preview.redd.it/yfjvdbig5n361.png?width=480&format=png&auto=webp&s=42d97b0a3adc3c7f966003aab020a30f9b9f6242

    As it turns out, these four periods are not actually independent of one another, but mutually depend on one another to the extent that they cancel each other out.

    https://preview.redd.it/4om6hci6uo361.png?width=829&format=png&auto=webp&s=2dd10b972a28354c552c9411985bc0e0eda383ec

    This is the length of a farming cycle, which only depends on two variables, Carry Capacity, and the Slow Gather Rate. But how much food is produced per minute?

    https://preview.redd.it/6rbjltm26n361.png?width=236&format=png&auto=webp&s=eb263d94671a0543f6967cd89b8fae86da5fd9bc

    Gosh darn, the Carry Capacity has disappeared. Only one last variable remains.

    Therefore this reveals one very important truth:

    If the villager does not reach Carry Capacity during the Fast Gather stage, the effective gather rate is ONLY dependent on the slow gather rate.

    1. If Carry Capacity is less than or equal to the Carry Limit, the fast gather rate is used.
    2. If Carry Capacity is greater than the Carry Limit, only the slow gather rate is used.

    https://preview.redd.it/99zaq12r5n361.png?width=402&format=png&auto=webp&s=707b95d588fcb99f0fc9ca11852851c99017cffd

    This results in the Slow and Fast Farming Rates Theorem, an important part of the Universal Farming Equation.

    https://preview.redd.it/msa2m29ewo361.png?width=469&format=png&auto=webp&s=2f80e79b73e6bd74dc604a1e85be5ef8d8856a85

    This leaves the door open to the question of whether the first equation (which uses the Fast Gather Rate) will ever produce a higher F/min than the second equation (which uses the Slow Gather Rate). As a practical matter, no combination of existing civ bonuses or techs can break this limit, but as a mathematical matter.... I'm not so sure.

    Incidentally, this equation tells us also that as soon as Carry Capacity is bigger than the conditional expression, then the villager will farm at the maximal rate given by 60 R_slow, and we can ignore all other variables.

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

    I made graphical versions of several standard build orders to get a better understanding of how/why the builds differ, and figured it may be helpful for you guys too. I went from consistently getting a D or F on the knights tutorial to getting an A literally first try. See comments for explanation

    Posted: 06 Dec 2020 02:31 PM PST

    Persians: When should you go up to feudal age?

    Posted: 07 Dec 2020 04:38 AM PST

    And when should you get loom?

    submitted by /u/blackonred
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