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    Saturday, January 2, 2021

    Age of Empires II New year, same spirit

    Age of Empires II New year, same spirit


    New year, same spirit

    Posted: 01 Jan 2021 08:52 PM PST

    Fun fact: if you gg the AI they will gg back! :)

    Posted: 02 Jan 2021 05:30 AM PST

    Heavy Scorpion /The Viper :)

    Posted: 01 Jan 2021 11:38 AM PST

    AOE 1 Artifact presented in the foundation of the monastery building! Did you know that guys?

    Posted: 02 Jan 2021 06:27 AM PST

    Persian Douche and Inca Tower Rush

    Posted: 02 Jan 2021 02:24 AM PST

    Hi all having started playing online a few weeks ago I'm currently hovering around 900 elo and seem to be trading wins and losses at the moment. Yesterday I finally was subject to that moment we all fear, getting douched for the first time. Fortunatly the doucher timed it wrong, we both had hit fuedal when it happened and I just let my tc go down whilst moving my eco across a bit and hiting his home eco with a few scouts. built up res clicked up to castle and then built a castle next to my new tc.

    Then today first game I get spanish vs Incas and wouldn't you know it but he decideds to tower rush. I had a terrible DA so was still a long way from clicking up when he arrived and towered my gold, I decided F it and qued up some vils and went for the vil fight. this repeated a couple of times during which time I clicked up, built a stable and started building scouts and vils. after I killed a couple of vil armies with scouts and my own towers he resigned just as I was building up a nice scout army to hit his base. turned out by this point he had pretty much no eco at home .

    All very boring I know but I've been dreading getting hit by both these strats since I started playing ranked so to have them both and survive both in a couple of days feels really good.

    Thanks for reading my tale.

    submitted by /u/tallphil84
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    wiping an entire army - super satisfying onager shot!

    Posted: 02 Jan 2021 07:32 AM PST

    CaptureAge Analysis (1550 rating)

    Posted: 02 Jan 2021 05:08 AM PST

    So, I was asked to create a post analysing what I found after using CaptureAge.

    What I found is that I have a bit of a problem with idle TC in feudal age, normally accruing a few minutes by the time I reach Castle Age which obviously multiplies with the more TCs I have.

    The most interesting thing was that I have a HUGE problem with idle villagers. In dark age alone I can have up to 5 minutes idle villager time. This number reaches the 30's by Castle Age and in Castle Age becomes hours (obviously being raided has an influence on that). Just out of curiosity I decided to play a few games vs 1400s and I found that generally even 1400s manage their idle villagers better than me. The games still felt easy though which shows that there are so many factors that influence the game, my micro tends to be quite good for example, which gives me an eco lead even if I have poor eco management.

    To compare, vs people my rating, my opponents tend to have less than a quarter of the idle time I do.

    I'd recommend anyone looking to improve checks out CaptureAge, as it's helped me realise I need to spam that idle vill button.

    Feel free to post below what you guys found for your elo's. Could be interesting to see trends

    submitted by /u/TheFourthStorm
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    Age of Empires 4 is playable, needs some "balance and polish"

    Posted: 01 Jan 2021 05:20 PM PST

    League of Noob Announcement!

    Posted: 02 Jan 2021 12:12 AM PST

    Question to Scenario creators.

    Posted: 02 Jan 2021 08:15 AM PST

    Hello.

    I'm making a new campaign, but I am wondering, how can I create a RNG, what I mean is, for example, the AI has 50% chance to attack the AI 2, and 50% chance for AI to Ally AI 2]]

    Any help is appreciated!

    EDIT: Also, have seen people not lose on scenarios even with 0 population and no buildings, how is that possible?

    submitted by /u/heatinjs
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    ELI5 Why are some top players missing from RBW qualifiers?

    Posted: 02 Jan 2021 06:01 AM PST

    As title says

    submitted by /u/pk12_
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    Hilarious AOE logic video I just found

    Posted: 01 Jan 2021 09:29 AM PST

    Just me realizing I can’t go pro quite yet

    Posted: 01 Jan 2021 11:07 AM PST

    How to avoid being brute forced down by micro

    Posted: 02 Jan 2021 05:42 AM PST

    In this last RBW3 I got matched against a much better player (im 1200 and he was 1700 or so) however i found a really hard time beating 4-5 archers that he was microing extremely well, i think that i lost around 4-5 skirms there, is there any way to avoid that besides having more skirms or better micro? also, any tip on skirm vs archer micro? I think that could have done other things better besides microing my skirms

    Btw congratz to that guy that micro was beautiful, and good luck to anyone else participating!

    Edit: Thanks for your answers! Also Should have clarified that I clearly knew I didn't stood a chance, I just want to learn what to do in that situation, when you have the numbers and the counters but your opponent simply out micro you

    submitted by /u/Rxon_NoiseBoi
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    Badaboom! Mangonel Delete Trick

    Posted: 02 Jan 2021 07:23 AM PST

    Post match Stats Problem.

    Posted: 02 Jan 2021 12:46 AM PST

    The timeline in the post match stats is terrible. you cannot figure out anything, as it is all stacked on top of one another, making a total mess.

    i wish there was an option like age3 post match stats where i think each players has their stats directly plotted on the graph.

    20 years of the game, the most played in the ageofempires line up, and its still the same.

    capture age is not what i was expecting from it. i am not going to rewatch my recorded game again in capture age. i just wanted it for the possibility that it will improove the end match stats.

    and here i see, its something completely different and not what i expected.

    could you all help boost this so that the developers may see it.

    i dont think they need to do much here. most of the code is already there with age 3, just need to bring it here, and add an extra button to switch to that view i think.

    submitted by /u/SnooEagles1597
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    Anyone help with getting RBW 3 maps?

    Posted: 02 Jan 2021 04:25 AM PST

    Hi guys, I'll be playing RBW 3 but the mod browser ingame seems to be not working for me (tried almost everything like restarting game or reinstalling it) so I cant access required maps.

    Could someone be so nice and subscribe to this mod, then go to his mod directory for AOE 2 DE and upload it for me so I can download it & put in game folder manually? here's the mod with maps: https://www.ageofempires.com/mods/details/19791/

    submitted by /u/szenturien
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    Civ Idea: Tibetan

    Posted: 02 Jan 2021 05:51 AM PST

    Pre-words:

    A year ago, I posted a few civilization ideas on here, including Tangut, Khitan, Polynesians and Tibetans. Not all of them were well received, especially the Khitan one which I don't even bother to link it here because it was so bad and the whole idea should be scrapped. The Tibetan one was not as bad, but the whole idea leads to a very boring defensive civilization, so I decided to rework that, with changes that adapt to the DE tech tree.

    In my Tangut civ idea, you can also see some of my own philosophy about creating new civs. I'm not pushing for the introduction of any civ, but rather using the civ history as a medium to justify all the bonuses and unique stuff for the civ. In my mind, you can ALWAYS find a balance between historical justification and game balance. whether they should be a civ is a topic for another time (short answer: if there is a wonder and a campaign for them, the civ is justified)

    Lastly, I'm not expecting these idea to be implemented anywhere, but I really hope I can shred light on one thing: there is still a lot of room of creating a unique civ without always relying on unique building or secondary unique units, or without relying on AoE3 single-use card ideas (you know what I mean).

    Anyway, here is a rework version of Tibetan civ, a cavalry civ with unique features in exploring different garrison mechanisms, and lancers.

    _____________________________________

    Tibetan (614-842): Cavalry civilizations

    Before the 6th century, various kingdoms and tribes scattered on the Tibetan plateau, until Namri Songtsen, the King of Yarlung Dynasty, started to conquer the neighbouring region, laying the cornerstone for a unified Tibetan kingdom for his son, Songtsen Gampo who set up the political system for a strong Imperial Tibetan empire. During the reign of Songtsen Gampo, science, medicine and calendar from the Chinese Tang Dynasty and Buddhism from India were introduced. It was also during his reign when the Tibetan alphabet was created based on the Indian script. The empire reached its height during the reign of Trisong Detsen, and even once conquered Chang'an, the capital of Tang Dynasty. However, the empire quickly disintegrated 40 years later, when the anti-Buddhist king Langdarma was assassinated, and the Tibetan plateau fell into era of fragmentation until the Mongols came in.

    Historically, thanks to their impenetrable terrain, Tibetan empire had the best defensive position and was not threatened by any outside force. Therefore, they could be very aggressive and had waged wars against enemy's from all directions, including the Chinese in the East, Indian/Bengali in the South, Saracens in the West and Uyghur in the North. This is represented in the game with a natural defensive bonus on the TC, but other bonuses incentivise an aggressive game, including cheaper monastery and university and bonus on Steppe Lancer. Speaking of Lancers, they don't have access to camel or cavalier (at least they have knight). Instead, they get the Steppe Lancers with higher melee armour for melee combat, and the unique unit Tibetan Lancers with higher pierce armour as an arrow tank. It is like the Aztec Eagle+Jaguar combo but on a horse.

    "Herdable can be garrisoned in mill" is probably their trademark in terms of uniqueness. Sheep and cows are vital in the early game since you don't have wood for farms yet, so you still need to eat them for the first few minutes. But after you lure a boar or push some deers, you can start garrisoning your sheep into the mill, and only ungarrison them when you feel like you still cannot afford farms. Storing too many sheep may not be viable in a fast feudal strategy because you need wood for buildings instead of farm, but in a fast castle build they can be a strong eco bonus.

    Civilization bonus

    • Herdable can be garrisoned in mill to generate food
      • Rate of food generation: 0.11 food per second per herdable (for comparison, villagers collect 0.33 food per second from sheep) Maximum 5 sheep per mill.
      • Yak is a unique herdable found in Tibetan plateau, which is a bulky cattle living in high altitude and is important to the Tibetan people. In the game, Tibetan will be the only civ that actually make full use of their cows properly (like producing milk, cheese) instead of eating them right away. Gameplay wise, it could potentially be worth it to build a mill before a lumber camp, and quickly garrison the unused sheep into it, though the math is yet to be explored. If you can make it through the early stage of the game with 3 sheep left, it would essentially become a permanent extra villager. The more sheep you can store, the better your eco lead becomes, so time to learn pushing the deers or lame your enemy's sheep!
    • Town centre +25% damage output when garrisoned
      • Their origin was in a mountain, so they starts on a higher ground, and the bonus mimic the effect of being on a higher ground, or from another perspective, they still have the same damage output when fighting uphill. This is supposed to be a defensive bonus to help kill the enemy's units surrounding the TC, but of course if you are brave enough, you can always do a Tibetan douche and leave all your sheep in the mill.
    • Steppe Lancers +1 melee armour in castle age, +2 in imperial age
      • According to Du You, a Chinese historian, Tibetan used Lances which were longer than those in China. This is reflected by them having access to Steppe Lancers. Compared to paladin (which they don't have), they are more cost-effective in melee combat, and the upgrade is also way cheaper, making them better in 1v1. However, they still only have 1 pierce armour, so in team game you may still prefer a paladin civ over them.
    • Monastery and University cost -75W
      • Buddhism were actually not yet the mainstream religion during the Tibetan empire, and it was in heavy conflict with Bon, a local Tibetan religion, since the day they were introduced to Tibet. The fight between the two religions also directly caused the fall of Tibetan empire. Nevertheless, we still give them the cheaper monastery for the numerous temples built in the region, and it would help them a lot in a monk rush.
      • They were also very eager to learn from other culture, especially from the Chinese and the Indian, during the reign of Songtsen Gampo. A cheaper university reflects that, and would help in defence and getting techs like ballistics and chemistry.

    Team Bonus

    • Free Herbal Medicine
      • Tibetan medicine is a centuries-old traditional medical system, which utilizes up to two thousand types of plants, a lot of them can only be found in the Tibetan plateau. Herbal medicine is one of the least researched tech in the game due to its cost, so the team bonus can help everyone to grab a tech which should be cheaper. Sorry Teutons.

    Unique unit:

    • Tibetan Lancer
      • Sorry if you are expecting Dalai Lama: they did not exist in the middle age. Again according to Du You, "The men and horses all wear chain mail armor. Its workmanship is extremely fine. It envelops them completely, leaving openings only for the two eyes." We can see that they appear to be the Asian counterpart of Cataphracts.
      • In the game, the Tibetan Lancer is like a steppe lancer, but instead of being good at melee combats, they have more pierce armour, making them a good supplement with your Steppe Lancer.
        • Cost: 45F 75G
        • Elite Upgrade cost: 900F 600G
        • Upgraded by: Bloodline, Husbandry, Blacksmith melee attack upgrade, Cavalry armour upgrade
        • Armour class: 0 Cavalry armour, 0 Unique unit armour
    Tibetan Lancer Elite Tibetan Lancer
    HP 100 130
    Speed 1.35 1.35
    Armour 0/2 0/3
    Attack 7 Melee attack 8 Melee attack
    Rate of fire 1.9 1.9
    Attack Range 1 1
    Build time 23 seconds 20 seconds

    Unique techs:

    • Dzong: Units can garrison back into military building
      • Units do not heal inside military building
      • Dzong architecture is a distinctive type of fortress architecture found mainly in Bhutan and Tibet. In the game, this is represented by the unique ability of the units to garrison back into military building.
        • Cost: 500G
    • Tibetan medicine: Garrisoned units healing speed +100%
      • Units heal significantly faster in the castle after this tech, and making use of the bonus with the armoured troops will be the key to success.
        • Cost: 500G

    Missing units/techs:

    • Barrack: Eagles
    • Archery Range: Arbalest, Thumb ring, Hand cannoneer
    • Stable: Cavalier, Camel rider, Battle Elephant
    • Blacksmith: Ring archer armour
    • Siege workshop: Siege onagers, Bombard cannon
    • Dock: Heavy demo ships, fast fire ships, shipwright, dry dock
    • University: Bombard tower, Heated shot, Keep, Architecture
    • Monastery: Sanctity
    • Economy: Stone shaft mining, Crop rotation

    Wonder: Potala Palace (Of course, what else)

    AI names:

    • Songtsen Gampo
    • Gar Tongtsen
    • Wencheng princess
    • Trisong Detsen
    • Lon Takdra
    • Shang Gyaltsen
    • Ralpacan

    Campaign: Gar Tongtsen
    (Before you complain: there is historical inaccuracies in the content of campaigns in order to increase the diversities of civ involved and for better gameplay experience, just like a lot of other campaigns in the game)

    • Conquest of Nepal
      • The Tibetan plateau is now united, it's time to build up our fame. The first step is to form a marriage alliance with Licchavi Kingdom in Nepal. Persuade the Nepali ruler, or show them what we can do otherwise!
      • Civilizations involved: Tibetans, Indians(Licchavi)
    • Rejection of marriage
      • The Tang Emperor has rejected our request on marriage alliance! Time to show them our mighty lancers! To the North of our kingdom is the Tuyuhun, which controls the trade flowing into China. If we can conquer them, Tang emperor has to accept what we asked for.
      • Civilizations involved: Tibetans, Chinese(Tang), Turks(Tuyuhun)
    • The Six Challenges
      • Different countries around the world had sent envoy to China for a marriage alliance. The Tang Emperor decided to give all of us a few challenges, and those who can complete them shall form the alliance with China. Complete the challenges and win the princess back to Tibet!
      • Civilizations involved: Tibetans, Chinese(Tang), Turks(Qiangs), Persians(Tajiks), Tatars(Tanguts), Indians(Indians), Saracens(Uyghurs)
    • Lonchen Tongtsen
      • The current Prime minister Lonchen Khyungpo Pungse just invited the emperor to visit his fief. Gar Tongtsen, protect the emperor and make sure the emperor is safe.
      • Civilizations involved: Tibetan(two factions), Chinese (various cities)
    • Death of Songtsen Gampo
      • As emperor Songtsen Gampo died, the power fell into the prime minister, Lonchen Tongtsen. Complete the will of the last emperor, and expand the influence of Tibetan Empire!
      • Civilizations involved: Tibetan, Tibetan(Zhangzhung), Persians(Kuche), Tatars(Khotans), Chinese (Tang), Turks (A-zha), Indians (Pala), Burmese(Nanzhao)
    submitted by /u/html_lmth
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    Daut Demo > Daut Castle

    Posted: 02 Jan 2021 08:28 AM PST

    A map too good not to be made (or so I think)

    Posted: 02 Jan 2021 04:38 AM PST

    My computer doesn't work and it can take me a long time to get it fixed, so I just wanted to drop here an idea that I had just in case someone wanted to do it to play with friends or something. The idea is a True Nomad game. - How True Nomad works? -Human players are Nomads. As such you start in a random point, in Post Imp and with a Hero Khan (believe or not actual Khans are not heroes) that must survive for you to win (whatever player kills your Khan gets all your army). Light Cav and Genitours serve as your main initial army. Then you have some Cav Archers and Camels, Steppe Lancers or Knights. Your UU integrate in the army as well (Magyars light cav are magyar huzsars, Sarracen heavy cav are Mamelukes, Berbers have Camel Archers instead of Cav Archers). You also have a bunch of Flaming Camels (to give a last resource defence or a quick push). The idea in the map is to attack multiple neutral towns and tribes that give you little bonuses so you become stronger and capable of taking cities that have the big stuff (this town, tribes and cities belong to neutral AIs). Basically when you attack a town you get some units that give you resources (sheep give food income, trade carts can be assigned to any of the markets that are spread around and the "lumber tent" is an packed treb that gives you wood) and bonuses (horses and camels give you a discount in Cavalry and Camel, 1% each up to 10%). Then the tribes are your recluitment places. When you conquer one it will start to spawn certain units (Camels, Hunting Wolves, Steppe Lancers, Cav Archers, Knights, Light Cav, Genitours and your Civ UU) and to drain your income. Also killing units, deer, boars, wolves and beasts (Ornlu, Iron Boar, hero units) give you resources when killed. Then cities give you the real shit like tons of resources and siege (trebs and rams)

    I thought of two maps, one for up to 4 players (called The Jewel of the Steppe) and other up to 7 (called War of the Wild).

    In TJotS our goal is to be in the team that takes control of the monument in the centre of the Jewel, a fortified city that works as your enemy. This can be achieved by alliances or conquering your neighbors. The Jewel has the objective of getting to their monument the 5 relic carts that are spread through the map, most likely stored in the enemy cities. The Jewel starts in Post-Imp but with no resources, having 5 feitorias and not a lot of villagers. They only use infantry or similarly slow units, only having the first scout as cav.

    In WotW there's a neutral AI for the town, tribes and cities plus two cities like the Jewel fighting each other and up to 5 nomad tribes (all seven are human). The cities have to defeat the other (and any allies it might have) and the nomads have to be in the winning team. This leads to a diplomacy game were the normal is for the nomads to side as mercenaries for the cities, but there's also the chance of all the nomads joining to defeat both cities.

    I'm not sure about Citie civs, but I'm pretty sure about nomads: - Real sure: Mongols, Cumans, Tatars, Saracens, Berbers Magyars and Huns. - Maybes (They'll need some work to do fine): Lithuanians, Bulgarians, Indians, Turks and Persians. Basically they need their bonuses recentered in Cavalry and Archers. Also in the UU spawn points Indians get Arambai, the Persian get Cataphracts and the Turks get Boyars renamed as Spahi.

    submitted by /u/Standard-Tomatillo96
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    Interactive build order Mod- Stopped working - Fixing mods?

    Posted: 02 Jan 2021 08:23 AM PST

    Hello Reddit,

    Has anyone had a mod stop working? What did you do to fix it?

    submitted by /u/itsSRL
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    Are you using the old main menu or the new one?

    Posted: 02 Jan 2021 12:34 AM PST

    Most people here didn't like the new main menu design and it's not likely that they will change it. But you can still use mods to go back to the old design, which one do you prefer?

    View Poll

    submitted by /u/BelAZ75710
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