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    Age of Empires 3 Noob's guide to Treaty 40 - Lakota - boom

    Age of Empires 3 Noob's guide to Treaty 40 - Lakota - boom


    Noob's guide to Treaty 40 - Lakota - boom

    Posted: 04 Mar 2021 09:07 AM PST

    Low Elo Indians vs Japanese on Colorado - Age3DE Ranked Gameplay

    Posted: 04 Mar 2021 07:08 AM PST

    How to select all idle vils?

    Posted: 04 Mar 2021 08:11 PM PST

    Why didn't the devs fix anything sync related or mp games saving?

    Posted: 04 Mar 2021 01:20 PM PST

    Seriously, aoe2 has a good crash-secure system. A player disconnects, mp game is saved everybody can come back to it. Everyone happy.

    Aoe3, whatever issue, the game has no error catching at all. I play with a friend for an hour, by accident he disconnects for 5 seconds, he immediately resigns and the game isn't saved. Can't go back to the game because we didn't save.

    Why we didn't save? Every god damn time we want to save we have to exit the game, then we i invite him he has to download my map, takes a while.

    My question is... What the hell is this?

    Inb4 "yeah this isn't easy to fix" bullshit. An ESOC developer did it by himself, without access to original game files, just by reverse engineering.

    Yes this is a rant, i am angry that the developers didn't even acknowledge this in their "quality of life" patch in March, instead they did some stupid resource counters.

    submitted by /u/Famous_4nus
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    Hotkeys get reset every time I exit the game

    Posted: 04 Mar 2021 04:51 PM PST

    I have been playing the older versions back then, and just recently decided to buy the game. That said, I tried to bind hotkeys from what I could remember from my games before, but every time I quit/restart the game, my hotkeys don't seem to get saved. Does anyone have similar problems? How can I possibly fix this?

    submitted by /u/therealRNZ
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    What are some tips you have to micro a bow/pike composition effectively?

    Posted: 04 Mar 2021 12:56 PM PST

    With bows I mean archers/chu ko nu as well.

    I often see that the pikes get picked off by range (skirm or musk) when they come in to defend against cav (who are just micro back and go in just to bait you). How can I avoid this? What is the best way to use them? Should I just be more aggressive and charge all in when they try to run?

    Ps: let's consider samurais, dops, ronin, etc as pikes in this scenario.

    Edit: Video references would be much appreciated.

    submitted by /u/TheCrucified
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    Learning SWEDEN! 1v1 Ranked

    Posted: 04 Mar 2021 04:48 AM PST

    Vsync for 60hz screen?

    Posted: 04 Mar 2021 07:55 AM PST

    Hey, i just needed your guidance on what the optimal settings are to play aoe3 DE. I have a Dell G7 with a 60hz screen and a RTX 2060 with 16gb ram.

    Should i enable Vsync? If so, should i enable it in-game or in the nvidia controller or both? And if i do, should i have triple buffering option on as well?

    Any help would be much appreciated! Thanks

    submitted by /u/kranragav
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    What's the deal with the ESOC patch?

    Posted: 04 Mar 2021 07:00 AM PST

    Do people play with it on ladder, or is it only for tournaments offline? Assuming players on ladder with the patch couldn't match up with those who don't, doesn't this only serve to split the community?

    submitted by /u/galaxyfarfaraway2
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    Noob's guide to Treaty 40 - Lakota battle plan, map control, counters

    Posted: 04 Mar 2021 09:08 AM PST

    Any 4 player clan want to get some games going with my 4 player clan ? (We are not good.. might need handicaps)

    Posted: 04 Mar 2021 12:02 PM PST

    Trying to get 4v4 ranked never works.. So we are forced to do casual and the games are often mismatches or some guy drops.. So would be nice to get a regular group of dependable 8 people together instead

    We would like to find another team to play and if it is a mismatch then set the handicap as needed.

    We play around 7pm EST on weekday... and later on weekends.

    submitted by /u/punkouter2021
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    Principles of Civ (re-)Design?

    Posted: 04 Mar 2021 07:48 AM PST

    Obviously everyone has different ideas about which civs are balanced and it's hard to put some facts on these conversations these days since with the DE we don't have matchup stats. In this sense, I think conversations about balance should go back to civ design elements.

    I have four major design ideas.

    One: Economies Must Be Raidable

    Look, I'm not great at this game. I know this. I don't really raid and I'm not good at protecting my vills from raids but I play Brits almost exclusively so I've always got lots of settlers to be raided. And my view is that as much as I hate raids, it's really what the early game is all about. Buuut... there are some civs which are kind of anti-raid.

    Now, there are two kinds of anti-raid. The first is costly. The second is free/incidental. Japan is incidentally unraidable because shrines are too durable. Sweden's torps always seem more vulnerable than shrines for some reason but they also seem to have very few villagers. Both are these are incidental... because of how the civ is set up, they end up with almost raid proof economies. Both civs also have fast muskets making protecting their durable villagers easier. (Inca may also have this problem but I'm not familiar with them.)

    Now, compare China. Clearly the Chinese were designed to be raid protected given they can garrison vills in villages. The thing is, of course, that villages are expensive and garrisoning vills is costly (and takes up actions to do it). Similarly, I think Portugal were intended to function along these lines but with TCs. And the Dutch... they've got to invest massively in an entirely unique single function building, rather than the dual purpose shrines and torps.

    Thus I propose the following changes in line with this design idea:

    1. Shrines should be much easier to destroy & destroying them should be worth more to the opponent or explorers lose the ability to make shrines
    2. Torps should cost more to build per age-up and, in return, they should (successively) gain major LOS, an xp boost for construction, more hitpoints and, finally, a garrison function.

    Two: All Civilisations Should Be Able to Hit Up to Age II Equivalently

    What this means is that while some civs might age more slowly, if that's the case they should gain tangible benefits for that delayed age to equivalise with where a faster ageing opponent should theoretically be.

    I don't have examples of this because I don't really have much experience to draw on, here.

    Three: The Deck Should Allow Civs to Go On Divergent Paths to the Canonical Plan

    Let's take an example... on any given map with water a British player has three basic options available: standard land play, water boom or cowing. Obviously cowing is very rarely seen outside of treaty but the idea exists and is available from Age I.

    Now, compare the British military composition. Depending on the cav cards, it may be more or less dragoon-y but it's basically always going to do the same things. Before DE, though, you could do a weird Age II gren switch via Improved Grenades. You shouldn't do it but you could. The card still exists in DE but it's much weaker and set in Age IV. This is not a divergent path because it comes in way too late.

    To be perfectly frank, this isn't necessarily a balance proposition but instead a fun one. The Brit Gren strategy was not viable... once I started using it I went from something like a 50-52% win rate to more like 45%... but it was really, really fun. If the consequences of designing civs along these lines creates viable strategies, they can be balanced later on, but every civ should have at least two land economy options open and the capacity do an unconventional military composition through card choice.

    (And, yes, this will mean there'd be powerful Age II military cards but you have to remember you can't ship those cards and your usual crates.)

    Four: Cards Should Drive Treaty Balance Requirements

    otherwise entitled "in supremacy it's okay for some civs to be bad in late game, provided they're good in a different phase of the match".

    Conclusions

    Obviously this post would be more interesting if I was in a better position to provide examples but the point I'm trying to get across is that I think some of the major balance questions we have are the result of not following common sense design ideas.

    submitted by /u/FrameworkisDigimon
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