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    Saturday, March 6, 2021

    Age of Empires II Finally 100-percented the achievements....AGAIN! ;P

    Age of Empires II Finally 100-percented the achievements....AGAIN! ;P


    Finally 100-percented the achievements....AGAIN! ;P

    Posted: 06 Mar 2021 12:43 AM PST

    Medieval pre-mongol Kiev (update)

    Posted: 05 Mar 2021 10:40 PM PST

    Posting a Hidden Cup meme everyday until the finals #4

    Posted: 05 Mar 2021 01:41 PM PST

    Hidden Cup 4 new maps

    Posted: 06 Mar 2021 02:05 AM PST

    Anyone watching hidden cup qualifiers?

    Posted: 05 Mar 2021 09:49 AM PST

    Stages of playing Franks on ladder

    Posted: 05 Mar 2021 11:47 AM PST

    6 Hour Game Won't End

    Posted: 06 Mar 2021 01:48 AM PST

    We won 2V4 and their last player is still somehow alive. It's African Clearing. We have spies, we have outposts everywhere. I'm onagering down all the trees and mining all the gold.

    Is there any possible glitch or trick I should know? Its a ranked game and at this point I refuse to lose.

    submitted by /u/GREAT_BARRIER_REIFF
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    Statistics I did for a Challenge on the York Scenario in AoE:HD years ago. Had to 'defeat' all 7 opponents before I could complete a win condition. Not as impressive as it looks as I'm a casual player with this done on low difficulty. I have photos as proof though they are lower quality.

    Posted: 06 Mar 2021 05:10 AM PST

    I feel like I should preface this by reiterating that under no circumstance am I trying to be a braggart. I know I am far far down the elo tree to the point that I'm positive that I'm only slightly better than I was when I played this game in grade school. This was done on the lowest difficulty. I'm just sharing what I thought of an extra little addition I made to replaying the York mission and was curious if anyone else has tried something similar.

    For context, I did this January 9, 2017. I constructed in northern Scotland (I think, it's been awhile) and I ended up keeping four enemies alive until the end. I hid away extra relics and bought stone to keep myself from getting too much gold. I already posted this in r/ageofempires but was recommended to post it here though I had to change the format due to not being allowed to post a gallery. If anyone is interested in seeing actual proof of the statistics below that's where they are. I'm curious if anyone else has tried this so let me know if you have!

    Game Length: 09:05:46

    --Score--

    Player Military Economy Technology Society Total Score
    Omniczar 129414 21466 14907 8140 173927
    Northumbria 2730 39172 3680 1900 47482
    East Anglia 588 17678 1281 260 19807
    Mercia 5594 34615 2969 1980 45158
    Wessex 1959 35861 2859 650 41329
    Strathclyde 590 4109 1523 130 6352
    Ui Neill 5412 21206 1443 390 28451
    Munster 4478 20965 1921 1120 28484

    --Military--

    Player Units Killed Units Lost Buildings Razed Buildings Lost Units Converted Largest Army
    Omniczar 4947 589 1225 1 4 172
    Northumbria 151 1373 0 194 0 61
    East Anglia 25 374 0 104 1 50
    Mercia 273 760 4 247 3 64
    Wessex 110 1191 0 241 4 80
    Strathclyde 24 465 0 142 1 68
    Ui Neill 252 522 0 171 43 71
    Munster 194 777 23 152 17 38

    --Economy--

    Player Food Collected Wood Collected Stone Collected Gold Collected Trade Profit Tribute Sent/Recvd
    Omniczar 235460 255222 10578 233272 0 0/115700
    Northumbria 83802 90968 2100 49465 3630 0/0
    East Anglia 79020 59466 0 39249 7479 0/0
    Mercia 38489 47881 0 23422 3952 0/0
    Wessex 63941 55964 0 55435 5275 0/0
    Strathclyde 12502 10253 2721 6459 916 0/0
    Ui Neill 33541 140395 0 45186 0 0/0
    Munster 79272 119278 4200 44534 4652 0/0

    --Technology--

    Player Feudal Age Castle Age Imperial Age %Map Explored Research Count Research Percent
    Omniczar 23:39 35:29 78% 88 59%
    Northumbria 34:13 52% 50 33%
    East Anglia 33% 35 22%
    Mercia 34:14 57% 46 29%
    Wessex 34:14 82% 42 28%
    Strathclyde 33:34 36% 26 17%
    Ui Neill 33:34 49% 22 14%
    Munster 70% 39 26%

    --Society--

    Player Total Wonders Total Castles Relics Captured Relic Gold Villager High Survival to the Finish
    Omniczar 1 58 23 152515 71 Yes
    Northumbria 1 10 0 41035 30 Yes
    East Anglia 0 2 0 31770 30
    Mercia 2 6 0 19470 31 Yes
    Wessex 0 5 0 50160 30
    Strathclyde 0 1 0 2562 31 Yes
    Ui Neill 0 3 0 45186 28
    Munster 1 4 0 27882 28 Yes

    Curious to see if anyone else has tried doing this before and how it went for them. Thank you for reading my wall of text. Hope you have a great rest of your day.

    submitted by /u/Omniczar
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    Vote for the maps in the map pool. Currently only 124 people have voted & this affects all online players for the next fortnight

    Posted: 05 Mar 2021 01:05 PM PST

    Atacama question

    Posted: 06 Mar 2021 06:20 AM PST

    Is it more optimal to: (1) build first lumber camp in the center wood and then wall to the center; or (2) build first lumber camp closer to the TC and take little clumps of wood, do not wall to center, and wait until Castle Age to build second TC in the center wood and start chopping it then? I can't figure out if the risk of immediately chopping center is worth the reward (fewer lumber camps required; less walking time).

    I am leaning towards the latter.

    Thanks.

    submitted by /u/Freddy_Pharkas
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    Converted all AoC campaigns to support 2 player coop

    Posted: 05 Mar 2021 08:49 AM PST

    A while ago I started converting aoe2 de campaigns to support 2 player coop. Now continuing with the work I finished all AoC campaigns as well. Original post here.

    The campaigns might still have bugs but any feedback is very welcome. If you are interested you can find them here (make sure to read the instructions first otherwise the game might start in the broken state):

    AoC:

    Attila the Hun

    El Cid

    Montezuma

    Battles of the Conquerors

    AoK:

    Joan of Ark

    Saladin

    Genghis Khan

    Barbarossa

    submitted by /u/krambor
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    Only on Megarandom is market abuse fast imp into ETK a viable strategy

    Posted: 06 Mar 2021 03:03 AM PST

    Idea: archers inside siege towers throw arrows

    Posted: 06 Mar 2021 01:24 AM PST

    Wouldn't that be 1) pretty cool 2) make those towers useful?

    submitted by /u/DonChath
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    Petards should be able to cut trees

    Posted: 05 Mar 2021 01:33 PM PST

    I think it would be neat if petards had an additional use - at the moment they are good for quick wall busts on arena, rushing down an enemy castle, and sudden death gamemodes.

    Who wouldn't want to see more petard action? Have them able to cut maybe 3 trees in castle age, and more with siege engineers maybe? Ballista eles shouldn't be the only thing that is able to cut trees in castle age

    submitted by /u/masterboarlamer
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    As a beginner, should I choose a cavalry, archer, or infantry civ?

    Posted: 06 Mar 2021 01:11 AM PST

    Impact of T90

    Posted: 05 Mar 2021 09:02 PM PST

    Hi guys, I have played aoe2 since childhood and for a long time not a lot of my friends played aoe2, nor did I see a lot of mainstream following. But I feel past 2 years this has changed. I have always watched T90's videos and stream. So I may be biased but what is your opinion? What is the impact of T90 on the current game state?

    submitted by /u/SnooRabbits8297
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    Suggestion: New map pool selection mechanics

    Posted: 06 Mar 2021 03:05 AM PST

    Hello everyone, this is another post about the problems of RM map selection, and I would like to know the opinion of the different types of players that we have in this community. All types of elos, all types of playstyles are welcome. I am aware there are many posts about the problems caused by players pressing alt+F4, but I haven't found any with this type of solution. If I'm wrong, please let me know.

    As it is right now, with limited bans and the current size of the pool its frequent to get stuck with a map you are not comfortable, so here is a possible solution to reduce the randomness of the selection, without complicating much the matchmaking algorithm (longer queues and possible larger elo difference).

    I'll start with the 1v1, It will be easier to explain:

    First, increase the maps available from 7 to 9, but sort them in three blocks.

    1st block: Open maps, with Arabia as always fixed, and two other maps selected either by the MS team or voting. We have plenty of maps recurrent in the map pool that can be played as much Arabia-like as you want (valley, Serengeti, ghost lake, cenotes…) and others that may differ in some aspects, but similar strategies still work (acropolis, atacama, gold rush, golden pit…)

    2nd block: Closed maps, with Arena as always fixed, and two other maps selected the same way, by the MS team or voting. Closed "boomy" maps could be black forest and amazon tunnel, oasis also fits the role. We also have walled maps such as fortress, hideout and hill fort. And then some hybrid maps with choke points that might fit in the boomy category like rivers or highland (maybe not if you fall behind in water, but you get the point)

    3rd block: The theme of the map pool, with three maps that share a key aspect. The theme could be nomad. Next rotation water maps, next one resources in the middle (not only gold, Atacama could be here too), Migration (land and/or water). The themes could also be about the playstyle, such as early aggression (Socotra) or exploration (MegaRandom and nomads again). And many more. Also this 3rd block could potentially have maps that fit in the other two categories (hybrid maps, with 4 lakes being open and Scandinavia closed)

    Now we have a bigger set of maps and at least 3 should be enjoyable for you.

    How many likes/bans? Only 2. But you can ban an entire block. Potentially you have 6 map bans but there are less combinations for the matchmaking algorithm, making it still easy to find other players at you level with the same selected maps.

    I don't know how difficult could be to implement a subcategory ban in this algorithm, for example ban all the closed maps + one specific of the 3rd block (technically still only 2 bans used), so I'll assume it's not possible. Same for the fav button.

    This will make it much easier for players to play their fav maps

    Now for team games, same reasoning, increase the maps from 9 to 12 and sorted in 3 blocks, 4 maps each

    If you are queuing solo, you have 1 ban, directly you are skipping 4 maps

    If you are queuing with friends, you have 2 bans (now 3 or 4, depending on the size party) and you can potentially skip 8 maps.

    The chances we get a map we don't like are lower this way. The combinations of available maps in common is easier and the risk of people quitting or one-sided matches after a 15 min queue time should be lower. If players want to quit 100% when they don't have they favourite map… there is nothing we can do. But with changes like this one, we might reduce people who are tempted

    So here it is my proposal, I would like to know what you think of it, specially if I left something important, and you thing this could be a step back for you (and why?)

    submitted by /u/MagJeju
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    Ranked statistics not showing on aoe official website

    Posted: 06 Mar 2021 06:28 AM PST

    Hello,

    I've been starting to play a few dozens of both 1v1/team RM and my games' statistics are not showing on ageofempires.com. I've connected my Xbox Live profile on both the game and the website.

    Would you know why is that? On my profile on the website it registers that I have been online recently though.

    Thanks!

    submitted by /u/LashatAtamer
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    Aoe2:DE Config File for custom resolution

    Posted: 06 Mar 2021 02:04 AM PST

    Hi Guys,

    Where can I find the Aoe2 config file to set a custom resolution for the game? I want to run 1920x1200 on my MBA but this option is not available sadly.

    KR

    submitted by /u/2gud2bbad
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    Help Request - Civilization and Unit Classifications

    Posted: 06 Mar 2021 05:30 AM PST

    Hi,

    I recently made a post on analyzing AOE2s civilizations 1v1 Performance statistics (which can be found here).

    One limitation though is that my outputs on civilization performance by their classification and unit availability is severely limited due to how poorly they represent in game reality / usages.

    In order to improve this aspect I was hoping to get community feedback on how we could modify the classifications / unit availability table to better represent the in-game usage / performance.

    For reference here is the current tables I am working with:

    https://docs.google.com/spreadsheets/d/1SFPZlTfP38foj9oy_gYviUK2k9_neIjwle6PKi1YCoA/edit?usp=sharing

    To give an example of what I mean here are some initial proposals that I was considering:

    For the classification table:

    • Adding Archer to Vikings
    • Adding Siege to Ethopians
    • Adding Cav Archer to Huns
    • Adding Elephant to Malay and Vietnamese
    • Adding "defensive" to Franks, Incas & Bulgarians to reflect their tower / castle / krepost usage

    For the unit table:

    • Removing Arbalester from civs that don't have bracer
    • Removing Cav archer from civs that don't have Parthian tactics or a meaningful civ bonus
    • Adding an additional column for "eco" for civs that have a sizeable eco bonus (not sure who to include though)
    • Adding an additional column for Elite Skirm + which would include Vietnamese, Aztecs, Incas, Byzantines & Lithuanians
    • Removing Heavy scorpion from those that don't have siege engineers ? (or some other siege engineers interaction, not entirely sure what yet).
    • Remove Hussah from Civs that don't have the last armor upgrade, but include those that have light scout + the last armor upgrade.

    But yer would appreciate feedback and opinions on what meaningful changes could be made to help improve the analysis.

    submitted by /u/coolio9876
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    I don't want lasers anymore:(

    Posted: 05 Mar 2021 01:20 PM PST

    I got the lasers that replaced the arrows from Comp Stomp, but I can't figure out how to disable them, any ideas?

    Thanks guys, you were right. I just had to go to mads and disable it.

    submitted by /u/ivalioslavistav
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    Multiplayer color mismatching

    Posted: 06 Mar 2021 03:06 AM PST

    When I choose green, grey , cyan ... etc color as my player color in multiplayer, whatever I selected, the color is always fixed to orange color. Is it a bug ? Any fix?

    submitted by /u/Pirolex
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    Skal!

    Posted: 05 Mar 2021 12:43 PM PST

    Skal!

    I couldn't be happier with how the Viking castle turned out in Valheim. It was a little bit more than 650 stone though.

    https://preview.redd.it/fma9ljwpu9l61.jpg?width=2560&format=pjpg&auto=webp&s=15809e92a32d76ac419ed6b18cea63def7a52849

    submitted by /u/topchefClons
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