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    Wednesday, March 3, 2021

    Age of Empires II Posting a Hidden Cup meme everyday until the finals #1

    Age of Empires II Posting a Hidden Cup meme everyday until the finals #1


    Posting a Hidden Cup meme everyday until the finals #1

    Posted: 02 Mar 2021 03:11 PM PST

    Give me that spice.

    Posted: 02 Mar 2021 11:03 PM PST

    [Suggestion] Add a button to rename files in the saved game / replay screen

    Posted: 02 Mar 2021 11:52 PM PST

    I know this joke is old, but I made a t90 farm generator that randomly places farms and mills

    Posted: 02 Mar 2021 11:33 AM PST

    Goth Spamalot (Monty Python) by Morley Games

    Posted: 03 Mar 2021 05:11 AM PST

    At this point, reverting all pathing changes ever done in DE would be best....by a lot

    Posted: 02 Mar 2021 01:59 PM PST

    Good riddance! I won't miss you.

    Posted: 02 Mar 2021 07:06 PM PST

    Elite Arambai?

    Posted: 03 Mar 2021 08:05 AM PST

    I hardly used them before the update, but wondering how people are finding them now? Do peeps try get the elite upgrade in arabia?

    What would yall say is a decent size blob to go raiding with? Realistically how many should i aim for as a max sized blob before i rather try using other units as well? is 30 enough? is 40 too many?

    And on a similar note, i just had a game v slavs, and their scorps seemed a very decent semi static counter to the arambai blob, i just couldnt dodge enough shots to make it cost effective fighting near them, even if i could just out flank them.

    submitted by /u/Helikaon48
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    Is there a document posting civ draft statistics of HC4 qualifier?

    Posted: 03 Mar 2021 05:15 AM PST

    I enjoyed some of the Hidden cup game. It is probably the best AOE2 event that features various map settings to determine who is more well-rounded player.

    Analyzing civ draft statistics would also be interesting. Just my guess from some games, Aztecs still frequently banned/sniped even though they nerfed heavily last year. Italians are also frequently banned/sniped due to the Island, which is different from the Arabia event like KOTD3. Franks/Mayans/Tatars are quite popular and Japanese/Persians are picked frequently in hybrid map.

    Is there any document posting civ draft statistics of HC4 qualifier?

    submitted by /u/kkm6960
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    Dear Lord Pachacuti is a boring slog

    Posted: 02 Mar 2021 05:14 PM PST

    Played my first 3v3 against the hard AI... Most ridiculous game I have ever played.

    Posted: 02 Mar 2021 10:05 PM PST

    Nobody told me self-laming is a thing...

    Posted: 02 Mar 2021 09:48 AM PST

    There's got to be a punishment for dropping que if you get a map you don't like.

    Posted: 02 Mar 2021 06:29 PM PST

    Look, in team games I ban Arabia. I don't wanna play Arabia in team games. I will spend a literal hour trying to que for games, find a lobby, only to have one of the 6-8 players just drop because they dont wanna play megarandom, or whatever the map rolls thats not Arabia. It sucks.

    submitted by /u/Vettz
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    Unpassable gates in campaigns

    Posted: 03 Mar 2021 06:34 AM PST

    Hey guys i hope this hasn't been asked before

    But everytime i play a campaign where during the campaign another's players town converts to ur town (e.g. orleans or dos pilas but even custom campaigns) my units refuse to use About 50% of the gates. Even if i delete the gates they refuse to pass through the terrain, like an alpha wall in a first person game. It's really ruining my plan of finishing all campaigns ^ Do you guys experience this too? And are there ways to fix it?

    I'm playing on steam btw

    Thanks in advance!

    submitted by /u/kur4_i
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    Am I the only one who plays like this?

    Posted: 02 Mar 2021 08:52 AM PST

    I am a history fan. And when I play I like doing it in a "Historical sense". For example I would choose a Civilization based on my knowledge of the culture/history, would play it in a logical map (for example Japan vs China vs Korea in sea of Japan). I would build I a realistic and aesthetic matter, unlike a practicsl and gamey way. I would organize soldiers in groups and regiments, would wall everywhere, etc. I have never played as it should be. And of course, I never played a multiplayer Match. Do anyone of you do the same, or I am just a strange fellow?

    submitted by /u/W1lfr3d_the_saxon
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    Should Persians be switched into Central Asian architecture for historical accurate?

    Posted: 02 Mar 2021 06:08 PM PST

    Civilization Match-up Discussion Round 11 Week 8: Incas vs Portuguese

    Posted: 02 Mar 2021 09:31 PM PST

    Pick your poison: Inca Vill Trush or Portuguese Feitoria camping!

    Hello and welcome back for another Age of Empires 2 civilization match up discussion! This is a series where we discuss the various advantages, disadvantages, and quirks found within the numerous match ups of the game. The goal is to collectively gain a deeper understanding of how two civilizations interact with each other in a variety of different settings. Feel free to ask questions, pose strategies, or provide insight on how the two civilizations in question interact with each other on any map type and game mode. This is not limited to 1v1 either. Feel free to discuss how the civilizations compare in team games as well! So long as you are talking about how the two civilizations interact, anything is fair game! Last week we discussed the Aztecs vs Spanish, and next up is the Incas vs Portuguese!

    Incas: Infantry civilization

    • Start with a free llama
    • Villagers affected by infantry Blacksmith upgrades
    • Houses support 10 population
    • Buildings cost -15% stone
    • TEAM BONUS: Farms built +100% faster
    • Unique Unit: Kamayuk (Powerful spearman with 1 range)
    • Unique Unit: Slinger (Anti-infantry foot archer)
    • Castle Age Unique Tech: Andean Sling (Slingers and Skirms have no minimum range)
    • Imperial Age Unique Tech: Fabric Shields (Kamayuks, Slingers, and Eagles have +1/+2 armor)

    Portuguese: Naval and Gunpowder civilization

    • All units cost -20% gold
    • All techs research +30% faster
    • Ships have +10% hp
    • Can build Feitoria in Imperial Age
    • TEAM BONUS: Team have shared LoS starting in Dark Age
    • Unique Unit: Organ Gun (Light siege unit with powerful ranged attack)
    • Unique Unit: Caravel (Galley-like warship that deals pass-through damage like a scorpion)
    • Unique Building: Feitoria (Costs 20 pop space, but slowly generates all resources infinitely)
    • Castle Age Unique Tech: Carrack (Ships +1/+1 armor)
    • Imperial Age Unique Tech: Arquebus (Gunpowder units better track moving targets)

    Below are some match up-specific talking points to get you all started. These are just to give people ideas, you do not need to address them specifically if you do not want to!

    • Oh boi this should be interesting. For 1v1 Arabia and similar maps, I would hazard that Incas are generally seen as a bit stronger on average compared to Portuguese. Villager rush aside, Incas are still able to apply pressure early on quite effectively, and possess powerful counter units to pretty much everything out there. Portuguese, meanwhile, have some generally useful bonuses with their gold discount and research speed boost, but otherwise lack a decisive eco bonus or obvious power unit. How do you think these two civs fare?
    • On closed maps, both of these civs could be considered middling-to-above-average. Incas still possess the ability to go aggressive and take relics on Arena, or go forward on maps like Hideout and BF. However, their post-Imp is not as impressive as many other civs, and they lack a midgame eco bonus. Portuguese, meanwhile, have an incredibly strong Imperial Age army, but somewhat lack any fantastic tools to get there. Thoughts?
    • As a flank civ in team games, both of these civs are quite good, although both fall short of the highest tiers. Inca aggression can again be quite potent here, and this is backed up by FU Arbs and Siege Rams, not to mention Kamayuks. Portuguese are again going to be a bit on the slower side, although the gold discount is great for your FU archers. However, they will truly shine in late game with their slow doom push with all of their gunpowder. Do you prefer the early-midgame strength of Incas or the mid-lategame strength of Portuguese?

    Thanks as always for participating! Next week we will continue our discussions with the Spanish vs Vikings. Hope to see you there! :)

    Previous discussions: Part 1 Part 2 Part 3

    submitted by /u/OrnLu528
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    Why it takes forever for me to be checked? Before it was ok but nowadays it remains like this forever.

    Posted: 03 Mar 2021 02:44 AM PST

    [Bug] this keeps happening in scenario editor. I restarted just before this video was taken

    Posted: 03 Mar 2021 08:32 AM PST

    Custom Civ Idea: Somalis

    Posted: 03 Mar 2021 07:32 AM PST

    Naval and Gunpowder Civilization

    Bonuses:

    *Trade Cogs generate food and wood as well as gold (This represents the fact that the Somalis were trading powers and got all sorts of products from India and Arabia)

    *Warships deal 20% more damage (The Somalis had a great navy, even managing to beat the Portuguese once)

    *Sheep decays 50% slower (Before they formed cities, the Somalis were nomadic pastoralists who herded sheep)

    Unique Technologies:

    Clans: Military buildings work 20% faster (This is a bit of a stretch; Somalis have a clan system that is very important to them, so maybe clan loyalty caused units to train faster? I'm open to suggestions on this one)

    Hydraulics: All buildings are constructed 100% faster (The Ajuraan Sultanate had a sophisticated hydraulic system)

    Unique Unit: ???????: anti-archer gunpowder unit (I could not find anything relating to what Somali words are for muskets or guns, but the idea here is that the Somalis adopted gunpowder before the Ethiopians did, and the anti-archer mechanic would symbolize their rivalry)

    Team Bonus: Coinage is free (Coins from Mogadishu have been found as far as Iraq)

    submitted by /u/ssarma82
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    Best counter to maa-archer opening?

    Posted: 03 Mar 2021 07:20 AM PST

    What's the best counter to maa if I was planning to open scouts? I've heard that the best theoretical counter is drush into archers , as you can trade your militia before they get the maa upgrade, and even if they fight after the upgrade they have to clean up the drush and you would have archers to counter. But you would have to be going for it beforehand.

    I've heard scouts into skirms is good as a counter, but I was thinking that maa beat scouts in early feudal, so it's hard to defend.

    Any thoughts?

    submitted by /u/L0CU5T3302
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    I can't pick a main civ... help based on play style?

    Posted: 03 Mar 2021 03:15 AM PST

    I've been bumping back and forth between Ethiopians and Khmer, but I'm not sure I truly love either.

    Ethiopians I usually go towers on my resources, a few archers and skirms for early rush defence, hard boom and knock down TC's, Eco and Castles with Shotel warriors and mangonels.

    Khmer, I fast Imp if possible defending with trash and then push upgraded elephants.

    I like playing a strong defense and like working towers backed by quick or ranged units on enemy eco after a fast castle. I like to boom and have my first push win the first battle to gg.

    Anybody recommend who else I should try?

    Don't play online, if I had to guess I would wager my elo would be around 900-1000. I can beat moderate, usually beat hard, can beat hardest. I lose my eco while fighting which is where the AI usually kicks my ass. Poor micro, but I'm working on it.

    I really wanna get better at earlier rushes, and my archers don't always do quite what I'm after playing as Ethiopians.

    submitted by /u/MysticMarbles
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    Changing the in game timer

    Posted: 03 Mar 2021 02:35 AM PST

    The normal speed of AoE2 is 1.7 times normal seconds. This is a design flaw IMO.

    The clock is probably used in the game code for timing unit creation, upgrades and more. However the game works though, the values we see could be divided by 1.7 (for normal speed) and presented to us.

    Just think how awesome it could be if they were ACTUAL seconds. You could use your general feel and knowledge of time in AoE.. imagine!

    PROBLEM 1, Ugly numbers:

    Values divided by 1.7 are ugly. Consider that a villager would be created in 14.7 seconds instead of 25 seconds. We can't just round the numbers, that would probably mess up the game balance. However, I value function over form and would rather have an ugly number than one which I have to do math on. Also, the math would be easier if normal game speed was 1.5 like in the old days, but 1.7 is (for me at least) hard to estimate.

    Villager creation time is a bad example though, because we're all so used to it (SHH HAH). But consider the tech Architecture from the University - it takes 70 seconds to research which is actually around 41 seconds. Does it really matter if it shows 41 seconds? I know I would like to see something I can relate to reality rather than what is essentially 70 magical fairy seconds.

    Let's face it, NOBODY knows ALL the research times (no, not even viper). It's not impossible to remember them all, but it just doesn't matter enough to make it worthwhile. I suspect most players divide them into categories and FEEL the time instead of knowing it.

    So, if we rarely look at creation and upgrade times, but often times just know it by feel: Why can't the in-game time be shown in real seconds?

    PROBLEM 2, Veterans and fake complexity:

    The game has a lot of veteran players. I know this change would cause a bit of frustration for them, because they have certain tells from from the game time regarding uptimes etc. and have grown accustomed to it.

    The game has changed a lot the last 5+ years to make it more including for newer players, and to great success. The game has never been healthier, and the population is actually growing rather than declining (thanks DE).

    I remember veteran players bashing Forgotten Empires, multi queue and every other new thing implemented saying it would kill the game. And we now know, they were wrong.

    The in-game clock currently adds to what I like to call fake complexity. It's game complexity which is convoluted for no reason. For example: the old unit queue system (before multiqueue), the old shift-queue system, the old farm queue system. Basically systems that are badly designed, and take unnecessary time and skill to master.

    AoE is a strategy game where decisions, macro and micro should be the focus. Not some arbitrary system designed in the late 90's. It's basically gatekeeping new players.

    PROBLEM 3, Just make a mod, bro:

    I want this change to be the new default. It will help players to relate better to the times shown in the game. Options could exist to show the original values or both.

    I'm interested to hear your thoughts!

    submitted by /u/uberDAN--
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