• Breaking News

    Sunday, May 16, 2021

    Age of Empires 3 Devs: "we made some changes to the Indigenous nations to be more accurate" also devs:

    Age of Empires 3 Devs: "we made some changes to the Indigenous nations to be more accurate" also devs:


    Devs: "we made some changes to the Indigenous nations to be more accurate" also devs:

    Posted: 16 May 2021 12:35 AM PDT

    From SamuraiRevolution's stream today

    Posted: 15 May 2021 07:54 AM PDT

    Bug or Feature?: Cards and Upgrades not Affecting Units in Queue

    Posted: 15 May 2021 11:53 PM PDT

    TLDR: Cards or upgrades that affect changes to unit cost or train time do not affect anything queued. Is that a bug or a feature? Should it be changed or left alone? Discuss.

    I posted a bug report on the official forum and it prompted a discussion on whether or not it is a bug (for any interested: here) and I wanted to open that up here.

    I found that when sending the Age 4 card "California Gold Rush" as the USA, you can queue settlers prior to arrival, and after it arrives, those settlers remain in queue and train along with the automatic settlers provided by the card. The card removes your ability to queue settlers but still allows the player to train two settlers simultaneously at all TCs (picture in the forum link).

    One other user pointed out that this behavior is not limited to just that card, but all changes in-game that affect training units don't affect units already queued and there for did not consider it a bug.

    For instance:

    • Fencing School, Riding School, Dueling School cards do not reduce unit train times for units already in the queue
    • Standing Army and Mass Cavalry church techs do not reduce unit train times for units already in the queue
    • Etc.

    I did not know that these did not affect units in queue (in fact I very much believed they did), and I believe this is a bug because:

    1. This is incredibly counterintuitive
    2. It creates a significant disadvantage by requiring lots of micromanagement when sending one of these cards, when it seems to me that the changes should affect anything the player has queue
    3. It creates unfair situations where a player can abuse the mechanic (particularly when playing as the USA, since you can use this with vils with the Gold Rush card or military units at forts with the Texan Fort card)

    This also affects cost changes, such as discounts from native villages or increases from church techs like Tilly's Discipline, but that seems reasonable to me since the player chooses to queue those knowing the price would change.

    I want to know what y'all think! The questions are: is this a bug or a feature? Should this be changed or left alone?

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

    China's 50 Idle Vill Strat!

    Posted: 15 May 2021 10:42 AM PDT

    Question for dutch players regarding deck

    Posted: 15 May 2021 09:31 AM PDT

    Is it worth it to use military reforms in any given context? I'd like to make halbediers useful but im hesitant to waste a deck slot on this card. What yall think? Cheers!

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

    Is there a way (or hotkey) to auto train/queue units at barrack/stable?

    Posted: 15 May 2021 03:49 PM PDT

    Challenge 28 of 50 Down! On the Road to the US Civ!

    Posted: 15 May 2021 06:51 AM PDT

    Unable to allocate memory crash - any workarounds? 8GB RAM only.

    Posted: 15 May 2021 11:44 AM PDT

    The Cave: Age of Pirates Episode 3 | Age of Empires 3: Definitive Edition

    Posted: 15 May 2021 10:04 AM PDT

    AI Mod causes OOS?

    Posted: 15 May 2021 12:01 PM PDT

    I tried installing an AI mod (the instructions said to drop the 3 files into the AI3 folder), but when trying to play a game with my friend, we get OOS right at the beginning of the match. Can someone point me to an AI mod and explain how to install it properly? The vanilla AI are too easy.

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

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