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    Friday, May 21, 2021

    Age of Empires II I built a Turk castle with styrofoam, hope you like it

    Age of Empires II I built a Turk castle with styrofoam, hope you like it


    I built a Turk castle with styrofoam, hope you like it

    Posted: 21 May 2021 05:36 AM PDT

    my Hometown is finally opening the pubs today. check out this real life footage:

    Posted: 21 May 2021 06:46 AM PDT

    Just beat Extreme AI for the first time!

    Posted: 20 May 2021 09:55 PM PDT

    I just needed to share somewhere..

    I been practicing build orders and been trying to perfect the Scout rush into Castle Age Knights rush.

    https://aoecompanion.com/b/yzvyzzxq0og

    Though I have been practicing this primarily with Huns so I can micromanage less... and it worked!!

    I just beat extreme AI on Gold Rush map, almost lost in Late Feudal when I was trying to conserve resources to go up. But once I hit Castle and got my knights out.. was able to overwhelm the AI by constantly raiding its wood lines and just the sheer force of knights. Replays showed that in early Castle I was down by almost 20 vils because AI was booming and I was trying to build up my knight numbers, and I punished the AI for trying to boom!

    I need to learn other build orders and other strategies, but I was so scared of trying to play Extreme, and it feels good to be able to do it now.

    submitted by /u/ArjaaAine
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    Viper Learning to Multitask

    Posted: 21 May 2021 05:58 AM PDT

    Luring boars is hard

    Posted: 20 May 2021 09:18 AM PDT

    I just beat extreme AI for the first time ever

    Posted: 21 May 2021 03:51 AM PDT

    I know it isn't a big deal for many of you, but I feel like it's a first step towards not sucking. I still remember playing as a kid against the age of kings standard AI when I thought games were meant to take 6+ hours and be played in multiple sittings. I don't think I ever actually beat standard back then, but after just 2 weeks of practicing Heras build orders for ~30 minutes a day I went from 50/50 against hard to beating extreme!

    submitted by /u/the-yiddish-warrior
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    The Duality of Man on the Ranked Queue (maybe, just maybe things are getting out of hand)

    Posted: 21 May 2021 02:34 AM PDT

    Register NOW for League of Empires 3v3 Season 4

    Posted: 20 May 2021 11:44 PM PDT

    Hey everyone, until tomorrow the registration for League of Empires hosted by Lordmwa is open. It's a 3v3 League system, season 3 was 4 divisions, maybe it will be more for season 4. There are no Elo-restrictions, average 1v1 Elo per team ranged from ~950 for the lowest teams in Div 4 (that's me btw) to ~1700 for the top teams in Div 1.

    It was my and my teammates first tournament-like experience, and although we got clapped a lot, it was great fun, communication with and scheduling with the other teams was nothing but nice and respectful and the administration works great and has some really nice tools for submitting games, checking opponents go-to-civs and maps etc. It's a totally different experience than playing ranked. If you're up for it, u/Akkal-AOEII and other streamers will cast your games. I'd like to encourage everyone to participate.

    Registration: https://johannes4998.shinyapps.io/LeagueofEmpriesS4/registerRulebook: https://drive.google.com/file/d/1eSqgrdOK42srPvFI_OYEth_KZmzC0C6H/view?usp=sharingDiscord for further questions (feel free to dm me, maybe I can help you aswell) and info: https://discord.gg/YMd8yD3F

    [Edit: Dates]: The Season will probably be ~8 Sets played over the span of up to 10 weeks (to catch-up games that could not be scheduled) and will start in the week from 31.05.21-07.06.21 to conclude around 09.08.21. Further information in the handbook and the discord

    submitted by /u/tjb937
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    Fully upgraded Frankish Paladin vs one bald boi with a weird stick

    Posted: 20 May 2021 11:56 AM PDT

    Been working on a Small Castle mod lately, is this something you desire?

    Posted: 20 May 2021 03:33 PM PDT

    Tried a mastapizza :3

    Posted: 20 May 2021 01:49 PM PDT

    First time I've ever seen the DE AI build walls, does anybody know what prompts this to happen?

    Posted: 20 May 2021 09:08 PM PDT

    AoE2: How to Italians

    Posted: 21 May 2021 05:29 AM PDT

    What's the most flexible civ for opening strategy?

    Posted: 20 May 2021 11:44 PM PDT

    I really hate the thought of the opponent knowing what I'm going to do. My BOs are far from perfect and I'm not a very fast player either so I rely quite a lot on tech switches, map control, generally trying to win by being clever. If they're able to predict and, say, pre-emptively get some spears out, defend woodlines with towers etc, I invariably fall way behind. So I like to play civs where I can choose archers, scouts, FC, booming etc and all are equally viable, so I can tool my approach to the opponent/map.

    What would you say are the best civs for this? I've been enjoying Malians recently for their flexibility though their cav isn't really impressive until Imp, and I think Magyars are actually pretty good for this if only because they get Champ, Paladin and Arb, I win a lot of games by switching into archers at late Feudal/early Castle because they're expecting cav and polishing off all their spears. I know Chinese are well known for being flexible but I've never liked them for some reason, I think the weird opening scares me. What are some other good bets for this? I came back to DE after last playing in like 2005 so almost all of the new civs are only known to me from T90 videos or occasional test games against the AI. Thanks!

    submitted by /u/Snikhop
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    Anti-hole immersion-friendly concept

    Posted: 21 May 2021 06:04 AM PDT

    Anti-hole immersion-friendly concept

    Hello,

    I generally do not like the way small trees mod looks, the main problem being it looks especially weird - at least for me and from personal experience I know that I am not the only one. I think this is one of the major problems with the game, since those who do not like the look of small trees do not have any other way of knowing whether there is a hole in your wall or not. I propose a function that would work similarly to the new range indicators where the trees would become semi-transparent if a building in its vicinity is selected, or this function could be permanently active, or the function would turn on for all building when a certain key is held down. The video below is a quick mockup of how this function would work ( I also think that my design is far from perfect and this could look a lot better if done properly i.e. the trees would be transparent but highlighted, the empty tiles would be highlighted, etc.)

    The highlighted empty tiles could also be beneficial for other buildings like stables which have some tiles that can walked on.

    I sadly do not have any modding experience or knowledge of whether this could be realistically implemented in the game.

    In any case, tell me what you think. Would you like to have this function in the game if it were possible?

    Quick mockup of Anti-hole immersion-friendly system

    View Poll

    submitted by /u/jurius1991
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    Is Cuman early rush with rams in arena effective?

    Posted: 20 May 2021 09:38 PM PDT

    The Cumans apparently have siege workshop in feudal age that allow them to break wall early, with man-at-arm assisting, in arena, the most unexpected time to attack. But has anyone tried in multiplayer and is it effective?

    submitted by /u/slavically
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    Is it finally time to give cumans bracer?

    Posted: 21 May 2021 03:07 AM PDT

    When Cumans were first released they were boarderline broken, and lacking bracer was the thing that was intended to keep them somewhat balanced. But Cumans are in a rough spot right now. Although they have a very unique feudal age, they have one of the lowest win rates in the game, and an extremely handicapped late game. Giving them bracer would make cav archers actually viable for them (it's bizarre they're not viable for a steppe civ), and hopefully give a bit more of a chance to hold their own in late game. If there's a balance issue with Kipchaks, elite Kipchaks could easily be altered to compensate.

    submitted by /u/user74269
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    My civ concept series 9: The Algonquians

    Posted: 21 May 2021 02:20 AM PDT

    My civ concept series 9: The Algonquians

    After the Nubians (https://www.reddit.com/r/aoe2/comments/ng0z7z/my_civ_concept_series_8_the_nubians/), next civ will be the Algonquians, one of the three North American civs in my concepts. I know this is one of the controversial ones, especially for those who think that they fall in a timeline out of AoE2. Let us see if I can convince you to let Canada into the AoE2 world.

    Algonquian civilization expanded throughout Canada and surrounded Lake Michigan, taking a big chunk of North America. The word Algonquian refers to all the people speaking the Algonquian language, which also included the Inuit and even the Iroquois, although the language of these evolved with time. They are also called the First Nations Peoples, who established trade routes across Canada between 500 BCE and 1000 CE.

    https://preview.redd.it/ksof66f1yf071.png?width=492&format=png&auto=webp&s=1d2c05b9b47f2c57527fb0afa1a58d8cdc8fe313

    Many First Nations civilizations established characteristics and hallmarks that included permanent urban settlements or cities, agriculture, civic and monumental architecture, and complex societal hierarchies (see photos). These cultures had evolved and changed by the time of the first permanent European arrivals (late 15th–early 16th centuries).

    They always lived in equilibrium with natural sources (rivers, lakes, the sea, earth, forests and animals), trying not to use up any of the resources. They were expert forest animal hunters, and that's how they became skilled bowmen. They were also fishermen and farmers. The houses' structure was so unlike the ones of the Great Plains, because of the harder climate. They usually moved from their simple construction summer houses to robust winter houses.

    In pre-colonial era, their enemies were the Inuit from the North, whom they defeated because they were superior in number, and the Iroquois from the South, whom they usually warred against. When the Europeans arrived, both civilizations took sides, and the Algonquians sided with the French. This alliance provided the Natives with horses, which were effectively used for war purposes.

    Algonquian chiefs were called "Sachem", and they reached this status by succeeding as hunters and warriors. They worshipped medicine, or, as they called it "Midewiwin".

    Regarding the civ balance, the Algonquians have an especial tech tree adapted to the Native American civs. The wealth of the vast Canada is reflected with an "all resource" eco bonus. Their ability with the bow turns them into an archer civilization with a bonus for archer upgrades. The rest of the bonuses can be defensive (even if they lack stone walls), with towers that mimic their outposts to guard their land, stronger houses, and Town Centers that can create troops for defensive purposes.

    The Unique Unit is called Minisino, which in the language of the Miami Indians (they lived near Michigan Lake, not in modern day Miami) means "Tried and Proven". It is presented as a "building burner" unit, with bonus attacks against buildings that can also tank ranged fire. The names of the Unique Techs have already been mentioned, and their effect will improve Archery Range units and reduce costs in Native Warriors respectively.

    North American civ features:

    - Can't build stone walls

    - Can't build stables UNTIL THE IMPERIAL AGE

    - Start with a Native Scout, which is the very same as an Eagle Scout (including costs, armor classes and upgrades) but with different design. The same is for the Native Warrior and Elite Native Warrior

    - They can create Canoes at docks, starting in the Feudal Age. The Canoes can be seen in many campaigns and are available in the Scenario Editor. They're small ships that fire two arrows. No elite upgrades available.

    o Creation time: 50s in Feudal Age, 30s in Castle Age and Imperial Age

    o Cost: 75 wood 20 gold

    o HP 70

    o Attack 7 (pierce)

    o Armor 0/6

    o Range 5

    o Reload time 3.05 Frame delay 0 Speed 1.5

    o Upgrades: Attack and range (blacksmith); armor and speed (dock).

    o Attack bonuses Ships 9 Fishing Ships 9 Buildings 7 Rams 4

    - They can build Stables at the Imperial Age. There won't be any technologies available, but can create two units:

    o Mounted warrior: A reskinned version of the Hussar. With the same cost, hidden stats and bonuses, and these stats:

    HP 95; Attack 7 (Can be upgraded at the blacksmith); Armor 2/5; Speed 1.65

    o Mounted lancer: A reskinned version of the Elite Steppe Lancer. With the same cost, hidden stats and bonuses, and these stats:

    HP 100; Attack 11 (Can be upgraded at the blacksmith); Armor 3/4; Range 1; Speed 1.60

    - When they reach the Imperial Age, they can also train a new unit at the Archery Range:

    o Mounted archer: A reskinned version of the Heavy Cavalry Archer. With the same cost, hidden stats and bonuses, and these stats:

    HP 80; Attack 7; Armor 1/0; Range 4; (Can be upgraded at the Archery Range, Blacksmith and University). Speed 1.54

    Algonquians: Archer civilization

    - Receive 50/100/150 units of wood, food and gold upon reaching each Age

    - Crossbowman and Arbalester upgrades are instant

    - Towers fire one additional arrow

    This additional arrow will only deal 1 pierce damage

    - Houses get +3 Standard Building Armor

    Team bonus: Pikemen can be created at Town Centers starting in the Castle Age

    Unique techs:

    - Midewiwin (300 food 550 gold): Archery range units regenerate HP

    Regeneration rate: 15 HP/min

    - Sachems (700 food 500 gold): Native Warrior gold cost is replaced by food cost

    Unique unit:

    Minisino: Infantry with low attack, but high armor and good bonus damage vs buildings, especially defensive ones

    Cost: 55 food 35 gold

    Upgrade cost: 1000 food 500 gold

    Creation time 20s (17s). Speed 1 Reload time 2

    HP: 50 (65)

    Attack: 6 (9) melee

    Armor: 2/4 (4/7)

    Armor class: Infantry

    Upgrades: Blacksmith

    Attack bonus: Building 8 (10) Walls and Gates 8 (10) Stone Defense 12 Castle 10

    Barracks: Champion – Halberdier – Elite Native Warrior – All techs

    Archery range: Arbalester – Elite Skirmisher – Mounted Archer – lack Parthian Tactics

    Stable: Mounted Warrior – Mounted Lancer

    Siege workshop: Capped Ram –Siege Onager – Heavy Scorpion – Siege Tower

    Blacksmith: Lack all cavalry armor upgrades, Blast Furnace and the last infantry armor upgrade

    Dock: Galleon – Fast Fire Ship – Demolition Ship – Canoe – All Techs

    University: Lack Bombard Tower –Fortified Wall – Siege Engineers

    Castle: Lack Hoardings and Sappers

    Monastery: Lack Heresy – Faith – Theocracy

    Economy: Lack Guilds

    This civ needs to get to Feudal Age to start getting advantage from its bonuses. To start, they will get 50 wood, food and gold upon reaching this Age. They can Tower rush, thanks to the extra arrow of the towers, but it will always be a good investment to go for archers, since they will be instantly upgraded in Castle and Imperial Ages. When aging up, more resources will be added to the stockpile.

    The Castle Age Unique Tech will give HP regeneration to ranged units. The Imperial Age Unique Tech will make Native Warriors trash units (though slightly weaker than those from the rest of the American civs). In this Age mounted units can also be mixed, for raiding and mobility. Mounted Archers, though lacking Parthian Tactics, will also regenerate HP.

    For defensive purposes, of course, towers can help, but houses will partially negate the bonus attack of melee units, thus becoming walls. The Spearman line can also be created in Town Centers, which is great for defending against hussar raids. Onagers, though lacking Siege Engineers, and Scorpions can be a good addition to the army. Don't forget the early game raiding potential in water maps of Canoes, which are cheap but can harass Fishing Ships.

    Given the information I could gather around the civ, I think we can say that the only building that would be totally "made up", would be the Castle, since they lacked stone workings, but hey, most of a Japanese Castle is made of wood, and they cost 650 stone!

    I hope you enjoyed, and of course, suggestions are welcome. Next civ will be the Dutch.

    Thank you!

    submitted by /u/Azot-Spike
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    Hidden Cup 4 VODS gone (No Spoilers Please)

    Posted: 21 May 2021 08:13 AM PDT

    The VODS for HC4 on Twitch disappeared, along with any previous broadcasts from before a few weeks ago.

    Is there any way to watch the VODS still (I prefer the VODS so I don't get spoilers on how many games were played etc.)

    submitted by /u/yogiebere
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    Britons Vs Burgundians | 1v1 Arabia | Epic Warwolf Trebuchet kills [AoE2]

    Posted: 20 May 2021 11:20 PM PDT

    Age of Empires 2 DE - Cumans Theme (HEAVY METAL GUITAR COVER)

    Posted: 21 May 2021 04:02 AM PDT

    this person is at least being honest regarding how they got their rating. it still ruins the experience for whoever they get queued with, though.

    Posted: 20 May 2021 02:21 PM PDT

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