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    Friday, June 11, 2021

    Age of Empires II DauT and Sicilians. I'm starting to see a pattern here

    Age of Empires II DauT and Sicilians. I'm starting to see a pattern here


    DauT and Sicilians. I'm starting to see a pattern here

    Posted: 11 Jun 2021 05:05 AM PDT

    Seville in the High Middle Ages

    Posted: 10 Jun 2021 09:21 PM PDT

    The Snek(uman) preparing his plans to win RB Wololo 4! (featured in my new RB4/LotR Trailer - link in comments)

    Posted: 11 Jun 2021 07:47 AM PDT

    For those who like football and AoE, you might find this a useful overview for the upcoming weeks

    Posted: 11 Jun 2021 09:11 AM PDT

    Comparing economy choices by production timing

    Posted: 11 Jun 2021 06:10 AM PDT

    All about that flemish revolution

    Posted: 10 Jun 2021 12:40 PM PDT

    Castle Drop Fail

    Posted: 10 Jun 2021 01:51 PM PDT

    Just another day at the AoE2 office

    Posted: 11 Jun 2021 04:54 AM PDT

    The hard truth.

    Posted: 11 Jun 2021 12:23 PM PDT

    Hello guys, this is my new guard tower model, hope you realize which civ it belongs to

    Posted: 11 Jun 2021 04:59 AM PDT

    Is there a single advantage of A* pathfinding over flow field in an rts game?

    Posted: 11 Jun 2021 03:05 AM PDT

    Short explanation:

    A* is calculating the shortest path on a grid, while flow field is a modified dijkstra algorithm, calculating the direction of the shortest way for any node. A* is faster if there is only one object wanting to go to a single goal. However when the object leaves the optimal path on the way or multiple objects share the same goal flow field is getting more efficient. Those two scenarios are happening a lot in rts games.

    Question explanation:

    Cyson said in an interview that they would stick with A*, because it's the aoe 2 engine and as an example he said an Elefant would still need to go around pikemen. While in other games the pikes would flow around the Elefant. However to my knowledge this isn't about the pathfinding engine itself, but about the implementation of coordinated unit movement.

    The pikes flowing around the Elefant are an example of force based collision avoidance, similar to a Molecular dynamics simulation. Flow field can be implemented in a very similar blocked path avoidance routine, steering behavior routine. So my question is wouldn't pathfinding be more efficient and reliable if the engine had the optimal path for every node available, instead of only the best path for a single unit?

    submitted by /u/louis1245
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    Fan made update: The Steppire Strikes back

    Posted: 11 Jun 2021 12:14 PM PDT

    It is time. Let the buffs to the Lancer commence!

    General:

    • Crossbowman: Increased creation time from 29 to 32s
    • (Elite)Steppe Lancer: Reduced attack rate from 2.3 to 2.1
    1. Now deals +4/7 damage to Camel units
    2. Now deals +3/5 to Civilian units
    3. Recieves +1 melee armour
    4. Collision box size made 20% smaller (about 1.6x as big as in 2019 on release)
    5. Reduced creation time from 24s to 22s
    • Elite Steppe Lancers: Now move at 1.5 tiles per second
    1. Reduced creation time from 20s to 18s
    • Elite Steppe Lancer upgrade cost reduced from 900f 550g to 700f 450g
    • Hand Cannoneers: Creation time reduced from 34s to 26s
    1. Movement speed increased from 0.96 to 1.06
    2. Reload time reduced from 3.45 to 3.2
    • Knight: Increased creation time from 30 to 35s
    • Supplies technology cost reduced from 150f 100g to 100f 50g
    • Squires technology is now available in the Fuedal Age

    Civilisation Balance:

    Burgundians:

    • Stable upgrades cost -40% (was -50%)
    • Flemish Militia: Available at Town Centers in Imperial Age
    • Flemish Revolution: Upgrades all existing Villagers to Flemish Militia; Create Flemish Militia at Barracks and train 40% faster; Villagers recieve +2 melee armour, +7 vs Cavalry

    Burmese:

    • Train Battle Elephants 33% faster

    Chinese:

    • Now Start with +2 villagers, -200f (was +3, -50w - 200f)
    • Technologies now cost -15% (was -10/15/20%)

    Cumans:

    • Elite Steppe Lancer upgrade 50% cheaper (350f 225g)
    • Cuman Mercenaries: Team members can create 10 free Elite Kipchaks in the Castle Allows allies to train Steppe Lancers; Steppe Lancers gold cost removed for increased food cost (90 food) (double creation time for allies)
    • Cuman Mercenaries: Cost increased from 650f 400g to 850f 650g

    Mongols:

    • Light Cavalry, Hussars, Steppe Lancers now have +20% hit points (was +30%)

    Portuguese:

    • Technologies are now researched 35% faster (was 30%)
    • Archery Range units deal +1 attack to Cavalry

    Saracens:

    • Camels units now recieve +15 hp (was +10hp)
    • Camel Riders attack 10% faster

    Sicilians:

    • Now have access to the Thumb Ring technology

    I hope you like my suggestions but feel free to disagree in the comments below!

    submitted by /u/CaptainCakeEater
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    Handmade AI spams unlimited Barracks Huskarls

    Posted: 11 Jun 2021 08:10 AM PDT

    I make AI scripts from scratch. Several of them are for Goths players. Problem is this:

    Although I can get Goth AI to train Huskarls in their barracks, they will keep training non stop.

    (defrule (unit-type-count-total 759 < 20) ;759 is the unit ID for Barracks huskarls. (can-train 759) => (train 759) (chat-local-to-self "camel") 

    That problem also happened for Tarkans trained from Hun stables. For anyone also handcrafting AI scripts, what is wrong here?

    submitted by /u/hussar269c
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    How to fix the Team Elo guide for Devs

    Posted: 11 Jun 2021 03:18 AM PDT

    There is a well known exploit in the current team elo system, that allows players boost themselfes to rank one if they have friends playing on smurfs.

    By calculating individual elo of players vs the average Elo of the enemy team this exploits would be gone and the old inflation wouldn't return.

    Everything here is with a K value(Max change) of 32. Like it is currently used in DE.

    Lets look at some examples:

    Original system that was used untill some weeks ago(Problem inflation):

    Imageine a 2v2 with :

    P1 1000 elo

    P2 2000 elo

    P3 1500 elo

    P4 1500 elo

    P1 and P2 vs P3 and P4

    If team 1/2 wins P1 gains 30.3 elo P2 gains 1.7 elo P3 looses 1.7 elo P4 looses 1.7 elo. Total elo produced: 28.6

    If Team 3/4 winf P1 looses 1.7 elo P2 looses 30.3 elo P3 gains 30.3 elo P4 gains 30.3 elo. Total elo produced: 28.6.

    Current system, only compear average elo and distribute points evenly between players:

    Imageine a 2v2 with :

    P1 1000 elo

    P2 2000 elo

    P3 1500 elo

    P4 1500 elo

    P1 and P2 vs P3 and P4

    If team 1/2 wins P1 and P2 gain 16 elo while P3 and P4 loose 16 elo each. No elo is genarated same goes if the other team wins. BUT P2 and P1 might both be 1500 that are trying to boost P1 up. This is what the current rank 1 on the ladder does. Four 1400 1v1 players can reasonably boost an account to 7000 team elo in 400 games.

    New way of calculating proposed here:

    Calculate elo change by evaluating elo change of individual players vs the average elo of the enemy team.

    Imageine a 2v2 with :

    P1 1000 elo

    P2 2000 elo

    P3 1500 elo

    P4 1500 elo

    P1 and P2 vs P3 and P4

    If team 1/2 wins P1 gains 30.3 elo P2 gains 1.7 elo P3 looses 16 elo P4 looses 16 elo. Total elo produced: 0.

    If Team 3/4 wins P1 looses 1.7 elo P2 looses 30.3 elo P3 gains 16 elo P4 gains 16 elo. Total elo produced: 0.

    Since high elo players get dimishing returns from playing with smurfs it is impossible to boost singular accounts up to high elo like this. While it also doesn't inflate the elo system.

    I hope I was able to convince some dev that read this that calculculating individual elo vs average of enemy team is the correct way of action.

    Thanks for reading. (This was witten on my phone during lunchbreak so srry for any typos)

    submitted by /u/Michael_RS
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    You can now vote for the new ranked map rotation starting June 15th:

    Posted: 11 Jun 2021 12:37 AM PDT

    Fishing on Nomad and Full water maps.

    Posted: 11 Jun 2021 01:12 AM PDT

    Hi guys, I'd like to know how much you should invest into fish eco during your games. I'd also like to know at what point you start adding fish. Is there such a thing as too much fishing ships? And why do the pros build fish traps even tho there's still fish on the map. Thanks.

    submitted by /u/LonelyRabboni
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    AoE2 News - June 11, 2021 | Newsletter

    Posted: 11 Jun 2021 11:58 AM PDT

    What AI do you need to be able to beat to be considered a good player? If i've beaten Hard AI, am i still a noob?

    Posted: 11 Jun 2021 09:17 AM PDT

    How to beat extreme AI as meso civ

    Posted: 11 Jun 2021 11:15 AM PDT

    I try to go m&a into single archery range but the AI makes a lot of skirms and archers and somehow manages to reach castle about the same time as me.

    If I go eagles, it counters with long swords and archers.

    How do you deal with such ai?

    submitted by /u/Advanced-Hedgehog-95
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    My Game Was Casted by a Pro Player :)

    Posted: 10 Jun 2021 01:28 PM PDT

    After discovering his YouTube channel a month or so ago, I've been on an IamChris binge. He understands the game so well and has really good tips for beginners and pros. IamChris has been casting the Red Bull Wololo IV qualifiers which have been really entertaining. He's been casting some lower level games as well and casted mine the other day! Yes I am a noob, but no I don't always pick Goths :) Thanks IamChris!

    https://www.youtube.com/watch?v=s10g03SoG9g

    submitted by /u/TheGr8White32
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    My civ concept series 19: The Afghans

    Posted: 11 Jun 2021 12:16 AM PDT

    Hi all! After the Romanians (https://www.reddit.com/r/aoe2/comments/nwhfcy/my_civ_concept_series_18_the_romanians/), next civ will be the Afghans, the fifth Asian civ in my concepts. From what I learnt, this arid area has given a grand influence to many of the existing civs in AoE2. So, let's get started!

    Historically called Pashtun, Afghans were settled in a landlocked region (in the Antiquity Bactria) that would meet invasions from very different and varied Empires and dynasties. The strategic importance of this land has much to do with trade routes, since it was a mandatory stop of the Silk Road. It also communicated India and the Eurasian Steppe. In spite of its closeness to India, the Pashto language is derived from the family of Iranian languages.

    In the beginning of the Middle Ages, the White Huns (Bukhara AoE2 HD) ruled Afghanistan, until in the 6th century, they were defeated by the Indian Kings Yasodharman and Narasimhagupta while trying to attack India. Until the 9th Century the Kabul Shahis took control of the Kabul Valley. At that time, the first mixing of the Pashtun people with Turkic people happened. When Shahis began their rule, they were Buddhists, but after 870, the land worshipped Hindu gods. All of this changed with the uprising of Muslim powers, which expanded throughout Asia. The Ghaznavids defeated the Hindu Shahi army of Kabul and Gandhara and established a new rule in Afghanistan (977).

    Under the rule of the Ghaznavids, its capital (not Kabul, but Ghazni) became a cultural center. Mahmud of Ghazni also made forays into India, and the Empire ruled over most of Iran, Transoxiana and the northwest of India as far as the Indian Ocean. But in 1040, Ghaznavids lost most of Iran to the Seljuk (Chaghri and Tughrul), even though they were the first Muslim army to use War Elephants. The Ghaznavid dynasty ruled until 1151, when a Ghurid prince, Ala al-Din Husayn, burned the city of Ghazna and established the Ghurid dynasty. This rule didn't last long, because first the Khwarezmid Persian Empire in 1215, and shortly after, in 1219, the Mongols, conquered all the lands owned by them.

    After the Mongol invasion, both people and lands were divided. Many Pashtun mixed with the Pashtun ancestral Khalji dynasty. The Ilkhanate (former Persian land that became part of the Mongol Empire), took most of the west. The Qarlughids were the only Muslim state remaining, and were based in Ghazna. Finally, Chagatai Khan, the 2nd son of Genghis, took Kabul and his own Khanate, as part of the Mongol Empire. The fall of the Ilkhanate shortly after (1335), gave way to the Qarlughids expanding their land until Kabul, this time under the name of the Kart dynasty, since they were related to the Ghurids. All this time they were vassals of the Mongol Empire, but, when it weakened, they saw themselves as independent. Mu'izz-uddin Husayn even dared to attack the remaining of the Chagatai Khanate. He took a young Timur into his service, and taught him about warfare. This proved to turn against them, because in 1370 Timurids ended the independent Kartid state and these became vassals of Timur. Herat, in modern-day Afghanistan, became the capital city of the vast Timurid Empire in 1405, thus mixing Persian traits with Turkic culture, Mongol traces and the original Pashtun, in which it is called the Timurid Renaissance. Finally, Babur, both Genghis Khan's and Timur's descendant, established his military base in Kabul, captured the seat of the Delhi Sultanate (at that time ruled by the Afghan Lodi dynasty), and founded the Mughal Empire in 1526. So it can be seen the enormous influence of the Afghan in the surrounding areas, especially when it comes to the History of India.

    Regarding the civ balance, the Afghans have been granted a very technological tech tree, with only a few upgrades missing. The influence of the Persian, Turkic, Arab, Mongol, Timurid and Indian surrounding lands has been reflected in free bonuses for Cavalry, Camels, Archers and Cavalry Archers. The technology is reflected in a bonus for Universities and gunpowder gets also a small bonus. Finally, foreign influences have been reflected in the Team bonus.

    The unique unit is the Ghulam. Ghilman (the plural of Ghulam) were slaves that were used in warfare in the Islamic expansion, in a similar way to mamelukes. The Ghulam has been chosen because the only dynasty that the Ghilman ever succeeded in establishing was the Ghaznavid in the 10th century. It has been depicted as a Cavalry Archer. The Castle Age Unique Tech is a reflection of the multiple changes that the area underwent during the Middle Ages. Since in the antiquity these lands were known as Bactria and the Bactrian camel has been reflected in AoE2 for many civs, they are 'honored' with the Imperial Age Unique tech, which will give a power spike to Camels.

    Afghans: Camel civilization

    - Cavalry armor upgrades are 50% cheaper (EDIT: I have changed it from free upgrades)

    - Heavy Camel Rider upgrade is free (Requires the time to research it)

    - Free Ballistics (University required)

    - Gunpowder units move 5% faster

    - Universities cost -100 wood and support 15 population

    Team bonus: Regional units (Eagle Warriors, Camels, Steppe Lancers and Battle Elephants) and Unique Units are created 30% faster

    Unique techs:

    - Dynasty Shift (900 wood 250 gold): Resource selling prices at markets are multiplied by 4 (Buying prices adjust consequently)

    - Bactrian Camels (600 food 500 gold): Camels get +4 attack and +1/+1 armor

    Unique unit:

    Ghulam: Cavalry Archer with bonus attack vs archers

    Cost: 60 wood 40 gold

    Upgrade cost: 900 wood 700 gold

    Creation time 26s. Speed 1.4 Reload time 2. Frame Delay 20. Attack Delay 0.6. Accuracy 70 (85)

    HP: 40 (45)

    Attack: 5 (6) pierce

    Armor: 0/0

    Range: 4

    Armor class: Archer, Cavalry, Cavalry Archer

    Upgrades: Blacksmith, Archery Range, Stable, University

    Attack bonus: Archer 3 (4)

    Barracks: Champion – Pikeman – Lack Supplies

    Archery range: Crossbowman – Elite Skirmisher – Heavy Cav Archer – Hand Cannoneer – All techs

    Stable: Hussar – Knight – Heavy Camel – Battle Elephant – All techs

    Siege workshop: Siege Ram –Mangonel – Heavy Scorpion – Bombard Cannon – Siege Tower

    Blacksmith: All techs

    Dock: War Galley –Fire Ship –Demolition Ship –Cannon Galleon – Lack Dry Dock and Shipwright

    University: All techs

    Castle: All techs

    Monastery: Lack Herbal medicine – Block Printing

    Economy: All techs

    The Afghan bonuses give way to two straightaway paths: You open Scouts, then go for Knights and switch into very strong Camels in late game, or after opening Scouts, you transition into Archers, then into Cavalry Archers, where you can mix the UU for higher damage against massed Archers or Cavalry Archers. The free techs are key in the strategy, since Afghans lack an eco bonus. This may turn them very predictable in early game, but after hitting Imperial Age, they have many army compositions with high degree of upgrades that can surprise any opponent.

    When gold runs out, Afghans have still another trick in the form of the Castle Age UT, which will raise the selling prices of the market from 14 for wood/food (17 with Guilds, 19 for Saracens) to 56 (68/76). This will give the Afghans the chance to invest in gold units again. In Team Games they can also warn allies so that they also sell wood/food for the final strike.

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

    Thank you!

    submitted by /u/Azot-Spike
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    Can we finally address the constant lag spikes and game crashes?

    Posted: 11 Jun 2021 09:28 AM PDT

    Suggestion, Byzantine 2nd Unique Unit

    Posted: 11 Jun 2021 07:16 AM PDT

    Koursorses or Pronoiars

    Medium armoured cavalry which can switch between composite bows and lances.

    Stats:-

    Castle Age:- 90/90, 9(melee), 6(ranged), 2/2(armour), speed (equivalent to knight) rate of fire (slightly slower than cavalry archer)

    Imperial Age:- 130/130, 11(melee), 6(ranged), 3/2, rate of fire equal to cavalry archer

    Anti archer bonus of skirmishers (and others) halved Anti cavalry bonus of halbs and camels (reduced by 1 quarter)

    Inspiration:- https://en.m.wikipedia.org/wiki/Byzantine_army

    The Cavalry paragraph

    submitted by /u/gildesh_3211
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