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    Thursday, June 10, 2021

    Age of Empires II Inspired by a quote I just heard

    Age of Empires II Inspired by a quote I just heard


    Inspired by a quote I just heard

    Posted: 10 Jun 2021 05:26 AM PDT

    QoL updates that a 2021 AoE2 SHOULD have!

    Posted: 10 Jun 2021 05:06 AM PDT

    Age of Empires has come a long way from being played only through LAN to connect multiple players through the internet. However, I noticed that there is a lot of space to improve the game's current state. Here I will list possible improvements that, In my opinion, should improve the gameplay:

    • Reconnecting - This is a MUST HAVE and the MOST important feature of the game. Imagine how many times some of your friends crashed, not only at the beginning of the game but throughout an hour-long game, due to his internet or an in-game bug that caused the game to crash. The whole match is ruined for 8 players. The reconnect option must come to the game ASAP.
    • THE LAGS - This point is probably the second most important aspect of the game, if not the most important. The issue is that the game lags as much as it lags for the worst player (performance-wise). How is this still present? Imagine playing other games such as WoW or DotA2 where the game lags because one player has connectivity/performance issues. Developers need to take that burden out of players and transfer it to servers. Imagine a TG game of 8 players where it runs as smooth as the game in 1v1 or against bots. This would bring an immense improvement to multi-player gameplay.
    • Ability to browse through the game while queuing - I cannot say how many times I was searching for a game and wanted to browse the game's content like changing the hotkeys, look at campaigns or even check the leaderboards and information about our clan. Honestly, when you search for the game, you should not be limited by searching for the match.
    • Replays - The current state of replays is just unbearable. You cannot rewind the replay backward, skip to a specific time, and even watch replays from an older version due to compatibility issues. Take an example from DotA2, where I can watch the replay from 2017 on the current patch (with some bugs, but the replay does not crash). Making improvements to the replay system would not only comfort players but encourage content creators to make more videos from AoE2. As I am also a content creator, this would have an immense impact on making videos. If you are interested in some funny clips, be sure to check out my youtube.
    • In-game match history - Even Voobly had some basic features of match history. I would like to see the feature of viewing your last matches and clicking on them to display the final score, map, and more.
    • Improved scoreboard - From the AoE2 HD, the scoreboard has not changed. The scoreboard could be expanded by adding some new interesting features like the amount of healing done to units. I am sure any of the fellow Redditors could find a scoreboard stat interesting enough to give a better perspective of the game.
    • Unit/Villager pathing - This has been an issue for a long time, possibly very hard to fix. However, if you issue a move command which is longer than 20 tiles, the unit should be able to find the most reasonable path towards that location. To understand the current state of pathing, check out the video from T-West where he explains this issue: pathfinding_video
    • Party improvements - When you are in a party, and the game crashes for someone else while in-game or even when the match is found, the party needs to be re-created. I don't see a reason why the party should be dismissed and members re-invited in these situations.

    These are all of the issues/improvements from the top of my head, please comment about these in the comments or recommend more improvements.

    EDIT: Here I list some of the improvements submitted by fellow Redditors from the comment section:

    • Internet connection/ping test - before every match. To avoid lag.
    • Chat - When queued with a party, you should be able to chat.
    • Lobby settings - Save your lobby browser settings.
    • Villager pathing - Vil pathing, fix the damn vils gettings stuck when collecting res.
    • Different minimap - shading for the explored area that is outside a player's vision. Currently, the minimap is either black (unexplored) or revealed (explored), with no distinction between what is currently visible and what has been explored once but isn't visible anymore. In the game, this is the part of the vision that is layered in a grey tone, it would be nice for the minimap to also have this grey-ish layer.
    submitted by /u/1Nv0ker
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    1500-1800 streamers

    Posted: 10 Jun 2021 03:41 AM PDT

    I feel like watching this level of play would help me more than watching the viper perfectly macro without feeling the need to mention it whilst trapping a drush in a perfect quick-gate trap.

    As much as I love that, any tips for streamers around this level?

    submitted by /u/Akewstick
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    Interview with Hera Saturday, June 12th 11:00 EST

    Posted: 10 Jun 2021 12:53 AM PDT

    Interview with Hera Saturday, June 12th 11:00 EST

    I got an exciting interview coming up Saturday 12th June 2021 with Hera. Please leave any questions/comments you have for Hera.

    https://preview.redd.it/rzqt7zh59e471.jpg?width=1200&format=pjpg&auto=webp&s=43a4b00d6e5cb41ea37dc66772f527e08c24b3d5

    submitted by /u/Guanfranco
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    Cavalry Archers UUs are the best

    Posted: 10 Jun 2021 03:05 AM PDT

    From what I play and see others playing, the Mounted Archer Unique units are the best designed ones in general.

    While most unique units are not viable in 1vs1 and some not being viable at all, these mounted archer unique units are very much the go-to units (compared to the standard cavalry archer at Ranges). A lot of factors go into it, and I won't be ranking them, but let's talk about them chronologically.

    Pros in general - 90%+ accuracy, making TR optional (just like foot archers). Lower frame delay so easier to micromanage. As cavalry archer units, these units are easier to keep alive and form a mass.

    Cons in general - need a Castle and the creation speed boost isn't huge (what I mean to say 1 Castle Boyars = 2 Stable Knights, but this ratio is worse for CA UUs)

    1. Mangudai - the most well known unit. It benefits from the Mongol bonus, hence delaying TR even more (you save wood on archery range). It costs a lot though. The most well known feature is its +3/+5 vs siege units.

    2. War Wagon - a questionable choice to perform hit and run tactics, costs a ton of wood (but same gold). Definitely not a go to for Castle Age. Helped out by Korean stone bonus. The most well known feature is it being the Teutonic Knight of Cavalry Archers, since it has 150/200 HP, 3/4 pierce armor, +5 vs standard buildings, slow moving and a bit clunky to micro. The War Wagon being clunky actually helps against Mangonels though. The War Wagon has the highest DPS against Knight-like units in Castle Age and the Elite War Wagon actually has the highest range among cavalry archers.

    3. Elephant Archer - recently buffed unit. The unit actually has a purpose now. While the War Wagon was a Teutonic Knight, the Elephant Archer is a War Elephant (even literally). It moves even more slower and has even more bonus vs buildings (in most cases), it has +3/+4 vs standard buildings and +3/+4 vs Stone defence (stone walls, stone gates, harbours and towers; not castles). It actually has the same DPS as Rattan Archers (same fire rate and attack value) and even comparable pierce armor. The most well known feature of this unit is that it costs food instead of wood. It is mostly used as a counter to massed archers and cavalry archers, and sometimes as part of slow but strong pushes.

    4. Genitour - it is a mounted version of Skirmishers. It is a trash unit, but unlike trash unit, its upgrade is also trash (costs 500F 450W). It costs +40% compared to Skirmishers approximately. Compared to Elite Skirmisher, both forms have 1 less range. It moves slightly slower than cavalry archer. It also doesn't get a power spike with the Elite upgrade, but since the upgrade is trash - no complaints. The most well known feature is that this is a team bonus.

    5. Camel Archer - it is not a horse archer, but a camel archer. This means that it takes less bonus damage (approximately resists 20% damage). This is the only mounted archer not to have an attack bonus vs spear units. It has the 2nd most DPS against Knight like units. It also has +4/+6 vs other mounted archers, but the unit is good even without that. It costs slightly more wood but the upgrade cost doesn't cost food. The most notable feature is that both the UTs affect the unit. The health regeneration is underrated but pretty handy because this makes the Camel Archers capable of taking damage sometimes. One feature which usually goes under the radar is that the unit has 1 pierce armor. Since camels take +1 from defensive structure, this 1 pierce armor helps to negate that. + It has the benefit against archers and cavalry archers too. The combination of Berber Hussars + Camel Archers can be stronger than Mongol Hussars + Mangudai.

    6. Kipchak - this unit is the 'Huskarl' of the Cavalry Archers. Huskarls counter the counter of infantry - archers. Kipchaks counter the counter of Cavalry archers - buildings, rams and Huskarls. It also means that they lose their main strength. Huskarls are weak in melee combat and Kipchaks are weakest cavalry archers in most cases. The weakness of Kipchaks is not by their HP or attack, but by range. Cumans lack Bracer. The most notable feature of this unit is its unusually low gold cost and high wood cost. Combining these 2, we can safely say they are the "quantity over quality" units. Another notable feature is the +2/+3 arrows, like the Chu Ko Nu. These arrows do 3 pierce damage and 0 melee damage. So in most cases, Kipchaks have the same pierce attack as Camel Archers (7 in Castle, 8 with Elite), even though the stats show otherwise. The strength of the Kipchaks comes against extremely low pierce armor units or high pierce armor units (the latter which we discussed). Against a monk, a Dark Age Kipchak does 11 damage, while Elite Camel Archer in the same conditions does 8 damage. This also works against Spear line and Camels (0 armor) which will be usually made to counter Cuman heavy cavalry. This makes the Cumans surprisingly good in late game because the combination of Paladins + Elite Kipchaks (low gold cost) is virtually uncounterable, like Paladins + Elite Throwing Axemen (low gold cost too) but with mobility.

    submitted by /u/Holy-Roman-Emperor
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    히드라리스크 vs 중세유닛 (에이지 오브 엠파이어2 : 결정판)

    Posted: 10 Jun 2021 05:19 AM PDT

    How to avoid losing villagers to scouts?

    Posted: 10 Jun 2021 10:38 AM PDT

    I hover between 1400-1500 elo and at this elo people are starting to be super active with their scout. What I find now is that almost every single game I'll lose a walling vill, boar luring vill, first vil to gold or whatever to the enemy scout. Either it'll be dark age pre-loom, or as soon as they hit feudal. I played a quick play recently and got matched with a 1700. He killed 3 of my damn villagers with just his scout.

    My micro skills are pretty terrible so being able to quick-wall out a scout is pretty much a non-starter for me. So as far as I can tell that means I have to either have 2 villagers doing everything to avoid being picked off, or I have to play super conservative and only make tiny walls. It's kind of been tilting me recently because it just feels so random whether they find me or not. So any tips on dealing with or avoiding this would be useful.

    submitted by /u/user74269
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    Steppe Lancer disscusion: What is wrong with them?

    Posted: 10 Jun 2021 06:35 AM PDT

    As far as I can see the Steppe Lancer has 4 major problems:

    1. It's too weak to be used as a replacement for the Knight line
    2. It's too expensive to upgrade for what it gives you
    3. It has no unique role in the game
    4. It has no civilization dedicated to it (Camels and Elephants have their own civs)

    How I think we could fix them:

    Too weak:

    • The Steppe Lancer is inferior to the Knight in all but speed statistically, so I say we add to that and make them faster so they are more distinct from Knights. They also have 0 melee armour, which is quite pathetic so I think that should change too.
    1. Increase speed to 1.5 from 1.45 for Elite
    2. Give 1 melee armour to the unit

    Too expensive to upgrade:

    • It costs 1450 resources to get Elite Steppe Lancer, which gives a unit slightly weaker than a Cavalier, which is an upgrade which costs 600 resources. It is time to reduce the cost of the upgrade. Also, since Cumans have only +5% speed for their Steppe Lancer I think we could give them a boost.
    1. Reduce upgrade cost from 900 food 550 gold to 650 food 400 gold
    2. Give Cumans free Elite Steppe Lancer?

    It has no Unique Role:

    • I've made a post about this before, but Steppe Lancers are worse at Knights against units and worse than Light Cav/Hussars at raiding. We could either make them better at one of these roles, or we could give them a new role like anti-Camel, anti-Infantry, anti-Cavalry archer, anti-Building or Anti-Villager. I think anti-Camel (Tamerlane in India) and/or Anti-Villager so it can be a kind of Glass Cannon raider so they do quick raids (with this new speed we've just added) and leave.
    1. +4/6 vs Camels for normal and Elite?
    2. +4/5 vs Villagers?

    It has no civilization dedicated to it:

    • The Battle Elephant has the Burmese and Khmer as dedicated elephant civs and the Camel has the Indians and Saracens but the Steppe Lancer is apart of a Cavalry civilization and 2 Cavalry Archer civilizations so it. In the future we could add another dedicated Steppe Lancer civ like the Uyghurs, Khitans, Tibetans, Manchu or Khazars.

    If you disagree on my 4 points feel free to leave them in the comments below!

    submitted by /u/CaptainCakeEater
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    Is there a list of all the hidden stats (like shooting from altitude, acxuracy, rate of fire, anti infantry/cavalry bonus, los etc) that changed from Original The Conquerors, to HD Edition and then rhe Definitive Edition?

    Posted: 10 Jun 2021 11:58 AM PDT

    I just wrap my head around the assumption that the hidden bonuses didn't change

    submitted by /u/gildesh_3211
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    Trying to break through the walls.

    Posted: 10 Jun 2021 07:23 AM PDT

    Is it rude to say gg first as the winner after the match is ovet

    Posted: 10 Jun 2021 10:37 AM PDT

    So i had a discussion with some people today that were of the opinion that its rude to say gg first as the winner. Their argument basically was that it could have been a bad game for them, maybe they messed up, lost vil to boar, shot boar to tc etc. So the winner shouldnt say gg unless the loser does.

    Ive never thought about gg to possibly be rude under any circumstances and always saw it analogous to a handshake after a sports match, albeit less mandatory. I dont want to be rude to people so i was wondering how others in the community see this.

    View Poll

    submitted by /u/Snizl
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    Running on Linux: basically this (Signing in into Xbox Live) happens automatically upon logging in, never ends, and makes the game unplayable because the mouse just doesn't respond properly.. Does anyone know of a way to just disable it? Or of making it work on Linux so that it can just sign in? thx

    Posted: 10 Jun 2021 02:56 AM PDT

    My civ concept series 18: The Romanians

    Posted: 10 Jun 2021 12:09 AM PDT

    Hi all! After the Kanembu (https://www.reddit.com/r/aoe2/comments/nv0c4l/my_civ_concept_series_17_the_kanembu/), next civ will be the Romanians, a civ that, to me, covers better medieval Transylvania, Moldavia and Wallachia than Slavs. I think that the main feature of the Romanian identity is that even after being invaded by many strong Empires, nowadays they speak a Latin derived language, proof that the Roman Empire influenced forever the inhabitants of these lands.

    The area of modern-day Romania and Moldavia was inhabited by Dacians, whose kingdom was annihilated by the Romans, who were defeated by Huns, whose Empire collapsed. Although all this happened before the Middle Ages, it is a good summary of what happened at that time: Empires and Kingdoms arose, expanded and invaded these lands, and the inhabitants had to submit and die or rebel and begin a war, but always kept an identity.

    Gepids controlled the land after the fall of the Huns, but were subjugated by the Avars in 580. Then, in 681 Bulgars arrived, founded their own state and expanded until the Avar Khanagate collapsed in 790. The First Bulgarian Empire saw his ruler convert to Christianity in 864. Then Magyars invaded the Bulgarian Empire, but were defeated by a combined force of Bulgarians and Pechenegs (Honfoglalás HD version), and had to flee to the Romanian inhabited area. Byzantines, Bulgarians, Magyars, Pechenegs, Cumans, Vlachs, Ouzes and Székelys fought over for the control of these lands between 969 and 1070, with Byzantines and the Kingdom of Hungary holding control of most of the territory. Then a tax increase by the Byzantines resulted on an uprising of Bulgarians and Vlachs, who allied with Cumans and established the Second Bulgarian Empire (Ivaylo). The Hungarian kingdom and Cumania (land of Cumans) coexisted until the Mongols came and destroyed everything between 1223 (Cumans) and 1241. During all this time, Vlachs never established centralized states, but were organized in obsti (Agricultural Communes).

    After that, they realized that only stone buildings and fortified towns had survived the Mongol destruction, and the knezes or voivodes of Ilia, Oltenia and Muntenia encouraged people to build in stone. This lead to a major concentration of houses, starting to found towns and cities. For the next decades, Romanians united provinces under the suspicions of Hungarian kings, who considered the provinces as vassal lands. It seems that Basarab I founded Wallachia in the early 14th century after defeating the Magyars, but there was evidence that Wallachia had been unfaithful to Hungary for many years. Anyway, King Charles I of Hungary marched against the Wallachian army and he was defeated by the Wallachians, who ambushed them so that Hungarians could not use their powerful cavalry. 30 years later, Bogdan I, who had been voivode in the Hungarian province of Maramures, occupied Moldavia and declared it independent from the Hungarian Kingdom. Both states were approved in Constantinople by the strong Byzantine Emperor.

    After the fall of the Byzantine Empire, the Ottoman Empire attacked and settled in Bulgaria, and Wallachia became a disputed territory, in which Princes fought each other, one with the support of Hungary and the other with the support of the Ottoman. That was the era of Vlad Dracula. Meanwhile, Moldavia declared itself vassal of the Polish, and helped them fight the Teutonic Knights. The Ottoman Empire attacked Moldavia, and, even though they were repulsed, they eventually ended paying tribute. This angered Vlad III, who helped his nephew Stephen III the Great in his conquest of the throne of Moldavia, and stopped paying tribute. In retaliation, the sultan Mehmed II sent his army against Moldavia, but was defeated in the Battle of Vaslui (If you are interested, read about this one, you won't be disappointed). In the end, the stronger Ottoman army prevailed, and in 1485 Moldavia accepted the suzerainty of the Empire. 40 years later, Wallachia did the same.

    Regarding the civ balance, the Romanians get a wide tech tree, because the armies varied in time, from foot soldiers during guerrilla warfare, to boyars (noblemen) who rode horses, excellent archers and gunpowder due to Ottoman influence. I tried to reflect the capability of Romanian people to endure severe invasions (Huns, Slavs, Cumans, Magyars, Bulgarians, Turks, Tatars, Mongols,…) with a bonus for Town Centers. Archers are boosted too: Foot archers being more resilient and Cavalry archers being more dangerous. A defensive bonus is included and is related to Stephen the Great's laws, who sentenced to death every villager who didn't carry a weapon. The reason for this is that "every man has the duty to defend his fatherland".

    The unique unit is of course the warlord of Eastern Europe. I have depicted him as an arrow resistant light cavalry. The Castle Age Unique Tech is a tribute to Vlad and his success attacking at night the city of Targoviste. The Imperial Age Unique Tech is a reflection of Stephen the Great's tactics to defeat the strong Ottoman army by destroying a bridge with cannons.

    Romanians: Cavalry and archer civilization

    - Town Center technologies (except Age advancing) cost -50%

    - Archer-line gets +1/+2/+3 melee armor in Feudal/Castle/Imperial Age (not Skirmishers nor Cavalry Archers nor Hand Cannoneers)

    - Villagers get +3 vs cavalry, archers and monks

    - Cavalry Archers get +1 attack

    Team bonus: Siege Workshops cost -50 wood

    Unique techs:

    - Night attack (200 food 200 wood): Cavalry Archers and Voivodes get +2 vs standard buildings

    - Artillery positioning (400 wood 400 gold): Bombard cannons move 30% faster and get -2 minimum range.

    Unique unit:

    Voivode: Light Cavalry with high pierce armor. Bonus attack vs archers

    Cost: 65 food 40 gold

    Upgrade cost: 800 food 500 gold

    Creation time 19s. Speed 1.45 Reload time 2.

    HP: 50 (60)

    Attack: 6 (7) melee

    Armor: 0/3 (0/4)

    Armor class: Cavalry

    Upgrades: Blacksmith, Stable

    Attack bonus: Archers 3 (5)

    Barracks: Two-Handed Swordsman – Halberdier – All techs

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

    Stable: Hussar – Cavalier – All techs

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

    Blacksmith: Lack the last infantry armor upgrade

    Dock: Galleon – Fast Fire Ship –Demolition Ship –Cannon Galleon – Lack Shipwright

    University: Lack Architecture – Bombard Tower – Fortified Wall – Guard Tower – Keep – Arrowslits

    Castle: Lack Hoardings

    Monastery: Lack Redemption – Atonement – Sanctity – Faith – Block Printing

    Economy: Lack Crop Rotation

    The first thing to be noticed is that Loom costs only 25 gold, so a drush is possible without collecting 10 gold. You can also collect just 5 gold and do a 4 Militia drush. Romanians will be a little bit less vulnerable to rushes with their villager bonus attack against scouts, archers and skirmishers. That's their main defense, since they lack many University techs. Cost reduction also applies to Wheelbarrow and Hand Cart.

    Romanians have many options, but their first military bonus is the +1 melee armor for archers, who will fare better against scouts. This bonus will increase with Age advancing, and results in enhanced resistance to heavy cavalry (and infantry). The unique unit can be used for sniping ranged units and raiding with 8 pierce armor in late game. Cavalry archers are also an option, since they are fully upgraded and the Castle Age Unique Tech will help crossing house walls. For late game, a complete Siege Workshop is one of the features. Particularly good will be Bombard Cannons, who get an extra from the Imperial Age Unique Tech, which will help firing against close groups of melee units and running from them.

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

    Thank you!

    submitted by /u/Azot-Spike
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    Something just isn’t right....

    Posted: 09 Jun 2021 05:51 PM PDT

    Favorite civ?

    Posted: 09 Jun 2021 11:16 PM PDT

    Right now my fav civ would be The Slavs.

    submitted by /u/_LeThaLeks_
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