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    Friday, August 13, 2021

    Age of Empires II Civ Icon Ven Diagram

    Age of Empires II Civ Icon Ven Diagram


    Civ Icon Ven Diagram

    Posted: 12 Aug 2021 07:48 PM PDT

    When you are getting owned all game, but finally tech into chemistry:

    Posted: 13 Aug 2021 07:57 AM PDT

    Sad Norman sounds

    Posted: 12 Aug 2021 06:20 PM PDT

    AI shocked me

    Posted: 13 Aug 2021 04:41 AM PDT

    Hi all, so like many I'm trying the new civs playing the campaignes etc. Just no when trying poles for the first on the new Arabia gen against the hard AI get the fright of my life when the AI scout rushes me, I have never been scout rushed by the AI ever. Militia, MAA, Archers and skirms, FC knights but never before scouts so even though I'm used to scouts from multiplayer this suprised the hell out of me. Anyone else noticed these types of improvments in the AI post patch?

    submitted by /u/tallphil84
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    What does it take to become a Pro Player like Hera / Viper? Do you just have a talent for it or can you reach the top by putting many hours of training into it? Curious about your view.

    Posted: 13 Aug 2021 02:14 AM PDT

    I don't get why people go monks as Bohemians

    Posted: 12 Aug 2021 02:45 PM PDT

    Their monks are trash.

    submitted by /u/MysteriousShadow__
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    I call it "Arenia": it's like Arabia, but you start with crappy walls

    Posted: 12 Aug 2021 08:01 PM PDT

    Scout Line Redesign suggestion

    Posted: 13 Aug 2021 12:49 AM PDT

    Scout Line Redesign suggestion

    Hi!

    I was a spectator for long and finally found the courage to get active. Yes, I play the game, mostly with my old father and/or my fiancee, but I rarely have time recently - and I'm by far not as pro as you are here ^^ But I love it.

    https://preview.redd.it/iw9p8u52z2h71.png?width=1000&format=png&auto=webp&s=71ff9eb770a36147e5e9a87376a7a4db6240f5cf

    I read about the topic of "Wings on Hussars" and thought, since 3D is a hobby of mine since long, I thought I'd give it a try.

    Well, here is my redesign (and rename ^^) suggestion.

    I have some more AoE II fanart made in the past, but I don't know if there is any interest here... If yes, you can suggest fanart, if I find time, I might give it a try ♥

    Best wishes

    Ryselle ♥

    submitted by /u/Ryselle
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    Red Bull Wololo V $100k prize pool

    Posted: 13 Aug 2021 08:36 AM PDT

    I pick a civ and activate the option to go random if my opponent checks that option too. Now if my opponent doesn’t check the option but picks a random civ, do I get random?

    Posted: 13 Aug 2021 08:37 AM PDT

    Because I think it should but it doesn't look like it.

    submitted by /u/Kinc4id
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    The new Arabia is good but it's not Arabia anymore. It has always the same structure (unlike Arabia) and should be a new map with another name.

    Posted: 12 Aug 2021 03:00 PM PDT

    Ahead of my point I just want to make clear that I am personally pretty happy with the Arabia changes. It makes Scout rush better (something which I personally love), it makes sniping vils at woodlines harder (something which I personally hate) and I don't even think it's that open and difficult to wall as others claim.

    I just don't think it should be called Arabia (and I am not sure if it should replace Arabia), because there are two very important and significant differences to Arabia: It's always structured in the exact same way. And it's also a structure which is rather atypical for Arabia.

    A) It's always the same

    Before you scouted the map, you know that you have a back woodline. You know that you have a woodline to either side of that. You know that you are open on the front. You know that the open front is sprinkled with hills. You know that you have your main ressources in rather comfortable spots but your third gold far away somewhere.

    In Arabia, the scouting of the map is extremely important because you have none of these informations. You might have a back wood or not. You might have ressources exposed or not. You might have an open front or not.

    B) The structure is not Arabia-like

    I really enjoy about AoE how maps are structured and therefore play out differently. Arena plays much different than Hideout, not so much because of the different walls but rather because in one map the fight takes place on open ground, the other one in choke-pointy sidespots. One has always exact one attacking angle, the other one has potentially two or three attacking angles.

    I think a great aspect of Arabia, which is widely overseen, is that the structure of Arabia is

    • always a bit different, contrary to most maps (Ghostlake, Golden Pit, Hideout, Arena, BF, Four Lakes, all have always a very similar structure)
    • very balanced, which means that all structural aspects can appear in different shapes: you can have dominant hills or not, you can have multiple attacking angles or just one, you can have small bases or big bases, you can have extra ressources at the side or in the middle, you can have lots of ressources or you need to expand early

    Arabia does not have this one dominant characteristic of other, more niche maps. And that is its great strength which makes it an all time classic.

    This is gone with the new "Arabia". This one has a very distinct and clear characteristic which resembles rather Gold Rush, just without the Gold in the middle. Or Ghost Lake, just without the lake (but hills).

    It's not only that the front of the bases is open, but that leads also to no wood being in between the bases in general. So when you go forward, when you place Castles, that is mostly on open space. There are no choke points. There are no central woodlines that you can use strategically. There is usually not a neutral middle hill to fight for, but it's always the hills in front of the bases. The fights don't develop more towards the right side or the left side of the map, it's always just a straight line between the bases. You can't sneak behind the enemy base. You won't have a strong side of your base and a weak side. It's much more obvious to decide where to put TCs, where to wall, where to attack, where to put a defensive or offensive Castle.

    It is really a more simple and plain map now. It should get a new name and be a new map.

    Or, you put a couple of Arabia gens together and make it one map. For example: the new Gold-Rush-Arabia is generated 30% of the time, the balanced Arabia from before 30% of the time, an open KOTD-type Arabia 20% of the time and another more closed early-DE or Green Arabia also 20% of the time.

    submitted by /u/Umdeuter
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    Behind the scenes of the Jadwiga campaign!

    Posted: 13 Aug 2021 07:59 AM PDT

    Age devs declare themselves the real MVP after saying gg wp to broken graphs

    Posted: 13 Aug 2021 12:00 AM PDT

    Is Dawn of the Dukes worth it?

    Posted: 13 Aug 2021 08:29 AM PDT

    The Cumans logo is a man holding a croissant between his nose and his upper lip

    Posted: 13 Aug 2021 01:49 AM PDT

    I don't know why he's doing this

    submitted by /u/PitchforkJoe
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    AOE 2 DE can't invite ppl in my host games

    Posted: 13 Aug 2021 04:03 AM PDT

    AOE 2 DE can't invite ppl in my host games

    Hello sorry to bother,

    im currently having an issue with hosting game (it's been a year i kind of quit trying to solve it but i really want to play this game).

    So when i host a game i want to change the slots from blank to "open" and when i try that it instantly switches to "AI", thus when i try to invite my friend he gets this error file attached). I tried to send a ticket with microsoft but they ask me stuff like is it up to date or is crossplay enabled (asked of screen shots for version and dxdiag file etc... nothing new, now they ask for logfile error when i host a game but i don't get any errors : only my friend gets an error while trying to join).

    Also sometimes my friend gets another error see below.

    Do you have a clue how to fix this ?

    thanks in advance.

    ps: i can join ranked, unranked , games hosted by other people

    https://preview.redd.it/m692cvcey3h71.png?width=627&format=png&auto=webp&s=0efe2f8b9bdd03727de57b641bdf0fad4c0db863

    https://preview.redd.it/rqkm0zdey3h71.png?width=652&format=png&auto=webp&s=abbe9b59e82da7af1d3978a734897fc63f8fc904

    submitted by /u/bender_s_land
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    Is the community really growing? - Age of Empires II in Numbers

    Posted: 13 Aug 2021 12:21 AM PDT

    Is the community really growing? - Age of Empires II in Numbers

    This is a follow-up to my article asking "Where did all the viewers go?" a few days ago. I had several interesting discussions after publishing it over on Twitter and Reddit. Pinch3Terneira raised a good question on Twitter about Age of Empires 2 prize pools. Naturally, this made me curious, too. I had done some very basic research on the topic at the end of 2020/early 2021. I expanded that … a bit.

    Check out all the details, explanations, and dynamic reports over here: Is the AoE2 community really growing?

    https://preview.redd.it/iiuimhvlt2h71.jpg?width=1920&format=pjpg&auto=webp&s=eec11f64e9156b7344d7839c67815950a763283b

    In this context: shoutout to aoe2.net, esportsearnings.com, twitchtracker.com, steamcharts.com

    If you have any feedback or questions, please don't hesitate to get in touch. I will be happy to keep improving. Also: if anybody here knows their way around the APIs for the above-mentioned sites, I could use some help. Pretty please 😊

    submitted by /u/DonDinardoni
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    How to counter Khmer Mass Scorpions ??

    Posted: 13 Aug 2021 09:00 AM PDT

    Specially in Arena I've been getting absolutely melted by them, I just can't get close to them. Any tips?

    submitted by /u/iPTheta
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    Should Moravia in Honfoglalas be changed from Slavs to Bohemians?

    Posted: 12 Aug 2021 10:03 PM PDT

    What would fit better in this case?

    submitted by /u/randCN
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    Since there are more farming bonuses added, I think it's time for some theorycrafting for the ultimate farming civ!

    Posted: 12 Aug 2021 01:48 PM PDT

    Because why win games with optimal archer civs and cav civs when you can have the optimal farming civ? I had some ideas myself, but since there's no farming related unique unit and imperial age unique tech I had to improvise with some of my own ideas. Don't take these ideas too serious, though.

    Farms galore

    Farming civilization

    Civ bonuses:

    • Farms 40% cheaper (Teutons)
    • Farm upgrades give twice as much additional food to farms (Silicians)
    • Access to Folwark (Poles)
    • Farmers work 10% faster (Slavs)
    • Economic upgrades one age earlier, cost 50% less food (Burgundians)
    • Farm upgrades are free (Franks)

    Unique unit:

    Lawnmower (Unique siege unit that boosts the quality of farms in a radius, providing a better work rate. Does constant blast damage to enemies in it's range as its pretty painful to get run over by these things)

    Unique techs:

    • Burgundian Vineyards (Half of food stockpile converted to gold at a rate of 2:1, farms generate small amount of gold) (Burgundians)
    • Farmish Revolution (All buildings are converted into farms)

    Team bonus:

    Farms +10% food (Chinese)

    Unfortunately still no place here for the Inca teambonus, may the meme live on...

    Summary

    With all the bonuses, you will end up with 1017.5 food per farm in Castle Age, which are also at a 40% discount to create. On top of that, roughly 102 food is instantly harvested when the farms are placed next to a Folwark. And all of that is already available in Castle Age, with the upgrades for more food to your farms provided for free!

    With all of the bonuses, you will end up with a farming food per wood ratio at a whopping 28.26. That is three times as much as a generic farming civilization (9.17), as well as almost twice as much as the Teutons (15.28) and the Silicians (15.42). Farming has never been more efficient!

    But why farm only food when you can farm gold along with it? That's right: when you research Burgundian Vineyards, you will have all the cash in a flash, and for the rest of the game you will generate gold, and again at a better rate with faster working farmers and the Folwark instantly harvesting it on reseeding. Do you want even more gold? Just put some lawnmowers nearby and you will get even richer, and your farms will also stay safe and protected from unwanted neighbours that get too close. They will think twice before interrupting your farming business or you will command your lawnmowers to run them ov-... uhh, well... you know the drill.

    But I know what you're thinking: it's obviously not enough. Since the farming bonuses just keep on coming, you just don't want anything else but farms! And luckily for you, I got that covered too. With the Imperial Age unique tech, Farmish Revolution, all you get is farms, farms and more farms. Houses? Are now farms. Castles? Are now farms. Town Centers? Don't need them. All of them are now farms. It's amazing!

    Sorry, I was bored.

    submitted by /u/exceptionalgoose
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    Can someone make a mod to restore the corpse skeletons?

    Posted: 12 Aug 2021 07:28 PM PDT

    I really love Age of Empires 2 Definitive Edition. It's almost perfect imo. However, it's missing the classic corpse skeletons from the original. An example of self censorship on the devs part I assume. Probably has something to do with the Chinese market.

    It seems like a small thing but it makes me sad and I'm nostalgic for those skeletons. The battlefield looked so cool with them. Is it possible for someone to bring them back via a mod?

    submitted by /u/Equivalent_Alps_8321
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    A Quantitative Look at Sicilian Cavaliers

    Posted: 12 Aug 2021 01:59 PM PDT

    Abstract:

    So with all the talk of Sicilian Cavaliers being "Cavaphracts" and "Cavscarls," and because I am insufferably pedantic an engineer, I thought this would be a great time to talk about an analytical approach to unit matchups in AOE2.

    Hypothesis:

    According to Lanchester's Square Law, an even matchup is one in which a/b = B²/A² , where a/b is the firepower ratio, and B²/A² is the square of the unit count ratio. Thus, if Ka is the time it takes unit A to kill unit B (inversely proportional to firepower), the number of unit B that Unit A can kill is B/A = √[Kb]/√[Ka]. Determining kill-time is left as an exercise for the Redditor.

    Test:

    To put my predictions to test in the real(ish) world, I created matchups in the scenario editor with 30 post imp knights from each civilization versus varying numbers of post-imp Chinese defenders. I altered the defender numbers until I got as consistently even results as possible. Due to variations in pathing, it was impossible to get perfectly reproducible results.

    Data:

    Theoretical matchup ratios
    Arbalesters Halberdiers Heavy Camels Champions Cavaliers Light Cavalry
    Spanish 4.22 1.4 0.92 1.78 1.21 2.29
    Sicilians 4.06 1.53 1.01 1.55 1.04 2.11
    Franks 4.36 1.54 0.92 1.84 1.25 2.37
    Teutons 4.22 1.54 0.97 1.95 1.31 2.81
    Malians 3.31 1.29 0.86 1.63 1.14 2.31
    Tested matchups, 30 Knight-lines
    Arbalesters Halberdiers Heavy Camels Champions Cavaliers Light Cavalry
    Spanish 101 47 28 75 41 93
    Sicilians 97 52 31 61 33 81
    Franks 108 53 29 77 42 99
    Teutons 96 50 30 81 45 110
    Malians 71 38 25 66 38 97
    Tested matchup ratios
    Arbalesters Halberdiers Heavy Camels Champions Cavaliers Light Cavalry
    Spanish 3.37 1.57 0.93 2.50 1.37 3.10
    Sicilians 3.23 1.73 1.03 2.03 1.10 2.70
    Franks 3.60 1.77 0.97 2.57 1.40 3.30
    Teutons 3.20 1.67 1.00 2.70 1.50 3.67
    Malians 2.37 1.27 0.83 2.20 1.27 3.23
    Error (% difference)
    Arbalesters Halberdiers Heavy Camels Champions Cavaliers Light Cavalry
    Spanish -22% 11% 1% 34% 12% 30%
    Sicilians -23% 12% 2% 27% 6% 25%
    Franks -19% 14% 5% 33% 11% 33%
    Teutons -27% 8% 3% 32% 14% 26%
    Malians -33% -2% -3% 30% 11% 33%​

    Discussion and Conclusions:

    The theoretical matchup ratios could not predict the effects of bad pathing. Arbalesters, Champions, and Light Cavalry all experienced traffic jams. Lower unit count matchups, as with Heavy Camels, were less random and easier to adjust, resulting in lower error. Most importantly, the performance of each civilization relative to the others was predicted accurately in almost all cases.

    Sicilian Cavaliers performed poorly against Arbalesters, handling 5% fewer than Spanish Paladins and 10% fewer than Frankish Paladins. (This is post-imp; Hauberk is researched.)

    Sicilian Cavaliers performed in the middle of the pack against Halberdiers, and were capable of taking on a solid 10% more halberdiers than the Spanish Paladins, but slightly fewer (<5%) than the Frankish and Teuton Paladins. I would recommend against intentionally fighting Pointy Bois with Sicilian Cavaliers, as it is still a losing proposition.

    Sicilian Cavaliers performed the best against Heavy Camels, taking on 10% more enemies than the Spanish Paladins. Teutons were second at 5% more than the Spanish.

    Sicilian Cavaliers performed the worst against Champions, taking on 15%-20% fewer than the Spanish Paladins. Even Malian Cavaliers performed better.

    Sicilian Cavaliers performed the worst against Chinese Cavaliers, taking on 15%-25% fewer than the Spanish Paladins. Even Malian Cavaliers performed better.

    Sicilian Cavaliers performed the worst against Light Cavalry, taking on 10%-15% fewer than the Spanish Paladins. Malian Cavaliers actually outperformed Spanish Paladins here.

    Summary and final conclusions:

    Using Lanchester's Square Law with kill time as an inverse stand-in for firepower is an adequate way to compare units between civilizations. When unit pathing affects civilizations equally, unit performance remains proportional between civilizations.

    Despite their recent lategame buffs, Sicilian Cavaliers are worse against Arbalesters than generic Paladins are. They suck slightly less against Halberdiers and Camels, but they still objectively suck in those matchups and you should actively seek to avoid them. All hail, king of the losers.

    submitted by /u/AdditionalCitations
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