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    Sunday, October 10, 2021

    Age of Empires II It's probably a well known fact but I just noticed that the DE icon background is actually Windows XP desktop wallpaper Bliss 11

    Age of Empires II It's probably a well known fact but I just noticed that the DE icon background is actually Windows XP desktop wallpaper Bliss 11


    It's probably a well known fact but I just noticed that the DE icon background is actually Windows XP desktop wallpaper Bliss 11

    Posted: 09 Oct 2021 06:44 PM PDT

    Another finding from DE's folders: leftovers from the Alphas and Betas from 1998/1999 (red boxed). '035_' opened a sub menu with the other formations. I wonder if these formations can be enabled

    Posted: 10 Oct 2021 03:26 AM PDT

    The addiction is back

    Posted: 10 Oct 2021 04:48 AM PDT

    I both love and hate this game. I'll get completely destroyed in a match, and then I will just quit the game because I was frustrated. 10 minutes late I want to log back on and play another.

    Please send help.

    submitted by /u/Toasted-Buns-
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    My girlfriend enables my addiction

    Posted: 09 Oct 2021 10:25 AM PDT

    Hmmmm

    Posted: 10 Oct 2021 03:07 AM PDT

    Anyone else not use build orders?

    Posted: 10 Oct 2021 05:17 AM PDT

    I'm a slightly above average player (1000-1300 elo)

    But I just don't like the idea of a build order. For me, age is about being flexible and adapting to the map, civs and choices.

    I love playing random map and I almost always choose random civ (like the old days)

    Implementing a build order, for me, makes the game predictable and less dynamic :) Of course, I would probably be a better player with a build order, but I play to have fun :)

    submitted by /u/TheWololoWombat
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    Hey!

    Posted: 10 Oct 2021 04:41 AM PDT

    I'm not new to the game, but none of my friends play/watch/enjoy the game. Definitely none who would understand the subtleties of the game. Looking for people to talk to about and just in general have a fun time. Hit me up. :) Cheers! 11

    submitted by /u/Nyati_Ji
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    Jumping on the banwagon: Incas

    Posted: 09 Oct 2021 12:59 PM PDT

    Tell me Turks are your favorite civ without telling me Turks are your favorite civ.

    Posted: 09 Oct 2021 01:58 PM PDT

    Am I doing this right?

    Posted: 09 Oct 2021 01:08 PM PDT

    After two years of DE, how are Arabia generations still this bad? This might be the worst I've seen yet.

    Posted: 09 Oct 2021 07:26 PM PDT

    of all the event reskin mods, i think the Roger Bosso and latest farm ones are my favourite

    Posted: 10 Oct 2021 06:19 AM PDT

    How I read the Teutons tech tree.

    Posted: 10 Oct 2021 07:43 AM PDT

    Fish traps - why are they so rarely used?

    Posted: 10 Oct 2021 04:33 AM PDT

    Hey all, been playing quite a few water maps lately and watching the pros on water and nomad.

    On nomad, any thoughts on the effectiveness of fish traps? I almost never see pros and high level players use them. If you take water and have fishing ships…it seems like the ideal food income source and very efficient but I rarely see it done.

    Is there a reason for this I'm missing?

    submitted by /u/Disastrous_Gap_4711
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    1999, playing with my high school friend through a 56k modem

    Posted: 09 Oct 2021 10:51 PM PDT

    I remember that we used to waste time in creating a map, where each will have a row of towers to mark our boarders, which after we just play mediocrely :D

    It was always fun. I miss the old days :)

    submitted by /u/aeshahin
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    How I see the value of my time on a Saturday morning

    Posted: 09 Oct 2021 12:22 PM PDT

    From which Minute on is it possible to resign without time penalty?

    Posted: 09 Oct 2021 09:09 PM PDT

    MonkaHmm

    Posted: 10 Oct 2021 03:36 AM PDT

    "Arabia: Starting forests spawns are now randomized between 3 forests in the back of every player's base, 2 in the back and 1 forward and 1 in the back and 2 forward. Fixed a rare issue where forests would fail to generate for one player in 1vs1 matches." - So 100% 1 back forest - Seed: -1026066533

    Posted: 10 Oct 2021 07:01 AM PDT

    Does Flemish Revolution actually provide very cheap spies?

    Posted: 09 Oct 2021 10:43 AM PDT

    I've just had this realisation that if you have a castle when your enemy clicks Flemish Revolution, you could get spies at the bare minimum of cost right? That feels like a wonderfully accidental balance of a powerful tech (although you've still got to survive that wave of pointy boys)

    submitted by /u/RustyBrakes
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    Do you zoom out? Why (not)?

    Posted: 10 Oct 2021 06:49 AM PDT

    Whenever a game starts, after sending my vills to houses/sheep and my scout to do his job, I zoom out to the fullest. I want to see as much as possible of the map and I believe it improves my gameplay. (I am aware of slightly more things going on and I have to move around my screen less.)

    However... Whenever I see a pro casting, I am confused to see that they (almost?) never zoom out. It boggles my mind. Why don't they do that?

    View Poll

    submitted by /u/HannaMajesty
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    Problem with completing Chingis Khan's mission: Into China

    Posted: 10 Oct 2021 02:47 AM PDT

    My problem is that after completing 3 missions in the Chingis campaign, it does not count, and the medal next to the mission does not appear. Some people will think that I probably play with cheats, but no, I play clean.

    submitted by /u/Klesuu
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    Civ-Strength through the Ages - Part 2: Early Game

    Posted: 10 Oct 2021 06:28 AM PDT

    Civ-Strength through the Ages - Part 2: Early Game

    Made a post last week about taking a look on the Civs in regard of them developing through the ages (of empires). After giving an explanation about the approach, I want to do some write-ups about the several stages because why not. Looking forward for some insightful discussions here.

    Here's the (updated) list:

    Civs through the ages

    Dark Age

    Dark Age: Most obvious one, easiest to assess, because it is almost always the same. What early eco bonuses does a civ have? Scouting bonuses? Loom or wall bonuses? And: How viable is a Drush?

    Dark Age Tier-List

    D-Tier: In this case there are just many Civs who are plainly vanilla here. Vikings, Bulgarians, Sicilians, Ethiopians, Bohemians, Turks, Cumans, Saracens, Koreans just have no single bonus. Portugese can save a slight bit of gold in a Drush but that is whatever. Spanish building bonus is irrelevant, I think, except maybe for walling but that will be finished in Feudal rather, won't help you to get up. Poles Folwark-farming will usually not kick in here, but maybe they're a candidate for a decent Drush-Flush? Byzantines building bonus might help them against a douche but also whatever. Magyars are S-Tier when it comes to defending wolf-rushes on Golden Pit but I guess that is not enough of a probable scenario and I am actually talking Arabia; you may put them into C-Tier for laming potential though.

    C-Tier: Italians, Teutons and Slavs are here because Drushing is a bit more viable for them. Burgundians actually suffer because they "have to" invest into the upgrades first (they're basically E-Tier until mid Dark Age), but then they have the eco boost and Horse Collar gives them a more viable Drush and they will shine in any scenario where you have an extended Dark Age. Khmer and Berbers are S-Tier for defending against a Drush but have no relevant bonus otherwise (Khmer could also go Drush with their farming or use the deer-farm-trick but not the best ideas). Tatars and Malians have only slight advantages which will translate into smoother Feudal transition thoughMalians can potentially start to produce Militia earlier, Tatars can drush too, both are flexible with their build. Vietnamese and Burmese have a scouting advantage, easier for them to keep their Scout. Chinese are kinda difficult to rate, but I think they usually struggle in Dark Age rather that they can make use of the additional Vils; they have Loom from the start though.

    B-Tier: Moved Franks here because their berry-bonus is not as strong as I thought; still one of the rare Dark Age eco bonuses. Huns safe on the houses (not sure though, is that actually better than Malians' bonus?). Indians safe some food and that also makes their Drush more viable, gives them nice Drush-Flush potential. Malay seem to have no bonus, but actually because of their faster advancing, a Drush-Flush is much more viable than usually.

    A-Tier: Persians get some extra Res, Japanese safe a lot wood which also makes their Drush (and M@A-transition) super easy to execute. Goths get an extra vil and can do loom any time and have a cheaper Drush. Celts with the eco bonus plus the laming bonus, earlier Drush, easier Drush-FC, they're close to S-Tier I think. Aztecs also have a superior Drush with the extra gold, slight eco bonus and much better scouting. Incas similar, they also safe some wood on the houses.

    S-Tier: Mayans with instant loom, extra vil, cheaper walls, better scouting and more ressources from the hunt and herdables just bombed with bonuses. Lithuanians are mega flexible with the extra food, can go for instant Drush, can go for insanely quick Drush-Flush, can go up very quickly. Mongols just loads of extra ressources, can do basically any opening faster than anyone else and get a scouting bonus on top of it.

    Early Feudal Age

    Early Feudal: How fast do you reach Feudal Age? How good are the M@A and Scout openings? How easy is the Archer-transition? Interfers a lot with Dark Age which is why I gave them a lower weight for the score. Small bonuses for good Tower Rush (and defending Tower Rushes, otherwise Byzantines would be 1/5).

    Early Feudal Tier-List

    D-Tier: Only Malay. They spend extra food before clicking up which leads to them having no ressources once they hit Feudal. Other than that they have no bonus, the extra vils will kick in later. Forced into defending basically.

    C-Tier: All civs who have a regular Scouts/M@A-opening with no too relevant bonuses. Italians save a bit of food for clicking up but nothing amazing. Burgundians and Slavs eco kicks in only mid-feudal, Bohemians the same. Koreans lack any major bonus, but can add Spears/Skirms more easily, are strong with towers and have the armor-advantage in the first Archer engagements, which is overall not bad. Berbers are a D-Tier candidate, but that is the stage of the game where the faster villagers help the most. Portugese only save on gold which isn't much but helps with a double-range opening quite a lot which is still better than Malay. Same with Byzantines who can add trash or go full trash forward which is good in some situations, also tower defense. Spanish not D-Tier for their Trush-potential. I am not sure about Britons, because they still benefit here from their sheep-bonus which helps the M@A, but they have no direct bonus anymore here; 4+2 feels a bit more correct than 4+3 I think.

    B-Tier: All the civs with regular units but slight eco- and/or uptime-advantages. Goths, Huns, Incas, Aztecs, Vietnamese, Mayans, Persians, Bulgarians, Ethiopians. Saracens are flexible with the market, Cumans too with boom-option and cheap buildings. Turks with Scouts that can beat Archers. Poles with folwark-farming + towers maybe an A-Tier-candidate, not sure yet. Vikings seem like one as well with Wheelbarrow and extra HP on the M@A, but both are not that important in early Feudal for me, they lack wood. Chinese and Mayans close to A-Tier for their good Archer-transition, but not special before that. Sicilians don't die to counter-units but that becomes much more relevant later.

    A-Tier: Khmer with quicker Archers or quicker Scouts, flexible and fast, also easy for them to have the complementary follow-up (Scouts into Archers, Archers into Scouts) and the farm bonus kicks in right away (dunno, how well known that is, but the instant farming isn't only quicker it also has a slight pseudo-folwark-effect because the food is earlier in the bank). Burmese, Malians and Celts with buffed M@A and wood bonuses for easy range-transitions. Teutons with very easy farm-transition, getting tons of extra wood here; could be B as well though. Tatars similar because they just need the farms later.

    S-Tier: Strong Scouts and strong M@A dominate of course. Magyars have both with their free attack upgrade. Japanese have the strongest early Feudal unit by far in their fast [M@A](mailto:M@A). Franks have stronger Scouts, the only ones besides Magyars who can fight M@A decently. Lithuanians and Mongols Scouts will just arrive dangerously early; they also have the option for super early M@A, potentially with towers too.

    Early Game Tier-List

    As a little bonus: How good are the civs then in early game overall?

    Early Game Tier-List

    submitted by /u/Umdeuter
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    Bugs that are constantly abused and have a big impact like a house on top of boar or deleting your mangonel

    Posted: 10 Oct 2021 06:12 AM PDT

    Dear devs, you do a fantastic job! And of course, bugs are sometimes way trickier to get rid of than one thinks. Having said that, I still have a question: Can we please get rid of bugs that are commonly abused and can drastically change the outcome of a game? Two bugs that are seen frequently - especially in high-level gameplay - are the "house foundation on a boar" bug and the "mangonel delete" bug.

    The second game in the set, Hera vs. ACCM in the Holy Cup, was a perfect example. Both players abused bugs in a $15,000 tournament that shouldn't exist. Of course, one can argue it's still fair because both can do it. But I believe they just shouldn't exist.

    Hera placed a house foundation to save his villager after ACCM (almost) successfully lamed him with his camel. ACCM played this perfectly and should have gotten the indirect kill by the boar, but Hera abused a bug in the game to make the boar stop chasing his villager and was, therefore, able to save him. This is similar to the house scanning bug that was in a recent patch removed from the game. If you place a house foundation on top of a boar, you shouldn't be able to start constructing it as long as the boar is occupying the space, and you shouldn't be able to change the boar's behavior with it.

    A few minutes later, ACCM abused a bug and deleted his mangonel to increase the damage output. In this case, he failed, but that's beside the point. He should not be able to increase the damage the mangonel makes by deleting it.

    Videos for context:

    1. The "house foundation deaggros a boar" bug: https://clips.twitch.tv/FurtivePlainTriangleCurseLit-Xi9TJmygfJhaaH3p
    2. The "delete your mangonel" bug: https://clips.twitch.tv/PreciousAmazingFinchWoofer-DJLdglj98AviNOZ2

    What's your opinion on this topic? Are there other bugs like these that sometimes have a huge impact on the outcome of a game?

    If someone from the dev team reads this, are those bugs tricky to get rid of and haven't been prioritized because of that or is there another reason why they are still in the game?

    submitted by /u/ph03n1x_gg
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