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    Sunday, November 21, 2021

    Age of Empires II Christians and Pagans Diplomacy Map (Northern Europe)

    Age of Empires II Christians and Pagans Diplomacy Map (Northern Europe)


    Christians and Pagans Diplomacy Map (Northern Europe)

    Posted: 21 Nov 2021 07:28 AM PST

    Mandatum?

    Posted: 21 Nov 2021 08:11 AM PST

    I fixed it for you

    Posted: 21 Nov 2021 07:05 AM PST

    [Mod Release] Custom Diplomacy Scenario for 8 players

    Posted: 21 Nov 2021 01:15 AM PST

    [Mod Release] Custom Diplomacy Scenario for 8 players

    Hey guys,

    I'm not sure if this is the right place for this, but I made a custom scenario based on diplomacy and I thought it could be fun to spread it around!

    Cover image, minimap, and team divisions

    It is a large (8 player) map with asymmetrical starting player positions. It is recommended for players to be divided into 4 teams of 2, more-or-less as unions of a stronger, developed civilization with one that is a little behind (odd-numbered colors are major civilizations while even ones are minor).

    This post is meant to explain the basic diplomatic mechanics of the scenario. Below, you can find team descriptions and some recommended initial strategies. Feel free to come up with your own ways to win!

    Lastly, before we go on, you can find the scenario listed in-game as a mod named "Diplomacy Scenario - Riverlands".

    I will be working on edits/updates, more maps as time goes on.

    Player and team descriptions:

    Team 1: Riverland Aristocracy and Peasantry

    Team 2: Haven and its Peacekeepers

    Team 3: Holy Site and Pilgrims

    Team 4: Sovereign and his Enclaves

    Gallery:

    Biome: Bay

    Biome: Crossing

    Biome: Camp

    Biome: Quarry

    Biome: Ruins 1

    Biome: Ruins 2

    Thank you for stopping by! I'll be happy for any feedback should you decide to play the map :)

    submitted by /u/jl-random
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    List of useful Mods & Hotkeys for Coaching, Training, Practicing Micro & Visual/QoL improvements.

    Posted: 21 Nov 2021 07:44 AM PST

    Coaching

    Mod name: Importance
    Interactive Builder Order Guide 10/10

    Micro Training:

    Mod name: Importance
    Micro wars 10/10
    Micromania 10/10
    DMspeedtest 10/10
    Hotkeys Town 10/10
    25 micro battles 10/10
    Age of Micro - V2 10/10
    Multitasking training 10/10
    Hotkey Trainer Buildings - Fixed Ver 10/10

    Visual/QoL Improvements

    Mod name: Importance
    Fish Borders 10/10
    Improved Small Trees 10/10
    Useless Plants Remover 10/10
    Animated Idle Vil Marker 10/10
    Icon Hotkeys (Continued) 10/10
    Bigger Idle Villager Warning 10/10
    Green Flashing Age Up Button Icon 10/10
    Anne_HK - Monk Pointer (Always Visible) 10/10

    Enable "Building Range Indicator" in the Game settings or use the mods below that I prefer;

    Misc (Personal preference)

    Mod name: Importance
    No Intro 10/10
    Castle Range Mod 10/10
    Tower Range Mod 10/10
    Town Center Range Mod 10/10
    Tower Foundation Range Mod 10/10
    Castle Foundation Range Mod 10/10
    Krepost and Harbor Range Mod 10/10
    Town Center foundation Range Mod 10/10

    Enable Icon Hotkeys & try and master your them by playing Hotkey Trainer, Hotkeys town, DMspeedtest, etc.

    List of useful Hotkeys;

    • "Shift" + "." - Holding Shift & period will select up to 60 idle villagers.

    • "Shift" + "," - Holding Shift & comma will select up to 60 military units.

    • "Ctrl" + "," - Holding Ctrl & comma will select up to 60 idle military units.

    • "Alt" + "," - Holding Alt & comma will select up to 60 military units visible on your screen.

    Additional useful Hotkeys;

    • "Q" for Patrol - Patrol back/forth from the selected destination while attacking anything nearby.

    • "W" for Guard - Guards units or buildings & attacks anything nearby, protects Villies from Wolves.

    • "E" for Follow - Follows units but does not attack anything nearby. (Doesn't protect Villies from Wolves)

    • "R" for Attack - Attacks anything nearby or in its path, but unlike Patrol your units stop at its destination.

    • "T" for Attack Ground (Siege) - To target where your Mangonel/Trebuchet/Bombard Cannon shoots.

    FAQ:

    Why is everything rated 10/10 in importance?

    Because that's how much they mean to me.

    Why don't you just use "SKIPINTRO" in your Steam library launch options under properties?

    Apparently it resets after every update anyway & it's just more convenient for me to reenable all mods.

    Why use Range Mods over the inbuilt Building Range Indicator?

    To me it looks better, the inbuilt one is an eyesore & I prefer seeing the broader ranges over just one.

    If you know of any more useful mods, hotkeys or tips for that matter feel free to comment below & I'll add them!
    submitted by /u/Aoe2Stroll
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    I liked to play AOE4 but the ranked ladder in AOE2 fuels me with much more adrenaline

    Posted: 21 Nov 2021 06:19 AM PST

    I really like AOE4. I think it's a good game at my level as a casual gamer. I don't mind the bugs or balance issues. They're not too glaring if you don't play competitively. I was happy to come up with my very own build orders and test out the new civs agains the AI through the Mastery challenges. Playing online quickmatches felt like a much needed relaxing experience.

    However...

    I just finished a ranked game on AOE2 and the adrenaline rush packs quite a punch! The meta is so defined and the game so clear-cut. As a casual gamer, there's still a lot I have to discover with AOE2: civs, build orders, maps, strategies... My journey is far from over! I practiced a bit against the Extreme AI to get my muscle memory back and up to shape.

    When I finished and won my first ranked game in a few weeks I felt way more pumped than I ever was playing AOE4. I hit Feudal in 9:16, my opponent in 10:06, and the game was so well balanced (Malians vs Sicilians on Atacama) I might have thrown a few times if I hadn't been careful. What. a. game.

    Nevertheless, having played AOE4 (and I will play at it again because it is a lot of fun, especially with friends!) I feel I have a better overall understanding of the RTS genre. I feel like I pay way more attention to my macro. I don't know why. I hope both games continue to be well cared for by their developpers on the long run.

    TL;DR I really like both games but there's nothing like an AOE2 ranked ladder match-up adrenaline fix.

    submitted by /u/Asinus_Docet
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    Im happy for Vinch!

    Posted: 21 Nov 2021 12:08 PM PST

    PSA: Citrix kills fps for AOE2

    Posted: 21 Nov 2021 12:08 PM PST

    I bought a new gaming laptop (MSI Delta 15), which should EASILY run AOE2:DE. I was getting 16.9 fps and was ready to return the laptop. I spent hundreds of hours reading forums, uninstalling and reinstalling different version of GPU drivers (laptop has an AMD Radeon 6700M for reference), updating windows, playing around with the BIOS, etc. etc. It turns out the problem was entirely caused by Citrix Workspace, which I use for work. I uninstalled Citrix and my fps in AOE2 instantly went from 16.9 fps to 90+ fps. Thought I would post in case anyone else is having issues.

    submitted by /u/dfuse
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    I... I might have to update my game.

    Posted: 21 Nov 2021 06:45 AM PST

    How do you play the Teutons against the Maya?

    Posted: 21 Nov 2021 07:40 AM PST

    I understand Mayas are really good, generally speaking. How am I supposed to fight them? Teutonic knights are useless here, their skirms lack some updates.

    submitted by /u/Dull-Fun
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    Karambits in massive siege?

    Posted: 21 Nov 2021 05:27 AM PST

    Besides simple raiding, is it possible or viable to mass a big squad of them for a major battle or siege?

    submitted by /u/hussar269c
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    Best civ for your personal playstyle

    Posted: 21 Nov 2021 08:45 AM PST

    and what your personal playstyle is

    submitted by /u/Patience-Frequent
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    Archers frame delay increased?

    Posted: 21 Nov 2021 08:38 AM PST

    Took a break for a few weeks and came back yesterday, I usually play archers and it felt when microing like the frame delay for crossbows had been increased. I feel like I had a good understanding of how to time my stutter-step micro (1500 ELO, few hundred games played) and it just feels a bit slower than before.

    Does anyone know if there's been a change to this, or am I just rusty?

    submitted by /u/SvNOrigami
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    Does Voobly have some kind of Malware?

    Posted: 21 Nov 2021 01:27 PM PST

    Good afternoon. Today I started downloading AOE2 for my father's and his girlfriend's computer and I wanted to download Voobly so that we could play together, I went to VirusTotal to see if the program had malware, just in case, and it gives me the installer it has "Rising" (Malware.Obscure / Heur! 1.9E03 (classic) should I be concerned or is it just a false positive?

    submitted by /u/clemenl
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    I don’t mind the hills and elevation near my tc but…

    Posted: 20 Nov 2021 04:50 PM PST

    I literally struggle to find spots to place additional tc near wood lines on this version of Arabia.

    Anyone else feels the same?

    submitted by /u/revzpsy
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    Castle age unique unit changes: Samurai / Berserker appreciation / deep dive

    Posted: 20 Nov 2021 04:55 PM PST

    With the new unique unit balance changes, I think it's time to take a deeper look at them again. I think the biggest winners of them all are the samurai, berserks and maybe the Jaguar warrior. First I want to take a look at the Samurai changes.

    As spirit of the law went over the Samurai got 10 extra hp (about 17% more) and 2 extra damage (+25% damage). But what do these numbers mean, what do they changes in their matchup vs knights and crossbow? It's also important to note that attack increases are more impactfull the lower the starting number. Because of the samurais high attack speed but low damage before (8 att).

    Samurai vs Knight before the change: FU the samurai dies in 7 hits and need 20 attacks to kill a knight. In a 1 v 1 samurai would be able to deal 8-9 hits depending on the first hit. This means the knights had 55-60% hp left. After: FU the samurai die in 8 hits and they only need 15 hits to kill the knight, now the samurai is able to do 10 hits, and the knight will only have 33% hp left. As you can see being able to take one more hit and having 2 more damage makes they a lot stronger vs knight. Now having 1.5x the numbers of knights means you will win most of the time. A great improvement over the prebuffed version.

    Compared to the new Longsword (LS) Japanese: the FU LS dies in 7 hits from the FU knight and it needs 18 hits to kill it. The LS will be able to hit the knight 8 times before it dies, this will leave the knight with 55% hp left. The LS were as good (a tiny bit better) than the old castle age samurai, now there is still a quite noticeable difference.

    Samurai vs Crossbow before the change (castle age): a FU samurai dies in 15 hits from an FU crossbow and it killed a xbow in 5 hits. Now for ranged units a 1 v 1 doesn't give a good idea about how they would do on the battle ground (as the xbow could kite, also in group xbows get a lot stronger). Now the buffed samurai can tank 18 hits (20% more), so a small improvement + they take xbows down in 4 hit now, this is a good improvement as now they are on par with the longswords.

    Compared to the new FU longswords: LS die in 15 hits and are able to kill the xbow in 4 hits. If you compare this with the samurai you would say that samurai aren't much better, still one more thing should be taking in to account and that is that the move speed of xbows and LS(with squire) 0.96 vs 0.99 so basically the same, hit and run is extremely easy vs LS. Now samurai have a speed of 1.1 so they move 11% faster than LS and 14.5% over xbows. This doesn't mean Samurai are good vs xbows they still suck but they will do quite a bit better than LS will because they can close the gap substantially better.

    All in all the prebuff caste age samurai was basically as strong as the LS but at a much higher cost (+10g) or (+15f and 10g after supplies) and them having to be made out of a castle. Now the new samurai does a lot better vs knights and they will outshine LS, vs xbows they both suck you shoudn't make them to counter xbows but they hold up quite a bit better as well. Samurai are insane vs buildings, getting the extra 2 att does make a big diffence (like free arson). That said it's still not worth it to make a castle just to produce these, but if you put down a castle in castle age (most of us will do) it's worth it to make them you don't have to pay any upgrade and the upgrades you get for LS work on Samurai as well so adding them now (if you were building ls) seems like a great addition and totally worth it.

    As for the other unit that got a major buff the castle age berserker. This unit was already seen as a quite good unit in the mid imperial where it does very well vs cavalier and paladin as well as vs most other melee units. Now this patch it had some major buffs it got +3 att (+33%) an extra armor and +3hp (+5%).

    First off I will talk about berserks before chieftains.

    Berserk vs Knight prebuff: the FU berserk dies in 7 hits from a FU knight and needs 18 hits to kill a FU knight. In a 1 v 1 the berserk would be able to deal 6 hits before dieing leaving the knight with 67% of it's hp left. The new berserks dies in 8 hits from a knight and needs 12 hits to kill a knight, as you can see this is making a very big difference. The berserk will be able to deal 7 hits before it dies leaving the knight with 42% hp.

    Berserks vs knight prebuff + chieftains: FU berserk dies in 7 hits from a FU knight and needs 10 hits to kill a knight. In a 1 v 1 the berserk is able to deal 6 hits before it dies leaving the knight with 40% hp (the new berserk is basically as good as the old one with chieftains). The buffed caste age FU berserk dies in 8 hits from a knight and only need 8 hits to kill a knight. The berserk is able to hit 7 times before dieing leaving the knight with only 12.5% hp left. Meaning these berserks are almost as strong as a knight 1 v 1, meaning having just 1.1 times your opponents knights will leave you winning most of the time. (for example 10 knights vs 11 berserk with chieftains is berserk favoured). In this case berserks are a hard counter to knights.

    Now viking FU longswords (LS): a FU LS dies in 8 hits from a FU knight and needs 18 hits to kill a FU knight. As you can see this is better than the prebuffed version of the longsword. The LS would be able to hit 7 times before it dies leaving the knight with 62% hp. Now FU longswords with Chieftains still die in 8 hits but are able to kill a FU knight in 10 hits leaving the knights with only 30% hp. This puts them on par with samurai vs knights. Again meaning if you have 1.4x times the LS over knights you will win the fight.

    Old Berserk vs Xbows: they could tank 16 hits and needed 4 hits to kill an xbow. The new version is able to tank 17 hits and only needs 3 hits to kill the xbow. Defensively they didn't get much of an improvement but needing one less hit to kill an xbow is very good. You will be 33% more effective at killing them.

    Viking LS vs xbows (both FU): LS are able to tank 18 hits and need 4 hits to kill them. Again the difference isn't to big vs the berserk but factoring in the 0.99 move speed of LS, 0.96 xbows vs the 1.155 movespeed of the berserk they are even faster than samurai and movement speed is so important vs ranged units. (20.3% over xbows and 16.7% over LS).

    One more important thing berserks do heal so if they win a fight they win it harder + in combat if they don't get oneshot it's possible they will survive a few more arrows or an extra hit vs a knight. During raiding this also helps a lot.

    Same story here, prebuff there was never a reason to make a berserk, LS did everything better at a lower cost (-5f, -5g or -20f, -5g after supplies). Even if you had a castle up it was questionable to make a berserk unless you needed a melee unit and hadn't teched in to LS (but even then it's probably not worth). Now with the new berserk they a very good unit, they still don't warrant a fast castle in to castle drop to make them like you can do with Spanish, Mongols or with arambai but if your opponent is going heavy on knight and you have a castle going berserk with Chieftains in castle age is insanely good. Better than even pikemen, they are about as cost effective but they kill buildings insanely fast, they can beat enemy longswords, they do quite a bit better vs xbow and skirms and can be use to raid. After the buffs this is probably the strongest (most viable) melee unique unit. Ofc teutonic knights are stronger but in a real game less useful (slow, more expensive). I would recommend trying these badboys out if you happen to play the Vikings.

    submitted by /u/zaemar
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    When can I expect 50% sale for the Expansions

    Posted: 21 Nov 2021 01:38 AM PST

    Is there any chance LOTW and DOTD might be 50% off in the Black Friday sale of steam?

    submitted by /u/azwadkm22
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    AOE2:DE Khitans Civ Concept rework

    Posted: 21 Nov 2021 12:29 AM PST

    Helo guy. Last time I have create a civ concept of the Khitan and I recived quite a few comment about how I should balance this civ . For the last month I quite busy so it took me a month to rework this concept. Now let you wait no longer, this is the rework of my Khitan civ concept. For those whoneed to look at the old concept, here it is: https://www.reddit.com/r/aoe2/comments/qe5jev/aoe2de_khitans_civ_concept/

    Khitans

    Cavalry Archer civ

    The Khitans, rised from a nomadic people to a power dominate Northen China for over 200 years (907-1125). They established their own dynasty, the Liao and engage in a triad relationship with the Chinese Song in the south and the Tangurts Xiaxia in the West. After the fall of the Liao dynasty to the Jurchens Jin, a group of Khitans, lead by Yelu Dashi flee westward and finally build their nation, Western Liao (a.k.a Qara-Khitai). This empire ruled Central Asian until it was defeated and finally destroyed by, you guest it, Genghis Khan. The Khitans history may had lot of rises and falls but at the end, many of its legacy still remained as another conquerer dynasty of China learned lot of Liao laws and administration.

    Architecture: East Asian (If there would be a Mongols architect then it'd work perfectly)

    Language: Khitan ( a now-extinct language but many scripts and vocabullaries remained and recovered to this day thanks to Chinese records).

    Wonder: Liaoyang White Tower

    Civ Bonus:

    • Mills, Lumber Camps and Mining Camps are replaced by the Yurts.

    This bulding is a combination of mill, lumber camp and mining camp. Villager can drop-off their resources here and you can upgrade economic tech here too. This building can also pack/unpack like trebuchet and it will save you quite a lot of wood since you can just pack up and move to a new location instead of building a new resource camp. This building, however, cost 100 wood, which mean 25 wood more than normal resources camp so your early game can be a little short on wood.

    • Parthian Tactics affect Scout, Steppe Lancer and Camel Rider lines.

    While many of you think that a 4/8 armor Hussar is too OP, I think it quite comparable in tanking arrows compare to Paladin but lagging behind in damage dealing department. Steppe Lancer and Camels are sistuational units so you don't have to worry about this bonus too OP and this bonus will give these units and edge over other civ.

    • Cavalry armor upgrades are free.

    The CA bonus vs Cav is not quite useful so I decided to remove that bonus and give this civ this bonus, it a very powerful bonus that give you power spike and save you some resources and research time.

    Team Bonus: Can buy sheep in Market for 60 woods.

    This team bonus will remain here, and it can synergy well with teamate who love sheeps like Tatars or Britons but if your team need fast food, they will welcome this bonus. However, I must mention that this bonus quite give you fast food, it not as effeciency as farm since you trade 60 wood for 84 food so it not effective in the long run as farming.

    Unique Units:

    • Ordu: Ordu are imperial guard of the Liao dynasty, they are men selected from noble family or chieftain lines of the Khitans. The Orbu are very well trained, most can use various wepon on horse back like lance, bow, mace, sword or even crossbow. Yes, they are a few troop to use a minimature crossbow on horse back, which is very effective against heavy armored target a close range, but in longer range, they lost to larger crossbow of the Chinese. They inspired for the legendary Pislin Guard army in Chinese literature. So, to honor this, I present to you a cav archer that use crossbow.

    Cost: 60 woods, 65 golds

    Training time: 25s

    HP: 60, 70 (Elite)

    Attack: 7, 8 (Elite) pierce

    +2, +3 (Elite) vs Spearman

    Rate of Fire: 2.0

    Frame delay: 20

    Attack delay: 0.63

    Range: 3

    Accuracy: 85%

    Projectile speed: 7

    Melee armor: 0, 1(Elite)

    Pierce armor: 0

    Armor classes: Archer, Cavalry archer, Cavalry, Unique unit

    Speed: 1.4

    Line of Sight: 5

    Ability: Gain bonus damage equal to 1/2 of target pierce armor (1/10 to Rams and unpacked treb).

    Nothing to say about this UU, for it a short range, higher atk and HP CA with some punishment to heavy Cav civ.

    Unique Technologies:

    • Orda System: Stables and Archery Ranges work 30% faster.

    It a combine of Britons and Huns team bonus that will make sure your Cav and CA mass up faster than most opponent (Except Cumans)

    • Tielin Army: Cavalry Archers +2 Attack and Ordus +3 Attack.

    This bonus seem to be very OP compare to other CA Civ but your CA and UU still lose to other UU like Mangudai or Kipchak due to lower ROF and frame delay. However, this bonus will make your CA to become a glass cannon, suitable for fire support from behind while the more bulkier Cav do their work in the front.

    Tech tree:

    Barrack: No Halberdier, Eagles and Supplies.

    Archery Range: No Abalester and Hand Cannoneer.

    Stable: No Paladin, Battle Elephant.

    Siege Workshop: No Siege Ram, Heavy Scorpion, Bombard Cannon.

    Castle: Full.

    Dock: No Fast Fire Ship, Cannon Galleon, Heavy Demolition Ship, Shipwright.

    Monastery: No Redemption, Heresy, Theocracy and Illumination.

    Blacksmith: No Ring Archer Armor and Plate Mail Armor.

    University: No Architecture, Fortified Wall, Bombard Tower, Heated Shot and Arrowslits.

    Eco: No Two-Man Saw and Crop Rotation.

    submitted by /u/M1lk_4_Kh0rn3
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    Dear Devs: Please make arrows visible in the ground longer

    Posted: 20 Nov 2021 02:15 PM PST

    One of the cool things about the original AoE2 was how arrows littered the battlefield and were visible for a long time. It made battles look really cool. Along with corpses and skeletons. Please make this an option at least in a future update.

    submitted by /u/Equivalent_Alps_8321
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    Update 56005 broke Market hotkeys?

    Posted: 21 Nov 2021 11:01 AM PST

    After the update, my hotkeys for market buy/sell resources in groups of 500, regardless of me holding shift. Clicking the res (without using hotkeys) works as normal (units of 100), but I'd prefer hotkeys. Anyone else have this issue or a fix?

    submitted by /u/elipwns7
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    Sudden Flickering Problem

    Posted: 21 Nov 2021 10:50 AM PST

    Hello all,

    all of a sudden ive had a problem with the game quickly flickering black in gameplay and during the menu screen. its just a quick flicker but its very annoying. Ive updated all drivers and messed around with the settings a bit to no avail. Has anyone any ideas how to fix this?

    submitted by /u/glassjawgronk
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    Diversity of AoE2/4 Civs

    Posted: 21 Nov 2021 10:37 AM PST

    In my Opinion AoE2 Civilisations feel much more different from each other than AoE4 civs.

    Yes, i undestand that the Eco Management from HRE, Abbasyds and French is way more different than civs in AoE2. But most of the time the Diversity ends there. Most of the time you have the same Units: Cav, Archer and spears.

    Diverse strategies like in AoE2 (TowerRush, MAA or Drush) Arena not possible in AoE4.

    I know they have access to early versions to some Units But that is Telegraphed. Besides that, if you dont use that you dont play around your civ Boni. So you are forced to use that units in some way.

    It feels like you can way easier use different Strats indipendet from your Civ. MAA as French? Go for it. Spanish Archer? Akward but...Surprising? Persian Douche with any Civ? Go for it.

    Just some thoughts from me. What do you think? Do u agree?

    submitted by /u/Ordinary-Leg8727
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    Just cause there's a nomad treaty doesn't mean there isn't room for early nomad shenanigans.

    Posted: 20 Nov 2021 07:52 PM PST

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