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    Age of Empires II Finally used a trick i have known for 10 years!

    Age of Empires II Finally used a trick i have known for 10 years!


    Finally used a trick i have known for 10 years!

    Posted: 17 Nov 2021 06:54 AM PST

    So I made Galicia in a Ludrikous size scenario. Vikings and Moors invade a booming Santiago in year 1000 AD

    Posted: 17 Nov 2021 05:09 AM PST

    So I made Galicia in a Ludrikous size scenario. Vikings and Moors invade a booming Santiago in year 1000 AD

    https://preview.redd.it/ie3chrzzm5081.jpg?width=800&format=pjpg&auto=webp&s=ec35b08a5325b066db8491920cf118f79126c1fe

    It's the end of the 10th Century in the Kingdom of Galicia, in the north western corner of the Iberian Peninsula. Astorga falls into the hands of Al-Mansur and his Moorish army, who prepare to burn and loot the Jacobean lands. Danger comes also by sea, as a great Viking fleet aproaches from the Atlantic Ocean. Meanwhile, the Irian Miter of Sisnando the II prepares for an eventual attack, and asks for the aid of his old rival: the bishop Rosendo of Celanova.

    There are 3 factions: the Vikings, the Kingdom of Galicia (6 allied provinces, 1 convertible), and Al-Mansur's Moors:

    1. Blue (Vikings): Vikings (Team 1 - Vikings)- Atlantic Ocean

    2. Red (Goths): Irians (Team 2 - Kingdom of Galicia) - Iria Flavia

    3. Green (Goths): Luceans (Team 2 - Kingdom of Galicia) - Lugo

    4. Yellow (Saracens): Moors (Team 3 - Moors) - Astorga

    5. Cyan (Britons): Britons (Team 2 - Kingdom of Galicia) - Bretoña (burnt down), Mondoñedo

    6. Purple (Celts): Brigantines (Team 2 - Kindom of Galicia) - Betanzos

    7. Grey (Goths): Tudeans (Team 2 - Kingdom of Galicia) - Tui

    8. Orange (Goths): Dumians (Team 2 - Kingdom of Galicia) - Celanova

    9. White (Spanish): Asturicans (No team - Gaia - convertible) - Astorga

    Astorga has fallen to Al-Mansur, and the Asturicans are unprotected. Help them and they'll join your army.

    You can try out the Scenario if you wish so :) Honest feedback would be appreciated.

    submitted by /u/xogosdameiga
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    Low key units that are secretly OP?

    Posted: 17 Nov 2021 03:12 AM PST

    I'll start… Indian Elephant Archer.

    The speed of their creation isn't great but that means you can comfortably produce them in secret while your eco is still growing quite early into castle age

    Once they are massed up they become an unstoppable force of nature and can even take out buildings. I've even killed castles with a large stack of them

    submitted by /u/Cstruggz
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    Cavalry Archers: Tech-tree-overview + Tier-list

    Posted: 17 Nov 2021 05:39 AM PST

    Cavalry Archers: Tech-tree-overview + Tier-list

    I realised that I didn't really have an idea how good civs' CA are (besides the obvious CA-civs), so I went to do a list with available CA-techs for each civ to check for viability.

    Here we go. (I tried a bit to make importance of techs and strength of bonuses apparent too.)

    All the CA-Techs for each Civ + bonuses.

    EDIT: ok guys, I didn't know that Bohemians don't get CA. to my defense: lol wtf.

    EDIT2: will update later with more emphasis on thumb ring. if I get that correct, that's more important for their damage output than even fletching? Lol. Thanks for the input in the comments

    I think generally can be said:

    • S-Tier = You can go for them as your main unit in most situations and it's going to be really strong.
    • A-Tier = Going for them as a main-unit is fine if you manage to mass them, but your other options might be generally stronger. If it fits the situation and opponent, they're a great plan b.
    • B-Tier = They are lackluster but still useful if you can use their mobility or your opponent has no answer. #situational
    • C-Tier: They're not complete trash, but you should have better options available in almost every situation.
    • D-Tier: Don't train them except you're Daut.

    Classic Tier-list for visual pleasure:

    lets be honest, we all love tier lists

    PS: Not sure if Sicilians are actually supposed to be in B here, just because of their damage reduction. I mean, they probably destroy Camels and Skirms, but they won't cut it against Knights and Xbows. Then again, other B-civs might struggle as well, dunno.

    submitted by /u/Umdeuter
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    So it's been about a week since getting DE on Steam and coming back to the game after 10 years

    Posted: 17 Nov 2021 06:53 AM PST

    And I've already concluded that the Byzantines are the best faction, with best, most Noble Patrician unit in the game: Cataphracts. I simply can't go back to fielding those dirty barbaric armies of the East, or filthy Heathen armies of the West. It's honestly hard to remember using horses from the dirty plebeian stables. Such is the might of the Glorious inheritors of Romanoi Military Tradition, that they can trample pathetic barbarian horses by mere proximity!

    It's hard to even fathom living in anything besides the superior Greco-Roman architecture of Byzantine buildings, which are not only stronger, but better looking than barbarian "buildings", veritable mudhuts by comparison!

    Even the lowest of Plebeian infantry fielded by the Noble and Sacrosanct Imperial Army are better than their barbaric counterparts, since they know their place and not to greedily demand more resources than they're worth, unlike those gluttonous barbarians!

    Truly masters of all, the Byzantines also field Great Camels from the Deserts of Syria and North Africa, who, similar to the Plebeians, know not to ask for more than they are worth!

    Through their divinely inspired intellect and the wrath of DEVS himself, their mighty fleets hurl fire with the fury of the Arch Angels, to smite barbarians and heathens alike!

    Above all, the Byzantines, as the most holy followers of the right, true, correct and infallible Orthodox Church, their benevolent Priests, as the most righteous followers of the lord channeling the healing energy of Jesus Christ himself through the divine power of the Nicaean Creed grant blessings onto the Lord's army on Earth better than any chaos worshipping barbarian could ever hope to!

    submitted by /u/dreexel_dragoon
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    Best civ for 1000 pop game?

    Posted: 17 Nov 2021 02:37 AM PST

    Hello! I wanted to ask your opinion what is the best civ for 1000 population game. :) And of course some civs might be great for 500 elo, others for 1000 elo and some completely different for 2000 elo, I'm happy hear all your thoughts.

    My thoughts would be:

    Huns: No houses bonus pays of very well here. Escpecially on lower elo ranges, your hands are already full with 10 TC booming, having not to worry about houses is a great benefit. Huns are also great in early aggression, so you will have an excellent early and late game. Resource wise the bonus is not that significant as in 1000 pop game wood is rarely an issue IMO.

    Goths: For obvious reasons, cheap and quickly trained infantry gets insane in late game.

    What are your thoughts?

    submitted by /u/m4r77422
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    Are there any mods for more detailed post-match stats? Such as unit/unique unit total count & advanced timeline options like in AOM

    Posted: 17 Nov 2021 07:21 AM PST

    Are there any mods for more detailed post-match stats? Such as unit/unique unit total count & advanced timeline options like in AOM

    https://preview.redd.it/ptoelu0176081.jpg?width=3844&format=pjpg&auto=webp&s=cc4e73373e140e5ae800667449f55351fa1de0d5

    After playing for 43 in-game hours & beating the extreme ai 1v4 I was disappointed with the lack of statistics/info post-match. The file was even too big for aoe2insights to handle (230mb) but I was able to contact one of the devs who was nice enough to make an exception to analyse the match: https://www.aoe2insights.com/analysis/30baca2373e2e0cf4a0a8020788330a2e35c2284/

    Are any mods that expand more on post-match statistics? If not, would it be possible to create one?

    submitted by /u/Aoe2Stroll
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    Triggers tips and tricks

    Posted: 17 Nov 2021 08:31 AM PST

    So I was designing a map and I needed some help to with triggers: 1- How can I make a villager play the repair or building animation in any area? (for example: the villager stands at the end of the bridge and starts the animation like if he was completing the bridge). 2- How can I change the villager task using the triggers (For example change him into a hunter so he stands holding the bow or change hime into a lumber so he stand in his place holding the axe) Thanks in advance.

    submitted by /u/Zer0-Prince-47
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