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    Thursday, April 21, 2022

    Age of Empires II AOE2 Dynasties of India Teamgame Trailer

    Age of Empires II AOE2 Dynasties of India Teamgame Trailer


    AOE2 Dynasties of India Teamgame Trailer

    Posted: 21 Apr 2022 09:24 AM PDT

    Things I'll never forget: playing with T90 and Dave in the same team.

    Posted: 20 Apr 2022 11:22 PM PDT

    Supplies!!!

    Posted: 21 Apr 2022 09:07 AM PDT

    New Balance Changes! | Dynasties of India Patch

    Posted: 21 Apr 2022 05:43 AM PDT

    Spirit of the Law Unique Unit Quicktake - Shrivamsha Rider (it can eat Onager shots!)

    Posted: 21 Apr 2022 07:57 AM PDT

    Me as malay picker:

    Posted: 21 Apr 2022 07:51 AM PDT

    Do Dravidian Armored Eles ignore unit melee armour after Wootz steel?

    Posted: 21 Apr 2022 11:19 AM PDT

    Any info on this from content creators?

    submitted by /u/Aggressive-Ad-7862
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    How does the Dynasties of India patch affect Mamelukes?

    Posted: 21 Apr 2022 06:54 AM PDT

    How does the Dynasties of India patch affect Mamelukes?

    Hi all! I'm sure each of us will analyze all the balance changes the new patch will bring, but I'd like to focus on Mamelukes, which will return to their original state, when they had no Archer class. Apart from that, Zealotry being available in Castle Age (150HP for Castle Age Camels!!!!!!) has the potential to leave them with a pretty solid 105HP, which, added to their cheap Elite upgrade cost (600F 500G) will leave them as a very solid, affordable and strong option for Saracens, who will also get a big buff to their late game with the replacement of the useless Madrasah with Counterweights in Imperial Age (+15% attack for Mangonel-Line and Trebuchets).

    So how does Mamelukes losing the Archer armor class affect? First and direct effect is shown in this table below, which is taken from my own thread, many months ago. All units that had bonus attack against Archers will lose that advantage (First number shows the damage by shot and the number in brackets shows how many hits the unit needs to kill a FU Mameluke):

    https://preview.redd.it/7a21ze60xvu81.png?width=476&format=png&auto=webp&s=a60c6fab55e19a95fb703cd5dbb83ced4fd8119b

    The second, more niche effect is for certain units from civs that get damage against Archers:

    - Non-Burgundian Cannon Galleons will deal 15 less damage per hit (from 54 - 64 for Elite to 39 - 49 for Elite). Burgundian ones see their damage reduced from 68 - 80 for Elite to 49 - 61 for Elite).

    Yes. Cannon Galleons have bonus against Archers and Mamelukes, among others.

    - Persian (and Persian ally) Knight-line won't deal +2 damage to them

    - Pole (and Pole ally) Scout-line won't deal +1 damage to them

    - Burmese Manipur Cavalry is now useless to fight Mamelukes

    Overall I feel this patch brings a huge buff to Saracens. I'm sure we will see many more Mameluke plays from now on. But time will say if it is too strong. Have a nice day!

    submitted by /u/Azot-Spike
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    Do people upload custom maps somewhere?

    Posted: 21 Apr 2022 11:25 AM PDT

    I'm new to aoe2, but the idea of making my own map and letting other people play it sounds exciting. Do people usually do this? Is there some website I should look into for uploading it?

    submitted by /u/e-2c9z3_x7t5i
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    CaptureAge should display if the Castle Age / Imp UT is researched

    Posted: 21 Apr 2022 12:02 PM PDT

    Just title. I'm really missing those and they are kinda important depending on the civ ofc.

    submitted by /u/imaginingreddit
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    Is there a list of all balance changes released with the upcoming DLC?

    Posted: 20 Apr 2022 11:32 PM PDT

    Units of History - Byzantine Fire Ships (Ancient Superweapons) DOCUMENTARY

    Posted: 21 Apr 2022 12:47 PM PDT

    https://www.youtube.com/watch?v=9T7X42GGkg4

    I know, this is not about the game, but about the Byzantine fireships, or Greek Fire. Very interesting video.

    submitted by /u/Jethris
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    Are some techs too expensive/do too little?

    Posted: 21 Apr 2022 01:22 PM PDT

    Most technologies in this game are pretty well balanced and are generally useful in most situations. However I find it hard to justify researching techs like "Crop Rotation", "Heavy Scorpion" or maybe even "Elite Genoese Crossbowman".

    These techs might come with a nice little upgrade, but I feel like they do too little for their cost. If we look at Heavy Plow, it not only makes your farms last longer, but it also adds +1 carry capacity for your farmers. Why is Crop Rotation such a bad tech in comparison? Crop Rotation only pays off if the games go super late, whereas Two-Man Saw isn't too bad to pick up in Imperial Age. So why does Crop Rotation not have the additional carry capacity as well? Lacking Crop Rotation literally doesn't matter during most competetive games.

    Similarly the Heavy Scorpion tech is SO EXPENSIVE that we never see them (Except maybe with Khmer or on BF).

    So my question is: Are some techs too expensive for what they do or am I missing something? I feel like those techs could be adressed slightly. What do you think? :)

    submitted by /u/MantisAoE
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    Differentiate Civs without "Gimickifying" Civs

    Posted: 21 Apr 2022 07:47 AM PDT

    With the new Indian civilizations coming out and showing off a very distinct region and subcontinent. It made me think of how other areas of AOE could be changed to make the regional units and factions feel more distinct gameplay and flavor wise while not adding a ton of development work.

    A lot of my playgroups actually prefer AOE4s civs to AOE2 despite agreeing AOE2 civs are better built from a game design perspective. A lot of that favoritism comes down to flavor, and there is a ton of excitement for the new Indian civs from people who usually won't go for DLC because of how distinct feeling these new civs are.

    I think differentiating the steppe civs would be an easy way to add differentiation to a group of civs that should feel more unique and have a distinct flavor to other civilizations. While also maintaining the civs core identities and not doing anything super gimmicky.

    Steppe Changes

    -Steppe lancers cost 10 less food. Elite Steppe lancer upgrade costs changes from 950 food 500 gold to -600 food 500 gold

    -Huns Huns lose knight line Huns gain steppe lancers Atheism -> Raiders: Huns gain gold and wood when destroying an enemy building. Tarkans gain +2/+1 armor, -2 attack, +2 bonus damage against buildings.

    -Tartars Lose the knight line

    -Cumans Lose the knight line

    -Mongols No changes. Keeping the knight line and lancers as it's more in line with their civ historically. This may lead to a need for a minor debuff.

    These steppe changes basically change knights -> lancers for the civs. Balanced correctly, it should make these civs feel much more unique without changing much about how the civs are played other than timing of when they hit their power spikes. Huns get tarkans differentiated more heavily from their cavalry line and pushed into choosing between tarkans and lancers more situationally.

    Another way flavor can be added to AOE2 without gimickifying the game could be by helping along some unique units that are either bad even in their situational use or left behind by future updates could be a nice improvement.

    Help some left behind unique units

    -Japanese Samurai can now swap between melee and ranged attack.
    This was planned originally and makes this unit unit much more interesting while also helping them trade more cost effectively in situations where they are supposed to be useful. For a unit that is supposed to specialize against unique units, it trades horribly in many cases and adding range would help this unit trade better into things like grouped war wagons, jaguar warriors, and teutonic knights while also giving it some relevancy on its own. Giving it a ranged attack would also make it much more fun to play.

    -Teutons Monks heal Teutonic Knights twice as quickly.
    This gives some flavor to teutonic knights as well as helps them trade effectively in situations where they are slow or can have their armor shredded. Allowing them to work as a strong core push with seige and helping to alleviate the pain of them being super slow without making them feel different or be too strong. Another options could be to them effected by relics collected, maybe 2hp regen/minute per relic collected. Just something to help them use teutonic knights as the population efficient engines they should be.

    -Magyar: Increase speed of huszar from 1.5 to 1.6. Increase gold cost from 10 to 15 and decrease food cost from 80 to 70. This makes this unit a bit more distinct and slightly better at raiding as it can't be cleaned up as easily by mass hussars. A super minor change that adds some distinct flavor and additional use to the unit as well as making the Magyar unique tech Corvinian Army that much more relevant.

    The other QOL change that i would like to see in the game is updating elite unique units to have distinct looks. Take capes away from castle age teutonic knights and berserkers. Give Jannisaries their hats back etc... These changes would require real work and you also don't want to undo the classic designs in half+ of cases that people see the units so i understand why this has not happened yet.

    How do other people feel about changes made to make current civs feel more distinct from one another? Does anyone have ideas on how changes to a china split or updates to the African civs could make those civilizations feel more regionally unique while keeping them true to their spirit historically?

    submitted by /u/warassasin
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    Two questions: 1. Conq/CA+knight counter play? 2. How to do effective CA play?

    Posted: 21 Apr 2022 09:15 AM PDT

    As answer to the first question, what I always see here is saying don't let them mass, which is true, but what do you generally do if you see them going for CA or conqs to stall out the mass?

    As for the second one, I've tried CA out twice, both times died to lots of knights. So I tried the same thing against CA. Surprisingly my knights couldn't do shit. Most likely my skill 11, but just wondering, do FU knights generally die to FU CA in a headon fight?

    submitted by /u/Scoo_By
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    Suggested Feitoria change

    Posted: 21 Apr 2022 01:39 PM PDT

    Out of curiosity, how would people feel if the Feitoria was changed to be kind of like temples in age of mythology, where it no longer takes up pop space (or really does anything on its own), but after you build it you can assign villagers to work at it to bring in resources.

    If you assign 20 vills to it, it would essentially be the same as it is currently except that it would be more susceptible to raiding. You don't have to destroy the building. You just have to kill the vills, or at least scare them off it for awhile.

    Since you still have to make the vills and it is now susceptible to raiding, we could probably tweak it to bring in more resources at a faster rate too.

    I think this would make it more balanced and easier to work with, while still keeping the same design concept of indefinite resources.

    submitted by /u/Zuberii
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    I listened to the Bengalis' theme, and this immediately popped into my head

    Posted: 21 Apr 2022 01:35 PM PDT

    Will a drav Oliphaunt archer fire at a rate of 1.2?

    Posted: 21 Apr 2022 07:26 AM PDT

    I don't know how the fire rate bonuses are applied, but it's a boost of TR(18%) + drav civ bonus (25%).

    I'm assuming it's not roughly 1.2 ROF, but what is it?

    Will a Briton+ gurj team = 15sec tt?

    submitted by /u/Helikaon48
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    Anyone else think they're kinda weakening the Teutonic Knight??

    Posted: 20 Apr 2022 11:04 PM PDT

    I personally enjoyed playing Teutonic Knights though they lacked mobility, it was really fun to play with them. We knew that archers or brute force units were their only counter and so it was balanced anyways...

    Then they made Leitis to ignore melee armor, which is also fine cause it's just one civ. But honestly now even the Dravidians got what the Leiciai are getting as a UT now and it keeps hurting me to see the Teutonic Knight keep getting a new hard counter every time... It anyways lacks mobility and has its weakness to archers and brute force units, but all this in my opinion makes them even less usable than they already are... Maybe this is solely my personal opinion and love for the Teutonic knight but I may be wrong too, the Teutonic Knight might still not be as hard hit as I assume, but I just felt a unit that was already slow and weak to archer fire might get worse now

    What do you guys think??

    submitted by /u/UAForever21
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    MultiProfile: AoE2.net, AoE2Insights, AoENexus, AoE II Companion and more, all on a single page

    Posted: 20 Apr 2022 06:15 PM PDT

    Hello everyone,

    I've built this small web page today — that might be of interest for some of you (example with 3 players).

    It has been hacked together very quickly, so expect some bugs here and there (in particular, there's close to no error handling). Name-to-profile conversion and vice-versa is using the aoe2.net API; everything else is autonomous.

    Feedback welcome :)

    edit: the page is much faster to load if you use profile ids rather than player names, as there's no need to do the conversion (same example, with profile ids)

    submitted by /u/Arkanosis
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