Best way to micro monks

Been watching a lot of Viper and seen he’s does it really well managing to get loads of conversions off in a short space of time - how does he do this so well?

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Reworked Chinese civilization

Chinese:

  • Chu Ko Nu's range reduced from 16 to 15. -1 LOS.
  • Halberdier's food cost increased from 40 to 45.
  • Scout Cavalry has 1,25X bonus vs archers and 1,5X bonus vs siege, 1,3X bonus vs villagers is removed. It costs 2 POP now instead of 1.
  • Cataphract costs +1 POP.
  • Mounted Archer costs +1 POP. -1 LOS.
  • Fire Lance's wood and gold cost increased by 5, POP cost increased by 1. Pierce attack decreased from 8 to 7. Draft Horses adds only 10% speed boost to Fire Lance.
  • Shennong's Sitting Tiger and Fire Lance damage bonus against buildings is decreased to 3X.
  • War Chariot has +10HP and costs +1 POP.
  • General is affected by Castle upgrades. It costs +1 POP.
  • Immortal has +20HP and costs +1 POP.
  • Monk's conversion rate increased form 6-10 to 10-12. -1 range, +2 LOS. Nuwa's cost discount affects Monks. Monks able to attack all units, pick up relic. Conversion no longer works on frozen units.
  • Burials' cost decreased from 300 gold to 200, conversion effect on Monks decreased from -30% to -20%.
  • Jiangshi's special attack doesn't affect heroes and buildings. Spec attack recharge time increased from 12 to 14.
  • Azure Dragon's special attack affects ships.
  • Uproot GP affects only military buildings. House is removed from the list, Mirror tower is added. It's no longer affected by building upgrades (It has never had building unittype, just some leftovers from beta, where it was planned to be defensive Hades GP).
  • Imperial Examination GP affects build speed of Town Centers.
  • Heavenly fire costs 300 gold and 30 favour. (previously 500 gold and 50 favour)
  • Stone wall chinese can be researched from a Gate.
  • Chinese Town centers provide +2 POP. (Compensation for previous changes.)
  • Blessed Construction is disabled on Castle, Tower and Dock, because it is buggy and makes buildings to fire twice as many arrows.
  • Removed Jade gather rate from chinese villagers.
  • Earth Dragon's HP is reduced to 3000.
  • White Tiger's attack is increased from 20 to 25.
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Effects of lag, why?

Hi, this time I'm wondering about the effects of lag, I know it's part of multiplayer games but. Does it affect everyone in the same time? Also, does it happen in the same amount of time? If so, what's the real effect of it? Would it extinguished just if the game goes automatically pauses each time it happens?

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How do i speed up single player?

I've seen the viper do this in campaign videos, and I've heard ai devs use this too. How do I speed up the game?

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Lag effects, why?

Hi, this time I'm wondering about the effects of lag, I know it's part of multiplayer games but. Does it affect everyone in the same time? Also, does it happen in the same amount of time? If so, what's the real effect of it? Would it extinguished just if the game goes automatically pauses each time it happens?

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Lag effects, why?

Hi, this time I'm wondering about the effects of lag, I know it's part of multiplayer games but. Does it affect everyone in the same time? Also, does it happen in the same amount of time? If so, what's the real effect of it? Would it extinguished just if the game goes automatically pauses each time it happens?

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Is building towers near your camps to protect your miners and lumberjacks a good idea?

I've been trying this and it seems to help a bit against raids.

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What is the bombard tower good against with its incredibly slow projectile?

The only one I can think of are rams, but at that stage of the game the enemy'll be using trebuchets.

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Does anyone else like Regicide better than Random Map?

I might get some flak for this, but I think random map is so dependent on clicks-per-minute and wars of attrition that it's less fun. Also the dark age of random map is so much longer and slower.

I like regicide a lot more because it gets into the action a little bit faster, since you start with more villagers. For me, what makes AOE2 interesting is managing your economy and military at the same time. The dark age is pretty much just economy and scouting (usually).

Regicide also has higher stakes. In random map you have to chip away at a sprawl of buildings and villagers. There is no single target and therefore the stakes feel a bit lower. It's more likely to feel like a war of attrition where each side can just keep building further and further back etc. Regicide is different because there is one target, so things can turn around really quickly. Someone who seems to be the underdog can also win. A smartly executed surprise attack with a small group of rams and other units can win the game out from under the person in first, if the king fails to escape in time.

I personally think all of these things make regicide a lot more engaging and exciting. A lot may not agree, but for me when I think of AOE2, I think of regicide.

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Escape Champions League - Civilization Pool by Stage

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What can you do early castle age vs. Eagles?

This is no doubt my noobiness, but wanted to know what you guys would do.

Just had a 2v2 arabia. I'm Indians, they're Incas. I have been ahead in score most of the game by like 10%; picked off like three vill's in feudal to a scout rush, maybe 3/4 more at start of castle with camels. No damage at home.

I can see he's got 20 eagles (+1, +1), with 5 pikes, and I assume 16 camels (+1, +3) are fine. I add 5 scorpions and take a fight next to my TC, but barely. My micro is average, but I make the camels fight the eagles, and avoid the pikes at least initially.

I got destroyed. There are like 12 eagles left.

I should have realised at that point I needed hand cannons (?) but the score had already flipped from 10% in my favour to 10% in his, and I have to get a university, chemistry, two archery ranges, and a decent amount of time to pump them out.

What can you do at the start of castle to counter eagles?

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Your villagers when your town centre is being attacked by a single trebuchet

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Showerthought: Advancing to the next age should cost wood, not food

Think about it, to advance you'd need a lot of wood to innovate and experiment on. The gold can be explained as funding for your research.

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Houses should be able to create villagers.

Think about it, humans are raised in houses, not town centers. This will also mean you can research and advance through the ages without halting villager production.

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A random day in the life of a villager

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Civilization Match-up Discussion Round 2 Week 11: Indians vs Slavs

The great boom-off of 2018 is about to begin!

Hello and welcome back for another Age of Empires 2 civilization match up discussion! This is a series where we discuss the various advantages, disadvantages, and quirks found within the numerous match ups of the game. The goal is to collectively gain a deeper understanding of how two civilizations interact with each other in a variety of different settings. Feel free to ask questions, pose strategies, or provide insight on how the two civilizations in question interact with each other on any map type and game mode. This is not limited to 1v1 either. Feel free to discuss how the civilizations compare in team games as well! So long as you are talking about how the two civilizations interact, anything is fair game! Last week we discussed the [Huns vs Spanish](https://www.reddit.com/r/aoe2/comments/8lhejs/civilization_matchup_discussion_round_2_week_10/], and next up is the Indians vs Slavs!

Indians: Camel and Gunpowder civilization

  • Villagers cost -10% in Dark Age, with an additional -5% discount per age
  • Fishermen gather +15% faster and carry +15 fish
  • Camels +1/+1 armor
  • TEAM BONUS: Camels +6 attack vs buildings (Mamelukes and Camel Archers +5)

  • Unique Unit: Elephant Archer (Tanky, slow, expensive cavalry archer)

  • Unique Unit: Imperial Camel (Additional upgrade for Camel-line)

  • Castle Age Unique Tech: Sultans (All gold income +10%)

  • Imperial Age Unique Tech: Shatagni (Hand Cannoneers +1 range)

Slavs: Infantry and Siege civilization

  • Farmers work +15% faster
  • Tracking free
  • Siege Workshop units cost -15%
  • TEAM BONUS: Military buildings give +5 population

  • Unique Unit: Boyar (Powerful, heavily armored cavalry)

  • Castle Age Unique Tech: Orthodoxy (+3/+3 armor for Monks)

  • Imperial Age Unique Tech: Druzhina (Infantry deal 5 trample damage)

Below are some match up-specific talking points to get you all started. These are just to give people ideas, you do not need to address them specifically if you do not want to!

  • In team games, both of these civilizations are considered top-tier pockets on most land maps. Which do you prefer and why?
  • Both of these civs have powerful late game army compositions. Do you consider the flexibility of the Indian late game or the sheer power of the Slav late game superior?
  • Indians have been picked for 1v1 Arabia almost constantly by experts for the past year or so. However, some people consider the civ to be overrated and the Slavs appear to becoming more popular in this most popular of game settings. How do they stack up against each other on "everyone" (Ornlu's) favorite game type?

Thank you as always for participating! Next week we will look at the Mongols vs Vikings. Hope to see you there! :)

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How to counter rushes ? Tips needed for aging up, tips on spanish civ needed

I am a newbie. I just started playing on standard difficulty and most of the times, the AI rushes me on feudal age or early castle age and i am finding it difficult to counter them. I was playing as Spanish today and the AI as Turks on a Ghost Lake map and the the AI rushed me in early castle age while i was stuck in feudal. So...

1) Due to practice i managed to reduce the time for me to reach castle age from 35 mins to 25 mins. Any tips to reduce it further ?

2) How to counter rushes ?

3) How to use Spanish effectively ?

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What if we change the armour of fishing ships?

Summary: Fishing ship should have 0/1 armour and 3 ship armour

So right now fishing ships has 60HP, 4 pierce armour and a 0 ship armour. A galley with 6 pierce damage and 8 ship bonus damage will deal 10 damage per shot on a fishing ship, while a fire galley with 1 pierce damage and 3 ship damage will do 3 damage per shot. However, fire galley fires every 0.25s, 12 times of 3s from galley, which means it kills a fishing ship 3.6 times faster than a galley.

If we change the armour of fishing ships to 0/1 and 3 ship armour, then while the damage output for a galley against fishing ship remains unchanged, the fire galley will now deal only 1 damage per shot against a fishing ship. It still has a slightly higher DPS than a galley, but it is significantly slower. Besides, galleys have a large range to kill fishing ships in one shot when in a large group, but fire ships take time for pathing and chasing, so in the end galley would still be a more efficient option for killing fishing ships.

The changes can have the following effect:

  1. Fire galleys are only useful in winning battles, and galleys are needed to clean the water, forcing one side to change into galleys.

  2. Fishing ships will be more vulnerable to land units like archers

  3. Fire ship will do double the damage than fire galley since it has 2 pierce damage and 1 melee damage, so it can kill non-Japanese fishing ships in castle age.

  4. Japanese fishing ships will have 0/3 armour, so fire ship still do 1 damage to them (weirdly enough, melee damage) per shot, so it will still take a fire ship 30 seconds to kill a Japanese fishing ship.

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Schedule 2018-2019 for the ECL

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What do you want from Age of empires 4? • r/Games

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Unpopular opinion: I enjoyed the Forgotten campaigns, even the notoriously bad ones

I completely agree that the forgotten campaigns are buggy, have bad design elements, and are generally a pain in the ass. Yet, I felt way more triumphant after beating those campaigns compared to the Aok and Aoc ones. I remember actually punching my fists in the air after beating Bari 2 and 3 on hard. There were a couple of near-impossible scenarios which (mostly in Bari and Dracula) seriously pissed me off when I was in the heat of the moment. But looking back at it, I'd be deluding myself if I said that I didn't have fun facing those endless waves of enemy units.

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very exciting news

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Wanted, 1300 dutch player

For the Adopt a Noob tournament, we're looking for someone from the Netherlands who plays in the NPL on voobly. We're looking to join the Adopt a Noob tournament, which means you'll team up with 1 2k player (goldenend), 1 intermediate player (me) and you! If anyone wants to join our team please contact me so we can subscribe! The deadline for this subscribtion is tonight at midnight.

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Escape Champions League | $60,000 Age of Empires 2 Tournament

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PLEASEEEEEEEEEEE

GIVE ME AOE2:DE AND FIX ELO SYSTEM!!!

thanks, bye

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Fort Frenzy signups open - King of the Hill tournament with a $100 prize pool is happening this weekend!

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New Civ Concept: the Chola

Hey everyone, Anatarion here for AOE2 Civ Concepts LLC and today u/ChuKoNoob and I are back with a new civ idea: the Chola. We hope that we have continued to improve our clarity of formatting, civ synergy, rationale and of course our ideas; and that this idea promotes healthy discussion of the current game balance.

Chola (elephant and naval civ, specialises in hybrid land-water maps)

Located on the southern tip of the Indian subcontinent, the Chola empire dominated the Indian ocean and beyond for hundreds of years. Use your navy to conquer new lands and discover new trading routes to bring vast wealth back to your empire. If an enemy is foolish enough to attack you on land, repel them with your high grade steel and battle elephants!

Spoken Language: Tamil

Architecture/Ship design: Indian

Civ Bonuses:

  • Infantry +1 armour from feudal age

  • Guilds free

  • Battle elephant blast radius +0.2

  • Careening and dry-dock are free

Unique Unit (Ship):

Katarkollai, created at the dock in the castle age

Cost: 25W + 25G

Combat stats: 60 hp (120 elite), 5 attack (6 elite) 0/4 armor (0/6 elite), 3 RoF, 100% accuracy

Attack bonuses: +4 vs ships (+5 elite), +6 (+8 elite) vs buildings

Hidden Armor: none

Classification: ship, unique unit

Other stats: Creates in 12 seconds (before Shipwright and Conscription), speed: 1.5

Team bonus: Rams and siege towers garrison twice as many units (max speed still the same)

Missing techs

  • Barracks: Eagle scout

  • Range: Thumb ring, Parthian tactics

  • Stable: Paladin, Camel

  • Blacksmith: Plate barding armour, Ring archer armour

  • Siege: Siege onager, Heavy scorpion, Bombard cannon

  • Monastery: Faith, heresy, block printing, redemption

  • Economy: Crop rotation

  • University: Treadmill crane

  • Dock: None

  • Castle: None

Unique techs:

Castle age: Pyromaniacs - Demolition ships +0.5 blast radius

250 gold + 200 food

Imperial age: Wootz steel - Militia line +20 hp

500 gold + 700 food

Unique unit:

Bombard elephant, heavy mounted siege weapon

Costs: 200 food + 250 gold, Elite - 700 food + 600 gold

Combat stats: 200(300) hp, 30(40) melee, 9(10) range, 1/3 armour, 6.5 rof, 100% accuracy

Attack bonuses: +150 vs buildings, +30 vs ships, +30 vs stone defence, +15 vs siege weapons

Hidden armour: none

Classification: cavalry, war elephant, siege weapon, unique unit, gunpowder unit

Other statistics: 0.8 movement speed, creates in 40(30) seconds, affected by cavalry blacksmith and stable techs and siege engineers

Wonder: Brihadishvara Temple, considered the best example of Chola architecture, More info/image

Synergy/civ design rationale:

With this civ we tried to draw heavily from the history of the Chola empire to inform the civ bonuses and strengths. Guilds played an important part in the working class/merchants of the Chola empire, and that tech is free to reflect that. As the dominant medieval south-east asian naval power, the Chola have a wide open tech tree and 2 free techs. To reflect their diverse Link navy, there are two unique aspects to their navy: greater blast radius to their demo ships, and the cheap raiding ship the Katarkollai.

For their elephants they gain +0.2 (0.6) blast radius, which for comparison is slightly greater than prior to patch 5.7 (0.5) and 50% more than for other civs (0.4). To compensate, they lack the final armour upgrade, but should still do okay against range units with 320 hp and 3+2 pierce armour.

The forging of high quality steel was also a strength of the Chola empire, named Wootz steel, the Imperial age UT grants an additional 20 hp to the militia line, which works nicely with their additional +1 melee armour from the feudal age to really beef up their infantry. Now this does over-lap with the Viking bonus, but does not apply to the spear line; and a viking player is more likely to use Zerks over Champions, so we feel the over-lap is not necessarily a bad thing, especially as the additional hp is only available in the Imperial age.

Finally, their team bonus allows for easier garrisoning of units into rams and siege towers. This might seem like a useless bonus, but it sharpens the focus of this civ: hybrid land/water maps, helping to transport vulnerable land units around naval armies.

As their unique unit, to strengthen their mediocre siege line, and because deep down we all want this unit: the bombard elephant! This unit combines the hp/armour of battle elephants with the long range destructive capabilities of the bombard cannon, but for a heafty price. It cannot out-range FU castles in either the castle or imperial age, but with a large hp pool is certainly a viable option to exert pressure of such fortifications, especially if healed by some monks. In terms of pure destructive potential, bombard cannons are superior to this UU, which has about 3/4 of the damage output and attack bonuses and less range, but are not available to the Chola.

Previous Civ Concepts:

Kanembu

Thai

Mississippians

Nepalese

Bantu

Nubians

Helvetians

Georgians

Dutch

Edit log:

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What do you want from Age of empires 4?

I just remembered there's a good chance we could see more information on the new Age of empires game that was announced last year at E3. Since there is little information about the game I thought I'd see what peoples thoughts are about it in the terms of what they think the setting may be, and how the gameplay might be different since it's being devolped by Relic entertainment (the same people that made company of heroes). Based from what I've seen in the announcement trailer I feel like it could span across multiple time periods including modern and that kind of makes me nervous, but hopefully relic make this game work as I'm sure I would sink hundreds of hours into it if it was anywhere near 2 and 3.

What do you want from Age of empires 4?

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Trouble building storage pits and boat docks

I can only build storage pit and boat docks close to my town center. I look all over the map and it won't let me build. Anyone else run into this?

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Going through old storage boxes and came across this interesting keyboard that I forgot I had.

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Upcoming Celtic civilization for AOM.

God Powers:

  • Luck: The accuracy for units and buildings of selected player is increased by 0,2 or decreased by 0,2 (for enemy).
  • Flaming wheels: similar to Tsunami in TOTD.
  • Illusion: Illusion units looks like normal units, but they have only 1HP and don't have special attack. They disappear in smoke, when they get attacked.
  • Magic Potion: AGE4 GP, attack of players units is increased by 100% and their speed is increased by 50%. Affects both human and myth units.
  • Barrier: it can set up on Town Centers, enemy units can't go throught it. It looks like the energy shield in Star Wars Episode 1.
  • Rebellion: the villagers of the selected enemy player stop working.
  • Curse: cursed units start to lose their HP until they die.
  • Halloween: ghosts attack enemy Town Centers. Ghosts can't be attacked.

Heroes:

  • Druids: Celts will have a similar building to Fire pit in AOE3, but Druids will work on it. They will be similar to egyptian priest, but they will have a build limit.
  • Knights: they turn to heroes from a regular cavalry units, when they kill enough enemy unit. Population count matters.

Myth units:

  • Headless Cavalry
  • Fairy
  • Witch
  • Dobhar-Chu: half dog - half fish
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Fucking patch and fix the game

There is an annoying chat bug that freezes the game and makes it impossible to chat. No ranking system. Online servers are shit, soo many disconnections and other problems.

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Medieval Monday: Ask Your Questions and Get Your Answers

Time for another weekly round of questions.

Talk about everything from build orders to advanced strategies.

Whatever your questions, the community is here to answer them.

So ask away!

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FU Slavic halbs are the best in the game

Once you research the druzhina tech there is nothing stopping the Slavic halbs in a trash war.

They are too strong, too cheap, too slick, too Slavic...

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Beware the Kara-Khitai

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Are maps procedurally generated or static?

I get the feeling it's both, but that doesn't make sense to me.

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Arena tortule = Biza ? Or Indian

I played a 1v2 arena mirror civs huns and won, well I'm noob but my friends as noobeer 11 I want to try arena now, and I now my previous start won't work. So that's what I came up after thinking a little Take advantage of biza great tech tree an bonuses (trash units and imp research discount) and make FC To camels and skims maybe a few arch And then add bombard and hand canonner in imp I'm not sure if Indians would be better I also want to try this in a 1v1 match against my mentor, nemesis and also best ally ever. Any ideas? I totally accept out of meta insights

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ESOC Patch 5.0.0.0 released! Fresh balance iteration, new unhardcoded features, King of the Hill rework and more!

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Anyone having an extra copy of the Steam Extended Edition?

Hi guys,

I have been looking for an extra copy of the AoM Extended Edition since I want to play online with friends one night in one or two weeks. However, already having the Gold Edition, $30 is kind of expensive for the amount I would play the game. I have seen that it is on sale once a year, but I fear I have to wait until the winter sale.

Anyway, I would be willing to transfer $10 or maybe a (HumbleBundle) redeemable key for a copy of the Steam AoM Extended Edition. So if you guys know a friend who has an extra copy lying around could you please refer him/her?

Thanks in advance!

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A mod to remove fire ships?

I recently got AoE 2 back, and after playing a few island matches got kind of board of just rushing fire ships. Is there a mod to toss these out so people have to use galleons etc instead?

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*field moos*

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Streaming Deathmatch!

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Dauts;Gate - The Only Game To REVERSE History.

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Help Needed To Reclaim My Crown

Hey I am in desparate need of advice. A few friends and I are doing some tournaments on a weekly basis to find out who's the best among us. I usually play as Spanish, and my main ally plays as the Franks. We always play on Earth (forgotten dlc map) and have Deathmatch Diplo Imp start as settings.

The problem I'm having is that my main adversary usually plays as Korea. He builds his base in East Asia and starts massing Elite War Wagons asap. He also has a few bombard cannons to deal with my fortifications. The fourth person in our group usually starts his base somewhere desolate and starts building towards a Wonder Victory. I always end up in a long and costy war with the Korean player which gives the fourth player the time to build his megabase. How can I fight off a 300 War Wagon horde while also preparing a naval invasion to crush the wonder before he starts building it?

Note: I am quite unwilling to change civ, but if I must I am addicted to late game civs with good navy (elite cannon galleon) and ranged units. I also love siege rams, but that is optional.

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Why was AoE2 the one to receive two additional expansions and not AoE3?

AoE3 is the more recent game, and should have been the one to receive more expansions.

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Why was AoE2 the one to receive two additional expansions and not AoE3?

I find it a bit bizarre, considering AoE3 is the more recent game.

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Is placing towers right behind walls a good way to defend them?

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Openage Development: 2018 - Week 21

Upstream

Our nyan code extension for VS Code accidently went live. You might want to check that out.

Issues

Nothing new.

Too few bugs for your taste? Build the project yourself for Linux, OS X or Windows and report your own findings to us.

Open Discussions

  • Lazy log message formatting (Link)

Roadmap

  1. Rewrite of the coordinate system
  2. Merge eventsystem code
  3. Define core gamestate
  4. Establish modpack format
  5. Create a simple demo for testing
  6. Adapt the new renderer to the simulation model
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CD version vs HD version on Voobly

What are the pros/cons of each one?

I was digging into more details as I feel I've read about it before but didn't manage to find any specific answer (just the steps).

Currently I use CD version + WK (HD-to-TC) + custom hotkeys.

I understand HD version is better for recording/streaming but I'd like to know: are there cons? I feel I read something about custom hotkeys on HD version, not sure.

Thanks

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Multiplayer restore issue

When I restore a lan multiplayer game all civs except for the top one change to Aztec. This only started happening in the last few months, probably since the last patch. This is the only way I play and it's unusable now. I've seen this issue posted elsewhere without a solution, has anyone found a way to fix this?

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What is/was the community's opinion on Age of Mythology: The Titans?

I've been playing through the Titans campaign and some games vs AI and been having a blast, but was wondering what were the general opinions surrounding the expansion now or at release. Was it value for money at the time? Did/do you enjoy the new gods, gameplay and campaign? I personally am really enjoying everything except dealing with titans in skirmish maps as I have no idea how to deal with them once they come out the gate.

Of course I've seen the generally negative views on the Chinese expansion but is it worth getting for somebody who enjoyed the other parts of AoM? Are they fun enough to play excepting the bugged campaign?

Thanks for your input

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H M M

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My inbox is full of 'em

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Custom Campaign Install

Hi guys!

I just downloaded a custom campaign from AoK Heaven and I'm trying to make the custom sounds to work.

It's been a while since I last played a custom campaign but I remember that last time I made it to work, though I cant remember now how to do it.

Can any of you explain?

I have AoE2HD version 5.0.1

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What happens in a Hades vs Hades match when you own Chinese DLC, but your oppenent doesn't?

You can create Physicians, but your oppenent can't? Where is correctness here? Physicians are the best to support archers, because it's easy to heal them to full HP.

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Can you find us in there ? ;)

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Correct voobly lobby?

I keep reading more and more about "wololo kingdoms" and how most games are played with that. Is there a larger lobby then "new player lobby" perhaps a lobby with WK?

Thank you for any information.

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Does anyone else feel apprehensive about AoE 2 definitive edition?

I fear it will only serve to split the playerbase further. AoE2 HD SHOULD have been the definitive edition.

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I've observed an extreme dichotomy when it comes to castle placements. Either place them in your base to protect your town center, or drop them in the enemy base. Is there a middle ground?

Using a castle to defend your perimeter walls has been discouraged, as it is trebuchet fodder. On the other hand, dropping a castle in the enemy base seems even more dangerous.

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Does anyone else feel like AoE3 looks better than AoE Definitive Edition? I wish AoE was ported to the AoE3 engine instead.

AoE3 is beautiful, and still holds up today. I don't think AoE Definitive Edition went far enough, and looks like what AoE2 HD should have been.

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Diplomacy question

A noob's question here.
What's the point of diplomacy window? When I play a Campaign game and assign someone as an ally, they don't become an ally (well, obviously). Hence the question, how to utilize the diplomacy? What's the point of assigning another player as an enemy, neutral or ally?

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Why is the AI just so freaking bad?

DE.

When I first got this game I lost 3 games in a row to standard AI. I soon realized the only strong suit the AI has is that it attacks really fast and catches you off-guard. And that's the only way it will ever win against an average player.

After I started walling in and playing more defensively I couldn't believe just how bad the AI was. Coming from the Starcraft universe I expected more of a challenge, I suppose.

It's not only that the AI is bad in general, though. I literally found no difference between the standard (or even easy) AI and the hardest one. They all just keep trying to push through your fortified wall (with a gazillion towers) and go in practically 1 soldier by 1. Their economy is also so shit I just can't believe.

Has there been any word on improving the AI (and PATHFINDING)?

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Waiting for tournaments like

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What do you expect of an MMORTS?

I don't hear a lot about proper MMORTS'. I mean proper as in not Clash of Clans style, microtransaction heavy money grab. While i enjoy my MMORPG and my RTS i've found little that mixes both of them. Age of Empires Online sat at a nice place in my opinion, with the army building and rpg feel, but that's gone now. Upcoming ones...Foxhole looks interesting but doesn't seem like you get an army. Is that the only one? I'm going to guess people just aren't so interested in traditional RTS style games anymore (starcraft 2 is probably the biggest rts at the moment, followed by some age of empires variation). So what would expectations do you have for an MMORTS, and that studios just aren't satisfying?

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Why nobody picks chinese on Tournaments?

  1. This was a Balance mod tournament. China_king created these stats:

https://docs.google.com/spreadsheets/d/1sQZ3pawNLZuiyPDGxhlSsLMT1SLsONdi_Yc9DTUG3Bc/edit#gid=0

  1. This was a TOTD 2.6 tour:

https://meta-plays.com/index.php?/forums/forum/175-aomee-classic-league/&game=5

It seems like everybody just hates chinese. I would like to see that chinese are dominating tours and I will accept that they are OP. Currenly I don't accept it. Random god tours should be hosted instead of blindpick and someone should make stats.

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Are halbs the single best unit in the game?

Let's face it, halbs rule the game.

First of all, let me cite the golden rule of AOE2 trash unit wars:

Hussars counter skirms

Halbs counter hussars

NOTHING counters halbs

Second of all, good trash units are essential, they are you bread and butter in late game. They present the fundamentals and the soul of the game. The reason why Turks are viewed as a weak civ is because they have horrible trash units.

Obviously, due to the game having so many units it's possible to win without even producing a single halb. But halbs are the one unit you definitely want to have on your roster. The lack of halbs needs to be heavily compensated by the civs that don't have them to have balance. You can lack any other unit and it's not so crucial, but if you lack halbs you need to be strong pretty much everywhere else.

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Is there a subreddit for Wars of Liberty?

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Annoying chat freeze bug

Is there a fix or workaround for the annoying chat bug that freezes the game and makes it impossible to chat?

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Does AoE3 even need a Definitive Edition?

I feel like it would only split the playerbase further.

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Failed to reload a recorded game in Voobly

I just finished the following game and wanted to watch the replay: https://www.voobly.com/match/view/17819940

However, I get the error message "Can not load that old recorded game"!. I tried loading earlier games from 2017 and they worked just fine. What could be causing the issue?

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Does the AI in this game cheat?

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When is the next Steam Sale?

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This AI mod fixes Memory Error 172

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AoM Titans and Voobly

I'm trying to get my friends and I to join Voobly so we can play some games but apparently it's impossible to figure out. Are there no guides talking about this sort of thing? It would be nice if someone could explain this process.

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There is a hope for AoM EE?

Actually the game is sadly and clearly abandoned by the devs, do you think that can be great again? or definitely will fall into the void?, you expect new expansions? is a task for the modders?

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AoE in the workplace. Does anyone else catch themselves laughing at things like this?

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underrsted civ bonuses

I love Berbers 10% faster villagers for luring boars. It's just so much easier and the boar gets only one hit most of the time so I can comfortably get loom after last voll before feudal. What are your favorite underrated civ bonuses?

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If every civ had all 31 castle UUs, which civs would be the best/worst?

The civs still keep their tech tree, civ bonuses, and unique techs. All that is changed is that there are 30 extra units available to them in the castle. Other UUs, such as ships, condos, and missionaries, are retained by only their original civs (or teammates of the civs, like with the genitour, ImpSkirm, and condos).

My first thought would be the Franks as really good because they have cheaper castles, and they could make Mamelukes, Boyar, Mangudai, etc. with buffed HP.

I don't think the Byzantines would be very good. It would take them longer than most civs to reach castle age and get a castle up. Lacking blast furnace and bloodlines would hurt many of the UUs that they could make, as well.

What ideas can you think of?

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Unexpected AoE in the League of Legends subreddit

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single hit focus to control group

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Do foot soldiers garrisoned in Rams heal like when they garrison in buildings?

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Lowest gold map?

I wanna play a game that can turn into a trash war real quick. Which map has the lowest amount of total gold?

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AoE2 still doesn't work

So when I changed the launcher applications's names it just updated my game to add the correct ones but 1 or 2 files were still missing. The thing is that I never changed the game before this problem. The worse thing is that I really loved this game and was very dedicated to it. :( (Btw I might make some gramatical errors but english isn't my native language, I just learned english from memes, the internet and games )

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If DM was designed as the main game mode instead of RM... what would it look like?

I think at why DM is not popular as RM, and also what DM would look if it was designed as the main game mode instead of RM.

This post of my thoughts will analyze the villager build menu, and nothing else.

Exhibit A: https://imgur.com/rkJJus3

My thought: the design and presentation impacts new players most

The first buildings DM players need are almost all in the second tab, while initially useless economic buildings are in the first. In contrast, RM has been designed in the opposite manner, with only buildings that you need being available, all in the first available tab.

Exihibit B: https://imgur.com/WNZBLNC

A simple design change that arises from DM being treated this way : Barracks, Stables, Archery Ranges, and Castles would be moved to the main tab, while less useful buildings would be moved to the second tab. Blacksmith and university would be removed. To basically every established aoe2 player, this seems insane that such a small thing like this could be a problem, you are probably thinking it sounds dumb, but this is how you learned RM.

to go further, the 3 resource gathering drop-off sites could be condensed into one generic Gathering Camp. motives being that it is almost entirely RM based, and serve no purpose in DM

  • we don't research anything in these buildings
  • there's no benefit or cost or choice to making them in dm, 100 wood is a cost in RM but negligible in DM
  • DM Buildings UI is crowded and overwhelming to new players, and reducing that crowding makes the game a little easier
  • player attention to these buildings is very little in DM, so they have little to no immersive power
  • there's no time for new players to learn what these buildings do: DM games are too fast paced

in summary

  • Move Barracks, Archery Range, Stable, Siege Workshop and Castle to the main villager tab
  • Delete Blacksmith, University
  • Delete the Mill, Lumber Camp and Mining Camp, replacing with a more generic 'Gathering Camp'
  • Move Farm, Market, Monastery and Wonder to the 'More Buildings' tab
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Unique Unit Discussion: Samurai

Announcement: Once again filling in for u/ChuKoNoob in creating the weekly unique unit discussion thread, normal service should resume next week afaik.

This week we will be looking at the fastest attacking melee unit in the game and Japanese unique unit: the Samurai.

First, the stats:

Cost: 60F, 30G

Hit Points: 60 (80 elite)

Base Attack: 8 (12 elite)

Base Armor: 1/1

Rate of Fire: 1.45

Speed: 1

Line of sight: 4 (5 elite)

Training Time: 9 seconds

Attack Bonuses: +10 (12 elite) vs unique units, +2 (3 elite) vs eagle warriors, +2 (3 elite) vs standard buildings

Armour Classes: Infantry, Unique unit

Elite Upgrade Cost: 950F, 875G

Discussion:

The Samurai is in many ways similar to the Militia line, which for the Japanese is FU and also attacks 33% faster. In what scenario's taking into account stats, the building they are created in and purpose, would you use Samurai or the Militia line?

With an incredible attack speed and substantial attack bonuses vs unique units (not the Imperial Skirmisher or Camel), the Samurai should tear through lots of other powerful unique units. However many unique units either have longer range, high melee armour, an attack bonus vs infantry or are faster than the Samurai. Which unique units is the Samurai actually a viable/the best available counter to, taking into account the other units available to the Japanese?

The elite upgrade is very expensive, nearly 1k of food and gold each, but provides some substantial stat increases, particularly +20 hp and +4 attack. When should you get this upgrade? How important are the other infantry upgrades for this unit, and when should you get those upgrades relative to the elite upgrade?

If playing against the Japanese, how should you adjust your play-style to take account for the Samurai?

What role does the Samurai play in the Japanese army composition?

The Samurai creates in only 9 seconds before conscription. Does this make any form of a Samurai rush viable? Alternatively, given the very strong Japanese towers with the Yasama UT, and this fast creation speed, should you only make a handful of castles and save the rest of your stone for towers in Imperial age?

Resources:

Samurai AoE2 Wiki)

Spirit of the Law Japanese Civ Overview

Spirit of the Law Samurai vs Champion

Interesting Treb/Samurai combo vs Britons

Japanese Civ Discussion thread

Previous Unique Unit Discussion threads:

Ballista Elephant

Berserk

Boyar

Cataphract

Chu Ko Nu

Conquistador

Gbeto

Genoese Crossbow

Huskarl

Jaguar Warrior

Janissary

Kamayuk

Karambit Warrior

Longboat

Longbowman

Magyar Huszar

Missionary

Slinger

Tarkan

Teutonic Knight

Throwing Axeman

Turtle Ship

War Elephant

Woad Raider

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The best way to "fix" tower rushes

Objective: Make a change that reduces the incentive to tower rush, such that it is a situational strategy, rather than one that is viable on most open map games, regardless of civs. Ideally changes should try to keep the game close to as designed.

Ideally, I think the best way to reduce the impact of offensive towers, would be to have the cost of the building be proportional to the distance from the nearest TC or castle, similarly to how trade gold is calculated, with a slight reduction in the base cost, maybe to 20 wood and 100 stone, with the wood cost per tower increasing every x tiles from the TC. This gives the defender an advantage over the attacker and forces the attacker to go all or nothing with the trush. Only issue I could forsee with this change (if possible to implement in engine) is an additional complication for tower defense CS maps. The main disadvantage of this is that it's a major change in the way towers work, some might argue too big of a change.

Other ideas:

Reduce HP of towers in feudal similar to houses and walls ect. - This would make offensive towers easier to remove but they can still easily be walled in. This would also make them less effective defensively, which is how they were designed to be used in the first place.

Give villagers an additional bonus vs towers: A better implication of the reduced hp idea, but still easy to wall with palisades or houses, and towers are still disruptive to eco.

Slow tower build time: Allows more reaction time for defenders to put up counter towers, and slows the rush aspect of a trush, however, makes it harder to rush down defensive towers when defending vs archers.

Increase stone cost: change the cost of a tower by 20, or 25 stone ect, meaning players have to mine twice as much stone before they can drop the second tower. This affects both defenders and attackers equally, so probably not a good fix, might backfire since defender is further behind if they start collecting stone as soon as they see the first tower.

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Look who I found on a waterpark poster in Greece

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I just watched Viper's videos. What is that grid that covers the whole map?

Looks like its straight out of a viewport in 3Ds Max.

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Attack Only?

I'm new to AOE 3. Years ago I used to play the original.

Been playing for a week or so and had a question about tactics. I prefer to defend. I like to build up a good defense. Withstand a few attacks before venturing out eventually.

The problem is I can only win on easy level. On moderate I defend for awhile and eventually get overrun. Even with walls.

I have been watching a bunch of games on YouTube. Everyone goes attack mode and at times rush.

I hate that game style.... But I am starting to think that's likely the way to win.

An I trying to fit a square peg into a round hole?

I have also been reading that British probably aren't that great at defending ?

Appreciate any advice

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Looping villagers

I always loop villagers from my starting town center. I was watching a YouTube video and the player started looping villagers in a second town center once he took it. Is this something I should do? Is there ever a point when you should stop looping villagers?

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State of the online community right now

Hi

I stopped three years ago with this game, for multiple reasons, but yesterday the realization came: I never hit captain, which was my goal when I first picked up Aoe3.

I plan to go back to get captain and fulfill my dream(my highest rank was, if i recall it correctly high-1st lieutenant) but I'm afraid that there aren't too much players anymore.

Is this true?or Are there enough users? Are there enough users on the original(no expansions) or should I go to TAD right away? By enough I mean more than 1500 online players.

Thank you everyone who answers!

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A civ that could convert wild animals?

What would happen if there was a civ that had a unique bonus that the villagers can convert the dangerous wild animals like wild boars and the wolves instead of using them for food (or get attacked by them)?

Those converted wild animals would then be able to scout/fight for them. Basically they could sacrifice the food they could get from wild boars to use them as an army unit for an early dark age wild animal rush.

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Escape gaming tournament setting (slinging)

The setting

The game will utilize multiple changes to slinging as follows:

D.8.1. Banking removed.

D.8.2. Coinage moved to Imperial Age.

D.8.2. Tribute Tax increased to 40%.

This basically makes slinging not viable, right? Will this lead to more interesting games as spectators? I know slinging takes one player out of the game but there are still others and I think it adds a layer of strategy. Some of the most fun matches to watch for me was one team trying to hold against a Byz fast imp sling or something.

What do you guys think?

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It's possible now to add new civs to AOM. Good luck!

http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=19&tn=29942&f=19,29942,0,365&st=0

New civs:

  • Aztecs
  • Celts
  • Babylonians
  • Indians
  • Aboriginals

New maps:

  • Yucatan peninsula
  • British islands
  • Tiger river
  • Deccan
  • Australia

New campaigns:

  • I don't know yet

A similar project started for AOE1, because Upatch HD made it possible to add new civs:

https://www.reddit.com/r/aoe/comments/7v7q4b/age_of_empires_1_beyond_the_indus_unofficial_fan/

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Middle Mouse Camera Drag?

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Struggling with Feudal Age

How many lumberjacks, farmers and miners should I have by the end of Feudal Age just before clicking up? I know it varies depending on strategy, but let's say I'm doing a 4x Scout Rush followed by 7x archers (supported by a few spears). I can't seem to get the vils distribution right. Also, if you're doing a Scout Rush, do you have to get Scale Barding & Bloodlines or is it better to save the food to get to Castle Age faster?

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Better user ai?

I was wondering if there are any patches/ better AI for the horrible unit movement in AOE2HD. Looking around on the internet I've found a lot of AI's to battle against, but no tweaks or upgrades for the units you command.

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How did Forgotten Empires come to be a paid expansion?

I understand that it was a mod to begin with, and that explains the lack of voice acting. How did it end up on the store?

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The high ground

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Age of Empires - Rain Remix

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Building houses to serve as walls. Is it advisable?

I've been trying to place houses wherever I'd place walls, mostly at choke points. This serves me well as houses are available immediately, as opposed to stone walls which are only available after Feudal Age. They are also stronger than pallisade walls.

However, my villagers spend a lot of time walking over to the build site, and I wonder if this strategy is too inefficient.

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Expansion idea: Religious Wars

AOE2 has covered a lot of possible civs but I think there are still some interesting civs left.

The Religious Wars expansion could be a good umbrella term to fit some of them in. I won't go into details as to what particular units and bonuses these civs should have, I think there are people here who are much better and more creative at understanding how the balance between civs should be done, I just have a good idea of new possible civs that could be added from a historic perspective.

Balts

Another Eastern Euro civ with the same architecture as Slavs and Russians, would cover the cultures that were important for medieval times like Old Prussians, Lithuanians and of course the Baltic crusades would be a great campaign edition:

https://en.wikipedia.org/wiki/Grand_Duchy_of_Lithuania https://en.wikipedia.org/wiki/Old_Prussians https://en.wikipedia.org/wiki/Northern_Crusades

Occitans

https://en.wikipedia.org/wiki/Occitans https://en.wikipedia.org/wiki/Occitania https://en.wikipedia.org/wiki/Duchy_of_Aquitaine https://en.wikipedia.org/wiki/County_of_Toulouse https://en.wikipedia.org/wiki/Catharism

Nowadays they're considered French but they have a separate language and in the middle ages this part of Europe had a very lively history with the Cathar heretics and Albisengian crusade which would be another great campaign:

https://en.wikipedia.org/wiki/Albigensian_Crusade

That part of Europe is also full of castles built in remote locations that would be hard to conquer.

http://media.routard.com/image/54/5/peyrepertuse-2.1490545.w740.jpg http://www.survoldefrance.fr/photos/highdef/1/1013.jpg

Since we don't have French in the game but Franks, Occitans are a viable option since they're a different ethno-linguistic group and are only considered French now due to modern post-French revolutionary nationalism, but back in the middle ages they were a distinct culture only loosely connected to other modern French territories. The architecture should be the same as with Italians.

I think this would be a good chance to create a defensive civ with unique monastery bonuses like maybe free heresy (due to historic cathar heresy).

Georgians

https://en.wikipedia.org/wiki/Kingdom_of_Georgia

They would fit in well in the whole religious theme due to being such an important culture in the Christian East. Very important kingdom that isn't covered in the AOE2 yet.

Tibetans

https://en.wikipedia.org/wiki/Tibetan_Empire

Again, fits well with the whole religious theme and covers another part of the world.

And one of these two:

Armenians

https://en.wikipedia.org/wiki/Bagratid_Armenia

They could have the same architecture style with the Georgians. Just another civ from that area of the world.

Swiss

https://en.wikipedia.org/wiki/Old_Swiss_Confederacy

Could add some fun units with this civ like Swiss pikemen. Swiss mercenaries were very important in what is late-imperial age in AOE2, it's a shame we don't have any of these units in the game yet. Also good for adding the campaign about Zwingli and Swiss reformation:

https://en.wikipedia.org/wiki/Reformation_in_Switzerland


There could also be new campaigns like the Hussite Wars and campaigns with Tibetans and Georgians/Armenians. https://en.wikipedia.org/wiki/Hussite_Wars

submitted by /u/SlavicAristocrat
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