A mix of history and legend, the Ghorid invasion and Prithviraj dying in it obviously happened, the other stuff like the tragic love story are probably embellished
>Is MP worth getting into?
It's easily the best part of the game. There's too much to put into one post. Go with Spirit of the Law for basic civ overviews, but understand that his way of calculating effectiveness is entirely unrealistic.
Playing is the best way to get experience and learn.
Hotkey your town center and loom.
Scout with most of the sheep you're not immediately using, but bring them back in around the time you get boars. For your main scout, a spiral pattern is best.
We're in a "Men at arms" meta right now, so don't go straight into scouts.
Wall outside your eco to keep castle-droppers out.
Knights can and will break through palisade walls, so have a plan for that.
Any melee cavalry that takes 4 or more damage from contemporary archers (after armor is accounted for) isn't meant to beat them.
Mangonels/Onagers are only effective in groups of 3+.
Don't start with Franks or Britons. You'll get stuck playing as them due to their crutch bonuses.
Listen, sea towers+walls either do or don't protect your fishing ships in the area. If they do, then they "counter" enemy ships as much as a structure can. If they don't, they're worthless, and not worth all of the rigid coding hassle you require to make your honestly shitty idea work.
I don't like sea walls or sea towers, and I don't like ad hoc solutions like these. I'm telling you, someone who doesn't even understand how fishing works, why they can't work, as someone who understands why the devs didn't implement them.
If you still don't get it, shut up and nod.
>I never said anything about sea towers countering naval units.
If they don't, they're pointless. Why would you build a tower that can't harm the only things that can reach it? >grognard
You can't think or reason. Just follow.
>Their build order falls apart the moment they fail to find their boar in the usual spot.
That only applies for low elo players. Regular players know how to get to feudal age just using map food. The issue is that the game isn't balanced for anything other than Arabia, no matter how much the devs try, and AoE2 uses only enough abstractions to service land play. Water maps are shallow, and if you provide an additional food or a wood source that's available in feudal, then whichever civs best use or gather that resource will bound ahead. If you have "Arabia + a frickton of box turtles", Japanese and Dravidians will become the meta. If you have a frickton of deer, it's Mongols, Japanese, Berbers, Goths, and Mayans. If you have 2 additional boars, Berbers and Mayans. Sheep: Tatars and Celts. Fewer trees? Malians and Teutons.
Anything that's not in line with the 2-boar, 8-sheep, 6-deer, 2-gold/stone piles model runs afoul of the game's core balance concepts, and each building and unit's uses are so restricted that being on a mangrove or in a bloody cave won't change anything. You want to attack the other guy's eco.
[...] >This is a numbers problem, not a conceptual problem.
In a game this small, with parts this interlinked, the two can't be separated. Fish traps are supposed to be expensive since they give fishing ships near-infinite value, where they're normally just an alternate model of farm that doesn't have the limitation of TC time. >I don't see how?
If sea towers counter naval units, most players won't be able to do anything about them until they have access to trebs. If fire ships or galleons counter them and they just harass land/water eco, then they break 1v1s on water maps the second one player wins water. >And honestly? The current naval model is boring as frick.
Way to go, champ. Whenever you encounter a wall, just demand the wall get knocked down. Who even needs models? Who needs games? I have a basic executable file! and maybe a scen. editor!
The official campaigns and missions are at least 80 hours of playtime alone. Add in custom campaigns and that easily triples. You can get hundreds of hours in game without even touching MP and still have fun.
I got DE for the campaigns and then just kinda became aware of the MP scene from watching Youtube. Never really played MP when I was younger but I believe the MP community is what kept the game alive so that we got DE in the first place. These days, I mostly just play 1v1 but I'll probably play the DotD campaigns soon
What are your favorites non-popular maps? Be it in multiplayer or against AI. And by "non-popular" I mean anything that isn't your Arabia, Arena, Black Forest ect.
Highland (I like the river chokepoints and extra resources), Lombardia, Valley, Four Lakes, Graveyards.
Also I love the Real World maps I just wish you could pick player positions so that I can assign civs that make sense geographically.
lombardia, amazon tunnel are fun
been trying out some of the special maps and snake forest and front line both create interesting non-standard games. wish the special maps got more love in the map pool than just the same old
It's the same with all multiplayer games. You have a zillion different maps to choose from but the playerbase insists on playing just two or three of them ad infinitum.
>You have a zillion different maps to choose from but the playerbase insists on playing just two or three of them ad infinitum.
They're the ones the game is balanced around, and AoE2's mechanics don't have enough depth to be used well on other maps.
Or maybe most players only taught themselves these few maps and can't adapt to others on the fly. Their build order falls apart the moment they fail to find their boar in the usual spot.
I can't really blame them in particular - learning takes time you'd rather spend playing what you know, and going in blind is just silly talk, unless you're some kind of a strategy wizard.
>Their build order falls apart the moment they fail to find their boar in the usual spot.
That only applies for low elo players. Regular players know how to get to feudal age just using map food. The issue is that the game isn't balanced for anything other than Arabia, no matter how much the devs try, and AoE2 uses only enough abstractions to service land play. Water maps are shallow, and if you provide an additional food or a wood source that's available in feudal, then whichever civs best use or gather that resource will bound ahead. If you have "Arabia + a frickton of box turtles", Japanese and Dravidians will become the meta. If you have a frickton of deer, it's Mongols, Japanese, Berbers, Goths, and Mayans. If you have 2 additional boars, Berbers and Mayans. Sheep: Tatars and Celts. Fewer trees? Malians and Teutons.
Anything that's not in line with the 2-boar, 8-sheep, 6-deer, 2-gold/stone piles model runs afoul of the game's core balance concepts, and each building and unit's uses are so restricted that being on a mangrove or in a bloody cave won't change anything. You want to attack the other guy's eco.
>fish trap
This is a numbers problem, not a conceptual problem. >don't fit in naval model
I don't see how?
And honestly? The current naval model is boring as frick.
>This is a numbers problem, not a conceptual problem.
In a game this small, with parts this interlinked, the two can't be separated. Fish traps are supposed to be expensive since they give fishing ships near-infinite value, where they're normally just an alternate model of farm that doesn't have the limitation of TC time. >I don't see how?
If sea towers counter naval units, most players won't be able to do anything about them until they have access to trebs. If fire ships or galleons counter them and they just harass land/water eco, then they break 1v1s on water maps the second one player wins water. >And honestly? The current naval model is boring as frick.
Way to go, champ. Whenever you encounter a wall, just demand the wall get knocked down. Who even needs models? Who needs games? I have a basic executable file! and maybe a scen. editor!
2 years ago
Anonymous
I never said anything about sea towers countering naval units. >grognard gets mad when someone wants to spice things up
lmao ok
2 years ago
Anonymous
>I never said anything about sea towers countering naval units.
If they don't, they're pointless. Why would you build a tower that can't harm the only things that can reach it? >grognard
You can't think or reason. Just follow.
2 years ago
Anonymous
>implying there's only hard counter and nothing inbetween >try to have a discussion for something new and fun >instead of trying to make it work he just shut it down
Did I touch a nerve? Nobody likes you btw.
2 years ago
Anonymous
Listen, sea towers+walls either do or don't protect your fishing ships in the area. If they do, then they "counter" enemy ships as much as a structure can. If they don't, they're worthless, and not worth all of the rigid coding hassle you require to make your honestly shitty idea work.
I don't like sea walls or sea towers, and I don't like ad hoc solutions like these. I'm telling you, someone who doesn't even understand how fishing works, why they can't work, as someone who understands why the devs didn't implement them.
If you still don't get it, shut up and nod.
I don't like the idea of players walling over entire oceans in the middle ages. Maybe if it were restricted to shallow water (the lightest hue of water) like with dock construction, but then map generation would have to account for that.
Ensemble Studios realized the potential problems Sea Walls would cause if they could be built, when they originally planned on implementing them.
I fully get why they axed it, but in today's meta I don't see why they can't be built in the Castle Age or something, where any kind of ship can knock the walls down with ease. Unless I'm missing something, it just sounds so simple.
>I fully get why they axed it, but in today's meta I don't see why they can't be built in the Castle Age or something, where any kind of ship can knock the walls down with ease. Unless I'm missing something, it just sounds so simple.
Because you can wall in the enemy's dock after a good engagement to instantly, permanently nullify his fishing eco without having to down the docks themselves or attack the fishing ships.
>Just make it so you can only build within a radius of your own dock
That's not how AoE2 works, and it won't protect from forward docks.
2 years ago
Anonymous
>not how aoe2 work
Why not? Treaty zones already exist. >forward dock
Just have the square disable enemy docks.
2 years ago
Anonymous
>Why not? Treaty zones already exist.
Treaty zones are something else entirely. >Just have the square disable enemy docks.
That would mean you could neutralize an enemy's navy and kill his naval capacity just by building a dock on his docks. Also, if it's the same square, the builder ship will be useless, and most importantly, no one would accept such liberal use of treaty zones.
2 years ago
Anonymous
>treaty zone
How so? They are a zone that disable enemy buildings. >enemy dock
As in preventing the enemy from building docks inside that square.
Around each dock would have a 12x6 rectangle that extends from the shore. Enemy builder ships can't build in there, as well as enemy villagers and enemy docks. Friendly builders ships can build seawall and towers in that rectangle.
2 years ago
Anonymous
>How so? They are a zone that disable enemy buildings.
Is that what you meant? >Around each dock would have a 12x6 rectangle that extends from the shore. Enemy builder ships can't build in there, as well as enemy villagers and enemy docks. Friendly builders ships can build seawall and towers in that rectangle.
Two issues:
1.) That means no forward docks for the rest of the game, which won't be widely accepted.
2.) That's not enough to wall off anything, so you'd have to decouple the sea wall building restriction
2 years ago
Anonymous
...is it not?
Treaty zones exist, meaning something similar can be coded and put into the game. Whether it's balanced to not is something else entirely. >no forward docks
I mean, I don't play water maps enough to know about the meta, but I can see that being a problem if someone cover the entire coastline with docks. >wall too small
It's enough to keep fire ships from melee range. Sea towers can be built inside the square too.
2 years ago
Anonymous
>Treaty zones exist, meaning something similar can be coded and put into the game.
The issue isn't a coding limitation. It's the gameplay implication. >It's enough to keep fire ships from melee range.
Of the dock itself, yes. Of any active fishing ships, no. >Sea towers can be built inside the square too.
Sea towers would be their own issue due to the naval units' roles.
2 years ago
Anonymous
This is my ideal usage of this concept >create a safe zone for fishing, IF invested in >it looks really cool and I like it
of course, the numbers can always be tweaked. if it discourage early raids too much? make the costs higher. this also solves the forward dock problem. >have to build a forward dock and a bunch of walls >when you can just build a new dock elsewhere
2 years ago
Anonymous
>create a safe zone for fishing, IF invested in
Only works for fish traps, which are used in Imperial, not feudal/castle.
And the sea towers don't fit into the naval model.
2 years ago
Anonymous
>fish trap
This is a numbers problem, not a conceptual problem. >don't fit in naval model
I don't see how?
And honestly? The current naval model is boring as frick.
Bengalis need a buff so badly >Mahayana isn't good enough for an Imp UT >Elephant Archers still suck >Battle Elephants still suck >Rathas fricking melt to Skirms >Team bonus doesn't give enough food
You should do the art of war tutorial and learn some basic buildorders (just scouts and archers is fine to start with). Once you can pull those off somewhat smoothly I recommend watching hera's guide to 2k to improve further
>Be infantrygay >See everyone complaining about franks and cavalry civs >Most of cavalrygays are too stupid or stubborn to switch off scouts/knights >MAA trush into mass infantry w/ supplies eat cavalrygays with no issue >Be fricking hopeless against micro nerds >Skirms dont do shit, maas die to archers, knights and scouts have moronic pathing, specially when the archergay breaks the rules of physics and fit 100 archers in 1 tile, mangos being the only real answer but easily dived in >Also archers behind walls >Nobody complains about archers outside this board
Call me an aussie because Im pretty damm sure Im living in some weird upside down hell world in this game
>YT is people complaining about Franks
I have no idea why people b***h about Franks. It's a meta pick to me but I've never really seen them as horribly overpowered compared to Britons or Mayans. I'd even consider Burgundians or Magyars more of a problem than Franks.
NTA - I'm not 100% convinced Magyars are as fearsome as Franks, but they are still very threatening. >Free attack techs gives decent power spikes in each age, making it easy to drush or scrush in Feudal, or giving your Knights a solid edge while you're waiting for Cavalier >Magyar Huszars are probably the best unit in trash wars if their Castles don't go down fast enough >Best Cavalry Archers in the game, beating Tatar CA, Turkish CA or even Mangudai
2 years ago
Anonymous
Magyars are better lategame, but at all other stages Franks are way better. Their bonuses are streamlined superwell to go cav, but since they also get the free farms and faster berries they get a bonus no matter what unit type they go for. It's just way more flexible and having cheaper castles is amazing as well.
Say what you want about t90, but I think he made a solid argument in his new vid I stumbled upon. I think the archer meta needs to be given a higher priority, but he's right about how unclear Docks can be for noobs.
Trade Cops and Transports on the first page are moronic. Not sure how I'd feel about two docks, that'd be pretty demanding for water play especially in early Feudal imo.
A few scenarios in this game require prior knowledge to have a good game:
-Alaric 5 (you must rush Sarus immediately or you'll be ganged up on)
-Attila 1 (you must rush either the Persians or the Byzantines or you'll be ganged up on)
-Tariq 4 (you must use your hero to lure enemies over the mountain passes)
-Honfoglalás (if you go sedentary to soon, you'll be stuck in castle age against two post imp enemies)
-Gajah Mada 1 (very grindy if you don't betray the Mongols first)
I call this bad scenario design. Please tell me which scenarios you think suffer from bad design resulting in prior knowledge being necessary for a good game.
Other scenarios that can be cheesed, without adding to a fun experience:
-Yodit 1
-Saladin 3
-Montezuma 4
-Agincourt
-Prithviraj 3
-Genghis Khan 2
Please list more cheesable scenarios.
At the start of every campaign scenario I resign to reveal the map, look at everything, noting who can be rushed, resources, etc then restart.
I feel like the campaigns were meant to be beaten like that since they can get real difficult when you don't know what you can do. Makes a huge difference knowing of 2 equal enemies but only one of them has base defenses. Was especially bad in AoE1 where a lot of maps literally only had 1 other gold source outside your base, protected by towers and you'd be wasting your time trying to scout out another.
Bad design if you have to do that, if the scenario doesn't allow you to scout.
I'm not sure if I was missing something but I hated how in Ivaylo 3 the starting bonus gold from an optional objective where you reach the duel with all your units surviving in time is only really possible and alluded to the west on the minimap with a semi-secret transport ship being shown as soon as the dialogue starts in a scenario trying to already press you for time. So you're pretty much just encouraged do this regardless for that sick 2000 gold bonus, plus you keep more units alive regardless. Feels like a very restrictive start in that regard as this one option is genuinely better.
Sort of similar feelings with Prithviraj 1 but I suppose it arguably rewards good micro with limited forces and isn't really as good. Otherwise, in Ivalyo 5 you can technically build up your tech tree in the first half very safely and sort of steamroll the second.
I agree on Ivaylo 3, but not Prithviraj 1 because you know immediately that you can at least try to save both TCs.
>Ivaylo
I think this is the hardest campaign I've tried in Age. I've only completed a few but I've started some on Hard and have most of them done that way. For Ivaylo though, I've only done one on hard and the rest are on Standard.
>I agree on Ivaylo 3, but not Prithviraj 1 because you know immediately that you can at least try to save both TCs.
Yeah that's fair.
>Ivaylo
I think this is the hardest campaign I've tried in Age. I've only completed a few but I've started some on Hard and have most of them done that way. For Ivaylo though, I've only done one on hard and the rest are on Standard.
In Ivaylo 2 at least (the KotH scenario) I distinctively recall sort of cheesing it by having Ivaylo just continuously kite the units around the objective until the timer went out. So maybe another one to the pile, that said I still think the campaign in full is still good.
I'm not sure if I was missing something but I hated how in Ivaylo 3 the starting bonus gold from an optional objective where you reach the duel with all your units surviving in time is only really possible and alluded to the west on the minimap with a semi-secret transport ship being shown as soon as the dialogue starts in a scenario trying to already press you for time. So you're pretty much just encouraged do this regardless for that sick 2000 gold bonus, plus you keep more units alive regardless. Feels like a very restrictive start in that regard as this one option is genuinely better.
Sort of similar feelings with Prithviraj 1 but I suppose it arguably rewards good micro with limited forces and isn't really as good. Otherwise, in Ivalyo 5 you can technically build up your tech tree in the first half very safely and sort of steamroll the second.
Joan of Arc 6
On DE, you start with 100 wood. Enough to build a lumber camp, collect some wood, build houses, market and dock, buy resources to purchase careening, buy a transport ship, stick the flag cart, all mounted heroes and paladins in it, send a light cavalry to distract the english navy, quickly unload the transport on the english docks, and rush to the objective, using heroes and paladins to draw away fire. Not exactly simple, but it can be done in 10 minutes.
Either way, on Hard, this scenario is impossible to play the way the game intends you to. You need at least to take out both Burgundy bases and the orange opponent with your starting army, or you will be overran before even reaching Imperial age.
not that anon, but atleast in jin island you can boom safely since none of them will be able to raid your eco, and preserve those bombards well, it helps you taking out Jin, itll help you again in taking out the others
There's no gold nor stone on the Jin island, so it will take a very long time until you can build a force enough to defeat them. Besides, on DE Hard, they DO attack you if you build on their island.
The most effective way to beat it is to build a lot of stables, spam cavaliers, rush the Savoyards, then the Venetians turn on you, rush them too, and finally rush Milan's economy, so they're sitting ducks while you build siege to break into the city
You know I like it when someone has a bit of fight in them and doesn't quit after losing a few engagements, but when I have to chop through a sea of barracks, archery ranges, stables and castles to get to their base on Arena, only to find it behind 3 layers of stone walls with 2 more castles behind it, then that's a bit silly and you can get fricked.
It's fine - I prefer when I have a big army to be allowed to enjoy it for a bit, but when he started rewalling while I was trebbing down his gates that was a bit much.
When you artificially extend a game by 20 minutes and force the other player to take down 5 town centers and 7 castles before you quit then that's just rude.
We are talking about crossbows and its counters, not monk siege pushes.
2 years ago
Anonymous
You said you would get knights to counter my counter so I countered your counter for my counter, homosexual.
2 years ago
Anonymous
That makes absolutely no sense since that would imply NOT going crossbows since you brought up monks and siege,
Anon try to follow the conversation for once.
Are there any mod campaigns that have like a wave-defense style gameplay? I was thinking it'd be fun to make lots of towers and castles garrisoned with arches and shoot down huge armies of trash storming my base, anything like that?
>Look at the custom games list >It's fricking nothing
What happened? Back in the day on the MSN Gaming Zone there were dozens if not hundreds of different custom scenarios that people had made this various types of blood and RPGs and so on that people had made and hosted, but when I look it's all player vs player or comp stomps with nothing interesting going on. What happened?
the game is fricking boring and the only reason to play is to feel superior on the internet after sinking years of your life into it back when the scene was interesting
>the game is fricking boring
Me and my friends are having a blast learning to play ranked together, but way back in the day I used to do custom scenarios exclusively, with the overwhelming majority of it being designing, creating and hosting the scenario I'd made (Jailbreak), but it seems like that scene has vanished and it makes me sad.
Warcraft 3 and Starcraft 2 Arcade are better suited to making RPGs and minigames or even actual games in SC2 editor. So a lot of people still interested in that kind of stuff are over there now.
Also I think old custom maps have to manually converted and fixed up to work in DE because of the different map formats and all that.
Because new people would try to play and get b***hed at the entire time for never doing the scenario before. Also mod creators didn't update from original to HD to DE.
How do I learn to properly macro behind a Feudal rush? I want to take advantage of the benefits that the rush gives me but I rarely take proper advantage of what the rush gives me.
Just practice, use hotkeys and keep TC producing. After a while it should be easier to manage your eco while also paying attention to your rush.
General rule of thumb is: >10 lumberjacks >15 on food (take stragglers first and make a farm when you can. Earlier farms = faster castle time) >About 8 on gold >Wheelbarrow and you should be able to click up to castle
This obviously varies a bit depending on how many units you make and what units you want to go for in castle age but this should give you good uptimes and a decent eco setup for the next age.
Use "Stand Ground" or "Defensive stance" depending on the situation. Your main objective is to maintain the threat of your mil and your eco. Even if your units aren't killing anything, your enemy isn't killing them with his TC, and so he has to respect the threat and respond. Handle your villager business when possible, and just practice making usable intervals during rushes.
>use hotkeys
See, this is my biggest failing.
I have a hotkey for attack move (Tab), one for selecting all idle military and eco (shift + q / ctrl + q) and everything else I do with q if possible or select it with my mouse cursor if not.
I've no idea what a good hotkey setup would be like and even if I had one, my fingers are practically dyslexic and I often make typos that I have to catch after I've finished typing by looking for spelling errors.
What I just named is already WAY beyond what I do for any other game, I've spent 27 years of PC gaming never using hotkeys at all and being mouse only. That's not something I can just overcome like that.
how the frick you managed to play PC games for 27 fricking years and not knowing the key placement on your average QWERTY keyboards? fricking moron lmao, you dont have to be asiaticclickgod_1488xx to know it, jsut your run of the mill typing and stuff you did for school/working assignments, and the little bit of gaming, most games i played are business sims/tycoon that could be played by one hand so theres no excuse
2 years ago
Anonymous
If I want to type something I have to usually look at my hands. Also there's a big diff between typing and hotkeys, hotkeys don't form logical word structures.
2 years ago
Anonymous
but in AOE, esp DE it does, for most of the time the important stuff(vills building hotkeys, unit stance, command, and formations), are arranged in a neat fashion where the topmost row are QWERT, second row are ASDFG, third row are ZXCVB. it stays like that for basic vills, basic units, siege units, monks, and building(both civil and military), the intricate part come when you have to select specific stuff like blacksmith, university, all rax/stables/archers, but as long as you memorize the basic QWERTY setup AOEDE offers, and the everlasting "H+QQQQQQQ" you done good to play in MP matches from 700-1000 ELO level
i agree with you that in older RTSes the hotkey arrangement doesnt make sense, but in AOEDE it does,
The most important hotkey to use is select all tc + q to make a vill. Tilde is a good key to bind for select all TC. Tab is a good hotkey for idle villagers. IIRC the default hotkey setup for making and selecting buildings is already pretty logical: The leftmost building you can build with a vil is the leftmost hotkey you use, the one to the right is one key to the right and the one below is one key below etc. So q+q is build a house, q + a is make a farm etc. Once you remember that the order in the build menu mostly aligns with the hotkeys on the keyboard it gets easier, you might have to tweak it a bit since I'm not sure what the default set up is. Once you figure out the hotkeys to build, all you need to do is set up select all buildings hotkeys. I personally use CTRL + q, CTRL + w, + e, + r and + t for barracks, archery range, stable, siege workshop and castle, and then CTRL + the keys below that to select mills, lumbercamps, mining camps, blacksmiths, universities etc. All roughly corresponding to the place they have in the build menu. Hope this makes sense
>I can't just "do it", as I've said something as vague as "just practice" is about as helpful to me as 'git gud'.
OPEN UP SCENARIO EDITOR
MAKE UNITS
TEST RUN THE GAME
PRACTICE HITTING THE HOTKEYS
2 years ago
Anonymous
I don't know what the hotkeys are.
I don't know what hotkeys would be useful.
"practice hitting the hotkeys" is useless to me, I might as well mash the keys with my palm like a tard and hope something useful happens.
I need simple, incredibly useful hotkeys that I should focus on, at most 3 to 6, that would give me immediate results and that I can see instant improvements from, like
The most important hotkey to use is select all tc + q to make a vill. Tilde is a good key to bind for select all TC. Tab is a good hotkey for idle villagers. IIRC the default hotkey setup for making and selecting buildings is already pretty logical: The leftmost building you can build with a vil is the leftmost hotkey you use, the one to the right is one key to the right and the one below is one key below etc. So q+q is build a house, q + a is make a farm etc. Once you remember that the order in the build menu mostly aligns with the hotkeys on the keyboard it gets easier, you might have to tweak it a bit since I'm not sure what the default set up is. Once you figure out the hotkeys to build, all you need to do is set up select all buildings hotkeys. I personally use CTRL + q, CTRL + w, + e, + r and + t for barracks, archery range, stable, siege workshop and castle, and then CTRL + the keys below that to select mills, lumbercamps, mining camps, blacksmiths, universities etc. All roughly corresponding to the place they have in the build menu. Hope this makes sense
did.
You are not being helpful, before or after the angry screaming.
2 years ago
Anonymous
>I don't know what the hotkeys are.
Mouse over each button. It'll tell you. >I don't know what hotkeys would be useful.
The ones that correspond to anything on the unit control menu. >"practice hitting the hotkeys" is useless to me, I might as well mash the keys with my palm like a tard and hope something useful happens.
Look at each one, read the description, and press the button. If you're confused, ask what it does. >I need simple, incredibly useful hotkeys that I should focus on, at most 3 to 6, that would give me immediate results and that I can see instant improvements from, like
One second. I'm going to do this one slowly because you're acting totally helpless.
2 years ago
Anonymous
This is line formation. This is the default. It lines your units up in neat little rows. You can see when I hover over it, that the hotkey is "Z".
2 years ago
Anonymous
This is box formation. It arranges all of your units into the shape of a box so the units on the outside can protect the weaker ones, who're on the inside. You can see from the tooltip that the hotkey is "X".
2 years ago
Anonymous
This is staggered formation. This is like line formation, but everyone steps away from each other to make inaccurate projectiles and area damage less effective. You can see from the tooltip that the hotkey is "C",
2 years ago
Anonymous
Finally, the last of the formations: The flank formation. In this, everyone splits into two bunched-up groups an equal distance from a center point. This is useful for completely avoiding damage concentrated in a single location, like when you're running scouts past halbs or using archers against low numbers of onagers. You can see from the tooltip that the hotkey is "V".
2 years ago
Anonymous
This is line formation. This is the default. It lines your units up in neat little rows. You can see when I hover over it, that the hotkey is "Z".
This is box formation. It arranges all of your units into the shape of a box so the units on the outside can protect the weaker ones, who're on the inside. You can see from the tooltip that the hotkey is "X".
This is staggered formation. This is like line formation, but everyone steps away from each other to make inaccurate projectiles and area damage less effective. You can see from the tooltip that the hotkey is "C",
Finally, the last of the formations: The flank formation. In this, everyone splits into two bunched-up groups an equal distance from a center point. This is useful for completely avoiding damage concentrated in a single location, like when you're running scouts past halbs or using archers against low numbers of onagers. You can see from the tooltip that the hotkey is "V".
Use "Stand Ground" or "Defensive stance" depending on the situation. Your main objective is to maintain the threat of your mil and your eco. Even if your units aren't killing anything, your enemy isn't killing them with his TC, and so he has to respect the threat and respond. Handle your villager business when possible, and just practice making usable intervals during rushes.
I like the idea of a darkened UI, but it just looks like that of AoE IV, ie soulless as frick.
It really needs the intricate artwork or whatever for it to look good, unless that's not the point.
r8 my UI mod m8. tried to make a dark theme and increase clikable screen for small screen ppl
anon are chinkid bugmen deprived of such concept like "art" or soul, they HAVE to min max absolutely EVERYTHING in their life for "le muh efficiency", its useless to argue such things as "aesthethics" with these kinds, dont bother explaining such stuff because you cant change his hiveminded brain either
about "readibility" and "UI clutter", the vanilla AOE2 UI are good enough while at the same time still have some artistic choice in it to be both usable and beautiful at the same time. i
artwork is nice for a 2000 game but its detached from the improved graphics and looks out of place.
also the screen is really cluttered with useless icons everywhere, buttons that you dont use in a common match take 10% of the screen (map buttons, menu button bar, age indicator)
Also useless icons like that xbox or O simbol besides player names/ connection quality and that shitty black box surrounding player names.
Its like the devs tested the game in a 2k monitor , compare a mp screen with stock ui with my shitty mod and you will se that theres like 25% more clicklable space with mine and i am just an autist that dont know anything about design.
The panels would be nice if you could click the terrain/units through them but they block the screen for "aestetics" (you are homosexual)
Tarkans have a bonus against buildings for one. But also Tarkans have a shit ton of HP, meaning shrivamshas need a shit ton of pierce armor, making the tarkan a lot more versatile. They'd still be two fundamentally different units. There is no comparison.
the only difference is that the shrivamsha would die to fewer pike hits. if they have less hp but more pierce armor then it's just the same vs archers isnt it. and they would have no particular niche. there are also keshiks
2 years ago
Anonymous
There are more units in the game than just archers and pikes. You're comparing apples and oranges.
2 years ago
Anonymous
sure there are, and having an extremely basic cav unit for uu in 2022 just doesnt cut it
2 years ago
Anonymous
Do you have any arguments?
2 years ago
Anonymous
you are the one who wants to oversimplify a good and truly unique uu to yet another subpar tarkan like thing. I dont need deep arguments to tell you that's bad
2 years ago
Anonymous
You don't need deep arguments, but you don't give any arguments at all.
Tarkan and Shrihamshamhamasha rider have similar roles but different ways to do it
First, tarkans have bonus vs buildings, pajeet riders dont, while they can raze TCs, tarkans will eat castles and gates with ease
Second, tarkans have a lot of hp and pierce armor, whereas indian riders have a shield that absorbs 5-6 hits, regardless of damage
Tarkans are good vs very fast attacking, spammy archer units, like ethiopian arbalests or chinese choks, whereas the pajeet riders shields absorbs the most damage against slow but powerful ranged attackers, like hand cannoners, jannisares or longbowmen
Third, shihamsha rider has somewhat high damage and (I think) a small damage bonus against archers, so they are actually good at killing archers, tarkans have low and slow attack that struggles to kill archers, and they only kind of kill archers because they are stupidly tanky against arrow fire, able to trade damage on their favour. Generally tarkans are mere meatshields while your hun cavalry archers do the real damage.
Fourth, pajeet riders are easier to obtain and amass since you just need stables, tarkans need a castle to get Marauders
And lastly, pajeet riders do bad vs spear-line, but can actually kill them not cost efficiently, tarkans cant do shit against spear-line and get absolutely bodied
Like the other anon said, apples to oranges.
You're replying to the wrong person.
2 years ago
Anonymous
Tarkan and Shrihamshamhamasha rider have similar roles but different ways to do it
First, tarkans have bonus vs buildings, pajeet riders dont, while they can raze TCs, tarkans will eat castles and gates with ease
Second, tarkans have a lot of hp and pierce armor, whereas indian riders have a shield that absorbs 5-6 hits, regardless of damage
Tarkans are good vs very fast attacking, spammy archer units, like ethiopian arbalests or chinese choks, whereas the pajeet riders shields absorbs the most damage against slow but powerful ranged attackers, like hand cannoners, jannisares or longbowmen
Third, shihamsha rider has somewhat high damage and (I think) a small damage bonus against archers, so they are actually good at killing archers, tarkans have low and slow attack that struggles to kill archers, and they only kind of kill archers because they are stupidly tanky against arrow fire, able to trade damage on their favour. Generally tarkans are mere meatshields while your hun cavalry archers do the real damage.
Fourth, pajeet riders are easier to obtain and amass since you just need stables, tarkans need a castle to get Marauders
And lastly, pajeet riders do bad vs spear-line, but can actually kill them not cost efficiently, tarkans cant do shit against spear-line and get absolutely bodied
Like the other anon said, apples to oranges.
here someone else bothered for me, not that he should have,
2 years ago
Anonymous
Are you hallucinating? Did you forget what you were arguing? He agrees with me, not you.
2 years ago
Anonymous
are you dumb? I argue that it's necessary to have different niches you dumb esl homosexual. The other anon further explained and compounded on the fact that tarkans are just bland meatshields while shirvamshas are much more interesting.
2 years ago
Anonymous
Either you're an idiot or a troll, either way it's no use talking to you.
Tarkan and Shrihamshamhamasha rider have similar roles but different ways to do it
First, tarkans have bonus vs buildings, pajeet riders dont, while they can raze TCs, tarkans will eat castles and gates with ease
Second, tarkans have a lot of hp and pierce armor, whereas indian riders have a shield that absorbs 5-6 hits, regardless of damage
Tarkans are good vs very fast attacking, spammy archer units, like ethiopian arbalests or chinese choks, whereas the pajeet riders shields absorbs the most damage against slow but powerful ranged attackers, like hand cannoners, jannisares or longbowmen
Third, shihamsha rider has somewhat high damage and (I think) a small damage bonus against archers, so they are actually good at killing archers, tarkans have low and slow attack that struggles to kill archers, and they only kind of kill archers because they are stupidly tanky against arrow fire, able to trade damage on their favour. Generally tarkans are mere meatshields while your hun cavalry archers do the real damage.
Fourth, pajeet riders are easier to obtain and amass since you just need stables, tarkans need a castle to get Marauders
And lastly, pajeet riders do bad vs spear-line, but can actually kill them not cost efficiently, tarkans cant do shit against spear-line and get absolutely bodied
>Please note that, like Ganker, "Generals"—long-term, one-after-the-other, recurring threads about a specific game are not permitted on /vst/. Such threads belong on
Frick off with your shitty dying metafest general.
>Byzantines and Spanish changed to Meditteranean >Viets changed to East Asian
I don't have faith in a lot of things from the devs, but I do think it's possible they're willing to change the architecture for other civs.
God I wish Huns would change to Central Asian so badly
I've come to realise that new players go for team games more than 1v1s and that low ELO team game players are worse than low ELO 1v1 players. So I've started smurfing in team games and going for BM strats like killing sheep, laming boars, tower rushing on Arena, etc. Even just playing a regular archer build against some dark age waller and picking off his vills feels cruel.
Have you been doing your part to discourage newbies from playing ranked /vst/ros?
Why these posts in particular? There's not really much point since you're off your meds, but every time you show up my curiosity flares just as much as your autism.
>Have you been doing your part to discourage newbies from playing ranked /vst/ros?
Dropping farms over their straggler trees with a vil or two is quite funny.
>Elo adjustment >Get shafted from 2k back down to 1.3k >All my teammates are back to being the most inept morons to ever play the game >All my opponents get fricking 1.8k flanks
I'm going to strangle whoever's idea this was.
>people STILL complain about laming >when we know from thousands of pro level matches that even the top level players have to dedicate so much focus to laming that they barely ever gain an advantage from it or outright fall behind
Your 900 elo ass isn't gonna lose a game because you lost a boar or some sheep, git fricking gud and have some damn resiliency
I can see where they come from, however.
Like for example, the enemy lames your boar, the only correct way to counter the lame, is to lame the enemy boar so you both end in relatively even ground.
Problem with this is that most people complaining about lames are not cool with laming, either out of principle or because they never put practice on it. Worst of all is that laming while keep your eco running is actually pretty challenging, or so I find it.
The other aspect of laming in which people has a fair argument to complain, is that some civs are way better at laming than others, mongols can easily scout your base and lame your boar, vietnamese will know your TC location, goths get instant loom, berbers get fast villies, making them easier to send a vill foward and wall your resources, giving them an unfair advantage over low level players.
I know there are ways to somewhat counter laming, like first exploring the front part of your base and lure boar really early, or get loom early, but the gist still remains, that you have to go out of your way to relatively come out well against enemy laming.
>Like for example, the enemy lames your boar, the only correct way to counter the lame, is to lame the enemy boar so you both end in relatively even ground.
But that's literally, objectively, provably untrue. Laming nets you so tiny of an advantage that the best thing to do is focus on the fundamentals that your opponent is fricking around with in order to lame you. Focus on not dropping villager production when you fight to catch a lame and then put a few on farms early. Congrats you beat the lame.
>Congrats you beat the lame.
Not really, now your enemy has 340 food and you are down 340 food. >Focus on not dropping villager production when you fight to catch a lame and then put a few on farms early
This is the thing, if your opponent is good enough to both lame you and not stop constant vill production, and if you panicked or fricked up and messed up vill production, you're on a very drastic disadvantage, not only because you lost 340 food but also because you fricked up your build order
If you go for archers then I suppose it wouldnt matter much (since archers are OP) but for MAA rush or Scouts, getting lamed hurts a frickton.
>Spend 1 extra hour to achieve the same result
Why?
>that even the top level players
That's not an argument, lemming.
>The best players in the WHOLE WORLD cannot lame without sacrifices on their end, to the point that several outright don't bother with it >Match is still entirely up in the air even after a successful laming attempt >NO YOU DONT UNDERSTAND I NEED TO QUIT THIS 800 ELO MATCH NOW BECAUSE I LOST A SHEEP I SIMPLY CANNOT RECOVER FROM THIS
People who seethe about competitive multiplayer and people who seethe about laming are honest to god subhumans
homie I'm not a pro. Why should I keep playing if I do not feel winning is a realistic possibility? Do you really get so tilted that you must lame and then b***h when other players quit?
you are making assumptions that are mistaken
yes laming carries an inherent risk, at the very least to your scout and it's pathing
but it's super hard when your opponent does get 2 extra boars compared to you especially as viet/mongols/franks/magyars who are already aggressive
when it works, it's super frustrating.
the reason pros dont do it literally every game is for consistency's sake
2 years ago
Anonymous
The Black person also forgets pros lame A FRICK TON in tournaments. It's almost as though they aren't playing at 100% on the ladder.
2 years ago
Anonymous
>just imagine being hera, viper, daut, yo, jordan and so on >you cant be assed to lame each time in the ladder >CLEARLY LAMING MEANS NOTHING!
>Your opponent fricks around and tries to be "cool" and "pro" by laming >Idles the frick out of their home eco in the process / loses villager time / loses scout time / etc. because, let's face it, nobody in /vst/ is playing at a 2k level >Opponent is down more resources from fricking around than the food they got from the boar and is also down tempo and development
Wow, you beat the lame and you didn't even have to do anything!
No, by principle I refuse to make archers and knights, and in 1vs1 it has been incredibly hard to get by, archers being so fricking strong.
Also you'd be surprised how many people open archers with full walls, even in fricking arabia.
Just shoot the boar and walk, dumbass. I don't even play Berbers. Used it to frick with a guy for picking Steppe and lamed his boar with no difficulty. Still proceeded into my M@A build. You're getting filtered by fricking dark age micro. Be ashamed of yourself.
>Kiting a boar is so micro intensive
That's why I just block their boar vill instead. I loved using the horse on steppe for this. Lmao. Dude resigned after losing 3 vills because of it.
In the Dynasties of India patch there was supposed to be a buff given to Siege Towers where they would be able to unload units over three tiles of buildings instead of just one.
I wonder why that didn't make it to the final update.
Don't really like the idea of units teleporting over an entire barracks. They should give them a ranged attack when garrisoned by ranged units. It would probably need a lot of tweaking so that it isn't overwhelming but at least the unit would have a non-niche function then.
Good 4v4 team composition? My bros and I can beat Hard AI but not Hardest. We're kinda uneven in skills but brothers are irreplaceable, so we live and die together!
Bohemians, Spanish, Hindustani, Bengali.
Make sure you make markets at opposite ends of the map (if possible) else as far apart as you can, two markets each minimum, then build 60 to 100 trade carts each.
I unironically love doing that with my own bros.
Ethiopians are busted in 1v1s with their free pike upgrade to protect their archers. Basically forces you to go into siege to try and counter them if you aren't playing your own archer civ.
Siege is the go-to counter for archers anyway and it's definitely better than taking them on with knights since they can just be kited. Upon reaching castle age, you usually either drop a siege workshop first thing if opponent is going crossbows or a monastery if the opponent is going knights. Being forced into siege is something that happens with all archer civs. Ethiopians are fine in 1v1, it's Britons who are busted since they can just outrange mangonels
>Skirms
Lol no they don't. You need 2x the resources to counter even a handful of archers. >Melee
400 LC will not be able to path to a single xbow. No, nothing melee counters range.
2 years ago
Anonymous
>Lol no they don't. You need 2x the resources to counter even a handful of archers.
Skirms are a trash unit that wins with equal numbers.
>400 LC will not be able to path to a single xbow. No, nothing melee counters range.
They will if you flank instead of attack moving everything like a fricking MOBA.
2 years ago
Anonymous
Cope cope cope.
2 years ago
Anonymous
>Skirms are a trash unit that wins with equal numbers.
Yes, but if you produce a skirm every time your enemy makes an archer, you lose by virtue of having no attacking arm. Additionally, if he retreats out of LOS, he can harass you. You can't do the same with trash. >They will if you flank instead of attack moving everything like a fricking MOBA.
If he moves his units in a single direction either during or after your approach, you wind up in the same situation.
ELO is a mathy way to track who is good and who sucks. It originated in Chess. If you have the same ELO as your opponent, your win rate against him should be 50%.
ELO is a mathy way to track who is good and who sucks. It originated in Chess. If you have the same ELO as your opponent, your win rate against him should be 50%.
Elo is the last name of the man who invented the rating system, which the other anon explained but unfortunately didn't realize it's not an acronym.
Noob here, I need help
I always find myself starved for wood during Feudal, what can I do?
I like playing Khmer, Malians, Gurjaras, and Bohemians. Still have to try the new Indians yet
>what can I do?
Get your wood upgrades and put more on wood? Don't go crazy with production building, you'll never need more than 2 ranges/stables in Feudal. Make sure you don't have all your vills on one lumber camp. I think most people do around 5-6 per and only 2-3 camps max in feudal depending on the build order.
Build orders will help.
I do first 6 on sheep, then 4 on wood, the next lures a boar. The next one (pop 13) builds a house and a mill near berries. Three total on berries. New vil lures a boar (16). There should be a few sheep remaining at this point. I like to put the next few on a new wood line, depending on how many vils I want to go up to feudal with. 20-22 is a good number unless you are trying to go fast castle (then you need more 26+). I usually end Dark Age with 8-10 on wood, 0-2 on gold (if I am gonna do men at arms), one or two building (barracks if I'm rushing, walls if needed) the rest on food. >t. Still not very good because I have inconsistent execution
Double-Bit Axe absolutely makes a difference, and farm upgrades might as well be wood upgrades too; Horse Collar especially does favors for long-term farm economy by reseeding less often. You could set a gather point to task new villagers on wood by default and retask them as required. Setting up a sufficient balance on food/wood during the move to Feudal Age for your needs would also help.
10 on wood is the magic number in feudal, you should be able to afford everything you need with that, except if you're going heavy on feudal archers maybe. Always get the wood and farm upgrade if you can. Most vills you make during feudal typically go to the straggler trees around your TC to help with wood income until you can afford a farm. Having 2 lumbercamps helps with efficiency. 3 lumbercamps is overkill since you can just make TC's on new woodlines in castle
Noob here, I need help
I always find myself starved for wood during Feudal, what can I do?
I like playing Khmer, Malians, Gurjaras, and Bohemians. Still have to try the new Indians yet
Also it's pretty normal to not be able to afford everything you need in early feudal. Delaying making more farms because you want to build a blacksmith for archer upgrades or delaying farms because you want to add an archery range on top of your stable is pretty commonly done. Only build what you're really going to use and prioritize economy if you feel like you can get away with it
Why do people say to build houses with your boar villagers instead of lumberjacks/berry pickers? All it seems to do is give me poorly placed houses and increase my TC idle time because too much is happening at once.
I guess the idea is to decrease vil walking time since you build it on your way to the boar. It's better to just build your 3th and 4th house with a vil right after you lured the boar. Just build it as part of your wall close to the berries and send the builder to berries after
akchually >building your starting houses with just 1 vil means you will get housed for a short while >Having 1 vill build houses and go to wood at the start of your game means you need to force drop your food = less efficient >you're wasting build time and resources by not building houses 3-4 as part of your wall
>youll get housed for a short while
Yes, but are all the numbers considered in this? Building with multiple villagers has diminishing returns and using that 1 villager for sheep instead of building means more resources.
Has it ever been tested that whatever TC idle time is more costly than losing out on the extra resources? This seems like such a tiny thing though I doubt its really significant anyways
>using that 1 villager for sheep instead of building means more resources.
That 1 villager avoiding like 10 seconds of diminishing returns on the house doesn't offset delaying the 100 villagers you're going to produce at TCs for the rest of the game.
>Has it ever been tested that whatever TC idle time is more costly than losing out on the extra resources?
TC idle time and it's not close (this is universal for any RTS). Fight an AI that's one rank too high for you to beat, then watch the replay on CA view and pay attention to your TC idle time compared to the AI.
They feel like shittier discount cav archers to me and chu-ko-nu mog them hard in every department except maybe dodging onager shots. I feel like you're generally better off with regular cav archers as Cumans except like the other guy mentioned they don't get bracer so they're still kinda shit.
It depends on your goal, but usually only food and wood are necessary. A few on gold, if you are gonna spend some gold soon (fast castle, archer or men-at-arms rush).
A generic build order starts out something like 6 on animals, 3/4 wood, 4 berries, 2 more on animals, 4 wood. The exact number for each resource and the timing for things like advancement and moving villagers around depend on what you're doing in feudal.
>No important bonuses that would enable me to be aggressive till mid castle age
Being able to skip barracks in order to scout/archer rush is fricking great
Oh, it has two benefits. Neat.
But the walking time from farm to mill is no longer wasted time. They collect food without the breaks and interruptions. It's especially helpful if you are prone to bad farm placement. I often have to place one or two farms in a suboptimal location, so they are quite a bit less efficient. Can't do anything about the terrain, though.
>guys I am looking for tips on how to break out of 900 elo. I know all the counters and I can execute a dozen different build orders perfectly depending on my and my opponent's civ with zero tc idle time. no I won't post my username or recorded games
why are they like this?
>Ask for advice >get advice >Don't like advice >Tell the person giving you advice they're wrong >b***h and moan about your superiors >Be LEL forever
Fricking hell just go watch Hera's, T90's, or download the build order mod and practice.
trying to get back to the game , was 1200 elo and got frustrated with the stale meta since at my level op strats like ethio mma into arch can really make any other playstyle unplayable.
switched to teamgames so i can gitgud with macro and hotkeys and now im ready to go back to 1v1 ladder
What do you recommend for 1v1 1200/300 elo? are archers and maa into arch still op ? are the indian civs good to play against the meta?
>MAA into archers
I get it strongs but it's so easy to quickwall and stall them until you get archers of your own, but I'm highly biased since I'm an infantrygay myself
Honestly for your level just learn a proper build order/opener and get comfortable with archer rushes, learn to quick wall, learn to have a stable economy, you will be fine
>Scout meta seems to be pretty fricking dead nowadays
This, between quickwalls and full walls becoming popular, archers being OP and melee pathing being fricked both infantry and cavalry struggle to fit in the 1vs1 meta
lmao, you won't even hit 1400 doing that unless you have world class micro. You're just going to get dabbed on by anyone going full skirms or knight + siege push
2 years ago
Anonymous
Archerlet cope. Imagine thinking thinking melee units even fricking matter. I bet you think Paladins are actually useful too.
2 years ago
Anonymous
Imagine thinking they don't when straight archer openings have the lowest winrate out of all possible openings
2 years ago
Anonymous
>Feudal
The age where games are won is castle. And nothing, not a goddamn thing, beats Xbow
>both infantry and cavalry struggle to fit in the 1vs1 meta
In feudal age maybe, although MAA is still a great opening. Scouts are so food intensive and can be easily fought off with a group of vills, they're just not really viable unless the map is really open and you can pick off some isolated vills.
In castle age and beyond cav is still perfectly fine, although pathing could be better. I more or less never play archers in feudal and castle age and I'm comfortably sitting at around 1500 1v1 elo. I don't go infantry in castle age often but when I do I usually win. The trick is to be reasonably sure your opponent is going knights, start massing infantry on the way to castle while hiding your barracks, and having comparable or a slightly faster castle time than your opponent. Most of the time you can completely overwhelm him. It actually feels kind of underrated, 20 LS can easily take out a TC and end the game a couple minutes into castle age
The trick to playing knights is just surviving to castle age mostly intact and at comparable times to your opponent. +2 armor knights trade very well against early castle age xbows, unless you are really really outnumbered. You can just defend with siege, mass army and pick a fight when you have enough. Having a faster unit is super good since you can just chase down his army when you choose so.
I honestly believe all this talk of archers being OP is really exaggerated. In fact most people in low or mid elo would have a better winrate if they just played cav civs more, they consistently have the best winrate. I honestly lose more games to people going cav than people going camels. Once you figure out how to not die to mass feudal archer play it's honestly the easier way to play.
2 years ago
Anonymous
>camels
meant archers
2 years ago
Anonymous
>I honestly believe all this talk of archers being OP is really exaggerated
It's really not.
t. Infantrygay
2 years ago
Anonymous
>I honestly believe all this talk of archers being OP is really exaggerated
It's really not.
t. Infantrygay
Is there a way to get rid of the info card that appears when you hover over your civ's icon? I don't need to read that in the middle of a game and it sometimes blocks part of the screen I need to click on.
Im trying to theorycraft a cumans strategy where you go full feudal pressure with archers+rams and eventually build your second tc while still in feudal.
the rams would not target enemy tcs but instead the production buildings so even if the other guy goes to castle he couldnt make a decent army to counter you with like mangos or smth.
you would need pretty good scouting of his base tho but i think its doable
i think that if i can do a super-fast feudal into double archery range (wood discount comes in handy) i can make enough archers to handle scouts, and then the ram will finish off the stable
It's probably better to open with scouts to relieve some of the pressure on your wood and get gold production up an running. I've been trying to do something similar but it doesn't work and I think my shitty macro is the problem.
What nations should have it? I like to use it with Teutons and Cumans, but imo they already have matching colors in their campaigns. Which nations don't yet have campaigns? Vikings, Japaneses, Celts (I don't count tutorial campaing), Chinese, Koreans, Persians, Mayans, Turks, Magyars and Slavs ( I don't count Dracula campaign). Alternatively there is also a option of a completely new nation for a new dlc.
Up to date civ winrates from aoepulse (1200+ elo):
Gurjaras: 56.86
Hindustanis: 56.25
Berbers: 55.10
Franks: 54.70
Teutons: 54.65
Huns: 53.01
Mayans: 52.22
Vikings: 52.13
Lithuanians: 51.50
Celts: 51.41 >Only 2 foot archer civs are even in the top 10 and nowhere near the top >Only Mayans have FU arbalests and a dedicated foot archer bonus of these civs >The highest winrate archer civ below these is Ethiopians and they don't even break a 50% winrate
Please tell me more about how OP archers are in this game
by that logic the civ with the highest winrates would be the civ with the best eco bonus so they could pump out the most generic archers. That's clearly not the case, otherwise Berbers wouldn't be so high.
Just look at the winrate by opening:
https://www.aoepulse.com/opening_stats?min_elo=1200&include_ladder_ids=3&include_map_ids=9&include_patch_ids=63581&
Excluding openings that get used less than 2% of the time: >Scouts followed up by both spears and a range have the highest winrate >Scouts with NO followup have the second highest winrate >Scouts with a range after has the third highest winrate
Meanwhile MAA with no range followup does better than MAA with a range after, and a straight archer opening has the lowest winrate of all with 46%.
There is literally nothing in this data or the civ win rates that indicates archers are OP. People who make all 3 unit types in feudal statistically have the best winrate
>Archer civs have a relatively low winrate >Therefore archers as a unit aren't disproportionately strong
by that logic the civ with the highest winrates would be the civ with the best eco bonus so they could pump out the most generic archers. That's clearly not the case, otherwise Berbers wouldn't be so high.
Just look at the winrate by opening:
https://www.aoepulse.com/opening_stats?min_elo=1200&include_ladder_ids=3&include_map_ids=9&include_patch_ids=63581&
Excluding openings that get used less than 2% of the time: >Scouts followed up by both spears and a range have the highest winrate >Scouts with NO followup have the second highest winrate >Scouts with a range after has the third highest winrate
Meanwhile MAA with no range followup does better than MAA with a range after, and a straight archer opening has the lowest winrate of all with 46%.
There is literally nothing in this data or the civ win rates that indicates archers are OP. People who make all 3 unit types in feudal statistically have the best winrate
civs have a relatively low winrate
archers as a unit aren't disproportionately strong
yes, archer civs having a relatively low winrate does suggest exactly that. Are you seriously trying to pretend it doesn't?
>Unit choice in feudal doesn't indicate archers are OP >The 6 civs with the highest winrates have specific bonuses toward cav and are definitely at their strongest when playing this in castle age >Only 2 of the top 10 even have access to arbalesters in imp
If archers were actually OP, why isn't this reflected anywhere in the winrate statistics or other data. I suppose it's just a coincidence too that 7/10 of the top civs have specific bonuses geared towards cavalry?
>yes, archer civs having a relatively low winrate does suggest exactly that.
No, that doesn't make any sense. You can't equate a civ to its best lategame unit. That's not how AoE2 works. >If archers were actually OP, why isn't this reflected anywhere in the winrate statistics or other data.
Because the civs that specialize in archers are gutted elsewhere to compensate for their access to this option. The option has disproportionate weight.
I'm equating civs to what units they're pushed towards using throughout the game, best lategame unit factors into that besides bonuses. And the fact is that civs that get pushed more towards using archers do worse on average than civs that get pushed towards cav. I wouldn't say that civs that specialize in archers get gutted elsewhere: Britons, Chinese, Magyars, Byzantines, Italians are all pretty well rounded.
I do admit that having non-FU upgraded xbows in castle age is more usefull in general than having knights without bloodlines. So in this sense cav civs suffer less of a drawback from their tech tree shortcomings than archer civs do.
You could argue that archers are OP since mediocre archers are more valuable than mediocre cav. But I don't think that's the case. The common thread in all the best civs is that they have exceptional cav, paired with good eco and serviceable archers. In other words, having good cavalry is more important than having good archers. mediocre archers are more valuable than mediocre cav, but good cav is way more valuable than good archers.
>I'm equating civs to what units they're pushed towards using throughout the game
Don't. That doesn't hold up. The UNIT is OP. The civs themselves are just inclined toward a unit or set of units. It doesn't single-handedly win you the game. It just has more weight than it should for its cost and role.
Also, anything below a 55% winrate is actually really unremarkable, and it can come down to countless factors. The game is well-balanced, as far as civs go, so it's difficult to analyze it from that perspective.
2 years ago
Anonymous
>Also, anything below a 55% winrate is actually really unremarkable, and it can come down to countless factors
So every civ except Hindustani and Gurjara is unremarkable?
lol, I don't even play archers in 99% of my games outside of tech switching into them into imp sometimes. I'm just tired of hearing people complain about how OP they are since that's not my experience at all nor do the stats show that. If you want to argue that archers are OP compared to infantry fine, but they're definitely not OP compared to cav
i main archers and they are easier on eco, they may loose more but you can get good timing with less effort since no food cost in feudal.
They suck in many ways , kn power spikes in early castle, low speed , easy to counter in small numbers
People that say they are op only remember the time when they god raped by 40 archers
The Vietnamese campaign is shit for multiple reasons, that's probably the least of its problems. I suppose it does make the last scenario funnier though since it's about a battle that never actually took place.
>I suppose it does make the last scenario funnier though since it's about a battle that never actually took place.
Wouldn't be the first time. Barbarossa campaign have you in the final missions escorting his corpse to Jerusalem. This didn't happen in real life tho there was an idea of doing that. What Vietnamese have?
What's ever a point of map rotations if majority of the players will always play solely on Arabia or Arena? Couldn't they put them out of rotation for a one season? They're other open and close maps.
>Arabia
Encourages variety of playstyles >Arena
Turtle and boom. >Black Forest
Turtle and boom. >Arena
Turtle and boom. >Megarandom
teehee 1 tile golds eat shit! >Hideout
Turtle and FC >Atacama >Never gets played >Nomad
morons resign at the first hint of an enemy having the lead on them.
Can we get a fricking lobby system so I can play the maps I actually want to play? Holy frick.
>Enemy player has a power unit that can singlehandely counter me and my mate pushing them (in this case, mamelukes) >Opts to spam arbalests all game long >Get wrecked, even gets run over my frank paladins due no anti cavalry
Why archergays are so mentally ill? They know literaly nothing but making archers all game long, even if that implies getting them murdered.
I swear they are all ape brains.
Monkey sees archers. Monkey makes archers.
I have seen this happening more often with Saracens and Vikings, both of these civs power units are incredibly powerful and capable to turn game easily.
I know, I should have expected it but still bothers me how they stick to a fricking stupid strat even if it means getting crushed for it
How fricking brainless robot you have to be?
>Make Elephant Archers & Battle Elephants, as a whole, take less damage from anti-cavalry, and make Melee Rathas not take bonus damage from anti-archer. >Increase the amount of population space saved via Mahayana >Increase the amount of food gained via trade
guys im trying to remember a game that was on t90's youtube. it was i think a diplo community game in a map that sorta looked like ring of water, but with reeds i think. anyway 2 players were pushed into a corner and held together for an extremely long time before dying to everybody else.
i think one of the holding players was fedex the argentinian pro
Hindustanis and Gurjaras are fine the way they are. They're not overpowered. >but 70% win rate
They're anti-archer and anti-cav civs but archer/cav mains are so stupid they run archers/cav against Hindustanis and Gurjaras anyway and are somehow surprised when it fails.
>Berbers >Turks >Hindustani >Gujaras
The idea is to use a combination of Genitours, Hand Cannoneers and Camels (or a better counter unit, if your civ has access to one), the combo lets you have the best of all three worlds and counter cavalry, archers or infantry as well as everyone having bombard cannon access, with some even being buffed.
>Atacama >MAA rush followed by supplies MAA mass >Scout rushing pocket murders archers, I kill scouts, then destroy woodlines
Surprinsingly effective, I kinda like Atacama more than Arabia
alright think i finished theorycrafting my cumans fast feudal strat.
it's a 19pop straight archers build. i managed to sustain production and eventually add rams, and only a little bit of tc idle time necessary in order to get fletching.
also since i only need 2 resources to make archers and rams the economy is fairly minimalistic so past early feudal i can concentrate fully on microing while the eco takes take of itself (i just make 1 farm until late feudal).
managed to own extreme AI in 20mins (by the time they had scouts, i already had about 10 archers and they couldnt fight me), now to test it against other 1200 elo shitters
i think the only problem i could run into is if the enemy makes scouts and raids my eco instead of fighting my army. i cant really wall on the way to feudl becuse its too much of a wood investment, but i think i could just wall vills in and dispatch a couple of archers to my base.
eventually the idea is to ram down his stable so he cant keep the pressure up without fighting my main force
i think this comes way too early for him to get 2 production buildings+enough of both units.
the ai actually went for exactly that but by the time he had skirms i was already ramming his production buildings down and just overpowered the skirms with pure archer numbers.
if he decides to go pure skirm then he cant touch my rams and i ram him down again
i forgot to say that part of the strat is also having the foward vill make outposts around his base after the siege workshop, so i can see where his eco/production is. the main idea is to not go for the tc but instead make him invest so much wood into new buildings that he is incapable of affording new units
oh. no yeah i still "floom". my games against the ai ended sooner but i basically send vills only to wood until i can afford the second tc, then get horse collar and go hard into farms to get castle.
I'm ashamed to admit that I'm a total scrub at this game, and the other day on arena I boomed all the way to imp only to to push out with a bunch of trebs to find my opponent had been afk since the start of feudal. I was too focused on my gameplay that I never noticed he wasn't aging up, and I didn't know at the time you could have the scoreboard up.
>Argentina and China playerbases are too large on this game.
as an argentinian i agree, whats worse is that we have no way to limit with who we p[lay so we cant just play local ranked.
lost 15 points because his partner was my level along with my partners. i swear 9/10 times I get matched with people at our below my level and then put against two guys 50-100 elo higher
lost 15 points because his partner was my level along with my partners. i swear 9/10 times I get matched with people at our below my level and then put against two guys 50-100 elo higher
The only way to get proper games is to party together with a friend, better if you are on VC too.
Gujaras are in my top 5 favorite civs to play right now.
Why?
Because I love stinky curry pussy
I love camel play and Shwarma riders frick archers civs hard. If only they had CA, they'd be perfect.
Any situation where Eagles would work.
Hindustani stans
is there a scenario where new hindustan unique unit is actually good?
I can't think of any where it isn't besides facing heavy cavalry
It looks fricking cool.
Kys tranime homosexual
Seethe, slave.
I hate this knights-and-archers meta, and I want a unit that decisively ends both of them. What is that unit?
Aren't these new civs all about bullying knights and archers, though? That's the one dlc I'm considering getting myself, actually.
Elephants, but then you need scorpions or Hand Cannons or skirms or something to deal woth halberdiers. Also light cav to deal with monks.
Just finished playing the Prithviraj campaign, was it all a fricking legend?
A mix of history and legend, the Ghorid invasion and Prithviraj dying in it obviously happened, the other stuff like the tragic love story are probably embellished
You saying my man didn't cut down a jungle with siege onagers and went in a transport ship dodging arrow fire to cuck his rival?
How does one use the Hussite Wagon effectively?
i mix them in with spear units against cav/infantry so i can protect bbcs.
I bought the DE on summer sale. What are some tricks I should know? Is MP worth getting into?
>Is MP worth getting into?
If you're into that, then yes, otherwise no.
>Is MP worth getting into?
It's easily the best part of the game. There's too much to put into one post. Go with Spirit of the Law for basic civ overviews, but understand that his way of calculating effectiveness is entirely unrealistic.
Playing is the best way to get experience and learn.
Hotkey your town center and loom.
Scout with most of the sheep you're not immediately using, but bring them back in around the time you get boars. For your main scout, a spiral pattern is best.
We're in a "Men at arms" meta right now, so don't go straight into scouts.
Wall outside your eco to keep castle-droppers out.
Knights can and will break through palisade walls, so have a plan for that.
Any melee cavalry that takes 4 or more damage from contemporary archers (after armor is accounted for) isn't meant to beat them.
Mangonels/Onagers are only effective in groups of 3+.
Don't start with Franks or Britons. You'll get stuck playing as them due to their crutch bonuses.
You should know that you can still give orders from the pause screen (F3). Multiplayer is for homos, play campaigns.
>Multiplayer is for homos, play campaigns.
Go back to civ, you hopeless loser.
Die, slave.
Where's that b***h Miyabi?
Good post.
The absolute state of singleplayer seethers
massive dick energy
What mission is this?
HD inca campaign ported to DE
I googled Los Blacks, but I didn't find anything, not even in Spanish. How did they come up with this?
eveything will make sense if instead you seach "bluewaffle" on bing images
Why would you even get it if not for the multiplayer?
Obviously to play against the AI. Duh.
The official campaigns and missions are at least 80 hours of playtime alone. Add in custom campaigns and that easily triples. You can get hundreds of hours in game without even touching MP and still have fun.
I got DE for the campaigns and then just kinda became aware of the MP scene from watching Youtube. Never really played MP when I was younger but I believe the MP community is what kept the game alive so that we got DE in the first place. These days, I mostly just play 1v1 but I'll probably play the DotD campaigns soon
I wish scouts are in meta again
Magyar scout rushes are peak fun (when I'm winning)
I have just finished Cumans campaign. It was pretty good. What campaign should I play next? Got every dlc btw
Dawn of Dukes campaigns in the order. Also Dukes of the West is pretty good.
Tatars or Huns.
What is up with the Scout's mouth
Grand Dukes is kino
The narration is the best part, and the missions themselves are really fun with just the right amount of challenge
Francisco de Almeida
Bari
Sforza
Never trust Venetians.
What are your favorites non-popular maps? Be it in multiplayer or against AI. And by "non-popular" I mean anything that isn't your Arabia, Arena, Black Forest ect.
I really like Steppe and Bog Island
Also Graveyard is fun
Highland (I like the river chokepoints and extra resources), Lombardia, Valley, Four Lakes, Graveyards.
Also I love the Real World maps I just wish you could pick player positions so that I can assign civs that make sense geographically.
lombardia, amazon tunnel are fun
been trying out some of the special maps and snake forest and front line both create interesting non-standard games. wish the special maps got more love in the map pool than just the same old
It's the same with all multiplayer games. You have a zillion different maps to choose from but the playerbase insists on playing just two or three of them ad infinitum.
>You have a zillion different maps to choose from but the playerbase insists on playing just two or three of them ad infinitum.
They're the ones the game is balanced around, and AoE2's mechanics don't have enough depth to be used well on other maps.
Or maybe most players only taught themselves these few maps and can't adapt to others on the fly. Their build order falls apart the moment they fail to find their boar in the usual spot.
I can't really blame them in particular - learning takes time you'd rather spend playing what you know, and going in blind is just silly talk, unless you're some kind of a strategy wizard.
>Their build order falls apart the moment they fail to find their boar in the usual spot.
That only applies for low elo players. Regular players know how to get to feudal age just using map food. The issue is that the game isn't balanced for anything other than Arabia, no matter how much the devs try, and AoE2 uses only enough abstractions to service land play. Water maps are shallow, and if you provide an additional food or a wood source that's available in feudal, then whichever civs best use or gather that resource will bound ahead. If you have "Arabia + a frickton of box turtles", Japanese and Dravidians will become the meta. If you have a frickton of deer, it's Mongols, Japanese, Berbers, Goths, and Mayans. If you have 2 additional boars, Berbers and Mayans. Sheep: Tatars and Celts. Fewer trees? Malians and Teutons.
Anything that's not in line with the 2-boar, 8-sheep, 6-deer, 2-gold/stone piles model runs afoul of the game's core balance concepts, and each building and unit's uses are so restricted that being on a mangrove or in a bloody cave won't change anything. You want to attack the other guy's eco.
>This is a numbers problem, not a conceptual problem.
In a game this small, with parts this interlinked, the two can't be separated. Fish traps are supposed to be expensive since they give fishing ships near-infinite value, where they're normally just an alternate model of farm that doesn't have the limitation of TC time.
>I don't see how?
If sea towers counter naval units, most players won't be able to do anything about them until they have access to trebs. If fire ships or galleons counter them and they just harass land/water eco, then they break 1v1s on water maps the second one player wins water.
>And honestly? The current naval model is boring as frick.
Way to go, champ. Whenever you encounter a wall, just demand the wall get knocked down. Who even needs models? Who needs games? I have a basic executable file! and maybe a scen. editor!
I never said anything about sea towers countering naval units.
>grognard gets mad when someone wants to spice things up
lmao ok
>I never said anything about sea towers countering naval units.
If they don't, they're pointless. Why would you build a tower that can't harm the only things that can reach it?
>grognard
You can't think or reason. Just follow.
>implying there's only hard counter and nothing inbetween
>try to have a discussion for something new and fun
>instead of trying to make it work he just shut it down
Did I touch a nerve? Nobody likes you btw.
Listen, sea towers+walls either do or don't protect your fishing ships in the area. If they do, then they "counter" enemy ships as much as a structure can. If they don't, they're worthless, and not worth all of the rigid coding hassle you require to make your honestly shitty idea work.
I don't like sea walls or sea towers, and I don't like ad hoc solutions like these. I'm telling you, someone who doesn't even understand how fishing works, why they can't work, as someone who understands why the devs didn't implement them.
If you still don't get it, shut up and nod.
My favorite is Arabia! I hate Arena and anything that isn't Arabia/Runestones! 😀
I keep seeing the scar as a mouth
wait how is that a scar
where's her mouth and nose then
frick now i can't unsee it
That's a scar? wtf? Why would they put a mouth shaped scar where her nose is upposed to be?
Because it's an implied line.
There should be builder boats that build sea towers and sea walls
I don't like the idea of players walling over entire oceans in the middle ages. Maybe if it were restricted to shallow water (the lightest hue of water) like with dock construction, but then map generation would have to account for that.
Ensemble Studios realized the potential problems Sea Walls would cause if they could be built, when they originally planned on implementing them.
I fully get why they axed it, but in today's meta I don't see why they can't be built in the Castle Age or something, where any kind of ship can knock the walls down with ease. Unless I'm missing something, it just sounds so simple.
>I fully get why they axed it, but in today's meta I don't see why they can't be built in the Castle Age or something, where any kind of ship can knock the walls down with ease. Unless I'm missing something, it just sounds so simple.
Because you can wall in the enemy's dock after a good engagement to instantly, permanently nullify his fishing eco without having to down the docks themselves or attack the fishing ships.
Just make it so you can only build within a radius of your own dock, like a folwark square for example
>Just make it so you can only build within a radius of your own dock
That's not how AoE2 works, and it won't protect from forward docks.
>not how aoe2 work
Why not? Treaty zones already exist.
>forward dock
Just have the square disable enemy docks.
>Why not? Treaty zones already exist.
Treaty zones are something else entirely.
>Just have the square disable enemy docks.
That would mean you could neutralize an enemy's navy and kill his naval capacity just by building a dock on his docks. Also, if it's the same square, the builder ship will be useless, and most importantly, no one would accept such liberal use of treaty zones.
>treaty zone
How so? They are a zone that disable enemy buildings.
>enemy dock
As in preventing the enemy from building docks inside that square.
Around each dock would have a 12x6 rectangle that extends from the shore. Enemy builder ships can't build in there, as well as enemy villagers and enemy docks. Friendly builders ships can build seawall and towers in that rectangle.
>How so? They are a zone that disable enemy buildings.
Is that what you meant?
>Around each dock would have a 12x6 rectangle that extends from the shore. Enemy builder ships can't build in there, as well as enemy villagers and enemy docks. Friendly builders ships can build seawall and towers in that rectangle.
Two issues:
1.) That means no forward docks for the rest of the game, which won't be widely accepted.
2.) That's not enough to wall off anything, so you'd have to decouple the sea wall building restriction
...is it not?
Treaty zones exist, meaning something similar can be coded and put into the game. Whether it's balanced to not is something else entirely.
>no forward docks
I mean, I don't play water maps enough to know about the meta, but I can see that being a problem if someone cover the entire coastline with docks.
>wall too small
It's enough to keep fire ships from melee range. Sea towers can be built inside the square too.
>Treaty zones exist, meaning something similar can be coded and put into the game.
The issue isn't a coding limitation. It's the gameplay implication.
>It's enough to keep fire ships from melee range.
Of the dock itself, yes. Of any active fishing ships, no.
>Sea towers can be built inside the square too.
Sea towers would be their own issue due to the naval units' roles.
This is my ideal usage of this concept
>create a safe zone for fishing, IF invested in
>it looks really cool and I like it
of course, the numbers can always be tweaked. if it discourage early raids too much? make the costs higher. this also solves the forward dock problem.
>have to build a forward dock and a bunch of walls
>when you can just build a new dock elsewhere
>create a safe zone for fishing, IF invested in
Only works for fish traps, which are used in Imperial, not feudal/castle.
And the sea towers don't fit into the naval model.
>fish trap
This is a numbers problem, not a conceptual problem.
>don't fit in naval model
I don't see how?
And honestly? The current naval model is boring as frick.
>Goths get a flat +10 on their pop limit
>Bengalis' Mahayana tech reduces vil pop space by 10%
the discrepancy irks me
Bengalis need a buff so badly
>Mahayana isn't good enough for an Imp UT
>Elephant Archers still suck
>Battle Elephants still suck
>Rathas fricking melt to Skirms
>Team bonus doesn't give enough food
In the case of 200 pop games with about half your pop in eco and the other in military it's about the same sized bonus, isn't it?
Yeah but the Goth bonus was designed for a 75 pop limit initially
big baby trying to get into aoe2.
are there any resources for this shit?
Yes
Wiki.
Yes, food, wood, gold and stone.
You're welcome, noobie.
You should do the art of war tutorial and learn some basic buildorders (just scouts and archers is fine to start with). Once you can pull those off somewhat smoothly I recommend watching hera's guide to 2k to improve further
Does anyone here know how to play AoE2 DE custom scenarios with a cracked game?
>Chink 4 stack ruins another game
>Smurfs Edition
What's up with bugmen and smurfing?
I know, smurfs are the only thing that might be unironically killing the game
You can try hosting your own games too
398
How the frick does he do it?
I've got nothing against Daut as a person or player, but every time I see his face I get an irresistable urge to punch him.
Calm down Viper
You say that until you see him in person and realize he's like 6'5.
>Be infantrygay
>See everyone complaining about franks and cavalry civs
>Most of cavalrygays are too stupid or stubborn to switch off scouts/knights
>MAA trush into mass infantry w/ supplies eat cavalrygays with no issue
>Be fricking hopeless against micro nerds
>Skirms dont do shit, maas die to archers, knights and scouts have moronic pathing, specially when the archergay breaks the rules of physics and fit 100 archers in 1 tile, mangos being the only real answer but easily dived in
>Also archers behind walls
>Nobody complains about archers outside this board
Call me an aussie because Im pretty damm sure Im living in some weird upside down hell world in this game
complains about archers outside this board
The entire AoE2 discord and the official forums all complain about archers last I saw.
...Really? Well guess Im stupid since the only thing I see on YT is people complaining about Franks.
>YT is people complaining about Franks
I have no idea why people b***h about Franks. It's a meta pick to me but I've never really seen them as horribly overpowered compared to Britons or Mayans. I'd even consider Burgundians or Magyars more of a problem than Franks.
Burgundians I could see the argument for but why Magyars?
NTA - I'm not 100% convinced Magyars are as fearsome as Franks, but they are still very threatening.
>Free attack techs gives decent power spikes in each age, making it easy to drush or scrush in Feudal, or giving your Knights a solid edge while you're waiting for Cavalier
>Magyar Huszars are probably the best unit in trash wars if their Castles don't go down fast enough
>Best Cavalry Archers in the game, beating Tatar CA, Turkish CA or even Mangudai
Magyars are better lategame, but at all other stages Franks are way better. Their bonuses are streamlined superwell to go cav, but since they also get the free farms and faster berries they get a bonus no matter what unit type they go for. It's just way more flexible and having cheaper castles is amazing as well.
Say what you want about t90, but I think he made a solid argument in his new vid I stumbled upon. I think the archer meta needs to be given a higher priority, but he's right about how unclear Docks can be for noobs.
Trade Cops and Transports on the first page are moronic. Not sure how I'd feel about two docks, that'd be pretty demanding for water play especially in early Feudal imo.
I'm guessing the Dock thing is a holdover from AoE1 where one page was enough for everything
post elos, ill start 387
A few scenarios in this game require prior knowledge to have a good game:
-Alaric 5 (you must rush Sarus immediately or you'll be ganged up on)
-Attila 1 (you must rush either the Persians or the Byzantines or you'll be ganged up on)
-Tariq 4 (you must use your hero to lure enemies over the mountain passes)
-Honfoglalás (if you go sedentary to soon, you'll be stuck in castle age against two post imp enemies)
-Gajah Mada 1 (very grindy if you don't betray the Mongols first)
I call this bad scenario design. Please tell me which scenarios you think suffer from bad design resulting in prior knowledge being necessary for a good game.
Other scenarios that can be cheesed, without adding to a fun experience:
-Yodit 1
-Saladin 3
-Montezuma 4
-Agincourt
-Prithviraj 3
-Genghis Khan 2
Please list more cheesable scenarios.
At the start of every campaign scenario I resign to reveal the map, look at everything, noting who can be rushed, resources, etc then restart.
I feel like the campaigns were meant to be beaten like that since they can get real difficult when you don't know what you can do. Makes a huge difference knowing of 2 equal enemies but only one of them has base defenses. Was especially bad in AoE1 where a lot of maps literally only had 1 other gold source outside your base, protected by towers and you'd be wasting your time trying to scout out another.
Bad design if you have to do that, if the scenario doesn't allow you to scout.
I agree on Ivaylo 3, but not Prithviraj 1 because you know immediately that you can at least try to save both TCs.
>Ivaylo
I think this is the hardest campaign I've tried in Age. I've only completed a few but I've started some on Hard and have most of them done that way. For Ivaylo though, I've only done one on hard and the rest are on Standard.
>I agree on Ivaylo 3, but not Prithviraj 1 because you know immediately that you can at least try to save both TCs.
Yeah that's fair.
In Ivaylo 2 at least (the KotH scenario) I distinctively recall sort of cheesing it by having Ivaylo just continuously kite the units around the objective until the timer went out. So maybe another one to the pile, that said I still think the campaign in full is still good.
I'm not sure if I was missing something but I hated how in Ivaylo 3 the starting bonus gold from an optional objective where you reach the duel with all your units surviving in time is only really possible and alluded to the west on the minimap with a semi-secret transport ship being shown as soon as the dialogue starts in a scenario trying to already press you for time. So you're pretty much just encouraged do this regardless for that sick 2000 gold bonus, plus you keep more units alive regardless. Feels like a very restrictive start in that regard as this one option is genuinely better.
Sort of similar feelings with Prithviraj 1 but I suppose it arguably rewards good micro with limited forces and isn't really as good. Otherwise, in Ivalyo 5 you can technically build up your tech tree in the first half very safely and sort of steamroll the second.
Joan of Arc 6
On DE, you start with 100 wood. Enough to build a lumber camp, collect some wood, build houses, market and dock, buy resources to purchase careening, buy a transport ship, stick the flag cart, all mounted heroes and paladins in it, send a light cavalry to distract the english navy, quickly unload the transport on the english docks, and rush to the objective, using heroes and paladins to draw away fire. Not exactly simple, but it can be done in 10 minutes.
Either way, on Hard, this scenario is impossible to play the way the game intends you to. You need at least to take out both Burgundy bases and the orange opponent with your starting army, or you will be overran before even reaching Imperial age.
Right, that's a stupid scenario.
Genghis Khan 3 (very grindy if you don't rush Jin)
I find it grindy even if you do rush Jin. They all constantly rebuild.
not that anon, but atleast in jin island you can boom safely since none of them will be able to raid your eco, and preserve those bombards well, it helps you taking out Jin, itll help you again in taking out the others
There's no gold nor stone on the Jin island, so it will take a very long time until you can build a force enough to defeat them. Besides, on DE Hard, they DO attack you if you build on their island.
Sforza 5
The most effective way to beat it is to build a lot of stables, spam cavaliers, rush the Savoyards, then the Venetians turn on you, rush them too, and finally rush Milan's economy, so they're sitting ducks while you build siege to break into the city
Every scenario can be cheesable if you know the map beforehand.
Lord, pls let them add Georgians in the next DLC.
I want a Celts campaign, also viking one
I want every civ to have a campaign
>play game
>be bad
>stop play game
You know I like it when someone has a bit of fight in them and doesn't quit after losing a few engagements, but when I have to chop through a sea of barracks, archery ranges, stables and castles to get to their base on Arena, only to find it behind 3 layers of stone walls with 2 more castles behind it, then that's a bit silly and you can get fricked.
Maybe he was having fun, despite losing. Is that not allowed?
It's fine - I prefer when I have a big army to be allowed to enjoy it for a bit, but when he started rewalling while I was trebbing down his gates that was a bit much.
When you artificially extend a game by 20 minutes and force the other player to take down 5 town centers and 7 castles before you quit then that's just rude.
>Not having an army of Houfnice to melt it all in only a few minutes
Having 'fun' by actively pissing off and waste your opponents time is not okay.
How fast do you resign? An enemy who resigns too early is worse.
I only resign when my army gets crushed and I dont have the time, resources nor the production to fight back again until he completely steamrolls me.
hey, does anyone itt want to play a custom lobby?
>Nomad
>Everyone gets random
>Enemy team gets top 10 nomad civs
>My team gets bottom 5 except for one player
Impressive.
>DUDE LMAO JUST CRAM 30 ARBALESTS IN 1 TILE HAHAHA BEING OUTNUMBERED HAHA NOT A PROBLEM DOOD
God an onager shot there would be beautiful.
Yeah but didnt even had a siege workshop, went all in on woad raiders, and was forced to get halbs to respond to red's massive cavalier army at first
>Not ordering your infantry to just throw their weapons at the archers lmao, not like they're going to dodge it
>Game starts
>Get archery range
>Get a pack of archers
>Surround the pack with palisade walls next to the enemy base.
>Unkillable archers.
archers.
>Boom up to castle and mangonel your ass
Not him but mangonels are very easily countered, it's not a response
homie what? How are stationary archers gonna counter a unit with more range?
Not with archers, but quite literally anything else, cavalry, your own mangos, redemption monks, a castle, etc
Yeah, that's why you never see mangonels in competitive play.
>He doesn't monk siege push
Sub 2k detected
We are talking about crossbows and its counters, not monk siege pushes.
You said you would get knights to counter my counter so I countered your counter for my counter, homosexual.
That makes absolutely no sense since that would imply NOT going crossbows since you brought up monks and siege,
Anon try to follow the conversation for once.
>I have an idea
>Make a tower, but more expensive
Brilliant.
>2 mins later, they die to skirms, having done no damage to the enemy's economy or military
>30 seconds after that, M@A in your base
Paladin should have been a unique French upgrade to the knight line.
Now we're talking.
It would've been cool if they had a unique replacement like the winged hussar for Poles/Lith but they're already strong as is
Are there any mod campaigns that have like a wave-defense style gameplay? I was thinking it'd be fun to make lots of towers and castles garrisoned with arches and shoot down huge armies of trash storming my base, anything like that?
>Look at the custom games list
>It's fricking nothing
What happened? Back in the day on the MSN Gaming Zone there were dozens if not hundreds of different custom scenarios that people had made this various types of blood and RPGs and so on that people had made and hosted, but when I look it's all player vs player or comp stomps with nothing interesting going on. What happened?
the game is fricking boring and the only reason to play is to feel superior on the internet after sinking years of your life into it back when the scene was interesting
>the game is fricking boring
Me and my friends are having a blast learning to play ranked together, but way back in the day I used to do custom scenarios exclusively, with the overwhelming majority of it being designing, creating and hosting the scenario I'd made (Jailbreak), but it seems like that scene has vanished and it makes me sad.
Warcraft 3 and Starcraft 2 Arcade are better suited to making RPGs and minigames or even actual games in SC2 editor. So a lot of people still interested in that kind of stuff are over there now.
Also I think old custom maps have to manually converted and fixed up to work in DE because of the different map formats and all that.
Because new people would try to play and get b***hed at the entire time for never doing the scenario before. Also mod creators didn't update from original to HD to DE.
How do I learn to properly macro behind a Feudal rush? I want to take advantage of the benefits that the rush gives me but I rarely take proper advantage of what the rush gives me.
Just practice, use hotkeys and keep TC producing. After a while it should be easier to manage your eco while also paying attention to your rush.
General rule of thumb is:
>10 lumberjacks
>15 on food (take stragglers first and make a farm when you can. Earlier farms = faster castle time)
>About 8 on gold
>Wheelbarrow and you should be able to click up to castle
This obviously varies a bit depending on how many units you make and what units you want to go for in castle age but this should give you good uptimes and a decent eco setup for the next age.
>use hotkeys
See, this is my biggest failing.
I have a hotkey for attack move (Tab), one for selecting all idle military and eco (shift + q / ctrl + q) and everything else I do with q if possible or select it with my mouse cursor if not.
I've no idea what a good hotkey setup would be like and even if I had one, my fingers are practically dyslexic and I often make typos that I have to catch after I've finished typing by looking for spelling errors.
>See, this is my biggest failing.
Open up scenario editor and practice.
What I just named is already WAY beyond what I do for any other game, I've spent 27 years of PC gaming never using hotkeys at all and being mouse only. That's not something I can just overcome like that.
Do it. Being handicapped for 27 years doesn't mean you should be helpless for the rest of your life.
how the frick you managed to play PC games for 27 fricking years and not knowing the key placement on your average QWERTY keyboards? fricking moron lmao, you dont have to be asiaticclickgod_1488xx to know it, jsut your run of the mill typing and stuff you did for school/working assignments, and the little bit of gaming, most games i played are business sims/tycoon that could be played by one hand so theres no excuse
If I want to type something I have to usually look at my hands. Also there's a big diff between typing and hotkeys, hotkeys don't form logical word structures.
but in AOE, esp DE it does, for most of the time the important stuff(vills building hotkeys, unit stance, command, and formations), are arranged in a neat fashion where the topmost row are QWERT, second row are ASDFG, third row are ZXCVB. it stays like that for basic vills, basic units, siege units, monks, and building(both civil and military), the intricate part come when you have to select specific stuff like blacksmith, university, all rax/stables/archers, but as long as you memorize the basic QWERTY setup AOEDE offers, and the everlasting "H+QQQQQQQ" you done good to play in MP matches from 700-1000 ELO level
i agree with you that in older RTSes the hotkey arrangement doesnt make sense, but in AOEDE it does,
The most important hotkey to use is select all tc + q to make a vill. Tilde is a good key to bind for select all TC. Tab is a good hotkey for idle villagers. IIRC the default hotkey setup for making and selecting buildings is already pretty logical: The leftmost building you can build with a vil is the leftmost hotkey you use, the one to the right is one key to the right and the one below is one key below etc. So q+q is build a house, q + a is make a farm etc. Once you remember that the order in the build menu mostly aligns with the hotkeys on the keyboard it gets easier, you might have to tweak it a bit since I'm not sure what the default set up is. Once you figure out the hotkeys to build, all you need to do is set up select all buildings hotkeys. I personally use CTRL + q, CTRL + w, + e, + r and + t for barracks, archery range, stable, siege workshop and castle, and then CTRL + the keys below that to select mills, lumbercamps, mining camps, blacksmiths, universities etc. All roughly corresponding to the place they have in the build menu. Hope this makes sense
>Tilde is a good key to bind for select all TC.
Which key is that?
>Do it.
I can't just "do it", as I've said something as vague as "just practice" is about as helpful to me as 'git gud'.
It's the key below escape and to the left of 1 on your keyboard
Oh okay fair enough, I thought that was the name of ~
>I can't just "do it", as I've said something as vague as "just practice" is about as helpful to me as 'git gud'.
OPEN UP SCENARIO EDITOR
MAKE UNITS
TEST RUN THE GAME
PRACTICE HITTING THE HOTKEYS
I don't know what the hotkeys are.
I don't know what hotkeys would be useful.
"practice hitting the hotkeys" is useless to me, I might as well mash the keys with my palm like a tard and hope something useful happens.
I need simple, incredibly useful hotkeys that I should focus on, at most 3 to 6, that would give me immediate results and that I can see instant improvements from, like
did.
You are not being helpful, before or after the angry screaming.
>I don't know what the hotkeys are.
Mouse over each button. It'll tell you.
>I don't know what hotkeys would be useful.
The ones that correspond to anything on the unit control menu.
>"practice hitting the hotkeys" is useless to me, I might as well mash the keys with my palm like a tard and hope something useful happens.
Look at each one, read the description, and press the button. If you're confused, ask what it does.
>I need simple, incredibly useful hotkeys that I should focus on, at most 3 to 6, that would give me immediate results and that I can see instant improvements from, like
One second. I'm going to do this one slowly because you're acting totally helpless.
This is line formation. This is the default. It lines your units up in neat little rows. You can see when I hover over it, that the hotkey is "Z".
This is box formation. It arranges all of your units into the shape of a box so the units on the outside can protect the weaker ones, who're on the inside. You can see from the tooltip that the hotkey is "X".
This is staggered formation. This is like line formation, but everyone steps away from each other to make inaccurate projectiles and area damage less effective. You can see from the tooltip that the hotkey is "C",
Finally, the last of the formations: The flank formation. In this, everyone splits into two bunched-up groups an equal distance from a center point. This is useful for completely avoiding damage concentrated in a single location, like when you're running scouts past halbs or using archers against low numbers of onagers. You can see from the tooltip that the hotkey is "V".
https://ageofempires.fandom.com/wiki/Unit_formations
https://ageofempires.fandom.com/wiki/Unit_stance
Currently trying to set "select all TCS" to ` but it's not accepting the key press, I'm unsure why. Thoughts or ideas?
You're literally me.
Use "Stand Ground" or "Defensive stance" depending on the situation. Your main objective is to maintain the threat of your mil and your eco. Even if your units aren't killing anything, your enemy isn't killing them with his TC, and so he has to respect the threat and respond. Handle your villager business when possible, and just practice making usable intervals during rushes.
r8 my UI mod m8. tried to make a dark theme and increase clikable screen for small screen ppl
>small screen
>ppl
pick one
I like the idea of a darkened UI, but it just looks like that of AoE IV, ie soulless as frick.
It really needs the intricate artwork or whatever for it to look good, unless that's not the point.
What do you mean 'look good'? The point is indeed is to have this pure uncluttered utility without distractions and to get maximum screen real estate.
min maxing gays like
anon are chinkid bugmen deprived of such concept like "art" or soul, they HAVE to min max absolutely EVERYTHING in their life for "le muh efficiency", its useless to argue such things as "aesthethics" with these kinds, dont bother explaining such stuff because you cant change his hiveminded brain either
about "readibility" and "UI clutter", the vanilla AOE2 UI are good enough while at the same time still have some artistic choice in it to be both usable and beautiful at the same time. i
artwork is nice for a 2000 game but its detached from the improved graphics and looks out of place.
also the screen is really cluttered with useless icons everywhere, buttons that you dont use in a common match take 10% of the screen (map buttons, menu button bar, age indicator)
Also useless icons like that xbox or O simbol besides player names/ connection quality and that shitty black box surrounding player names.
Its like the devs tested the game in a 2k monitor , compare a mp screen with stock ui with my shitty mod and you will se that theres like 25% more clicklable space with mine and i am just an autist that dont know anything about design.
The panels would be nice if you could click the terrain/units through them but they block the screen for "aestetics" (you are homosexual)
I made the lgtb version that looks good
What's with the Villager icon?
Anyone tried the Romae ad Bellum mod?
Who are the most OP civilization?
Hindustanis/Gurjaras
>Counters Archer civs
>Counters Paladin civs
>Hindustanis counter infantry with HC
>Gurjaras get disk meso tron homies
Why couldn't they just give the Shirvamsha Rider extra pierce armor instead of that stupid dodge mechanic?
so what would change from the tarkans
this new dodge mechanic also allows them to dodge siege projectiles as well
Tarkans have a bonus against buildings for one. But also Tarkans have a shit ton of HP, meaning shrivamshas need a shit ton of pierce armor, making the tarkan a lot more versatile. They'd still be two fundamentally different units. There is no comparison.
the only difference is that the shrivamsha would die to fewer pike hits. if they have less hp but more pierce armor then it's just the same vs archers isnt it. and they would have no particular niche. there are also keshiks
There are more units in the game than just archers and pikes. You're comparing apples and oranges.
sure there are, and having an extremely basic cav unit for uu in 2022 just doesnt cut it
Do you have any arguments?
you are the one who wants to oversimplify a good and truly unique uu to yet another subpar tarkan like thing. I dont need deep arguments to tell you that's bad
You don't need deep arguments, but you don't give any arguments at all.
You're replying to the wrong person.
here someone else bothered for me, not that he should have,
Are you hallucinating? Did you forget what you were arguing? He agrees with me, not you.
are you dumb? I argue that it's necessary to have different niches you dumb esl homosexual. The other anon further explained and compounded on the fact that tarkans are just bland meatshields while shirvamshas are much more interesting.
Either you're an idiot or a troll, either way it's no use talking to you.
Tarkan and Shrihamshamhamasha rider have similar roles but different ways to do it
First, tarkans have bonus vs buildings, pajeet riders dont, while they can raze TCs, tarkans will eat castles and gates with ease
Second, tarkans have a lot of hp and pierce armor, whereas indian riders have a shield that absorbs 5-6 hits, regardless of damage
Tarkans are good vs very fast attacking, spammy archer units, like ethiopian arbalests or chinese choks, whereas the pajeet riders shields absorbs the most damage against slow but powerful ranged attackers, like hand cannoners, jannisares or longbowmen
Third, shihamsha rider has somewhat high damage and (I think) a small damage bonus against archers, so they are actually good at killing archers, tarkans have low and slow attack that struggles to kill archers, and they only kind of kill archers because they are stupidly tanky against arrow fire, able to trade damage on their favour. Generally tarkans are mere meatshields while your hun cavalry archers do the real damage.
Fourth, pajeet riders are easier to obtain and amass since you just need stables, tarkans need a castle to get Marauders
And lastly, pajeet riders do bad vs spear-line, but can actually kill them not cost efficiently, tarkans cant do shit against spear-line and get absolutely bodied
Like the other anon said, apples to oranges.
get disk meso tron homies
Franks.
homie just play something that isn't archers or heavy cav.
But anon! Archers are meta
Then perish
>Ghulam spams you
ghulams are only good vs archers when they are already cornered. they are slower than eagles though they do have even higher pierce armor
They're still plenty fast enough to deal with archers. They also frick siege pretty good too.
Is there a range mod for Donjons?
>Please note that, like Ganker, "Generals"—long-term, one-after-the-other, recurring threads about a specific game are not permitted on /vst/. Such threads belong on
Frick off with your shitty dying metafest general.
>If you have more than one thread per month, it's a general!
Frick off moron.
Low Elo Legend detected.
>You can't make threads on the rts board to talk about one of the oldest RTS games
Just delete the board.
>Czechs are still seething about it
Why they're like this?
What do you mean? Are they angry Bohemians aren't called Czechs or that Moravians aren't included?
>architecture: eastern european
They are slavs in denial, want to hang out with the cool guys Germany and Austria, but get lumped with uncool Poland, Hungary and Russia.
Man, center european architecture set is so weird with the civ that follow it. Only Teutons fit it and then you have Vikings, Goths and fricking Huns.
>Byzantines and Spanish changed to Meditteranean
>Viets changed to East Asian
I don't have faith in a lot of things from the devs, but I do think it's possible they're willing to change the architecture for other civs.
God I wish Huns would change to Central Asian so badly
I want Persian to have the Central Asian architecture. Overall I find Central Asian set to be really pretty and it's criminal only two civs use it.
I've come to realise that new players go for team games more than 1v1s and that low ELO team game players are worse than low ELO 1v1 players. So I've started smurfing in team games and going for BM strats like killing sheep, laming boars, tower rushing on Arena, etc. Even just playing a regular archer build against some dark age waller and picking off his vills feels cruel.
Have you been doing your part to discourage newbies from playing ranked /vst/ros?
You're the cancer killing the game
I'd maul you if I ever encounter you
have a nice day.
based
seethe
1vs1 me.
he is doing community service homosexualmaster
1vs1 me you too.
Die.
You first.
Why these posts in particular? There's not really much point since you're off your meds, but every time you show up my curiosity flares just as much as your autism.
Based. Maybe the noobs will finally get the hint and frick off to Fortnite if walling is all they want to do.
Obviously just a troll. Don't take the bait.
>Shitpost but cannot back it up in game
They are weakling cowards.
>Have you been doing your part to discourage newbies from playing ranked /vst/ros?
Dropping farms over their straggler trees with a vil or two is quite funny.
>Elo adjustment
>Get shafted from 2k back down to 1.3k
>All my teammates are back to being the most inept morons to ever play the game
>All my opponents get fricking 1.8k flanks
I'm going to strangle whoever's idea this was.
>When you get wrecked by your favorite strategy
Oh this was refreshing to see
>Ghostposting
Always good to see you.
why is aoe2 fan art is so lame?? like my little pony but without furries.
"laming' is like spamming fireballs in a fighting game, stop being a b***h and find a counter.
git gud
>people STILL complain about laming
>when we know from thousands of pro level matches that even the top level players have to dedicate so much focus to laming that they barely ever gain an advantage from it or outright fall behind
Your 900 elo ass isn't gonna lose a game because you lost a boar or some sheep, git fricking gud and have some damn resiliency
I can see where they come from, however.
Like for example, the enemy lames your boar, the only correct way to counter the lame, is to lame the enemy boar so you both end in relatively even ground.
Problem with this is that most people complaining about lames are not cool with laming, either out of principle or because they never put practice on it. Worst of all is that laming while keep your eco running is actually pretty challenging, or so I find it.
The other aspect of laming in which people has a fair argument to complain, is that some civs are way better at laming than others, mongols can easily scout your base and lame your boar, vietnamese will know your TC location, goths get instant loom, berbers get fast villies, making them easier to send a vill foward and wall your resources, giving them an unfair advantage over low level players.
I know there are ways to somewhat counter laming, like first exploring the front part of your base and lure boar really early, or get loom early, but the gist still remains, that you have to go out of your way to relatively come out well against enemy laming.
>Like for example, the enemy lames your boar, the only correct way to counter the lame, is to lame the enemy boar so you both end in relatively even ground.
But that's literally, objectively, provably untrue. Laming nets you so tiny of an advantage that the best thing to do is focus on the fundamentals that your opponent is fricking around with in order to lame you. Focus on not dropping villager production when you fight to catch a lame and then put a few on farms early. Congrats you beat the lame.
>Congrats you beat the lame.
Not really, now your enemy has 340 food and you are down 340 food.
>Focus on not dropping villager production when you fight to catch a lame and then put a few on farms early
This is the thing, if your opponent is good enough to both lame you and not stop constant vill production, and if you panicked or fricked up and messed up vill production, you're on a very drastic disadvantage, not only because you lost 340 food but also because you fricked up your build order
If you go for archers then I suppose it wouldnt matter much (since archers are OP) but for MAA rush or Scouts, getting lamed hurts a frickton.
>The best players in the WHOLE WORLD cannot lame without sacrifices on their end, to the point that several outright don't bother with it
>Match is still entirely up in the air even after a successful laming attempt
>NO YOU DONT UNDERSTAND I NEED TO QUIT THIS 800 ELO MATCH NOW BECAUSE I LOST A SHEEP I SIMPLY CANNOT RECOVER FROM THIS
People who seethe about competitive multiplayer and people who seethe about laming are honest to god subhumans
Why quote me, I wasnt complaining about laming I was explaining how people feel about it.
I just grabbed a couple quick replies I had read previously but skimmed this time and gambled and lost.
Oh alright, you're forgiven
Thanks frend
homie I'm not a pro. Why should I keep playing if I do not feel winning is a realistic possibility? Do you really get so tilted that you must lame and then b***h when other players quit?
you are making assumptions that are mistaken
yes laming carries an inherent risk, at the very least to your scout and it's pathing
but it's super hard when your opponent does get 2 extra boars compared to you especially as viet/mongols/franks/magyars who are already aggressive
when it works, it's super frustrating.
the reason pros dont do it literally every game is for consistency's sake
The Black person also forgets pros lame A FRICK TON in tournaments. It's almost as though they aren't playing at 100% on the ladder.
>just imagine being hera, viper, daut, yo, jordan and so on
>you cant be assed to lame each time in the ladder
>CLEARLY LAMING MEANS NOTHING!
Black person what?
>Spend 1 extra hour to achieve the same result
Why?
>that even the top level players
That's not an argument, lemming.
All hail the divine word of the pros!
They totally speak for all skill levels!
Don't question the pros!
>Your opponent fricks around and tries to be "cool" and "pro" by laming
>Idles the frick out of their home eco in the process / loses villager time / loses scout time / etc. because, let's face it, nobody in /vst/ is playing at a 2k level
>Opponent is down more resources from fricking around than the food they got from the boar and is also down tempo and development
Wow, you beat the lame and you didn't even have to do anything!
Until you meet a guy that has practiced lame, and can actually both lame and keep up his eco rolling.
I want to see you there.
Post Elo.
Now post yours.
>Best civ
>Celts
H-hoang?
No, by principle I refuse to make archers and knights, and in 1vs1 it has been incredibly hard to get by, archers being so fricking strong.
Also you'd be surprised how many people open archers with full walls, even in fricking arabia.
>1500 with a 27% win rate
Come back when it's above 50%
Post your ELO.
And 1vs1 me.
Just added you,
Obiously you are mud, no white man would try to inflate ego with videogames
Oh shit was that you?
Alright sorry I didnt check the thread and thought that was a rando adding me
Send friend code I will try to add you
>He didnt post ELO
Coward.
>nobody in /vst/ is playing at a 2k level
Does 2k team game as a solo queuer count?
>Enemy lames
>Doesn't frick up his eco
What then, genius?
Statistically close to true impossibility. Kiting a boar is so micro intensive that even pros start idling and shit to make it happen.
Just shoot the boar and walk, dumbass. I don't even play Berbers. Used it to frick with a guy for picking Steppe and lamed his boar with no difficulty. Still proceeded into my M@A build. You're getting filtered by fricking dark age micro. Be ashamed of yourself.
>Kiting a boar is so micro intensive
That's why I just block their boar vill instead. I loved using the horse on steppe for this. Lmao. Dude resigned after losing 3 vills because of it.
How do I play the maps with red '!'s next to them? They're not available in the custom scenario list.
You didn't win, you lamed my boar, you brought shame to yourself Black person.
>*leaves match*
Are siege towers good yet? What do they need to work? Imo archers inside shoot like a tower.
In the Dynasties of India patch there was supposed to be a buff given to Siege Towers where they would be able to unload units over three tiles of buildings instead of just one.
I wonder why that didn't make it to the final update.
>I wonder why that didn't make it to the final update.
The answer smells like makeup and pie.
idgi
Clowns, anon.
please forgive me i suffer from moroner
Don't really like the idea of units teleporting over an entire barracks. They should give them a ranged attack when garrisoned by ranged units. It would probably need a lot of tweaking so that it isn't overwhelming but at least the unit would have a non-niche function then.
>plays AoE casually
I just make cool maps with lots of triggers in the Scenario Editor
?????
Good 4v4 team composition? My bros and I can beat Hard AI but not Hardest. We're kinda uneven in skills but brothers are irreplaceable, so we live and die together!
You speak like a total gay, try sucking your bro instead of sucking in age.
brit / frank / indian / mayan
Like the other anon said, you're gay.
>Burmese
>Aztecs
>Burgundians
>Lithuanians
Just go all out on those relics m8
Bohemians, Spanish, Hindustani, Bengali.
Make sure you make markets at opposite ends of the map (if possible) else as far apart as you can, two markets each minimum, then build 60 to 100 trade carts each.
I unironically love doing that with my own bros.
>unable to beat bots in team games
the absolute state
>start to gain some elo, climb up to 900
>suddenly EVERYONE plays ethiopians
are they a mid elo trap?
Mid ELO everyone uses OP/Strong civs so yeah, enjoy the archerfest hell that is mid ELO
I'm starting to miss Franks pickers at this point honestly
Ethiopians are busted in 1v1s with their free pike upgrade to protect their archers. Basically forces you to go into siege to try and counter them if you aren't playing your own archer civ.
I actually use aztec skirmishers and get Atlatl in castle age asap to outrange mangonels + kill all the archers.
Often the ethio kills you before you get to that stage
Siege is the go-to counter for archers anyway and it's definitely better than taking them on with knights since they can just be kited. Upon reaching castle age, you usually either drop a siege workshop first thing if opponent is going crossbows or a monastery if the opponent is going knights. Being forced into siege is something that happens with all archer civs. Ethiopians are fine in 1v1, it's Britons who are busted since they can just outrange mangonels
>Siege is the go-to counter for archers anyway
>"V"
LOL
Exactly. The only counter to archers is more archers.
Skirmishers, light cav
>Skirms
Lol no they don't. You need 2x the resources to counter even a handful of archers.
>Melee
400 LC will not be able to path to a single xbow. No, nothing melee counters range.
>Lol no they don't. You need 2x the resources to counter even a handful of archers.
Skirms are a trash unit that wins with equal numbers.
>400 LC will not be able to path to a single xbow. No, nothing melee counters range.
They will if you flank instead of attack moving everything like a fricking MOBA.
Cope cope cope.
>Skirms are a trash unit that wins with equal numbers.
Yes, but if you produce a skirm every time your enemy makes an archer, you lose by virtue of having no attacking arm. Additionally, if he retreats out of LOS, he can harass you. You can't do the same with trash.
>They will if you flank instead of attack moving everything like a fricking MOBA.
If he moves his units in a single direction either during or after your approach, you wind up in the same situation.
>900
>mid elo
???
That's mid elo for /vst/
What does Elo mean?
Ethiopians
Love
Onagers
ELO is a mathy way to track who is good and who sucks. It originated in Chess. If you have the same ELO as your opponent, your win rate against him should be 50%.
Elo is the last name of the man who invented the rating system, which the other anon explained but unfortunately didn't realize it's not an acronym.
Noob here, I need help
I always find myself starved for wood during Feudal, what can I do?
I like playing Khmer, Malians, Gurjaras, and Bohemians. Still have to try the new Indians yet
>what can I do?
Get your wood upgrades and put more on wood? Don't go crazy with production building, you'll never need more than 2 ranges/stables in Feudal. Make sure you don't have all your vills on one lumber camp. I think most people do around 5-6 per and only 2-3 camps max in feudal depending on the build order.
Build orders will help.
I do first 6 on sheep, then 4 on wood, the next lures a boar. The next one (pop 13) builds a house and a mill near berries. Three total on berries. New vil lures a boar (16). There should be a few sheep remaining at this point. I like to put the next few on a new wood line, depending on how many vils I want to go up to feudal with. 20-22 is a good number unless you are trying to go fast castle (then you need more 26+). I usually end Dark Age with 8-10 on wood, 0-2 on gold (if I am gonna do men at arms), one or two building (barracks if I'm rushing, walls if needed) the rest on food.
>t. Still not very good because I have inconsistent execution
Double-Bit Axe absolutely makes a difference, and farm upgrades might as well be wood upgrades too; Horse Collar especially does favors for long-term farm economy by reseeding less often. You could set a gather point to task new villagers on wood by default and retask them as required. Setting up a sufficient balance on food/wood during the move to Feudal Age for your needs would also help.
10 on wood is the magic number in feudal, you should be able to afford everything you need with that, except if you're going heavy on feudal archers maybe. Always get the wood and farm upgrade if you can. Most vills you make during feudal typically go to the straggler trees around your TC to help with wood income until you can afford a farm. Having 2 lumbercamps helps with efficiency. 3 lumbercamps is overkill since you can just make TC's on new woodlines in castle
Also it's pretty normal to not be able to afford everything you need in early feudal. Delaying making more farms because you want to build a blacksmith for archer upgrades or delaying farms because you want to add an archery range on top of your stable is pretty commonly done. Only build what you're really going to use and prioritize economy if you feel like you can get away with it
Why do people say to build houses with your boar villagers instead of lumberjacks/berry pickers? All it seems to do is give me poorly placed houses and increase my TC idle time because too much is happening at once.
I guess the idea is to decrease vil walking time since you build it on your way to the boar. It's better to just build your 3th and 4th house with a vil right after you lured the boar. Just build it as part of your wall close to the berries and send the builder to berries after
I just build 4 houses and then a lumber camp with a starting villager, i don't see how thats really inefficient
akchually
>building your starting houses with just 1 vil means you will get housed for a short while
>Having 1 vill build houses and go to wood at the start of your game means you need to force drop your food = less efficient
>you're wasting build time and resources by not building houses 3-4 as part of your wall
>youll get housed for a short while
Yes, but are all the numbers considered in this? Building with multiple villagers has diminishing returns and using that 1 villager for sheep instead of building means more resources.
Has it ever been tested that whatever TC idle time is more costly than losing out on the extra resources? This seems like such a tiny thing though I doubt its really significant anyways
>using that 1 villager for sheep instead of building means more resources.
That 1 villager avoiding like 10 seconds of diminishing returns on the house doesn't offset delaying the 100 villagers you're going to produce at TCs for the rest of the game.
>Has it ever been tested that whatever TC idle time is more costly than losing out on the extra resources?
TC idle time and it's not close (this is universal for any RTS). Fight an AI that's one rank too high for you to beat, then watch the replay on CA view and pay attention to your TC idle time compared to the AI.
Is it just me or are kipchaks terrible? It feels like the game just slips away every time I try to transition to them.
They're shit cause no bracer.
They feel like shittier discount cav archers to me and chu-ko-nu mog them hard in every department except maybe dodging onager shots. I feel like you're generally better off with regular cav archers as Cumans except like the other guy mentioned they don't get bracer so they're still kinda shit.
What is a good amount of villagers per resource in Dark/Feudal Age? Is five a good number?
It depends on your goal, but usually only food and wood are necessary. A few on gold, if you are gonna spend some gold soon (fast castle, archer or men-at-arms rush).
A generic build order starts out something like 6 on animals, 3/4 wood, 4 berries, 2 more on animals, 4 wood. The exact number for each resource and the timing for things like advancement and moving villagers around depend on what you're doing in feudal.
Khmer are awkward as frick. No important bonuses that would enable me to be aggressive till mid castle age. Might as well play goths
>No important bonuses that would enable me to be aggressive till mid castle age
Being able to skip barracks in order to scout/archer rush is fricking great
I think food comes in a lot faster for the khmer because of their "villagers don't need to return food from farms" bonus
Isn't that more for saving wood by not building mills?
Oh, it has two benefits. Neat.
But the walking time from farm to mill is no longer wasted time. They collect food without the breaks and interruptions. It's especially helpful if you are prone to bad farm placement. I often have to place one or two farms in a suboptimal location, so they are quite a bit less efficient. Can't do anything about the terrain, though.
It's technically possible to do an 8 pop scout rush with Khmer
Is it fast enough for me to finally beat the hard AI?
Are you trying to get the steam achievement?
Please don't listen to this meme advice. 8-pop is just a worse 16-pop. It's only good for scaring newbies.
>guys I am looking for tips on how to break out of 900 elo. I know all the counters and I can execute a dozen different build orders perfectly depending on my and my opponent's civ with zero tc idle time. no I won't post my username or recorded games
why are they like this?
People that are too cowardly to show names, ELO's or matches.
>Ask for advice
>get advice
>Don't like advice
>Tell the person giving you advice they're wrong
>b***h and moan about your superiors
>Be LEL forever
Fricking hell just go watch Hera's, T90's, or download the build order mod and practice.
just play 200 lame games until you are really confortable with hotkeys interface and have speed.
THEN do the build order homosexualry.
trying to get back to the game , was 1200 elo and got frustrated with the stale meta since at my level op strats like ethio mma into arch can really make any other playstyle unplayable.
switched to teamgames so i can gitgud with macro and hotkeys and now im ready to go back to 1v1 ladder
What do you recommend for 1v1 1200/300 elo? are archers and maa into arch still op ? are the indian civs good to play against the meta?
>MAA into archers
I get it strongs but it's so easy to quickwall and stall them until you get archers of your own, but I'm highly biased since I'm an infantrygay myself
Honestly for your level just learn a proper build order/opener and get comfortable with archer rushes, learn to quick wall, learn to have a stable economy, you will be fine
Just don't go scouts and you'll probably be fine. Scout meta seems to be pretty fricking dead nowadays, at least for 1v1s.
>Scout meta seems to be pretty fricking dead nowadays
This, between quickwalls and full walls becoming popular, archers being OP and melee pathing being fricked both infantry and cavalry struggle to fit in the 1vs1 meta
so, meta is pure arch and quickwall??
i find it hard to quickwall against cav sometimes but maybe my layout is simply bad and its all my fault
i made an ui mod that increase the screen click space by 40 % ! percent https://www.ageofempires.com/mods/details/42616/ chekitout
>Have to sign in to view
Sorry, no dice.
But yes, full walls into archers into idk, crossbows siege and a few monks is very common in 1vs1 arabia.
Just make archers. You can hit 2400+ ELO without making a single scout, spear, cav, or seige unit.
lmao, you won't even hit 1400 doing that unless you have world class micro. You're just going to get dabbed on by anyone going full skirms or knight + siege push
Archerlet cope. Imagine thinking thinking melee units even fricking matter. I bet you think Paladins are actually useful too.
Imagine thinking they don't when straight archer openings have the lowest winrate out of all possible openings
>Feudal
The age where games are won is castle. And nothing, not a goddamn thing, beats Xbow
>both infantry and cavalry struggle to fit in the 1vs1 meta
In feudal age maybe, although MAA is still a great opening. Scouts are so food intensive and can be easily fought off with a group of vills, they're just not really viable unless the map is really open and you can pick off some isolated vills.
In castle age and beyond cav is still perfectly fine, although pathing could be better. I more or less never play archers in feudal and castle age and I'm comfortably sitting at around 1500 1v1 elo. I don't go infantry in castle age often but when I do I usually win. The trick is to be reasonably sure your opponent is going knights, start massing infantry on the way to castle while hiding your barracks, and having comparable or a slightly faster castle time than your opponent. Most of the time you can completely overwhelm him. It actually feels kind of underrated, 20 LS can easily take out a TC and end the game a couple minutes into castle age
I have to face yet a cavalry spammer, everyone switches to mass archers after my maa rush.
The trick to playing knights is just surviving to castle age mostly intact and at comparable times to your opponent. +2 armor knights trade very well against early castle age xbows, unless you are really really outnumbered. You can just defend with siege, mass army and pick a fight when you have enough. Having a faster unit is super good since you can just chase down his army when you choose so.
I honestly believe all this talk of archers being OP is really exaggerated. In fact most people in low or mid elo would have a better winrate if they just played cav civs more, they consistently have the best winrate. I honestly lose more games to people going cav than people going camels. Once you figure out how to not die to mass feudal archer play it's honestly the easier way to play.
>camels
meant archers
>I honestly believe all this talk of archers being OP is really exaggerated
It's really not.
t. Infantrygay
Can confirm.
t. Infantrygay
>Voting in Amazon tunnel again
holy frick it's Black Forest 2.0 what morons vote for this shit
God I hope so, especially for team play. Me and my friends are a little tired of Black Forest being the only good map in the rotation.
>FFA games turn it into a pinwheel
>but sometimes two players have to share one tunnel next to each other
Is there a way to get rid of the info card that appears when you hover over your civ's icon? I don't need to read that in the middle of a game and it sometimes blocks part of the screen I need to click on.
I think you can disable it in settings.
Anyone know a good cultural reskin mod? All the ones I can find are outdated 🙁
Im trying to theorycraft a cumans strategy where you go full feudal pressure with archers+rams and eventually build your second tc while still in feudal.
the rams would not target enemy tcs but instead the production buildings so even if the other guy goes to castle he couldnt make a decent army to counter you with like mangos or smth.
you would need pretty good scouting of his base tho but i think its doable
I think any competent full cav player could beat that.
i think that if i can do a super-fast feudal into double archery range (wood discount comes in handy) i can make enough archers to handle scouts, and then the ram will finish off the stable
Time it, then time a "fast scouts" build.
You will get eaten alive by full scouts
It's probably better to open with scouts to relieve some of the pressure on your wood and get gold production up an running. I've been trying to do something similar but it doesn't work and I think my shitty macro is the problem.
>always play trush/skirm/eagle civs
>all of these years, eight expansions, and there is still not a single campaign where the player controls a Grey army
Why?
Grey is a shit color.
What nations should have it? I like to use it with Teutons and Cumans, but imo they already have matching colors in their campaigns. Which nations don't yet have campaigns? Vikings, Japaneses, Celts (I don't count tutorial campaing), Chinese, Koreans, Persians, Mayans, Turks, Magyars and Slavs ( I don't count Dracula campaign). Alternatively there is also a option of a completely new nation for a new dlc.
Grey blurs with the background on the minimap
Up to date civ winrates from aoepulse (1200+ elo):
Gurjaras: 56.86
Hindustanis: 56.25
Berbers: 55.10
Franks: 54.70
Teutons: 54.65
Huns: 53.01
Mayans: 52.22
Vikings: 52.13
Lithuanians: 51.50
Celts: 51.41
>Only 2 foot archer civs are even in the top 10 and nowhere near the top
>Only Mayans have FU arbalests and a dedicated foot archer bonus of these civs
>The highest winrate archer civ below these is Ethiopians and they don't even break a 50% winrate
Please tell me more about how OP archers are in this game
>he thinks you need an archer civ to have good archers
anon...
by that logic the civ with the highest winrates would be the civ with the best eco bonus so they could pump out the most generic archers. That's clearly not the case, otherwise Berbers wouldn't be so high.
Just look at the winrate by opening:
https://www.aoepulse.com/opening_stats?min_elo=1200&include_ladder_ids=3&include_map_ids=9&include_patch_ids=63581&
Excluding openings that get used less than 2% of the time:
>Scouts followed up by both spears and a range have the highest winrate
>Scouts with NO followup have the second highest winrate
>Scouts with a range after has the third highest winrate
Meanwhile MAA with no range followup does better than MAA with a range after, and a straight archer opening has the lowest winrate of all with 46%.
There is literally nothing in this data or the civ win rates that indicates archers are OP. People who make all 3 unit types in feudal statistically have the best winrate
>People who make all 3 unit types in feudal statistically have the best winrate
AI army bros...
>Archer civs have a relatively low winrate
>Therefore archers as a unit aren't disproportionately strong
>Feudal
Anon...your logic...
civs have a relatively low winrate
archers as a unit aren't disproportionately strong
yes, archer civs having a relatively low winrate does suggest exactly that. Are you seriously trying to pretend it doesn't?
>Unit choice in feudal doesn't indicate archers are OP
>The 6 civs with the highest winrates have specific bonuses toward cav and are definitely at their strongest when playing this in castle age
>Only 2 of the top 10 even have access to arbalesters in imp
If archers were actually OP, why isn't this reflected anywhere in the winrate statistics or other data. I suppose it's just a coincidence too that 7/10 of the top civs have specific bonuses geared towards cavalry?
>yes, archer civs having a relatively low winrate does suggest exactly that.
No, that doesn't make any sense. You can't equate a civ to its best lategame unit. That's not how AoE2 works.
>If archers were actually OP, why isn't this reflected anywhere in the winrate statistics or other data.
Because the civs that specialize in archers are gutted elsewhere to compensate for their access to this option. The option has disproportionate weight.
I'm equating civs to what units they're pushed towards using throughout the game, best lategame unit factors into that besides bonuses. And the fact is that civs that get pushed more towards using archers do worse on average than civs that get pushed towards cav. I wouldn't say that civs that specialize in archers get gutted elsewhere: Britons, Chinese, Magyars, Byzantines, Italians are all pretty well rounded.
I do admit that having non-FU upgraded xbows in castle age is more usefull in general than having knights without bloodlines. So in this sense cav civs suffer less of a drawback from their tech tree shortcomings than archer civs do.
You could argue that archers are OP since mediocre archers are more valuable than mediocre cav. But I don't think that's the case. The common thread in all the best civs is that they have exceptional cav, paired with good eco and serviceable archers. In other words, having good cavalry is more important than having good archers. mediocre archers are more valuable than mediocre cav, but good cav is way more valuable than good archers.
>I'm equating civs to what units they're pushed towards using throughout the game
Don't. That doesn't hold up. The UNIT is OP. The civs themselves are just inclined toward a unit or set of units. It doesn't single-handedly win you the game. It just has more weight than it should for its cost and role.
Also, anything below a 55% winrate is actually really unremarkable, and it can come down to countless factors. The game is well-balanced, as far as civs go, so it's difficult to analyze it from that perspective.
>Also, anything below a 55% winrate is actually really unremarkable, and it can come down to countless factors
So every civ except Hindustani and Gurjara is unremarkable?
More or less.
>Archergay coping
Kek
>Achtually muh stats say
Shut the frick up you moron
lol, I don't even play archers in 99% of my games outside of tech switching into them into imp sometimes. I'm just tired of hearing people complain about how OP they are since that's not my experience at all nor do the stats show that. If you want to argue that archers are OP compared to infantry fine, but they're definitely not OP compared to cav
Feel free to prove me wrong
i main archers and they are easier on eco, they may loose more but you can get good timing with less effort since no food cost in feudal.
They suck in many ways , kn power spikes in early castle, low speed , easy to counter in small numbers
People that say they are op only remember the time when they god raped by 40 archers
>when they god raped by 40 archers
Yes and it's the only moment it matters.
checking stats and it looks that premil drush is op .
any pre mill drush wants to tell weakness and strong point??" common mistakes and so on
PMD is only strong at low levels. For medium or high-level players, it's just a starting nuisance.
Do Magyar Huszars (castle) and hussars (stable) move at the same speed?
https://ageofempires.fandom.com/wiki/Magyar_Huszar
https://ageofempires.fandom.com/wiki/Hussar_(Age_of_Empires_II)?so=search
You tell me.
So should I mix some hussars into my huszar units for the increased vision while raiding?
Sure.
I generally like to add a couple of light cav to a knight army just for vision and dealing with monks
>campaign is narrated by an anonymous modern time historian instead of a person from the period
Which campaign is that? All the ones I've played so far are present tense or narrated by a survivor recounting the war.
He's comparing Age of Empires 2 and 4.
Or the historical battles.
Vietnamese, at least since DE according to wiki.
Is it a homeless, drug addicted American vet dumping his PTSD hallucinations about psychic Buddhist monks and elephants trampling his platoon?
The Vietnamese campaign is shit for multiple reasons, that's probably the least of its problems. I suppose it does make the last scenario funnier though since it's about a battle that never actually took place.
>I suppose it does make the last scenario funnier though since it's about a battle that never actually took place.
Wouldn't be the first time. Barbarossa campaign have you in the final missions escorting his corpse to Jerusalem. This didn't happen in real life tho there was an idea of doing that. What Vietnamese have?
The stale and rigid meta on open map team games will get fixed if:
Archers get nerfed
Randomized positions are enforced once again, like pre DE times
>Randomized positions are enforced once again
Can I still pick my color?
Hell yes, for me I will no longer be relegated to pocket position as green.
>Nile Delta in rotation again
I never cared for Nomad but I got a soft spot for migration maps
Kinda hard to describe but Nile Delta is cute
How it's cute? I know you said it's hard to explain, but I don't get what do you mean.
>amazon tunnel AND black forest
What the frick with this shit
>arabia AND runestones, lombardia or valley
This happens all the time.
>lombardia
I detest this map. 90% of my games play like open BF and my teammates are usually oblivious.
What's ever a point of map rotations if majority of the players will always play solely on Arabia or Arena? Couldn't they put them out of rotation for a one season? They're other open and close maps.
Gives the illusion of choice for players?
>if majority of the players will always play solely on Arabia or Arena?
You realize you can ban those, right?
>Lose elo because some third worlder can't load into the match with his shit internet
This system is truly horribly designed.
Me? I'm a Sherwood Heroes enjoyer
I tried to get a Sherwood Heroes game going before but couldn't get interest
>Arabia
Encourages variety of playstyles
>Arena
Turtle and boom.
>Black Forest
Turtle and boom.
>Arena
Turtle and boom.
>Megarandom
teehee 1 tile golds eat shit!
>Hideout
Turtle and FC
>Atacama
>Never gets played
>Nomad
morons resign at the first hint of an enemy having the lead on them.
Can we get a fricking lobby system so I can play the maps I actually want to play? Holy frick.
>Enemy player has a power unit that can singlehandely counter me and my mate pushing them (in this case, mamelukes)
>Opts to spam arbalests all game long
>Get wrecked, even gets run over my frank paladins due no anti cavalry
Why archergays are so mentally ill? They know literaly nothing but making archers all game long, even if that implies getting them murdered.
I swear they are all ape brains.
Monkey sees archers. Monkey makes archers.
I have seen this happening more often with Saracens and Vikings, both of these civs power units are incredibly powerful and capable to turn game easily.
>Expecting TG archergays to make something besides archers
>Expecting TGgays to play the game
I know, I should have expected it but still bothers me how they stick to a fricking stupid strat even if it means getting crushed for it
How fricking brainless robot you have to be?
How do we buff them without giving them knights ?
Give them Steppe Lancers.
They just need an eco bonus that gets them thru feudal/castle age, thats literally it
increase the cav archer armor for ele archers
-7 is fricking stupid
Give them Hussar and thumb ring. Instant top 15 civ.
>Hussar
Yes
>Thumb ring
Frick no, I dont have them to have good archers.
Good archers=good civ.
t. archer ape
T. Meleecoper.
Hope your archerline gets nerfed to the ground, you fricking Black person
Never gonna happen, archers are kings and always will be. Continue to cope meleetard.
have a nice day
More villagers on age advancement?
>Make Elephant Archers & Battle Elephants, as a whole, take less damage from anti-cavalry, and make Melee Rathas not take bonus damage from anti-archer.
>Increase the amount of population space saved via Mahayana
>Increase the amount of food gained via trade
>Take Arbs
>Give them TR and Hussar
>Give supplies and plate inf armor
>Give Bombard Cannons
>TB is buffed to 33%
>Imp tech buffed to 0.8
>Take arbs
You're trying to make the civ viable, not make it a bottom tier useless one.
They have a really open tech tree, and I hate archer-knight imp civs. I think it can work.
GUISE... HE IS ON DEE WAY TO IMPEERIAL
UNBELEEVABEL
VILLESE!
guys im trying to remember a game that was on t90's youtube. it was i think a diplo community game in a map that sorta looked like ring of water, but with reeds i think. anyway 2 players were pushed into a corner and held together for an extremely long time before dying to everybody else.
i think one of the holding players was fedex the argentinian pro
oh thinking back i think it was a regicide rumble. one of the old ones
nvm found it thank you for your attention fells
>That clickbait youtube thumbnail
I thought DE didn't have the map screenshot function?
That looks more like HD
Why do Hindustanis get nearly FU halbs? I thought civs with strong camels miss out on good halbs.
Hindustanis and Gurjaras are fine the way they are. They're not overpowered.
>but 70% win rate
They're anti-archer and anti-cav civs but archer/cav mains are so stupid they run archers/cav against Hindustanis and Gurjaras anyway and are somehow surprised when it fails.
There shouldn't be anything anti-archer to begin with.
just play viets and build rattan youll do great love
Good Ole archers, nothing beats them.
>Berbers
>Turks
>Hindustani
>Gujaras
The idea is to use a combination of Genitours, Hand Cannoneers and Camels (or a better counter unit, if your civ has access to one), the combo lets you have the best of all three worlds and counter cavalry, archers or infantry as well as everyone having bombard cannon access, with some even being buffed.
Good idea? Bad idea?
Do camel archers benefit from Hindustani and Gujaras team bonus?
According to the wiki, yes.
That seems good.
How do you keep fragile shit like Onagers, bombards and monks from dying from flanky shit?
Square formation, duh
>Atacama
>MAA rush followed by supplies MAA mass
>Scout rushing pocket murders archers, I kill scouts, then destroy woodlines
Surprinsingly effective, I kinda like Atacama more than Arabia
alright think i finished theorycrafting my cumans fast feudal strat.
it's a 19pop straight archers build. i managed to sustain production and eventually add rams, and only a little bit of tc idle time necessary in order to get fletching.
also since i only need 2 resources to make archers and rams the economy is fairly minimalistic so past early feudal i can concentrate fully on microing while the eco takes take of itself (i just make 1 farm until late feudal).
managed to own extreme AI in 20mins (by the time they had scouts, i already had about 10 archers and they couldnt fight me), now to test it against other 1200 elo shitters
i think the only problem i could run into is if the enemy makes scouts and raids my eco instead of fighting my army. i cant really wall on the way to feudl becuse its too much of a wood investment, but i think i could just wall vills in and dispatch a couple of archers to my base.
eventually the idea is to ram down his stable so he cant keep the pressure up without fighting my main force
what if he does skir and scouts
i think this comes way too early for him to get 2 production buildings+enough of both units.
the ai actually went for exactly that but by the time he had skirms i was already ramming his production buildings down and just overpowered the skirms with pure archer numbers.
if he decides to go pure skirm then he cant touch my rams and i ram him down again
i forgot to say that part of the strat is also having the foward vill make outposts around his base after the siege workshop, so i can see where his eco/production is. the main idea is to not go for the tc but instead make him invest so much wood into new buildings that he is incapable of affording new units
That sounds like a pretty generic archer rush, other than the rams. Did you give up on trying to floom?
>floom
I am unfamiliar with this term
Feudal boom. Only possible with one civ, so I kind of made it up based on flush.
oh. no yeah i still "floom". my games against the ai ended sooner but i basically send vills only to wood until i can afford the second tc, then get horse collar and go hard into farms to get castle.
>Floom
What the frick is that
>floom
Can we please stop making up these stupid abbreviations and just use real words?
No.
>managed to own extreme AI in 20mins
Try against Barbarian AI or Rehoboam AI. They're both available under mods.
will do
Probably means "Feudal Boom", because Cumans can go 2tc in Feudal.
Mongolgays need to be put on their place.
What mod do you use for the blood?
None, my ugly blood mod got turn off several patches ago.
What you see is the standart unmodded aoe2
Oh my fricking god why queue up for a game if you're afk you fricking idiots.
sry real life issues 🙂
I'm ashamed to admit that I'm a total scrub at this game, and the other day on arena I boomed all the way to imp only to to push out with a bunch of trebs to find my opponent had been afk since the start of feudal. I was too focused on my gameplay that I never noticed he wasn't aging up, and I didn't know at the time you could have the scoreboard up.
I felt very silly.
>tachoke
Argentina and China playerbases are too large on this game.
>Argentina and China playerbases are too large on this game.
as an argentinian i agree, whats worse is that we have no way to limit with who we p[lay so we cant just play local ranked.
As another argie, I agree, there are just so many players with so many argie inside jokes it's amazing
Anyone watched the TI90 league? The first game of the grand finals: TaToH vs. Mr. Yo was the craziest game I've ever seen.
That was RMS cup you dumbass
Not in Titans League. In the league though, Viper vs Daut was Uh-Mazin.
not every civ needs to have arbs you donut
>queue up for a RM tg
>2v2 found after 3 min
>completely steamrolled
>opponent is 500 higher 1v1 elo and 200 higher 2v2 elo
fix your fricking matchmaking system
and guess what you barely lost any points
lost 15 points because his partner was my level along with my partners. i swear 9/10 times I get matched with people at our below my level and then put against two guys 50-100 elo higher
The only way to get proper games is to party together with a friend, better if you are on VC too.
nerf
oh no 493 posts anime guy better make a new thread
he actually did it, the absolute madman
What are good custom scenarios to do with 3 friends together, or maybe a few randoms added in too?
beware the Kara Khitai
They are without honour
Thanks Genghis