If Lucasfilm is looking to have smaller studios develop the IP, maybe Microsoft would see the benefit of this too. A SWGB Definitive Edition with extra content and DLC would be great, but I would also be down to add it into AoE2 as DLC on a different tab.
Muisca are performing pretty poorly with some analytics platforms putting them below 47% in RM 1v1. There's a few reasons for this, but I feel a major one is as an archer civ they have no good counter to archers due to missing ring archer armor.
If ring archer armor was added, their arbs become a problem having +15% movespeed and +3 melee armor and fully upgraded defense, they'd have fully upgraded skirms and their elite Guecha would then be properly strong too, which is overkill.
Fighting a FU Heavy Cav Archer, an Elite Guecha Warrior loses hard, struggles against arbs and has less pierce armor than a FU skirm - All for a unit costing 110 resources.
The only serious anti-archer contender then becomes the FU Muisca Champi which is on par with an Elite Eagle warrior (Excluding civ specific techs) and cost half the gold, filling an anti-archer role but doesn't compare with FU skirms.
I think the best solution is either add 1-2 pierce armor directly to Elite Guecha, or add this to one of their unique techs. It performs terribly against anything melee due to min range and average attack, so for that many resources let them fill the anti-archer role they're supposed to fill.
There are other issues with this civ but I think that this tweak will go a long way without undermining how the archery range and civ bonuses are structured.
Starting Locations: Sicily, North Italy, Spain, Britain, France, Germany, Nort-East Europe, Greece
Hi! I made a scenario a while back: https://www.ageofempires.com/mods/details/481761/
and I finally decided to update it and polish it entirely.
I'd love if you could give me your Feedback, Thanks!
Battle for Europe is a Free for All Regicide Scenario where you fight for control of a Giant size Europe map.
Player 1 starts in Sicily, of course you can change civ, you don't have to play as sicilians, but starting positions are fixed
It plays like a normal Diplomacy Europe map except for some optional mechanics I introduced.
I also Included a very short Tutorial (a tech in the TC) that explains the main features of the scenario
Mercenaries
Scattered on the map there are 5 different Mercenaries camp, representing different European or invading tribes/cultures. By building 3 towers or 1 castle you get control of their building and can produce unique units here. Also I have included a special tech in each of these buildings named Invasions that upgrades the mercenaries units to their elite version and halves their production time, so that you can launch a true Barbaric horde against your foes. Since balancing is hard it costs 2000 gold and food. Generally costs of new techs are very high because I don't know if they are too broken.
Viking Mercenaries Settlement in Sweden, you can train berserks, jarls, jomsvikings at the 2 Pagan Shrines and upgrade them with the Viking Invasion tech. Oh also you can train Longships at the shipyard.The captions by the way are temporary, they show up only in the Tutorial. Here you can train Obuch, Konnik and Hearth Troops at the 2 Mercenary's Shrines. This camp is meant to represent Balkans like peoples/cultures
There are other 3 Mercenaries camps in the map.
Trade Cities
Again by building 1 castle or 3 towers you capture Trade Cities, this too is explained in the Tutorial.
They represent historical trade cities and key trading nodes in medieval Europe. By controlling them you secure a trade route with its neutral market/dock (gold is scarce on the map to incentivize trade) and you get a +10 population cap bonus, great for the late game.
The City Of Genoa, there are a total of 7 trade cities
Holy Sites
There are 3 Building Complexes that requires a relic to be captured: Rome, Santiago and a Teutonic Fortress near Poland. They provide different bonuses, usually related to techs. Controlling Rome gives you access to the unique Ascension technology that lets you train crusader knights and warrior priests at monasteries and outrageously buff them, since balancing is a nightmare I made it cost 3000gold and food. These mechanics are left out of the tutorial but you can find them in Hints.
The Vatican in Rome, control it by bringing a Relic to the Pope.
Stuff I Could add: - Alternative Win Conditions: Wonder, control x out of 7 trade cities, launch x out of 5 Invasions, bring x Relics to Rome and hold them, these are like cultural, economic or religious victory Sid Meier Civilization games like.
- Special Events: Something like in the year x (Current year is displayed in the top right under objectives, starting year is 476AD) Death Plague hits Europe->for y years villagers health halved, or maybe in the year 1162 (Probable Gengis Khan birth) until 1227 (his death) Yurts mercenaries get more attack and Golden Horde invasion tech costs less.
If you have any simple to code Historical Ideas that would fit the scenario vibe I'd happily hear it.
I'd really appreciate if you could give the scenario a try and tell me if it's fun, broken, unfair, underpowered or lacking of something. Thank you!
Hey guys, I played the Halfdan campaign, Ulio and a lot of the custom campaigns in olde times and have quite a few warm fuzzy memories playing those maps. Was wondering if there were any recent awesome custom campaigns you could recommend?
Hello! I’m about 60 games into the AOE journey (after lurking here a lot and watching a lot of Hera beforehand) and starting to experience all the stuff AOE has to offer - been tower rushed for the first time (proudly won), douched for the first time (shamefully lost), got called a smurf (very proud), etc. I’m at 980 elo at the moment.
I tend to like feudal rushing with infantry and the issue I generally run into when I lose is that my opponent has already walled off their resources. Beyond running around and right clicking inside the base to find holes, if they’ve walled well, is there a basic plan for what to do? I try to hit but they of course repair so I don’t end up achieving much, and I seem to fall behind in economy when that happens. Should I add skirms? Give up and go for castle (I tend to fall behind when I do that)?
Has anyone noticed that sometimes units will behave really strangely since the new update? Particularly if they're in a big group, sometimes they get stuck together. And even when you disperse the group they remain stuck. Hope they fix this, it's really distracting.
In general I try to play agressive in feudal. Scouts are the easiest to me. Recently i’ve got better at raiding, while still maintaining my economy. That way I can get to decent castle age time. Then either follow up with more agression or booming TC’s/ getting relics etc. It depends. Until this moment I pretty much know what to do and when. With civs I play I don’t usually go for UU right away, unless is directly counters something. I make Castles as a defensive building and not very early in the game.
This got me thinking. When should I make castles? Even if just defensive one. When do you guys put vils on stone? How many and when? I feel like this hurts my map control, which ultimately can cost me a lot in a late game.
Honestly because they wanted to fix smurf boosting elo, matchmaking with the new elo system is not very good.
I want us to revert back to calculating average team elo vs average team elo, instead of your elo vs opponent average team elo.
I rather have to 50 tg players smurf boosted to 4k elo than having so many elo matches.
It would be good if elo actually reflected your preformance and not just reflect which teammates you played with. Now if you play with lower rated allies you will lose elo and if you play with higher rated player you will win elo.
This. I feel like every time I encounter Persians on the ladder it’s almost a free lost. They are up faster than you, can invest very heavy into scouts and still be faster than you to castle, their economy feels so busted, and their late game is also very solid. They feel like they are ahead to start with and can easily keep the advantage throughout the game
Varangian Guards need to be nerfed. I was playing Mapuches against Danes, I was beating my enemy, I was 550 points ahead of him and got to Castle Age way before, killed many of his villagers, but the moment he reached Castle Age he just started creating only Varangian Guards (from that point till the game ended). I was fighting with my Slingers + castle champis, but couldn't do shi against them. They need to nerf that unit or buff champis. As I read in a YouTube comment, it's an indirect nerf to South American civilizations cuz that new shock infantry is absurdly strong and the militia line got a buff against shock infantry (only because of Varangian Guards), but that same buff isn't present on the champi.
This is not the first time this happens to me, but this one was the more evident cuz I was really beating my enemy until he just created VG.
Edit: ​I just check https://ageofempires.fandom.com/wiki/Long_Swordsman_(Age_of_Empires_II)) and long swordman has +8 bonus against shock infantry whilst the champi line has only +1 across all ages. It doesn't makes any sense that the South American Civs (even at imperial age) ​have 7 less bonus damage even when compared to their castle age version...
I've played this game for a VERY long time, like many of you, but the big difference is that when I played before Definitive Edition, I absolutely sucked at the game and didn't have a clue about build orders, and I remember replaying the William Wallace Campaign over and over, desperately trying to understand what I was missing and not understanding why I wasn't getting better.
Fast Forward to now, I've actually completed all the OG campaigns on Hard + Montezuma, got gold on most of the Art of War scenarios (which would have been very helpful long ago) and on some of the Historical battles. But the difficulty is nowhere close to the same fit different missions on the same nominal difficulty. Missions where you just have to walk units from point A to point B without building a base are quite easy, but ones where they send 50 units to your base only 15 minutes in are quite frustrating and the save scumming doesn't help much at that point.
Getting this car made me interested in 100% completion + Steam achievement, but there are SO many official scenarios and over 300 individual achievements that I just don't see how it's possible. I fear that the skill ceiling is just way too high on this game and that they might have made 100% completion way too hard. There's just such an overwhelming amount of multitasking that I am not sure I can replicate tutorial videos very well.
Also, how does anyone even have time for paid DLCs when it takes hundreds of hours just to complete the story content in the base game?
I know some people (looking at you Umdeuter) hate it when people get mad and start screaming "PAY TO WIN", but some civs will just be stronger than others. I'm talking about civs like Wei and Tupi. But there's actually a very good reason the devs make these civs stronger on release and then (usually) nerf them later. When a DLC first comes out, people are more likely to buy it because of novelty value.
Making the civs powerful helps motivate people even more. Over time, the percentage of people who don't have the DLC decreases and the percentage of people pissed off at the unfairness of the civs increases. So the only logical thing to do is to balance the civs. You keep the community and you don't lose money. Everybody wins, except the tiny minority of the community that ragequit because they couldn't be patient.
EDIT: This is NOT a hate post on Umdeuter, I actually find them pretty funny. This is just to mediate the rage surrounding new DLC civs by explaining the logic behind it.
Three games in a row the player resigns in the first minute. Now my rating is way too high and I’ll probably not see another win for a while. This sucks.