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Negostrike
Aug 15, 2015


TulliusCicero posted:

For wierdos like me who enjoy Age of Empires III, Mexico is getting added in December

https://www.ageofempires.com/news/aoeiii_de_mexican_civ_reveal/

They look like they have a mechanic based around revolts and using that to shift your focus. Look pretty cool honestly.

I am waiting to see how AoE 4 DLC (eventually) gives Japan its unique units and bonuses. I really enjoy how China's dynasty system works, so hoping Japan uses the Shogunate as a mechanic somehow.

That's pretty cool. I guess we can expect Brazil, Canada, Argentina and/or Gran Colombia to show up in that maybe. Can't wait to get a shipment of battle capybaras in my TC.

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Ratios and Tendency
Apr 23, 2010

:swoon: MURALI :swoon:


The "100+ changes" AoE4 patch is coming next week.

Ra Ra Rasputin
Apr 2, 2011
Been looking forward to it, and the patch afterward to fix the bugs from the bug fix patch and the patch after that to fix another 100+ bugs they missed.

Right now I'd rate the civs by which ones get a bonus to siege and which don't, hoping the springald nerf will let other units shine, also wouldn't be surprised to see a scout siege nerf now that people discovered it's power.

Will also be nice to see camels and elephants and other units have technologies actually upgrade them after the patch (hopefully)

Ra Ra Rasputin fucked around with this message at 12:25 on Nov 24, 2021

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
The meta is going to get thrown on its head if springalds are getting nerfed against everything except other siege.

Ra Ra Rasputin
Apr 2, 2011
People might be able to field mangonels without needing 10+ springalds to clear the other 10+ springalds first.

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
It's more that people will need to field mangonels to deal with infantry and cav blobs instead of just piling on more springalds because enough of those in a large enough quantity were more effective than mangonels anyway.

Toast King
Jun 22, 2007

I'm looking forward to the fixes, my friend and I have just dipped our toes into our first 2 multiplayer matches this week. Haven't run into any of the multiplayer exploits yet but I'm sure it'd just be a matter of time.

As someone mainly playing Abbasid Dynasty, I'm hoping for all these broken upgrades to get fixed in the patch. It's been good fun so far.

Toast King fucked around with this message at 23:32 on Nov 24, 2021

Ra Ra Rasputin
Apr 2, 2011
Tower elephants with archer techs and +3/3 armor working on them will make them maybe viable in imperial, camel armor and composite bows working will be good for Abbasids, HRE's economy being functional more then 50% of the time will be massive because economy is all they got going for them, Zhuge being maybe usable early game will be good and China's dynasty button being moved is the single biggest buff in the patch notes.

Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes
oh man 1v1 in MP is like 10x harder than team games

like in team games I play it's like most ppl just have no idea wtf they are doing. ASAP I do an 1v1 they look at my civ and they just use a build order to counter mine

Meme Poker Party
Sep 1, 2006

by Azathoth
In pretty every classic-style RTS ever made, 1v1 is for people looking for Serious Matches, and team games are for people who just want to smash big armies together.

Fano
Oct 20, 2010
It's possible to have Serious Matches in team games, but not when 90% of the maps are chokepoint based and the map size deters any amount of possible early aggression simply due to walk time between players.

The few team games I've played on Dry Arabia have been pretty exciting, with aggression coming from both flanks and the game ending in mid-castle age, as opposed to every other map which just becomes a boom fest until minute 25 and the game is decided by which player built more siege (or by which team had a player that decided to just play sim city and build no military)

Dominoes
Sep 20, 2007

I also am not a fan of how so many (most?) of the maps have choke points.

Ra Ra Rasputin
Apr 2, 2011
I'd of preferred chokepoint maps like Oasis in previous age games.

Only two sides of the map to focus on (until both players cut through the forest) but it's still fairly open and large, especially fun in team games where it becomes a tag-of-war on both ends.

I can only think of Black forest in AoE2 and Alfheim in AoM as "chokepoint" maps, where as AoE4 overdoes it a bit with a lot of maps with between 1 and 3 small entryways or a river with a few crossings, with black forest and Mountain pass being the worst offenders.

Dry Arabia is a good map, but it's sorta copying it's homework from AoE2 there.

Ra Ra Rasputin fucked around with this message at 20:01 on Nov 25, 2021

Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes
stone walls are bad for the game CMV

games where defenders have huge advantage at very cheap cost is bad

Tankbuster
Oct 1, 2021
Acktually Stone walls are cool and good because you can now have units on them.

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
I think stone walls are only arguably an issue on maps where you can trivially wall off vast areas at a narrow choke point and concentrate close by easily (which is only really Black Forest?)

Otherwise it’s a massive opportunity cost to commit to the stone you need for them, and… they’re not even that strong. If you’re trying to hold a lot of ground with stone walls you’re just going to be stretched thin while the enemy makes a ram and breaks through.

distortion park
Apr 25, 2011


It's true that a LOT of the maps are chokepoint heavy. The importance of boats on the river maps also seems kind of dumb. I like Lipany a lot though, it's a cool addition

Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes

Koramei posted:

I think stone walls are only arguably an issue on maps where you can trivially wall off vast areas at a narrow choke point and concentrate close by easily (which is only really Black Forest?)

Otherwise it’s a massive opportunity cost to commit to the stone you need for them, and… they’re not even that strong. If you’re trying to hold a lot of ground with stone walls you’re just going to be stretched thin while the enemy makes a ram and breaks through.

that's true the problem is sooo many maps have easily wallable chokepoints

distortion park
Apr 25, 2011


Just lost to all scout rush and you know what? Entirely my fault for not scouting it myself

Keegers
Aug 11, 2014



I really need to stop going fast tc against french/English. Everytime I think I can hold their frush with minimal units and come out ahead in macro.. never works I know it won't when I scout them, I'm thinking I should maybe try fc to get m@a out. Playing as Abbasid

Cognac McCarthy
Oct 5, 2008

It's a man's game, but boys will play

I joined the Discord (as Joseph Stalin). If anyone's looking for a noobish teammate I'm playing most evenings. AoE2 never really clicked with me, and my only experience with other traditional RTSes was watching a few StarCraft 2 matches. But man this game has really got its teeth in me. I'm not "good" but I can beat a hard AI pretty handily, I've got my early build down to get to Feudal in about 5 minutes, and I've got a rough sense of when to expand. Still doing this against the AI of course but I'm hoping I can translate it to human opponents

Ra Ra Rasputin
Apr 2, 2011
I've been on a kick of Rus fast castle into mass horse archers and scouts, all without building a single mining camp before then, pure food and wood economy with a tightly packed base and relying purely on hunting cabins/hunt/golden gate for the gold to hit castle age by 7-9 minutes.

Golden gate is a really powerful landmark, it helps balance out your economy and at worst it's +50 resources every minute

Keegers
Aug 11, 2014



Ra Ra Rasputin posted:

I've been on a kick of Rus fast castle into mass horse archers and scouts, all without building a single mining camp before then, pure food and wood economy with a tightly packed base and relying purely on hunting cabins/hunt/golden gate for the gold to hit castle age by 7-9 minutes.

Golden gate is a really powerful landmark, it helps balance out your economy and at worst it's +50 resources every minute

How reliant are you on bounty gold for this timing? I'm wondering how fast you can get it if you can only secure 1 or 2 hunting camps.

Ra Ra Rasputin
Apr 2, 2011

Keegers posted:

How reliant are you on bounty gold for this timing? I'm wondering how fast you can get it if you can only secure 1 or 2 hunting camps.

100% for hitting feudal, but it's almost impossible to not find 6 sheep and 7 deer to get the gold, after that it's just getting the 275 gold for professional scouts so you get 2450 food for every deer cluster you hunted earlier and potentially deny the enemy his easy deer food.

From there you are just waiting 1 minute per 150g by converting your food or wood at the golden gate, so just 4 minutes from 0 gold, in castle age you can get a HRE style gold boom with your warrior monks capturing every relic and sacred site for easy gold without a mining camp still.

The hardest part is the eventual farm transition with your 100 wood mills that take double the time to build, if you use the ones you built earlier they only fit 3-4 farms next to them and they are rather vulnerable to raids compared to making a big block in some open space, though I find it helps to encircle a cluster of trees with cabins, just be mindful not to have 2 cabins touching inside their radius.

Ra Ra Rasputin fucked around with this message at 18:10 on Nov 28, 2021

Corbeau
Sep 13, 2010

Jack of All Trades
I had a build idea, tested the early resource allocation in a couple of skirmish games, and then queued up... and it worked. That's so satisfying.

The build in question being a double-barracks + Meinwork Palace (fast Siege Engineering) MaA all-in. It doesn't feel very stable tbh, and I have doubts about the raw power level too, but that early in the game it's kind of hard to find counters to MaA escorting a ram.

Keegers
Aug 11, 2014



Ra Ra Rasputin posted:

100% for hitting feudal, but it's almost impossible to not find 6 sheep and 7 deer to get the gold, after that it's just getting the 275 gold for professional scouts so you get 2450 food for every deer cluster you hunted earlier and potentially deny the enemy his easy deer food.

From there you are just waiting 1 minute per 150g by converting your food or wood at the golden gate, so just 4 minutes from 0 gold, in castle age you can get a HRE style gold boom with your warrior monks capturing every relic and sacred site for easy gold without a mining camp still.

The hardest part is the eventual farm transition with your 100 wood mills that take double the time to build, if you use the ones you built earlier they only fit 3-4 farms next to them and they are rather vulnerable to raids compared to making a big block in some open space, though I find it helps to encircle a cluster of trees with cabins, just be mindful not to have 2 cabins touching inside their radius.

So I tried this out solo and was able to get castle at 7:15 with taking only one deer site and just the 3 wolves around my immediate area. I sold 100 food to immediately get the gold for professional hunters. I see it being strong against a non aggressive opener, but what do you do if you see the opponent going for a rush? Delay castle to field some early knights or keep pushing castle and try to hold on with your better tech?

Edit: I should clarify I did spam some hunting cabins to get gold income up early, probably unrealistic as that wood should have been for military buildings

Keegers fucked around with this message at 18:25 on Nov 28, 2021

Ra Ra Rasputin
Apr 2, 2011

Keegers posted:

So I tried this out solo and was able to get castle at 7:15 with taking only one deer site and just the 3 wolves around my immediate area. I sold 100 food to immediately get the gold for professional hunters. I see it being strong against a non aggressive opener, but what do you do if you see the opponent going for a rush? Delay castle to field some early knights or keep pushing castle and try to hold on with your better tech?

Usually has been just hoping the wooden fortress and town center delays any harassment long enough to hit horse archers and +2 pierce armor and from there you counter every feudal age unit.

Your economy and buildings are REALLY compact without the gold mine which makes it really hard to get into your food or wood without losing troops, they pretty much need a instant battering ram to get inside your economy safely, and you can probably burn it down with the 7+ scouts you made to get all the deer early.

Ideally you can build 3-4 archery ranges on the way up to castle age and just none-stop produce horse archers from then on with their crazy cheap price tag for their hp/damage/movement and of course constant cheap warrior monks to heal and generate gold and eventually get the 500g for +30 HP to every mounted unit from the stable.

Add in 10-30 scouts as mobile meatshields/battering rams/siege torchers to screen for your better units and for intimidation factor as you rush them down with a 100+ pop army while they are still in the low double digits.

At imperial you can also choose to transition completely off your castle age composition and go with cheap guns and siege.

Ra Ra Rasputin fucked around with this message at 18:40 on Nov 28, 2021

Dominoes
Sep 20, 2007

I play Rus a lot and am intrigued. What ELO are you having success with this at?

Corbeau
Sep 13, 2010

Jack of All Trades
I watched a tournament yesterday where players were routinely going mass scouts and horse archers with Rus, including TheMista, so I'm gonna go out on a limb and say it's pretty solid.

Dominoes
Sep 20, 2007

I just discovered how awesome GG is for people bad at res management (and in general). Have been doing knights + archers + monks + springs. Getting relics/sses, Ninja conversions away from the main fight etc.

Going to try cav archers instead of reg next. Keep up with the army etc.

I don't like mixing in the slower springs, but I feel like you have to currently or you get shredded by enemy springs.

Btw, the latest game-breaking exploit is the nastiest, since it can be done in age 2 easily by most civs, with no way of the opponent knowing. I really hope they fix that in this week's patch.

Ra Ra Rasputin
Apr 2, 2011
What surprises me most about this game is how plain bad the wiki is, nevermind the awful fandom layout and searching for anything is likely to get you a page from all the other age of empire games, but it's just got straight up incorrect info from months ago.

I was trying to find the price of professional scouts out-of-game and the wiki still lists the price from the stress test because nobody has bothered to update the thing.

Dominoes
Sep 20, 2007

The in game tool tips are full of errors, and the in game tech tree is missing detailed info like health, damage etc.

Keegers
Aug 11, 2014



Experiencing a new lively rts where strategies are being developed every day and the meta is constantly changing, is such a breath of fresh air. Sc2 got pretty stale after all these years and to experience the whole learning and discovery process again reminds me why I love playing rts games so much. Even if I will never be good at them, they still are not even comparable to any other competitive genre out there.

Keegers fucked around with this message at 02:58 on Nov 29, 2021

Toast King
Jun 22, 2007

Keegers posted:

I really need to stop going fast tc against french/English. Everytime I think I can hold their frush with minimal units and come out ahead in macro.. never works I know it won't when I scout them, I'm thinking I should maybe try fc to get m@a out. Playing as Abbasid

I haven't played many online games yet, but I've been having a lot of success with Abbasid going to Feudal with the military wing for the camel aura tech.

At least against English, having my own army of archers against longbows works surprisingly well, when I've also got a camel archer or two to provide the extra +1 armour. It seems to catch a lot of people off guard until suddenly their numbers have been shot down faster than they were expecting. I usually get the damage upgrades first since the camels add armour, but no idea what's more effective really.

Corbeau
Sep 13, 2010

Jack of All Trades
Both playing (low level) and watching (high level) games, I really prefer 1 TC play. The rewards for map control are just so powerful.

Ra Ra Rasputin
Apr 2, 2011
Here is a fresh video from someone going over the Rus fast castle strategy that's been popular lately and discussed earlier.
https://www.youtube.com/watch?v=4mPqVOX9yk8

Cognac McCarthy
Oct 5, 2008

It's a man's game, but boys will play

Ra Ra Rasputin posted:

Here is a fresh video from someone going over the Rus fast castle strategy that's been popular lately and discussed earlier.
https://www.youtube.com/watch?v=4mPqVOX9yk8

Noob question: his Rus opponents in these games are putting the hunting cabins right next to the lumber camp. Doesn't that hurt your gold income over time as the trees disappear? Or is it just that the income generated by the hunting cabins isn't enough to justify spreading your villagers out and leaving them more vulnerable?

distortion park
Apr 25, 2011


Cutting down trees doesn't reduce the gold income. It's as though it uses a snapshot of tree counts from the start of the game.

Cognac McCarthy
Oct 5, 2008

It's a man's game, but boys will play

Oh, I assumed it would decline over time. That's a pretty big difference then, I've been fretting over placement way more than I needed to

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Keegers
Aug 11, 2014



Looks like they just pushed out the patch with no patch notes? Watching grubby looks like it is the official patch, a lot of the bugs are fixed


Edit: Patch notes are out now: https://www.ageofempires.com/news/age-of-empires-iv-winter2021-update/

Keegers fucked around with this message at 22:19 on Nov 29, 2021

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