Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Mod Design > TDII
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V25 was pretty much auto 1 sling 1 forage 2 defenders or 2 sling 1 forage 1 defender.
V26 allows 3 defend 1 forage to be an effective strategy.
Would removing villagers at a certain point be a good option? Like instead of disabling repairers could just remove the villagers when rams come. I don't think this has been a problem with units other than rams so it would fix the issue. Downside is players would have to make ram preparations much sooner.
So far I've always been Mayans (just building watch towers around the edges and pumping +AP), Franks (same as mayans, but with big/power towers), and Mongols where I've just lumberjacked for trade and sending out gold. If I end up being the forager I'll probably look like a big noob haha.
Anyways, if anyone has advice on being forager and other defending civs I'd appriciate hearing.
Is everyone happy with the towers as they are? I want to get them right as i've started work on TDIII and would be using most of the same towers, so it will be less than ideal if the towers are slightly different between the two, ie: axe tower fires faster in TDIII, would mean you would think it id the same as TDII, etc.
I think dark tower needs to be cheaper, maybe even free to everyone. Power tower I thought might be under priced maybe but someone said it wasn't good enough so would like more feedback on that. Maybe accursed needs to be down priced again, or add a tech for it to increase attack speed. Probably the same for scorp tower. Also thinking maybe reducing onager tower price to 100 and increasing axe tower to 150.
Thoughts? The more feed back the better.
EDIT:
Another idea for a tower like scorp or maybe accursed that is unpopular, is to add a tech at uni for it to upgrade to 'heavy scropion tower', which would have more range and attack speed.
Scorp towers seem pointless. I like putting 4-5 at the spawn to hit units that don't move, but other than that really don't think they are useful. Power tower price is fine although I think you should consider making the upgrades like 20k-30k-40k. Change franks bonus to 1/2 off. Accursed price is ok but making it cheaper is fine I think.
Onager towers don't seem to work well imo. Even with speed upgrade maxed. Could u add an attack ground option? lol
Axe towers are perfect right now I think. If you make them to early your unlikely to survive to when you really need them *unless your 3 solid defenders* But late they allow you to actually complete all levels provided you have all speed upgrades + a strong economy.
Is this because of the power tower being useful now? Keep in mind the difference between 50% off and 75% off for a 25 stone tower is about 6 stone. Reality is that you can have a builder constantly building power towers comfortably from one stone miner no matter what civ.
Right now a really good defender paired with another average/good defender can survive threw level 39 with power tower spamming *with any civ*. Its hard getting past seige rams because repairers are removed when the capped rams are coming around and usually 5-6 of each get threw.
The Franks bonus just makes this power tower spam much easier to pull off *Spans also easy to do it*. Just to be clear I really like the power tower spam aspect of the game and don't think it is overpowered. It requires a really good player + a strong economy to do successfully. It is also weak against forager rushes.
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V28 Changes:
EDIT: updated to V28, V27 was bugged.
Last night I did a little experiment ...
What do you think about
Start foraging booster for 100 wood in Dark Age (+25% - development 8-10 min gametime - specially for 3vs3 and lower) in a "Rambit Boost Workshop" (RBW)
Mahouts for 5000 gold (when imp) in "RBW" (disabled for Mongols,Aztecs,Turks,Persians,Saracens)
Double Bit Axe (1000 gold/100 wood feudal), Bow Saw (1500 gold/150 wood castle age) and Two Man Saw (2000 gold/200 wood imp) (disabled for Celts) in RBW
Construction crane (1500 gold/300 wood castle age) in RBW - disabled for spains
Careening (1000 gold castle age), Dry Dock (2000 gold) and shipwright (2500 gold) in imperial/Dock - shipwright disabled for aztecs and vikings
Lower villager price (-50%) in ARCenter for 10.000 gold - disabled for turks
"Nuke oppoments ARCenters" for 15.000 gold .... lol
Buggy Food - see Screenshots
o and another thing ill admit too, ive kinda been cheating in a sort. (though id like to refer to it as taking advantage of). when u forage, every 5 or so seconds u accumulate a very large amount of food. this can be exploited by clicking on the market as u forage and holding shift and selling the food b4 it disappears. eventually it goes down to 14 gold for 100 food but with shift u can sell the food in the 1000s. if u r able to with out too much trouble maybe u can fix this. gl cya
just keep pumping hand carts WHILE you make other units at sky dock and dock.
goths are better than a civ like viks imo
What do you think about
Start foraging booster for 100 wood in Dark Age (+25% - development 8-10 min gametime - specially for 3vs3 and lower) in a "Rambit Boost Workshop" (RBW)
Mahouts for 5000 gold (when imp) in "RBW" (disabled for Mongols,Aztecs,Turks,Persians,Saracens)
Double Bit Axe (1000 gold/100 wood feudal), Bow Saw (1500 gold/150 wood castle age) and Two Man Saw (2000 gold/200 wood imp) (disabled for Celts) in RBW
Construction crane (1500 gold/300 wood castle age) in RBW - disabled for spains
Careening (1000 gold castle age), Dry Dock (2000 gold) and shipwright (2500 gold) in imperial/Dock - shipwright disabled for aztecs and vikings
Lower villager price (-50%) in ARCenter for 10.000 gold - disabled for turks
"Nuke oppoments ARCenters" for 15.000 gold .... lol
On a similar note, I never fixed a bug regarding teutons not gettings food tributed away at all, is anyone aware if this is still the case or has it fixed itself?
On a similar note, I never fixed a bug regarding teutons not gettings food tributed away at all, is anyone aware if this is still the case or has it fixed itself?
Don't think its a civ bug just a P1 bug. P1's food does not tribute at the same rate as the other players.
I don't know the exact breaking point or w/e but it seems to break around when your getting the 25k double which would be around 900-1000% boost. By 27500 it goes really high. You can see the food tribute still but not to 0 and not fast enough to to make much of a difference. Theres like 39.7m food to collect and usually I will have over 20m food in inventory when I complete foraging as P1. All other colors the amount will be 0.