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Dont ask me. I dont use these kind of tower. Players who buildin @ spawn using onagers. May be a option for the "1st path mile" and spawn builders. Onagers are able to destroy own towers and may be own wonder (when you build these towers in center). See screenshots.
that's why every forager starts arround 1.05 1.10 and not at 0.50 0.55.... it doesnt need a genius to have a solid eco and only turks can have +100%gold than other civs....
so right now foraging strategies are very limited just cause of the tecnos costs.....
if you start foragin at 0.5 you can have 4xspeed
while if u start foraging at 1.10 you can have 8x 9x .....
in 20 minutes with 4x 5x you cant do very much damages to enemy team because a ''medium/good'' defender would have already spammed power towers as hell....
as defender i started the second spiral at 0.45 with a nondefensive civ....
so in theory it would be able to resist even if the units had received all +1000 upgrades....
and in any case, once noted a rush is going on, defenders would change gear sending more vills to build and to mine rock.....
in few words: rushes works only vs BAD noob teams
i dont think we should/can work on that because foraging/defending timings/costs are already pretty balanced right now
but as already said, to rebalance this it would be great to up the power tower costs!
swichting them with bomb towers would just delay times of about 10minutes or less....as defender i always have to build 7/8 big towers to stop birds and first waves before to start spamming power towers and those are good enaught to stop first waves!!
so it would be just useless to delay times i dont think it would solve the problem and would only let game be much more boring!!
maybe set power tower cost 35 or 40 stone will be much better!!
talking about civs:
brits mayans goths japs are the ''unwanted'' civs
japs: maybe you could let rapid towers cost less, sumthing like 10 15 20 or maybe FREE!!! it would represent the tip of strength for that type of towers now no longer used and not otherwise convenient.
goths: i think they need 2x speed of creation about market units or an extra bonus about houses. actually I never really checked their gold balance but i have the feeling that theyr eco bonus is too low compared to all others civs.
any civilization can keep up the production of trade carts wich are much better than hand carts+some other trade unit sometime.
mayans: right now watch towers are not that better than dark tower.... and since those are free for all players mayan bonus just sucks and would suck also with 35stone cost for power towers.... i would add an eco bonus or sumthing like EVERY tower cost -20%
britons: here i am.... ^^ they need sumthing more
no civ have any bonus about standard houses so you might give it to a weak civ (brits ^_^) to balance sumthing
I am playing this after few weeks and map has changed alot and i get confused
I read only the comments in which you mentioned an updated mod and went through the changes.
btw i noticed that the values of buying stone,wood at market keeps changing during the game play
is that supposed to happen or is it a bug ?
I read only the comments in which you mentioned an updated mod and went through the changes.
is that supposed to happen or is it a bug ?
Teams are chinese (blue), huns (green), turks (teal), mongols (orange) vs japanese, teutz, koreans, franks.
Our foraging was much slower, but we win cause we had u.a. franks/japs bonus. And we dont using only power tower. It was a combination of power tower/castle age/imp towers
... skilled teams will ever play till ram waves as you had seen in our last game ...
Not trying to be rude or insulting but thats hardly a skilled game unless some of those players have made major improvements last couple of days.
The game you posted suggests turks was either not mining gold for the entire duration or decided to bankrupt the wood market instead *and if its the 2nd option he sucks at making trade units... probably made a bunch of G traders that only made 1/0 Orbits. Having played with mongol i know hes not a very strong player either. Give me Turks and give someone I can coordinate with Mongols and we are foraging @ 45-50 minutes with +500% easy. Considering Kors was slinging *lol wut* and you were probably a combination of rapids/chus/powers you would have lost on dino 2. Im saying this knowing you and p2 are good defenders also.
that's why every forager starts arround 1.05 1.10 and not at 0.50 0.55.... it doesnt need a genius to have a solid eco and only turks can have +100%gold than other civs....
so right now foraging strategies are very limited just cause of the tecnos costs.....
if you start foragin at 0.5 you can have 4xspeed
while if u start foraging at 1.10 you can have 8x 9x .....
in 20 minutes with 4x 5x you cant do very much damages to enemy team because a ''medium/good'' defender would have already spammed power towers as hell....
as defender i started the second spiral at 0.45 with a nondefensive civ....
so in theory it would be able to resist even if the units had received all +1000 upgrades....
and in any case, once noted a rush is going on, defenders would change gear sending more vills to build and to mine rock.....
in few words: rushes works only vs BAD noob teams
i dont think we should/can work on that because foraging/defending timings/costs are already pretty balanced right now
=
All I will say is I disagree and I would love to prove it this weekend.
No different from a standard game. People buy a res the price goes up for everyone, etc.
it affects the rates for all the players?