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  • General Discussion

AOE-II DE AoE2 DE Quality of Life improvements we need/want

  • Thread starter South AfricaFFT
  • Start date Apr 1, 2022
  • Tags
    development gameplay mechanics
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K

Aland Islandskw1k000000

Champion
Feb 18, 2015
1,708
2,017
128
  • Apr 7, 2022
  • #26
Auto everything and we just watch the game being played
 
L

Unknownlecracheursagacite

Longswordman
May 1, 2020
3,119
2,785
113
  • Apr 7, 2022
  • #27
Paint said:
3. Improved notifications for idle TC/Villagers maybe with a voice line reminding you.
Click to expand...
hereicome said:
I don't know about the voice line reminder. With what could already be an stressful situation I don't want some voice in the background to constantly remind me of something. I'd just have may be an improved version of the idle reminder UI. But there a lot mods that do a decent job of it already.
Click to expand...
I actually think idle villager mods should be banned. If you don't make checking for idle villagers with the hotkey a habit you don't deserve to have your economy working efficiently.
 
  • Haha
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S

GermanySnizl

Halberdier
Nov 8, 2020
315
752
98
  • Apr 7, 2022
  • #28
I'd like improved wall selection, making it easier to delete incorrectly placed walls/Arena walls.
This could work in a way, that you click on one palisade and shift click on the end of the wall, which will select all wall segments between the two.
Or, which could be much easier to implement, although not as useful: If nothing else is in the selection box (no other buildings/units) select all wall segments in the selection box.
 
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S

AustraliaSlipperySteve

Active Member
Apr 19, 2020
27
135
33
  • Apr 7, 2022
  • #29
I think one of the biggest improvements would be making unbuild building foundations look different after it gains a small amount of HP
 
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S

GermanySnizl

Halberdier
Nov 8, 2020
315
752
98
  • Apr 8, 2022
  • #30
SlipperySteve said:
I think one of the biggest improvements would be making unbuild building foundations look different after it gains a small amount of HP
Click to expand...
there is a building foundation mod adding the icon of the building to unfinished foundations.
 
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P

PolandProudObuch

Known Member
Aug 11, 2021
90
257
58
  • Apr 9, 2022
  • #31
I love how after every restart of the game I need to download every mapscript again (instead of adding a toggle in the settings), change my zoom back or set random civ option again.

rightclick box of nearly finished castles or gates is totally absurd
 
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emarz4697

Australiaemarz4697

Member
May 26, 2020
15
14
18
  • Apr 11, 2022
  • #32
kalpit00 said:
1) NO. Smarter construction - i dont see how this can be implemented without numerous bugs to catch, and also the design is not clear when shift queuing comes in the picture
Click to expand...
Regarding this, building should be handled like farms. If you shift queue them then your villagers follow that (currently the case). If you lay a bunch of foundations and right click one they should either spread out evenly between them right away, or preferably, build the one you right clicked then spread out evenly
 
kalpit00

United Stateskalpit00

Well Known Pikeman
Dec 8, 2018
317
470
78
22
  • Apr 11, 2022
  • #33
emarz4697 said:
Regarding this, building should be handled like farms. If you shift queue them then your villagers follow that (currently the case). If you lay a bunch of foundations and right click one they should either spread out evenly between them right away, or preferably, build the one you right clicked then spread out evenly
Click to expand...
if possible this would be ideal. But the problem is farms are a singular type, buildings can be anything ranging from walls to barracks to castles. how do the villagers know which building to build next? The current functionality is that villagers will go to the next closest foundation, and hence do not spread around like the case of farms
 
L

LithuaniaLokalo

Halberdier
Nov 4, 2021
501
863
98
  • Apr 11, 2022
  • #34
emarz4697 said:
Regarding this, building should be handled like farms. If you shift queue them then your villagers follow that (currently the case). If you lay a bunch of foundations and right click one they should either spread out evenly between them right away, or preferably, build the one you right clicked then spread out evenly
Click to expand...
I guess apart attack move and melee pathing we don't have that many big issues if we discussing such thing. No offence, but this is literally least of a problem, like villagers getting stuck and being idle is the issue, but them automatically spreading out is kind of a giving a little cheat, it involves understanding how much one or few villagers increase building speed, so I kind of like it as it is. Wouldnt mind it your way either, is just meh.

What I would love to have, that if you have selected villager and have open economical/military building menu it would stop auto seeding farms, so you actually can get wood you need, instead consuming it. It is kind of auto everything too, but this thing makes many ppl to have auto seeding turned off
 
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A

AntarcticaAttilaTheHun

Halberdier
Dec 17, 2018
589
660
103
  • Apr 27, 2022
  • #35
Is this thread meant as April fools joke for Age of Auto Everything?
 
E

NorwayEliasHasle

Member
Mar 28, 2023
1
0
6
  • Mar 28, 2023
  • #36
If a click is ambiguous, such as where walls and towers overlap, try to queue the "most natural" action to all. E.g., When right-clicking with a military unit or armed building on the interaction area of an enemy villager behind a ram behind your castle, queue "attack villager" and "attack ram" in that order, but not "set rally point to castle garrison". If the selected unit is a villager, it can be argued that one still wants to attack the villager and/or the ram before repairing the castle. Castles are easy to repair anyway, since they cover a large area. Towers, on the other hand... Trouble arises when there is a villager behind a ram behind a wall behind a tower behind another wall... Or when you need to remove a wall segment which is behind a tower.

I think that whenever a villager is tasked to repair something, it should automatically resume repairing if the object is damaged again. If tasked to repair a siege weapon or cannon, it should also, by default, follow it around. If tasked to repair a wall segment, automatically repair all the other ones nearby.

Villager stances/policies could be useful: Attack / defend (fight back) / garrison / evade (the current behavior) / ignore (keep working no matter what happens!)

Could have more military stances/policies: "Auto-scout" button for all units, "Raid" stance (auto-attack economy, but flee whenever taking damage). Actually, it seems like this could be made simpler and more flexible by setting attack triggers and defensive patterns more independently.

Melee units on "stand ground" should still attack units within range. It seems like they don't. This could make militia and men-at-arms camping at mining sites somewhat more viable... Likewise, pikemen guarding a trebuchet on "stand ground" should protect it and move automatically only inward, to close gaps.

Box formation should perhaps be replaced with a circle formation.

Flank selectors for control groups. E.g., press # key of group - press hotkey for "left flank", which halves the group by the same principle as the split formation and unselects the right half.

When multiple units are selected, order units of same type by HP left.

Click-and-drag select within selection panel. Ctrl+click-drag to unselect.

Example use case: You need to retreat damaged units, and use click-and-drag to select the leftmost units, which are the ones with fewest HP left.

Yes, I am some of a noob to complain about all these things. I play mainly against the AI, and it often feels unfair that the AI can micromanage everything at once. Some of my proposals may seem like replacing true gameplay with AI, most of all when combining auto-scouting (or patrolling) with auto-raiding...
 
Last edited: Mar 28, 2023
J

MexicoJayGould

Active Member
Mar 23, 2021
71
163
38
  • Mar 29, 2023
  • #37
Bring back Wonders as a way to win a ranked game. It probably won't be built in 95% of games, but would spice things up.
 
kalpit00

United Stateskalpit00

Well Known Pikeman
Dec 8, 2018
317
470
78
22
  • Mar 29, 2023
  • #38
maybe if wonders were cheaper and gave a constant trickle of gold -> like a feitoria. Now that's GAME REVOLUTIONIZING
 
A

PolandAlBundy95

Active Member
May 27, 2011
64
122
38
  • Mar 29, 2023
  • #39
AoE2 community: feitorias are broken
Also AoE2 community: *HiddenCup Hera vs Jordan Northern Islands flashbacks*

Kulpit99: Free feitorias for everyone
 
kalpit00

United Stateskalpit00

Well Known Pikeman
Dec 8, 2018
317
470
78
22
  • Mar 29, 2023
  • #40
AlBundy95 said:
AoE2 community: feitorias are broken
Also AoE2 community: *HiddenCup Hera vs Jordan Northern Islands flashbacks*

Kulpit99: Free feitorias for everyone
Click to expand...
was a joke man :frown: :frown:
 
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