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Arab Version

  • Thread starter GermanyLeonidas91
  • Start date Nov 20, 2021
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Leonidas91

GermanyLeonidas91

Known Member
Oct 10, 2017
68
226
48
31
  • Nov 20, 2021
  • #1
can we get old arab map back, this new version is complete trash.

No Woodlines at all and if u are unlucky u have a oasis in your woodline. Is it 2015 or 2021??

This is not Arab anymore its Praire which we used in NAC2 i think.

Maybe for "Pros" its fun 2 play and good for KOTD, but seriously i hate this version.
 
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Manu

AustraliaManu

Longswordman
Mar 5, 2015
457
529
108
  • Nov 20, 2021
  • #2
Leonidas91 said:
can we get old arab map back, this new version is complete trash.

No Woodlines at all and if u are unlucky u have a oasis in your woodline. Is it 2015 or 2021??

This is not Arab anymore its Praire which we used in NAC2 i think.

Maybe for "Pros" its fun 2 play and good for KOTD, but seriously i hate this version.
Click to expand...
Just play nomad Leo 111
 
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Huehuecoyotl22

DenmarkHuehuecoyotl22

Champion
Jun 10, 2012
16,851
5,780
128
  • Nov 20, 2021
  • #3
Every Arabia version will have people who like and people who dislike it.
This version is quite variable. Number, distance to and size of starting forests vary, but it should be fair as the same conditions apply to all players.
Whether oases are necessary, I don't know.
But Runestones is also in the RM 1v1 ranked map pool, so you have 2 Arabia versions anyway.
 
Last edited: Nov 21, 2021
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S

United StatesSticky Ice Cream

Well-Known Member
Dec 19, 2020
176
300
68
  • Nov 20, 2021
  • #4
The ranked version needs more common wallable map generations, no more or less than a 50% chance, then it'd actually be the most variable ranked Arabia DE may ever have.
 
S

United StatesSticky Ice Cream

Well-Known Member
Dec 19, 2020
176
300
68
  • Nov 21, 2021
  • #5
Hills on your base's face would be less of an annoyance if they were always big enough to fit a military building or two. Sacrificing making a military building a part of the wall to secure a hill is how players used to defend their forward hills on such Arabia versions.
 
S

GermanySnizl

Halberdier
Nov 8, 2020
254
609
98
  • Nov 21, 2021
  • #6
Huehuecoyotl22 said:
Every Arabia version will have people who like and people who dislike it.
This version is quite variable. Number, distance to and size of starting forests vary, but it should be fair as the same conditions apply to all players.
Click to expand...
agreed, had a generation the other day where my first lumbercamp was literally placed within the range of my TC. No forests definitely isn't always the case.
 
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Huehuecoyotl22

DenmarkHuehuecoyotl22

Champion
Jun 10, 2012
16,851
5,780
128
  • Nov 21, 2021
  • #7
Snizl said:
agreed, had a generation the other day where my first lumbercamp was literally placed within the range of my TC. No forests definitely isn't always the case.
Click to expand...
Yes. This is what are the most important lines about the forests, oases and elevation:

start_random
percent_chance 5 #define RND_SPAWN_FOREST_NEAR
percent_chance 15 #define RND_SPAWN_FOREST_MEDIUM
percent_chance 70 #define RND_SPAWN_FOREST_FAR
percent_chance 10 #define RND_SPAWN_FOREST_DISTANT
end_random

start_random
percent_chance 5 #define RND_SPAWN_FOREST_FEW /* Two Forests */
percent_chance 20 #define RND_SPAWN_FOREST_NORMAL /* Three Forests */
percent_chance 75 #define RND_SPAWN_FOREST_MANY /* Four Forests */
end_random

if RND_SPAWN_FOREST_FEW
if RND_SPAWN_FOREST_FAR /* If forests spawn far away, have larger forests */
start_random
percent_chance 20 #define RND_SPAWN_FOREST_SIZE_MEDIUM
percent_chance 60 #define RND_SPAWN_FOREST_SIZE_LARGE
percent_chance 20 #define RND_SPAWN_FOREST_SIZE_HUGE
end_random
elseif RND_SPAWN_FOREST_DISTANT /* If forests spawn the furthest possible distance, force the biggest forests */
#define RND_SPAWN_FOREST_SIZE_HUGE
else
#define CHOOSE_SPAWN_FOREST_SIZE
endif
else
#define CHOOSE_SPAWN_FOREST_SIZE
endif

if CHOOSE_SPAWN_FOREST_SIZE
start_random
percent_chance 5 #define RND_SPAWN_FOREST_SIZE_SMALL
percent_chance 80 #define RND_SPAWN_FOREST_SIZE_MEDIUM
percent_chance 10 #define RND_SPAWN_FOREST_SIZE_LARGE
percent_chance 5 #define RND_SPAWN_FOREST_SIZE_HUGE
end_random
endif

if RND_SPAWN_FOREST_FEW
start_random
percent_chance 90 #define RND_SPAWN_PONDS_NONE
percent_chance 10 #define RND_SPAWN_PONDS_ONE
end_random
else
start_random
percent_chance 55 #define RND_SPAWN_PONDS_NONE
percent_chance 35 #define RND_SPAWN_PONDS_ONE
percent_chance 10 #define RND_SPAWN_PONDS_TWO
end_random
endif

start_random
percent_chance 10 #define RND_SPAWN_ELEVATION_LOW
percent_chance 70 #define RND_SPAWN_ELEVATION_MEDIUM
percent_chance 15 #define RND_SPAWN_ELEVATION_HIGH
percent_chance 5 #define RND_SPAWN_ELEVATION_IMMENSE
end_random

start_random
percent_chance 10 #define RND_GLOBAL_FOREST_PONDS_NONE
percent_chance 40 #define RND_GLOBAL_FOREST_PONDS_FEW
percent_chance 40 #define RND_GLOBAL_FOREST_PONDS_NORMAL
percent_chance 10 #define RND_GLOBAL_FOREST_PONDS_MANY
end_random

start_random
percent_chance 5 #define RND_GLOBAL_ELEVATION_LOW
percent_chance 65 #define RND_GLOBAL_ELEVATION_MEDIUM
percent_chance 20 #define RND_GLOBAL_ELEVATION_HIGH
percent_chance 10 #define RND_GLOBAL_ELEVATION_IMMENSE
end_random

start_random
percent_chance 15 #define RND_GLOBAL_PREDATORS_FEW
percent_chance 60 #define RND_GLOBAL_PREDATORS_NORMAL
percent_chance 20 #define RND_GLOBAL_PREDATORS_MANY
percent_chance 5 #define RND_GLOBAL_PREDATORS_ABUNDANT
end_random

start_random
percent_chance 10 #define RND_GLOBAL_FOREST_SIZE_SMALL
percent_chance 80 #define RND_GLOBAL_FOREST_SIZE_MEDIUM
percent_chance 10 #define RND_GLOBAL_FOREST_SIZE_LARGE
end_random

start_random
percent_chance 10 #define RND_GLOBAL_FOREST_AMOUNT_FEW
percent_chance 80 #define RND_GLOBAL_FOREST_AMOUNT_NORMAL
percent_chance 10 #define RND_GLOBAL_FOREST_AMOUNT_MANY
end_random
Click to expand...

I imagine some of the numbers can easily be adjusted for the ranked version if deemed necessary.
 
Progeusz

UnknownProgeusz

Well-Known Member
Oct 1, 2010
158
452
73
  • Nov 21, 2021
  • #8
Sticky Ice Cream said:
Hills on your base's face would be less of an annoyance if they were always big enough to fit a military building or two. Sacrificing making a military building a part of the wall to secure a hill is how players used to defend their forward hills on such Arabia versions.
Click to expand...
what
am i missing something
only town centers are restrictive in regards to hills
everything else can be easily placed on hills
 
U

AustriaUnknownPlayer

Member
Nov 21, 2021
2
1
8
  • Nov 21, 2021
  • #9
Leonidas91 said:
can we get old arab map back, this new version is complete trash.

No Woodlines at all and if u are unlucky u have a oasis in your woodline. Is it 2015 or 2021??

This is not Arab anymore its Praire which we used in NAC2 i think.

Maybe for "Pros" its fun 2 play and good for KOTD, but seriously i hate this version.
Click to expand...
please change this arabia map. since walling is more expensive this map is unplayable without men at arms or even militia. and when you have these other maps in the pool what to play? 3 Scouts is enough to finish one game. Is that the idea? Maybe the speed upgrade for pikes should be put in feudal.
 
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R

GermanyRobChang

Halberdier
Sep 12, 2019
945
1,375
98
  • Nov 21, 2021
  • #10
Huehuecoyotl22 said:
Every Arabia version will have people who like and people who dislike it.
This version is quite variable. Number, distance to and size of starting forests vary, but it should be fair as the same conditions apply to all players.
Whether oases are necessary, I don't know.
But Runestones is also in the RM 1v1 ranked map pool, so you have 2 Arabia versions anyway.
Click to expand...
Arabia is Oases and Cliffs ;D
 
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Reactions: Dfx2
Pinch3Terneira

SpainPinch3Terneira

Well Known Pikeman
May 29, 2019
116
262
78
  • Nov 22, 2021
  • #11
KOTD arabia is by far the best change made in last patch.
 
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H

IndiaHelloWorld

Well-Known Member
Jun 13, 2018
306
490
68
  • Nov 22, 2021
  • #12
When I saw this post, I thought this would be regarding some Arabic language support.
 
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HongeyKong

Hong KongHongeyKong

Champion
Dec 11, 2019
2,230
3,574
128
  • Nov 22, 2021
  • #13
Just add starting woodlines with object instead of terrain, then it should be fair enough?
 
BoesBoesNL

NetherlandsBoesBoesNL

Active Member
Jan 11, 2021
29
120
43
30
Rijnsburg
aoe2.net
  • Nov 22, 2021
  • #14
It's garbage. Just bring back green Arabia or something. Whoever executes M@A buildorder right wins by default
 
  • Haha
Reactions: Tree and HelloWorld
H

Russiahibou

Member
Mar 26, 2021
1
4
8
  • Nov 22, 2021
  • #15
My only problem with kotd arabia that its always desert. Green arabia is the best arabia
 
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S

United StatesSticky Ice Cream

Well-Known Member
Dec 19, 2020
176
300
68
  • Nov 22, 2021
  • #16
BoesBoesNL said:
It's garbage. Just bring back green Arabia or something. Whoever executes M@A buildorder right wins by default
Click to expand...
I disagree. Because M@A is so powerful and fast full walling* is so weak, walls are ironically now more important than ever before, in the form of small walls around woodlines and berries. And no, I'm not believing claims that M@A are instantly melting walls now too, or the Archer/Spear follow up is too fast to make your own military, or you can't make your own Spears to fight enemy Spears if you went Scouts, or whatever. But I will concede that M@A is powerful enough to make anything slower than 19/20 pop Scouts and 21 pop Archers a default win.

*Though MBL is showing this is still possible 11.
 
BoesBoesNL

NetherlandsBoesBoesNL

Active Member
Jan 11, 2021
29
120
43
30
Rijnsburg
aoe2.net
  • Nov 22, 2021
  • #17
Sticky Ice Cream said:
I disagree. Because M@A is so powerful and fast full walling* is so weak, walls are ironically now more important than ever before, in the form of small walls around woodlines and berries. And no, I'm not believing claims that M@A are instantly melting walls now too, or the Archer/Spear follow up is too fast to make your own military, or you can't make your own Spears to fight enemy Spears if you went Scouts, or whatever. But I will concede that M@A is powerful enough to make anything slower than 19/20 pop Scouts and 21 pop Archers a default win.

*Though MBL is showing this is still possible 11.
Click to expand...
Problem is that at my pleb level most players are able to execute some BO from Hera or youtube pretty well, but defending with small walls etc is still pretty hard. Once militairy is in the chaos is usually enough to end the game in Feudal.
 
S

United StatesSticky Ice Cream

Well-Known Member
Dec 19, 2020
176
300
68
  • Nov 22, 2021
  • #18
Fair enough.
 
BoesBoesNL

NetherlandsBoesBoesNL

Active Member
Jan 11, 2021
29
120
43
30
Rijnsburg
aoe2.net
  • Nov 22, 2021
  • #19
holes.png


Quiz: How many holes around the gold? Not counting between the barracks and house
 
BoesBoesNL

NetherlandsBoesBoesNL

Active Member
Jan 11, 2021
29
120
43
30
Rijnsburg
aoe2.net
  • Nov 22, 2021
  • #20

1
1.png

2
2.png


3
3.png

we're fine
it's fine.png


Ok this one is on me
Ok this one is on me.png

 
  • Haha
Reactions: Alessio_AOE and jetseLinkinPark
SuperskinnyBLS

SwedenSuperskinnyBLS

Champion
Dec 30, 2016
2,101
5,867
128
Sweden
  • Nov 22, 2021
  • #21
BoesBoesNL said:

1
View attachment 196641
2
View attachment 196642

3
View attachment 196643
we're fine
View attachment 196644

Ok this one is on me
View attachment 196645
Click to expand...
Dying to m@a? What are you, a Liereyy?
 
BoesBoesNL

NetherlandsBoesBoesNL

Active Member
Jan 11, 2021
29
120
43
30
Rijnsburg
aoe2.net
  • Nov 22, 2021
  • #22
SuperskinnyBLS said:
Dying to m@a? What are you, a Liereyy?
Click to expand...
I am a pleb yes but I actually won this one. Those M@A look cool but don't fare very well against Tatars crossbows
 
IamJeo

FinlandIamJeo

Two handed swordman
Apr 13, 2016
489
687
118
  • Nov 22, 2021
  • #23
What, how can complain, seeing iori fwd actually work 2021 was a sight to behold :D. Also glad to see some opening variety regarding military again, there's now incentive to outpace opponent openers just to actually defend with army and not merely walls, be it straight 18-19pop scouts vs slower end MaA/range/drush or 19-20pop archer vs 20-21pop MaA (which even those previously unable to execute well now have bonus food from elerhinos to can OK).
 
IYIyTh

United StatesIYIyTh

Champion
Jul 4, 2019
1,548
2,612
128
  • Nov 22, 2021
  • #24
My shocked face. M@a are ridiculously strong. Drush/M@a into archers is so common it's yawn inducing.

But this "only 8 or so viable civs due to early eco bonus" yolo-feudal direction is what the "people" (aka a bunch of pro streamers who prefer yolo feudal aggression) wanted!
 
S

United StatesSticky Ice Cream

Well-Known Member
Dec 19, 2020
176
300
68
  • Nov 22, 2021
  • #25
IYIyTh said:
snip
Click to expand...
"But Arabia was always the most open map!" some players say.
Really? Truly? Let's take a look!

7ds6ixjht5181.jpg
c35b10fdfdb0412065dc368fd2eb1588a2851abd.jpeg

"B-b-but Arabia was always the most open map!"
ARE YOU SURE? :roflmao:
 
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