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  • derpina276
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  • General Discussion

Biggest AOE 2 DE PUP changes

  • Thread starter Colombiahellhammer
  • Start date Mar 25, 2023
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_Donatello_

Norway_Donatello_

Known Member
Jan 3, 2021
100
201
58
  • Apr 13, 2023
  • #126
This is my last post, but now I'm actually tilting. The TC hotkeys work in a completely new way compared to two days ago. It seems like there's some kind of delay on all buttons except for upgrade and villager production.

Previously, I marked "T" on deer/boar that villagers should go to after the TC shoots two to three times. I had "Q" for ungarrison and "W" for going back to work. But now, when I use this maneuver, they just go to the last place where I had the TC gather point, ignoring the fact that I marked deer/boar with "T."

I need to press "Q" like three times before they actually exit. It's like there's a noob delay to prevent quick exits. This resulted in me accidentally killing the boar with TC like five times today. I never did this in any of my games in the last patch and don't think I did it for years (except for a few mistakes but never 5 in a day).

Moreover, the fact that I can't use the bell is just the cherry on top. I know it's a noob way, but I've done it like this since 2001, and it's hard to unlearn in a day. Before, I could "B+B" in a millisecond and queue up a new villager/go to the next age. But now, wood villagers walk all the way back and ignore the second "B." There seems to be a noob delay here because it works when I do it a second time slower, but the wood villagers are already messed up.

Also, even if I fixed this control group stuff, it still seems to bug. For example, I have my villagers and shift-queue them to a sheep. Then, I try to go quickly to scout (group 1). But somehow, I unbound my scout, which I also had on control group one for 20 years since AoK. But now it's not working because shift has a new way of working and I now have villagers on group one.

I don't understand why they changed the behavior for groups and TC, which have worked for 20 years. Did anyone really ask for it? What is the point? It really ruined my day, and now I'm logging off to get drunk instead.
 
Last edited: Apr 13, 2023
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kalpit00

United Stateskalpit00

Well Known Pikeman
Dec 8, 2018
352
496
78
22
  • Apr 13, 2023
  • #127
the game is bugged bro. The TC go to back work option is broken. I had a fortress game where one of my TCs the hotkey and even icon was frozen so I couldn't send the vils back to work when I garrisoned them. Had to use the other option (ungarrison) instead of sending them back to work. Couldn't click the icon in the TC or the hotkey, super weird.

In general the Back-To-Work feature is bugged, like if you garrison vils when being raided or in dark age as well and then use the Back-To-Work hotkey, the vils do not go back to work as they are supposed to, instead they sometimes go to the location your TC has its gather point set (basically doing the same as the other ungarrison option), so sometimes something completely different, like killing multiple sheep under TC.
 
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L

LithuaniaLokalo

Halberdier
Nov 4, 2021
530
883
98
  • Apr 14, 2023
  • #128
kalpit00 said:
In general the Back-To-Work feature is bugged, like if you garrison vils when being raided or in dark age as well and then use the Back-To-Work hotkey, the vils do not go back to work as they are supposed to, instead they sometimes go to the location your TC has its gather point set (basically doing the same as the other ungarrison option), so sometimes something completely different, like killing multiple sheep under TC.
Click to expand...
I think what vills do now (and it's maybe they tried to make vills don't go idle) they go to closest target. For example, if you had sheepyards, they go to next closest sheep after ungarisson, if they were on Deer 1, they might go for Deer 2 if that's closer to them, they no longer go to exact same sheep/deer, although they still go for it. Not sure if it works on boars too, it might not, as boars always had that thing where vills don't auto gather next boar while they do it on deers/sheeps. At least that was my take from my games.
 
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L

Czech RepublicLopiger

Member
Jun 16, 2019
30
57
23
  • Apr 14, 2023
  • #129
Lokalo said:
I think what vills do now (and it's maybe they tried to make vills don't go idle) they go to closest target. For example, if you had sheepyards, they go to next closest sheep after ungarisson, if they were on Deer 1, they might go for Deer 2 if that's closer to them, they no longer go to exact same sheep/deer, although they still go for it. Not sure if it works on boars too, it might not, as boars always had that thing where vills don't auto gather next boar while they do it on deers/sheeps. At least that was my take from my games.
Click to expand...
Might be something to do with this change:
  • Units will now retarget to a unit of the same type if they bump into them and cannot reach the current target.
 
T

GermanyThe_Philos

Halberdier
Mar 14, 2018
336
511
103
  • Apr 14, 2023
  • #130
Lopiger said:
Might be something to do with this change:
  • Units will now retarget to a unit of the same type if they bump into them and cannot reach the current target.
Click to expand...
This change was for targeting of units, not really related to villagers.
More likely that this change:
  • Villagers no longer stay idle after finishing constructing a building, garrisoning into it and being ungarrisoned by send back to work button.
broke the behaviour. I don't even understand what this change means.
 
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Nocti

IndiaNocti

Well-Known Member
Sep 28, 2012
1,812
70
63
26
  • Apr 14, 2023
  • #131
Anyone notice the -3 cavalry resistance attack that all mounted units seem to have? I saw it on the tt site: https://aoe2techtree.net/#Persians It says -3 (Cavalry resistance) in the attacks section for every mounted unit I checked for. Camels show it in both the armor and attacks section. Anyone know what it is?

EDIT: is the shotel warrior's bonus being displayed? I saw that it was -4 for elephant archers and the shotels were supposed to have that weren't they? But then what is it with some units having it in the armor section as well? Does that mean they're resistant to shotels?
 
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L

LithuaniaLokalo

Halberdier
Nov 4, 2021
530
883
98
  • Apr 14, 2023
  • #132
Nocti said:
Anyone notice the -3 cavalry resistance attack that all mounted units seem to have? I saw it on the tt site: https://aoe2techtree.net/#Persians It says -3 (Cavalry resistance) in the attacks section for every mounted unit I checked for. Camels show it in both the armor and attacks section. Anyone know what it is?

EDIT: is the shotel warrior's bonus being displayed? I saw that it was -4 for elephant archers and the shotels were supposed to have that weren't they? But then what is it with some units having it in the armor section as well? Does that mean they're resistant to shotels?
Click to expand...
I would guess that they added mounted resistance into armor for Royal Heirs, so Royal Heirs adds mounted resistance armor class for shotels after research and that's how they made it work. For elephant archer -4 is probably a seperate armor so skirms do more dmg to them.
 
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