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  • General Discussion

should feudal age cost less?

  • Thread starter MalawiSalawen
  • Start date May 14, 2022
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MalawiSalawen

Active Member
Apr 9, 2019
54
163
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  • May 14, 2022
  • #1
i mean seriesly, dark age is the most boring age in our beloved game. going up to the the feudal age (the fun starts there) costs 500 food witch is a lot. if we re duce the cost to lets say 300 we cood click up earlier and do some agreshion earlier you now. the hole reason why empire wars exists is becos dark age is boring. lets discuss!
 
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kalpit00

United Stateskalpit00

Known Member
Dec 8, 2018
64
111
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21
  • May 14, 2022
  • #2
No
 
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FinlandSpringoftheking

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Dec 1, 2018
198
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  • May 14, 2022
  • #3
Maybe yes.
 
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Huehuecoyotl22

DenmarkHuehuecoyotl22

Champion
Jun 10, 2012
16,851
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  • May 14, 2022
  • #4
It is an interesting idea as a contrast to starting with more villagers, but it would change the game a lot.
If it was 400 food, people could go to Feudal Age 1-2 minutes earlier, but with 2-4 fewer villagers, maybe even fewer than that, but a 14-16 villager economy in early Feudal Age could not do that much.

And before changing the Feudal Age research cost, you could rather just start with 200 food more (maybe in addition to 3 more villagers). That will also affect some civs like Chinese or Lithuanians heavily, but we already have a number of starting resource settings, so I would prefer to see a medium resources start tournament over a cheaper Feudal Age tournament.
 
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O

ItalyOnArtu

Active Member
May 25, 2020
58
125
38
  • May 14, 2022
  • #5
I don't understand this urgency of saving maybe 1 minute in the early game, when with this new Arabia we came back to the point where everyone Is fully walled anyway at minute 10, and in most games actual fights start at minute 35
 
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BelgiumAoeWololo

Known Member
Dec 13, 2018
99
260
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  • May 16, 2022
  • #6
Darkage is boring says every autoscout lover.
 
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Greecesheeesh

Well-Known Member
Sep 13, 2021
125
333
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  • May 17, 2022
  • #7
If you can't stand dark age we got you a fast-paced, super exciting new game mode! J

1652782903440.png
 
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Paint

SwitzerlandPaint

Champion
Jul 23, 2017
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Zürich
  • May 17, 2022
  • #8
I actually like the idea! I would also make it a shorter research time so it's harder to be fully walled once the first 2-3 scots arrive, for balance castle age should cost more so people can't do 20+2 pop FC.

Empire Wars is **** and not at all what Salawen asked for.
 
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IndiaHelloWorld

Well-Known Member
Jun 13, 2018
306
490
68
  • May 17, 2022
  • #9
OnArtu said:
I don't understand this urgency of saving maybe 1 minute in the early game, when with this new Arabia we came back to the point where everyone Is fully walled anyway at minute 10, and in most games actual fights start at minute 35
Click to expand...
This is more of a walls problem. Walls have to be moved to feudal age and the game is fixed
 
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United StatesLowEloNobody

Halberdier
Feb 2, 2021
822
1,990
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  • May 17, 2022
  • #10
HelloWorld said:
This is more of a walls problem. Walls have to be moved to feudal age and the game is fixed
Click to expand...
If there were no walls in dark age, every game would be an infinite drush fest
 
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Paint

SwitzerlandPaint

Champion
Jul 23, 2017
1,252
2,021
128
Zürich
  • May 17, 2022
  • #11
LowEloNobody said:
If there were no walls in dark age, every game would be an infinite drush fest
Click to expand...
So you are saying we also need to remove the militia? great.
 
O

ItalyOnArtu

Active Member
May 25, 2020
58
125
38
  • May 17, 2022
  • #12
HelloWorld said:
This is more of a walls problem. Walls have to be moved to feudal age and the game is fixed
Click to expand...
My point is that apparently the majority of the community constantly asks for slowing down the pace of the game with more wallable maps that allow to delay aggression for several minutes, but then also supports disruptive changes like this, with the motivation of increasing the pace of the game and saving a fraction of the time you lose turning open maps into a boomfest. The fact that both of these argument seem to get support makes no sense to me.
 
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Tarsiz

FranceTarsiz

Champion
Feb 27, 2017
1,374
6,083
128
30
London
  • May 18, 2022
  • #13
Paint said:
So you are saying we also need to remove the militia? great.
Click to expand...
The game would be better off without militia and m@a honestly. Make the unit line start in castle with long swordsman already researched. Back to archers and scouts as it should be.
 
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Paint

SwitzerlandPaint

Champion
Jul 23, 2017
1,252
2,021
128
Zürich
  • May 18, 2022
  • #14
Tarsiz said:
The game would be better off without militia and m@a honestly. Make the unit line start in castle with long swordsman already researched. Back to archers and scouts as it should be.
Click to expand...
I think man at arms is fine if you can only start making them in Feudal Age, you could probably even make it better then.
 
L

United StatesLowEloNobody

Halberdier
Feb 2, 2021
822
1,990
98
  • May 18, 2022
  • #15
How did this turn into "get rid of militia line" lmao
 
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Influenza

United StatesInfluenza

Champion
Jul 7, 2011
3,044
5,850
133
  • May 18, 2022
  • #16
I think people dont really understand why militias and man at arms are more meta now than ever before and scouts are less meta than ever before.

1. old arabia on a 2p map had 8 wolves, current arabia has 5. those are fewer gaia units your non-scouts may have to contend with.
2. arabia is more predictable now than ever before: what does ur opponents map look like? More or less exactly like yours
3. Where is your opponent's tc? The same exact distance from the edge of the map as your tc.
4. thanks to cheat mods made by @HeavenlyChorus you will never run your dr/man at arms to enemy tc even if you send them blindly, just dont go into the circle
5. Walls are nerfed and the only things that can break through palisade are man at arms and archers, so your scout play still can't break in while the enemy's man at arms/archer play can do so much more easily
6. militias/man at arms transition very easily into archers/xbows, which have been overpowered for years now due to various reasons

in summary go back to voobly 1.0c and the game is fixed
 
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Unknownlecracheursagacite

Longswordman
May 1, 2020
3,062
2,733
113
  • May 18, 2022
  • #17
Tarsiz said:
The game would be better off without militia and m@a honestly. Make the unit line start in castle with long swordsman already researched. Back to archers and scouts as it should be.
Click to expand...
What if archers were able to lead moving targets without needing to research ballistics?
 
HeavenlyChorus

ChinaHeavenlyChorus

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  • May 18, 2022
  • #18
Influenza said:
I think people dont really understand why militias and man at arms are more meta now than ever before and scouts are less meta than ever before.

1. old arabia on a 2p map had 8 wolves, current arabia has 5. those are fewer gaia units your non-scouts may have to contend with.
2. arabia is more predictable now than ever before: what does ur opponents map look like? More or less exactly like yours
3. Where is your opponent's tc? The same exact distance from the edge of the map as your tc.
4. thanks to cheat mods made by @HeavenlyChorus you will never run your dr/man at arms to enemy tc even if you send them blindly, just dont go into the circle
5. Walls are nerfed and the only things that can break through palisade are man at arms and archers, so your scout play still can't break in while the enemy's man at arms/archer play can do so much more easily
6. militias/man at arms transition very easily into archers/xbows, which have been overpowered for years now due to various reasons

in summary go back to voobly 1.0c and the game is fixed
Click to expand...
not sure what you mean by "dont go into the circle"
the point of that mod was to have devs fix the circled tc gen on tiny sized maps, which they already did
nothing is within the circle
maybe you shouldn't thank me but thank yourself for still using it for other purposes
nice try to put the blame on me when its up to everyone's own integrity to decide whether to use, and in which further ways they use

go back to voobly 1.0c then all pros can quit the game and the game can lose half of its player base
everything's so ez when all you have to do is typing eh?
1
 
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Potkeny

HungaryPotkeny

Well Known Pikeman
Aug 29, 2018
141
293
78
  • May 18, 2022
  • #19
HeavenlyChorus said:
the point of that mod was to have devs fix the circled tc gen on tiny sized maps, which they already did
Click to expand...
I just hope they will not reintroduce that problem with one of the arabia-changes they regularly make.. though banning arabia makes that problem less relevant :alien:
 
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Influenza

United StatesInfluenza

Champion
Jul 7, 2011
3,044
5,850
133
  • May 18, 2022
  • #20
HeavenlyChorus said:
not sure what you mean by "dont go into the circle"
the point of that mod was to have devs fix the circled tc gen on tiny sized maps, which they already did
nothing is within the circle
maybe you shouldn't thank me but thank yourself for still using it for other purposes
nice try to put the blame on me when its up to everyone's own integrity to decide whether to use, and in which further ways they use

go back to voobly 1.0c then all pros can quit the game and the game can lose half of its player base
everything's so ez when all you have to do is typing eh?
1
Click to expand...
What I meant is don't cross the circumference of the circle when far from your base.

I don't know what you mean by saying "have the devs fix the circled tc gen which they already did." I just downloaded the mod for the first time yesterday to test whether or not it still works on 2p Arabia maps, guess what, it does. I have never used that mod otherwise, and I don't distinguish cheaters from those who facilitate cheating.

Go back to voobly 1.0c was an obvious joke, but it is amusing to me that you actually think I care about whether or not this game has a pro scene. Short answer, it doesn't anyways, there's one team with an org and aoe2 popularity has likely already peaked.

Better to only type than make mods to help players cheat. I'm a proud typer
 
A

BelgiumAoeWololo

Known Member
Dec 13, 2018
99
260
58
  • May 18, 2022
  • #21
HeavenlyChorus said:
nice try to put the blame on me when its up to everyone's own integrity to decide whether to use, and in which further ways they use
Click to expand...
I don't agree with this, it should be the responsibillity of the mod creator. They should consider how this will effect gameplay. Once you put the mod out and someone uses it the playingfield isn't level anymore, at that point you can't blame others for using it.

HeavenlyChorus said:
the point of that mod was to have devs fix the circled tc gen on tiny sized maps, which they already did
Click to expand...

There are different ways to bring a problem to light which don't involve creating another problem.

Isn't it unrealistic to expect the devs to make spawns so random that the cicle gives no indication at all?

If the problem is fixed, why not remove the mod?
 
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A

Indiaakku

Well-Known Member
Apr 11, 2021
285
398
68
  • May 18, 2022
  • #22
No. It's fine where it is, leave dark age alone!

Dark age is quite important for scouting and gives time for strategies long term.

Influenza said:
4. thanks to cheat mods made by @HeavenlyChorus you will never run your dr/man at arms to enemy tc even if you send them blindly, just dont go into the circle
Click to expand...
I'm quite interested in how that works 11
 
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enmipho

Canadaenmipho

Champion
Jan 19, 2017
189
561
128
  • May 18, 2022
  • #23
akku said:
I'm quite interested in how that works 11
Click to expand...
The thread about it is here.

Yet another potentially controversial mod that prevents you from running into your opponent's TC

Minimap TC Orbit Examples: (as Vietnamese so it's clear with a visible TC) Explanation: There's such an attribute named circle_radius in the Random Map Script of most current maps. What it does is: When used in create_player_lands, positions the players in a circle with the given radius...
www.aoezone.net www.aoezone.net
 
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United StatesLowEloNobody

Halberdier
Feb 2, 2021
822
1,990
98
  • May 18, 2022
  • #24
TC's still spawn in a rough circle in 1v1 arabia and a perfect circle in 4v4 Arabia.
The devs did add some variation to the 1v1 spawn so that it isn't a perfect circle anymore, but it gives you a rough idea, and isn't nearly as scattered as the AoC generations that could have you practically against the edge of the map.
TWest has a great explainer on this here: TWest: how Arabia is generated
 
HeavenlyChorus

ChinaHeavenlyChorus

Longswordman
Nov 21, 2016
292
1,186
108
Voobly
HeavenlyChorus
View profile
Ladder
RM - 1v1
Rating
1707
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18
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9
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-3
  • May 18, 2022
  • #25
AoeWololo said:
I don't agree with this, it should be the responsibillity of the mod creator. They should consider how this will effect gameplay. Once you put the mod out and someone uses it the playingfield isn't level anymore, at that point you can't blame others for using it.



There are different ways to bring a problem to light which don't involve creating another problem.

Isn't it unrealistic to expect the devs to make spawns so random that the cicle gives no indication at all?

If the problem is fixed, why not remove the mod?
Click to expand...
im not gonna repeat writing an essay as i did in the original post, maybe read it fully before questioning why i did it and why the mod is not deleted (someone linked it above)

@Influenza same to you if you are unable to fully read the original post
its sooo outdated in 2022 to say sth stupid and then paint it white by saying i was juuust joking
1


they just need to do this! so easy man why dont they do that! then all is fixed! so smart yet so simple! most boring shitpost theme ever

Influenza said:
Better to only type than make mods to help players cheat. I'm a proud typer
Click to expand...
if to follow the same logic, digging a topic which happened one year ago, giving the "cheating tool" new exposure, even quoting the author's name and explains what it does, no way that's not gonna help players cheat
1x


LowEloNobody said:
TC's still spawn in a rough circle in 1v1 arabia and a perfect circle in 4v4 Arabia.
Click to expand...
its the other way around, almost perfect circle in 1v1 and not really in larger sized maps

Code:
        if TINY_MAP
            circle_radius 34 1
        elseif SMALL_MAP
            circle_radius 34 1
        elseif MEDIUM_MAP
            circle_radius 35 2
        elseif LARGE_MAP
            circle_radius 37 3
        elseif HUGE_MAP
            circle_radius 38 4
        elseif GIGANTIC_MAP
            circle_radius 39 5
        elseif LUDIKRIS_MAP
            circle_radius 40 6
        endif

i just checked in game and my mod does actually still work for 1v1 arabia
i have no idea when its changed back to close to a perfect circle again
last year i remember it getting fixed in a patch like 2 weeks after my mod post, where the variance was turned way up so tc could rarely spawn onto the circle
1
 
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Voobly Top 5 RM Team Game

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Voobly Top 5 DM 1v1

TheSheep_Raga 1999
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DE Top 5 Empire Wars 1v1

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dogao 1837
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DE Top 5 Empire Wars TG

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Mr.Bean 1848
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