Imagine using the God power to multiply hunt animals to double your opponent's boar, then laming both of them.And god powers. Imagine seeing someone trying to lame you and just casually hitting his scout with a lightning bolt.
Imagine using the God power to multiply hunt animals to double your opponent's boar, then laming both of them.And god powers. Imagine seeing someone trying to lame you and just casually hitting his scout with a lightning bolt.
Imagine using the God power to multiply hunt animals to double your opponent's boar, then laming both of them.
Imagine using the Underground passage to send petards in the middle of your opponent's base...
Imagine using the God power to impregnate a female villager, spawning a male builder who then gets killed by the Romans.Imagine using the God power to multiply hunt animals to double your opponent's boar, then laming both of them.
Following are still existing MIS-FEATURES(not technical bug but practical bug) which needs to be fixed :The release date of AoE2 Definitive Edition is coming closer and closer. I'm getting more hyped everyday! I've been playing the beta for a while now. It made me think what the general thoughts are on crucial factors that need to be in the game/client in order to be successful and move over from Voobly/HD (and possibly reunite the whole Age of Empires community)?
For me these are the following:
Stable gameplay, no crashes/lag whatsoever;
Proper matchmaking system;
Easy navigation through games and statistics;
Clean graphics/units/map. What I like about AoE2 is that you can easily tell units apart
What are your opinions?
Otherwise agreed (although I don't think these should be high in their priority list) but about the second one, if you can't build above stragglers then it would restrict how you can build your farms around your TC. Ok, you could only allow that for farms but then an opponent can just use those to lame if he wanted to.Following are still existing MIS-FEATURES(not technical bug but practical bug) which needs to be fixed :
- palisading wolf to paralyze its movement (why should be it legit to do so ?). However, it is perfectly fine when villager is actually there and if wolf attacks , villager can be microed to build something displacing the wolf(as done in case of boar attack)
- palisading straggler trees to remove the wood (why should be it legit to do so ?)
- able to destroy un-constructed Farms (60 wood loss) i.e. even if it has not started being constructed and simply plans are laid (why farms are not treated on par with other buildings which cannot be destroyed unless they are start getting constructed)
- scanning explored but not visible area i.e. able to see enemy's presence by using farms/house in an invisible but explored area - is also an unintended feature
- will add any other in future
Otherwise agreed (although I don't think these should be high in their priority list) but about the second one, if you can't build above stragglers then it would restrict how you can build your farms around your TC. Ok, you could only allow that for farms but then an opponent can just use those to lame if he wanted to.
Well, after thinking through about your other suggestions, I'm not sure about the not able to scan non-visible areas. To be more precise I'm not sure if it can be achieved without affecting the gameplay negatively because if you can't know certain area being free to place a building you would have to babysit those builders much more instead of just slamming that mining camp there and going back to do other stuff. It would be step backwards in ease of mechanics.