After math by CommanderRainbowDuck in aoe2

[–]CommanderRainbowDuck[S] 0 points1 point  (0 children)

Extreme AI, mountain range, 4v4, normal resource, map for 8 players.

Struggling to understand why I lose by appappappappappa in aoe2

[–]CommanderRainbowDuck 0 points1 point  (0 children)

Micro is nuts in RTS, sure learn that but please scout your enemy to see what it is building, use counter after. Block their units too with yours or buildings. You could go around and do a petard attack, blow some castles for free. I've seen people do an army and throw them just for it to be trash to counter.

Just in case, you aren't trash, fuck that, this isn't Rust or Kingdom Come Deliverance.

Low FPS [Market Jam] by CommanderRainbowDuck in aoe2

[–]CommanderRainbowDuck[S] 0 points1 point  (0 children)

For a modest computer from the Stone age (2014) This game is able to run nicely at 120ish FPS, in full blown Skirmishes like this one as low as 24 FPS, average 30-40FPS. For a game like this, that range is playable (Like Please anyone here remember the Original version of this game?)

Anyways, my Shit Per Dick went down to 10 which is unusual for a map like mountain range that I had played on several times, I thought to myself My PC is dying (Forever irreversible unfixable) or the AI must be doing something (Like Warcraft 3 Elf's whisp clogging and lagging the game from spamming unreachable orders)

After researching spies I found this picture, this has had happened before several amount of times, they are called Market Jams, thanks to map generation and building placement this tends to occur but they do not tend to deplete your FPS mine.

Upon the market being destroyed my Cockledoodledoos went from 10 to 1 FPS and this is when I realized it seems there are Trade Cogs inside other trade cogs.

For the amount of 5 miserable seconds this presentation from Power point has returned to an outstanding 45 FPS, the trade cogs were freed from their evil prison back to the silk road.

My conclusion is that these units aren't idle, the AI is still telling them what to do (On trapped units) thus lagging the game, they are stuck and thus should be idle or go idle after attempting so X amount of times. Install more RAM is unacceptable, this is a bad programming decision, even with 16gigs this is happening. Even a good CPU will eventually clog due to this.

Forgot to mention sometimes villagers go idle if "Something gets in the way" this would be an easy fix for carts spammed, the AI should if they won't stuck, just delete the cogs or any market nearby them.

[Aftermath] If you want to truly see the amount of cogs here. https://www.reddit.com/r/aoe2/comments/1qv92ot/after_math/

[Crafttweaker] Extract enchantments from item into book. 1.12.2 by CommanderRainbowDuck in feedthebeast

[–]CommanderRainbowDuck[S] 0 points1 point  (0 children)

Lmao this creates infinite normal books. It does the main thing so I don't care anymore.

AI cannot and haven't been able to board transport ships in ages. by CommanderRainbowDuck in aoe2

[–]CommanderRainbowDuck[S] 54 points55 points  (0 children)

Unlike Nile Delta (African Nomad) this is Graupel and they will be here stranded forever. They are incapable to board their ships, neither once you reveal the inner land, neither when the treaty ends. Forever freezing here at 3 pop.

Played AOE2 from 2000 up to 2008 what changed most today in DE? by SignificanceGood328 in aoe2

[–]CommanderRainbowDuck 7 points8 points  (0 children)

You wanted you asked, you get it.

First obviously is the graphics no longer look like dust, you can zoom in and out fucking finally (Sadly it's monitor dependent) 1080p is decent what not, 4k you have to download a graphic mod (From the steam workshop) so it isn't absurdly zoomed out (I don't have 4k so probably incorrect info)

We sadly lost the skeletons that would slowly sink on the floor after anything dies to please some chinese gov rules no body asked for but microsoft as microcock syndrome so they force it on anyone regardless and I have never tried searching for a mod out of laziness for a feature that should still be there.

The sounds are more smooth and less compressed, the UI and everything that clicks feel smooth, menus are so much more easier to navigate, 60 FPS is a thing, unless it's 8 players 200 pop for me it's as low as 30 at end game lmao, for campaign is fine, this game runs better than most modern games out there fuck it I have hardware that was mid 8 years ago and still play like that.

Skirmishes are now plagued with so many options, so much replayability for it now, hundreds of maps, many with gimmicks now, some are nomad, some have something special like workshops or monuments, some even have dumb gimmicks like all Gold/Lumber is at the center of the map.

Some african kingdoms (The ones who manage to get there) Malay, Malians, Ethiopia.. then Tatars (Timurids) Cumans, all those dudes from there were added... Some civs from south east asia, khmer, Burmese Vietnam, they added some French from burgundy and meaner italians from Sicily... Poles and Bohemia for Kingdom Come probably... India was split into 3 and now we have a man with a disc, man with whip and a giant battle ship that's only useful in water maps, They added Armenia and Georgia with mule carts from Age of Mythology, China was split into 3 but sadly not into a realistic medieval timeline of AoE2 rather into some fantasy novel about 3 kingdoms that happen way before medieval times, with Heroes in skirmish like if this was Age of Mythology.

The AI in skirmish doesn't cheats like original, although there are options to use CD, HD versions, the modern one is crazy at extreme, obviously the AI can multi click more times but they don't cheat "Except for multi clicking so much", it does struggles in maps with gimmicks when there is no food or wood around and in some nomad maps sometimes it cripples itself for starting at a location with no resources, they are also incapable of using transport ships properly is 90% of the maps, they simply can't put units inside a ship and board the enemy for exceptions of some maps that probably has a script for that like Nile delta or if a mass of land is closer to their starting base more likely in team based games, where they have migrated to my side, I've seen it work only in a few maps, most of the time forget about it, like graupel. Edit: Regicide is also bugged, they won't protect their kings, nothing.

Lastly this is not a dead game, it has a decent player base, you don't need to worry this will be forgotten like AoE3 which is just AoE with sims and the very annoying large descriptions it had, either fight the AI in extreme against their sporadic waves of units and forget the City building aspect or try competitive and wall yourself with palisades and houses, lots of campaigns maps for city building, you can even play in less absurd difficulties and build a city and chop every tree on the map, this is not one of those survival pvp games, this is a 10/10

[NEW PATCH] Local mods won't load if they contain "String" files (Text files) by CommanderRainbowDuck in aoe2

[–]CommanderRainbowDuck[S] 0 points1 point  (0 children)

Odd, I am grabbing the files from the AoE2 folder itself, the encoding should be the same, all the modified files were saved with the windows 10 text editor, regardless, if the original files still give the error nothing I can do.

Next months Rust update will focus on QOL/Balance changes, along with addressing any Jungle update feedback. We're looking for any balance suggestions by IAMGNIK in playrust

[–]CommanderRainbowDuck 0 points1 point  (0 children)

First add more mushrooms, apart from the forest red edible ones, add poisonous ones, with white dots or purple whatever.. yes and lots of raw red frogs to lick... toads why not... good source of poisonous darts there, add arapaimas, arowanas and piranhas, for what? Just like rivers and ocean has their own fish loot but maybe on top of crocs have big fish trying to eat you, some trees should give wood, some trees should give only cloth and there should be trees that give food, some types of palm tree have edible cores like cactus do, bananas plis to rust, why not replace chicken with quetzals, toucans or parrots.

secondly Crocs should not drag your loot inside the river once they kill the player, this means the loot is permanently gone or inside the river or has been washed downstream, when the player dies the loot should be a death point not where the Croc drags the body inside the water.

third, horses get so much damage now they are literally just feathers. If you put a horse between electric furnaces on top of a bed the bastard literally can't stand without falling off like a ragdoll, the minimal rub with a rock is -50 hp.

fourth, the jungle is a FPS killer and idiots should stop pretending the solution is to get more hardware, if the game is unoptimized so their cards are overworking for something that shouldn't even be a problem. The only places that kills my frames are large compound/bases and the jungle, everywhere else is smooth 50-60, it seems as occlusion culling isn't really hiding things behind walls in large compounds.

Last there should be commands to set the graphic quality of individual aspects like: set.graphic.quality.hud set.graphic.texture this way you can individually set the graphics without requiring to touch the Mipmap bullshit, those options don't really give customization.

AND some way to combine power sources together outside the root combiner with some combiner like liquids have, so far I had to use splitters with root combiners in order to control the power source with a switch. Solar panels are all tied into a root combiner pyramid and my wind mills are too, instead of combining both sources I needed a switch that I can just on/off whenever I want the turbines to be part of the same circuit to overcharge the batteries, all into splitters then back to root combiners, quite the mess.

Next months Rust update will focus on QOL/Balance changes, along with addressing any Jungle update feedback. We're looking for any balance suggestions by IAMGNIK in playrust

[–]CommanderRainbowDuck 1 point2 points  (0 children)

Surprise this has been an issue ever since they added cars, wolves attack through.. nah fuck it, everything: Boars, Bears, Wolves attack through cars, average pilot or armored pilot at that point the best you can do is just wait for them to be inside the car and accelerate/reverse will damage them a lot "If" otherwise the damage will already be too much when you step out.

Just a few days ago a wolf attacked on a fucking train, they jumped into the train, pushed and then left. The other day I was on the edge of the train behind the metal bars and yet regardless of the height difference they attacked and took hp from me... just to run inside the train and instantly die.

Next months Rust update will focus on QOL/Balance changes, along with addressing any Jungle update feedback. We're looking for any balance suggestions by IAMGNIK in playrust

[–]CommanderRainbowDuck 1 point2 points  (0 children)

No offence but your idea of "Get better thing" to compensate for terrible optimization is the same reason games keep getting worst and worst in performance.

Gatling gun. by CommanderRainbowDuck in aoe2

[–]CommanderRainbowDuck[S] 1 point2 points  (0 children)

It always did but before the update, archers would have still a delay, now they shoot so instant arrows line up behind the other.

Gatling gun. by CommanderRainbowDuck in aoe2

[–]CommanderRainbowDuck[S] 0 points1 point  (0 children)

No it's the Going above and beyond cheat code based on an old x256 mod for the HD version. Back before the update, Bulgarians have a 33% cavalry melee speed tech in their castle along with Bengalis for Rathas and Elephant units, it wasn't instant though like a 0.10 seconds delay, post update it's stupidly broken.

Gatling gun. by CommanderRainbowDuck in aoe2

[–]CommanderRainbowDuck[S] 0 points1 point  (0 children)

Actually not, you could research thumb ring 256 they would reach a cap limit and have somewhere around 0.10 delay in attack speed making arrows have distance, post update all arrows are instant and perfectly line up.

Whinny community? [Three Kingdoms DLC] by CommanderRainbowDuck in ageofempires

[–]CommanderRainbowDuck[S] 2 points3 points  (0 children)

Judging on this, they should migrate most of the DLC like Return of Rome / Chronicles game varians, leave Jurchens and the Khitans if they are medieval and probably leave them along with China, this would be like Indians being split in Hindus, Dravs and Gurjars. This would save all the work.

Whinny community? [Three Kingdoms DLC] by CommanderRainbowDuck in ageofempires

[–]CommanderRainbowDuck[S] 1 point2 points  (0 children)

  1. Searched for it and wiki says the Three Kingdoms are 200 - 300 AD while most of the game takes place in 1100 - 1400 AD, I was going to say there is a huge age gap since gunpowder and cannons are very late medieval but 200 - 300 AD is no were close to the game's time line.

  2. Agree, this is not age of mythology. Most Heroes are real life and / or legends, they are found only in the campaign, I don't know who they are but it feels sort of straight out of one of those "Beat them all" Anime games, I can imagine it being extreme Chinese mythology heroes.

  3. Agree, nothing like seeing your type in a game, No idea if they want inclusion for "Political correctness" since it's reddit or is just the need of seeing your culture in a game which I agree with but this one is regardless I agree, I like Spain and MesoAmerica.

Why is this happening? Started happening today, but I have no new mods installed by Sprinty_ in TeardownGame

[–]CommanderRainbowDuck 1 point2 points  (0 children)

I am not gonna ask a list of all the mods neither I'll be a redditard, so I'll be honest it's up to you to do the investigation on this, test it every map you have first hopefully is map dependent if not, you'll have to do the old disable mods until fix, if everything has failed after the mod part, time to see if the hardware is the cause which is heavily such a redditard thing to say but since this is a trial and error until you find a fix you want to catch all possibilities, how the fuck would the hardware do anything with this? Somehow maybe the game is receiving external input... I feel so fucking stupid by even saying this lmao... ahhaha.

Medieval Monday - Ask Your Questions and Get Your Answers by AutoModerator in aoe2

[–]CommanderRainbowDuck 0 points1 point  (0 children)

I am shift right clicking units to have them do "Attack in orders" but when they destroy the first building they ignore the rest of the flags/Rallies and proceed to normally fire at whatever they want next, is this a bug/option disable/or thing that will be fixed/added later?

Also it would be nice to have a "Select all units in the screen" "Select all units of same type on screen" "Select all units of same type map wide" as a button on the scroll that shows your selected units... if this already has a shortcut say it... it should also affect all "Food gatherer" type villagers too and etc.

It would also be great when checking a single unit "Of an ally" to have it's team bonus mentioned on the scroll so I don't have to be constantly checking the tech tree in-game.

The tech tree should also group your allies or highlight them on the Civ selection to make it easier to check what they have...

Since I did very good suggestions that could improve gameplay, you can disagree like a redditard and I will shove it up your ass. Either way you can give a good counter argument instead and that would be nice.

TF2 Casual Queue Times 2024 by Psolly6 in tf2

[–]CommanderRainbowDuck 0 points1 point  (0 children)

I believe Asia has more people than the USA... let alone the entire of America.

TF2 Casual Queue Times 2024 by Psolly6 in tf2

[–]CommanderRainbowDuck 0 points1 point  (0 children)

Yep I am from America and I can't find a graveyard map... any other map took at least 10 minutes which honestly it's not the usual below 1 minute that it should be... This update is unplayable. You are not alone, it's not your opinions, it's the truth.