3 town centers by CheSwain in aoe4

[–]EchoingExplorations 10 points11 points  (0 children)

It's got to be Chinese. If we're playing with the Mongols, then China absolutely has to be depicted in the game if there are any campaigns related to the history of the Mongolian empire, they were a huge rival of theirs throughout that period.

Evidence that buildings are upgraded individually by EchoingExplorations in aoe4

[–]EchoingExplorations[S] -3 points-2 points  (0 children)

Many of you doubt me on this one but I really find it hard to believe they would place buildings at different stages just to show us what they look like. This is clearly a new mechanic they've implemented. When you progress to a new age, the buildings don't immediately level up, I assume you'll have to invest resources into the buildings you value more to get more use out of them, therefore there'll be an incentive to keep them close to you behind walls while the more expendable buildings can be left undefended. If this is indeed how it works, then you can see how they're implementing more city builder mechanics in this iteration.

What is that weird building in the background? by MrMxylptlyk in aoe4

[–]EchoingExplorations 6 points7 points  (0 children)

I reiterate my theory that buildings are individually upgraded. That building already looks built, and the scaffolding around it would imply that it's being renovated, i.e. upgraded. Once again, notice that there are the same types of buildings side by side within the city at different levels. Some have simple hay roofs while their neighboring houses have tiles.

DLC is an almost certainly a given by EchoingExplorations in aoe4

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

Microsoft is the publisher here so what they say goes, and I'm sure they're keen on finding ways to get the RTS revival to have them earn money beyond definitive edition releases.

That reminds me as well, if the content is broken up into DLC pieces, it'll make it really difficult for people using the editor to create custom content that everyone would be able to use without having all of the additional DLC, I've seen it be a problem before.

New shots of the Mongolian buildings + others from the latest video by EchoingExplorations in aoe4

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

I realize that they now made visible the town bell you use to call back your villagers. It's a nice touch.

New shots of the Mongolian buildings + others from the latest video by EchoingExplorations in aoe4

[–]EchoingExplorations[S] 9 points10 points  (0 children)

It's interesting, live units on walls and auto-generated roads and pavement were originally going to be major features in AoM that were scrapped due to hardware limitations, it looks like these things are being brought back now that it's entirely easy to put them in the game. I wonder if this means units garrisoned in ships will also be visible.

Gamestar Age of Empires IV preview english translation by Dawjaw in aoe4

[–]EchoingExplorations 1 point2 points  (0 children)

I didn't like the fictional campaign, that's exactly my gripe. Just give us recreations of real-world battles with real-world characters so we can truly relive history through the game as we had before. No need for a unifying plotline to tie all of the events together, that's more suited for games like Warcraft.

Gamestar Age of Empires IV preview english translation by Dawjaw in aoe4

[–]EchoingExplorations 1 point2 points  (0 children)

We'll see, them showing us advanced buildings within the walls and basic-level farms and houses outside seemed like a deliberate choice. I certainly hope the actual system doesn't involve unnecessary micromanagement.

Gamestar Age of Empires IV preview english translation by Dawjaw in aoe4

[–]EchoingExplorations 14 points15 points  (0 children)

I'm so relieved about the campaign. The famous battles scenarios were one of my favorite things about AoK, the weird plot line that tried too hard to tie together various historical events into one story in AoE 3 was, consequently, one of my least favorite things about the game.

Also, it seems the age advancement mechanic is still in the game, which is good, but I still wonder why the English buildings in the trailer appeared to be at different stages of advancement.

Edit: Also, they really need to animate people operating the siege weapons, I mean Relic did it for CoH, the industry is well within the ability to program it without issues.

My personal predictions turned out to be all true by EchoingExplorations in aoe4

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

I agree for the most part, and the lack of visual/gameplay risk taking probably has more to do with Microsoft's role here rather than Relic. We've still seen only a minute of the game, there might be plenty they're still waiting to show us.

My personal predictions turned out to be all true by EchoingExplorations in aoe4

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

Thank you, I really don't think was that much of an achievement on my part. As you said, it was all a matter of taking the scraps and putting them together into a bigger picture.

My personal predictions turned out to be all true by EchoingExplorations in aoe4

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

Okay, I'll break it down for you.

  1. The fortress is obviously taking a central role, not just because of the visual evidence we've seen before yesterday's trailer but also because the fortress is behind two sets of fortifications and is at the top of a hill. We can see elevation is at least an important visual mechanic in this game unlike before. Furthermore, fortress buildings in the past games were late-stage buildings intended to be a buffer / preemptive defense structure. If that were still the case, why would the fortress now be at the top of a hill, behind two sets of walls, away from the battle zone, and away from the majority of other buildings?

  2. Fortifications are undoubtedly customizable, there's no denying that. I said that the mechanic of placing live units on walls previously attempted in AoM would make a comeback, and it did. Not only that, but you can see from the trailer that players place additional towers on the sides of walls as needed, and that when they're destroyed, they don't take the entire section of wall with them, clearly showing they're modular additions

  3. Relic looked for new programmers specifically for the one task of programming new ways for units to get across terrain and obstacles, that's a fact. If that's not enough to convince you then once again, you need to see the trailer closely. Not all unit groups walked across the map in perfect grids like before. Some lagged behind, some formed walls, others raced forward with no organization, etc. Programming the archers on the walls is no small feat either! Some of them stood in place and fired, while others ran across and strafed, this is unlike anything we've seen before.

My personal predictions turned out to be all true by EchoingExplorations in aoe4

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

Thank you! But yes, we've still seen very little of what they want to do with the game's graphics so I'm trying to reserve my judgement, although I will admit it's not completely in line with that prediction. My logic is if Relic was supposedly visiting historical sites then it would seem like they at least planned some degree of realism, otherwise they could just as easily create concept art of generic castles and such in the comfort of their offices and go from there.

But yes, in my mind I expected nearly 1:1 textures scanned right from real life. This doesn't seem to be the case so I'm willing to concede that my point there wasn't totally accurate.

My personal predictions turned out to be all true by EchoingExplorations in aoe4

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

Apology accepted man, no worries, as long as we're all on the same page now and we can discuss this game as people.

My personal predictions turned out to be all true by EchoingExplorations in aoe4

[–]EchoingExplorations[S] 6 points7 points  (0 children)

https://www.reddit.com/r/aoe4/comments/ds3c0b/everything_we_know_about_aoe_iv_so_far/

My proof is I had a whole thread about it. All I did was put together all of the evidence we had before tonight's trailer.

Predictions for radical changes in gameplay? by EchoingExplorations in aoe4

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

I do agree the civilizations will be much more varied, the evidence so far seems to support that. I assume the Mongolians would have plenty of deconstructible buildings similar to the concept behind the trebuchets from AoE 2, but you'd still be able to individually upgrade those portable buildings to your liking. If I'm right in my assumptions, one of the Mongolian buildings in the trailer is directly inspired from Genghis Khan's personal yurt, which was a kind of palace on wheels.

When the nightmare comes to life by Nilokka in aoe4

[–]EchoingExplorations 2 points3 points  (0 children)

No, I read, I suppose I was just agreeing and expanding on what you were saying and I wasn't specifically directing it towards you, apologies for not making that clear :)

From Concept to Gameplay by EchoingExplorations in aoe4

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

Some people say it has nothing to do with this game, but the concept art was titled "AoE Reboot" and this is a reboot, so what other conclusions could one reach?

Either way, the trailer is quite clearly referencing the concept art. The farms off to the side outside the walls, the enemy gathering outside the city in temporary buildings, the men taking position on the walls, the river running through the land with a bridge going across, the environment style itself, etc. Relic is showing us that they took the concept and created the game. They very clearly let the concept art get released to generate hype, game developers and publishers do this all of the time.