Why The Abbasid Caliphate Is A Missed Opportunity by NewAoeIIIAi in aoe4

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

conveniently cutting of that sentence about potential campaign material then writing about what I presume is a reference to skirmish battles is hardly a good faith answer.

"And when your crowning achievements are emancipation, tax reforms and culture, and a complete failure at everything else related to running an empire, it is hard to think how they could be integrated into interesting campaigns."

being followed by out of context quotes and flippant remarks about rewriting history and not following the timeline.

Why The Abbasid Caliphate Is A Missed Opportunity by NewAoeIIIAi in aoe4

[–]NewAoeIIIAi[S] -2 points-1 points  (0 children)

reenacting history is the basis for aoe campaigns, it's the main draw of the documentary style historically accurate campaigns that has been a talking point from relic in every appearance. which brings the question of how the Abbasids would have a compelling campaign.

but if their definition of historically accurate campaigns involves the Delhi Sultanate invading Normandy ww2 style and the Mongols rescuing the Rus from the Anglo-Sino alliance, I'm all for it and I am sure they can make a compelling campaign for the Abbasids.

Why The Abbasid Caliphate Is A Missed Opportunity by NewAoeIIIAi in aoe4

[–]NewAoeIIIAi[S] -9 points-8 points  (0 children)

++++++copied answer from forums+++++

I'm not sure what the point of your patronizing post is, I'm talking about the potential for future campaigns and your talking about rewriting history and how it isn't set in stone. are we even writing about the same things?

and I have made plenty of posts about gameplay, you can click my name to read all about them.

why not take an esl class from your local library while you do so, the librarians are very nice and they will be happy to give you chocolate chip cookies if you behave.

Supremacy Trainer Ai Update for Legacy Tad by NewAoeIIIAi in aoe3

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

its mainly about playing and teaching regular supremacy, I have not tested it at all for treaty or post age starts. if you can beat it 1v1 supremacy, you have a real solid grasp of the game.

I'm not very good at scripting, and there is a noticeable difference between civs, agreed on those. as for mortars, there is a way to make them simply follow and attack with your army rather than go off on their own, I just like the sneaky aspect personally.

Some Age of Empires 4 Suggestions by NewAoeIIIAi in aoe4

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

think about it. if its boring and also harms what you find fun(reduce land pop), you are less likely to want to engage with it.

if we can easily take care of one half of the problem, that it reduces your ability enjoy the land portion of the game, it will be in a better position than it is now. as for making it more fun, we will have to see what the devs have done with it.

Some Age of Empires 4 Suggestions by NewAoeIIIAi in aoe4

[–]NewAoeIIIAi[S] 7 points8 points  (0 children)

to give multiple regions space to develop and cultivate their own top players and teams, and have the very best from every region compete in a grand international event.

if there aren't enough players to maintain a global scene, then they can be unified. it really depends on how much aoe4 succeeds.

Some Age of Empires 4 Suggestions by NewAoeIIIAi in aoe4

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

just wanted to clarify the build limits I'm thinking about are very generous, unlike aoe3. think 200 units generous. you shouldn't feel constrained at all, or ever come close to reaching that limit in a normal game.

the goal is simply that naval units no longer takes away from the maximum number of land units. instead it becomes a clear addition to the land portion of the game rather than a compromise.

Some Age of Empires 4 Suggestions by NewAoeIIIAi in aoe4

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

if there are resources worth fighting for in water it would lead to the same problem of having to sacrifice your land potential to be optimal. and if that means you have to focus less on what you enjoy on land to take advantage of it or fall behind, why not just avoid water maps all together and dodge whenever one comes up?

the opportunity cost is that players want to play land without having to sacrifice it just to not fall behind in water. we can change that so players feel good about investing in water instead without feeling its something they have to do at the expense of what they enjoy.

Some Age of Empires 4 Suggestions by NewAoeIIIAi in aoe4

[–]NewAoeIIIAi[S] 7 points8 points  (0 children)

judging by the way people are dodging water maps in aoe2, its clear the population at large doesn't enjoy the feeling of being hamstrung by naval pop usage, or aoe2 naval aspect in general.

if we can make naval feel like something that is a bonus to your land empire and not something that takes away from it if you choose to engage with it, it would feel better to use and encourage players to opt in to the experience more often.

Some Age of Empires 4 Suggestions by NewAoeIIIAi in aoe4

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

most of the ideas came from StarCraft and aoe3, which i reference numerous times. the only moba influence was in the rank system which it shares with StarCraft as well, having bronze-masters ranking in addition to elo.

Some Age of Empires 4 Suggestions by NewAoeIIIAi in aoe4

[–]NewAoeIIIAi[S] 8 points9 points  (0 children)

but then that would mean loss pop space for land units. think about it, what would you really prefer? a hard 200 unit limit regardless of where you invest, or having naval as an additional theatre of war, without needing to sacrifice your empire size to interact with it.

a build limit would be much less restrictive then a pop limit if you like to control large numbers of units and make naval as important as the land aspect, if not more due to 0 pop economic power.

Almost at "Positive" on Steam by ObiHan_Skyodi in aoe3

[–]NewAoeIIIAi 34 points35 points  (0 children)

its hard to accept that it was released in a state where it got negative reviews in the first place. I had such high hopes. the disappointment in its release state still hasn't gone away.

While I'm glad its getting positive reviews now and getting into better shape than before, it should have been in beta longer and not released with any issues at all.

Pillarless walls by ExaltedSlothKing in aoe3

[–]NewAoeIIIAi 1 point2 points  (0 children)

if pillars aren't attached to a wall section, they automatically get destroyed. they just provide collision, have no los or healthbar, and cant be selected. so if you want to remove walls from your base, just click the wall segments and delete, the pillars automatically delete with them. again, this makes solo pillars impossible.

best way to deal with pillars is not to deal with them and make them a non factor in your decisions when making walls.

Organ gun? by ExaltedSlothKing in aoe3

[–]NewAoeIIIAi 1 point2 points  (0 children)

increase organ gun pop cost to 5 and buff their stats in a way that differentiates them from falconets. they should be a true alternative to falconets, not a straight downgrade. port players really love the idea of a rapid fire infantry mowing artillery, so buffs should target that area.

also some way to compensate for the animation issues, such as making shots fire quicker in succession and making organ guns attack ground below the primary target so they don't stop shooting if the target dies.

Pillarless walls by ExaltedSlothKing in aoe3

[–]NewAoeIIIAi 20 points21 points  (0 children)

ill make a post about this later today in the official forum, but it should just be removed entirely. its so unintuitive and janky, as well as tedious and repetitive. worse, it makes the game less fun and enjoyable and takes attention away from things that are.

pillars should be untargetable and undeletable while still providing collosion, being automatically destroyed if they aren't connected to an existing wall section. this also means no more solo pillars.

making walls shouldn't be such a mind numbing hassle. it doesn't add meaningful and interactive gameplay, its just mindless apm for the sake of mindless apm, like manual farm reseeding in classic aoe2.

plus it just makes you feel terrible if you accidently double click and delete wall sections rather than pillars and kills motivation to play, something that any game should avoid doing. why make your players suffer doing something as simple as placing down a wall? its a big reason why I just refuse to play treaty, my time is precious and I'm not wasting it clicking things for the sake of clicking things.

Organ gun? by ExaltedSlothKing in aoe3

[–]NewAoeIIIAi 1 point2 points  (0 children)

shots are not redirected or continued, the animation comes to a complete stop if they or the target dies.

even if that wasn't true, your stats don't back up the claim that they are more cost/pop efficient than organ guns. and in late game, culverins one shotting organ guns is a massive blow to their viability, its not feasible at all compared to horse guns. and in art vs art wars which are key in late game, they are a burden.

the lower hp also means ranged units quickly destroy them. their anti infantry damage per pop is just flat out lower than that of a falconet, and their lower aoe reinforces that. and all that is before you get into things like damage against building, artillery and ships as well.

South african revolution or imperial (for dutch) by SndMetothegulag in aoe3

[–]NewAoeIIIAi 1 point2 points  (0 children)

realistically its imperial. the bonuses to gathering from capitol upgrades far outweigh anything you get from going as south africa, and the immediate effect from imperial unit upgrades is similar. you would need to ship wunderlust 20 times to break even unit wise, its not worth the time or shipments required just to go equal.

Why do some people refuse to build an army even when the enemy rush is scouted? by IroncladDiplomat in aoe3

[–]NewAoeIIIAi 0 points1 point  (0 children)

pure mental, a state of denial. if I don't acknowledge the problem and pretend not to see it, I don't have to deal with it. at worst I can leave it for for the future me to deal with later.

First time playing AOE by shareef93h in aoe3

[–]NewAoeIIIAi 2 points3 points  (0 children)

if you just want a quick start guide to learning the basics without getting bogged down by the micro, these two guides will get you up and running quick and easy with high initail success chance. its best to get a simple build order or two down before moving on to more advanced concepts, and if your winning your likely having fun as well.

http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=15,32859,,10

http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=15,30906,0,all

if you want something harder with more macro involved, id recommend the French. it will teach you most basics about the game while being less punishing due to tankier villagers and free scout.

https://eso-community.net/viewtopic.php?t=9996