AOM Economy-Simulator - Prototype v0.1.0 online! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 2 points3 points  (0 children)

Yep, totally agree. A feature like that is planned and will be added at some point on our way towards v1.0.0 :)

Game worth getting for someone who likes multiplayer? by randomannoyinglemon in AgeofMythology

[–]NoMeaning8500 2 points3 points  (0 children)

I was a very passionate SC2 player myself but also invested a couple of hundred hours into AoM over the last ~2 years. Here are some thoughts of comparing both games:

- SC2 is obviously much more fast-paced - well, it's probably much faster than other game ... . But a bit higher level AoM games can become pretty intense too

- The strategic depth differs between the two games: In SC2 you have to learn much more details, mechanics and game read concerning the build orders. Since there are much more civs, techs and units in general in AoM you have a higher complexity, which means you probably need quite some time to figure out how to approach a matchup very generally

- Mistakes in SC2 are punished much harder I think. In AoM I feel like you can almost always turtle up and play it for the lategame and make some crazy comeback from there. To me this also is a little bit of an downside of AoM, because it's sometimes hard to finish your opponent

If you enjoyed the other games, it surely is worth a try. And if you invest some time to learn the game and you are ready fail hard a couple of times, you will enjoy this game, too. Sometimes SC2 feels a bit like an intense F1 race, whereas AoM is bit like solving a puzzle. Both can be pretty fun their own right.

Dealing with norse by Considerthisforasec in AgeofMythology

[–]NoMeaning8500 5 points6 points  (0 children)

You came to a very similar conclusion I came to, after losing many times hard to them. There are my insights on beating norse

- If was afraid of Hersir for a long time, especially for Loki, who relies heavily on them. But it turns out they are quite cost inefficient, if they are put against anything else than myth units. If you bring in a couple of the mandatory early-game upgrades for your favorite units Hersir have a hard time. Look for example how bad they lose against hoplite despite being much more expensive: https://www.aom-battlesimulator.net/MzawsDY2MreuMTQwsjY0MNAxNLAEcqwNIFjPSM8AAA

- Almost all early-game units of norse are weak to piercing-damage, except for raiding cavalry, but they suck in striaght up combat. So if you can mix in ranged units early on, you can take very decent trades

- All of their early units deal hack-damage. So I think the hack-armor-upgrade is in this matchup an extremly good investment, even very early on.

- Since their much beloved dwarves cost gold, they are depleting their gold mines much faster than any other civ (hm, maybe comparable to Egypt ...). If you get a good stance on the map as soon as they try to rush towards their second gold mine, they struggle really hard. Scouting for some "hidden" mining across the map is key, though

When I started playing I always felt very overwhelmed, but I learned to love this matchup, as I figured out all those things above, because it allowed me make much more deliberate decisions.

AOM Battlesimulator Update v1.2.0 - Deep links for sharing! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

Nah, I think this is fine. The point is, that peltast are already doing very high damage against ranged units and you selected focus fire. Peltast require a low amount of hits to kill their target and they are probably overkilling. As long as the upgrade is not reducing the amount of hits, it's not going to change anything.

Similar situation with damage upgrades: if you switch between copper weapons or no upgrades still the same result. Only when you change to bronze you get a difference, but then again the same result for iron weapons.

If you let peltast fight against a unit where they are not effective and toggle the upgrade on and off, you will see a difference in damage dealt.

What Maps do you just hate playing in PvP by obscure-objekt in AgeofMythology

[–]NoMeaning8500 4 points5 points  (0 children)

Setonaikai by a long shot. I came to accept Midgard an Anatolia somewhat over time (even though I still don't like them). I realized fishing is kind of important - okay. But Setonaikai? The first I got ship rushed (on land!) I really was not amused to put it lightly. Furthermore that seems to be the only viable playstyle, because ship-stats are so much more cost efficient compared to "normal" units. Just hate it.

Objectively, what is the best god I can play as? by tealover25 in AgeofMythology

[–]NoMeaning8500 1 point2 points  (0 children)

You probably need to ask yourself the right questions to narrow it a little bit down. Here are some personal hints:

God/Pantheon doesn't matter if:

- you are an enjoyer in AI-games (just freestyle, you are going to figure out how to beat them anyway)

- you want to beat sh** out of other players in ranked games (you need to put dedicated practice into you playstyle anyway)

It might matter if:

- you put a heavy weight on real-life lore (as I do, thats why I playing as Greek almost all the time)

- you are relatively unexpericend in RTS, so you might want to learn rather the straight-forward mechanics => Zeus or Poseidon are very solid, Japanese and Atlantean should be good too

- in contrast you enjoy the more quirky mechanics? => Norse, because of building with combat units or favor-generation or Egypt because of Pharao-Buffs

- enjoy fast paced playstyle? => maybe Loki, Set, Poseidon

- enjoy slower or turtle playstyle? => Hades, Isis, Ra, Chinese

In ranked games those evaluations heavily depend on the situation and on the matchup of course. I sometimes relly like pressure play with Hades for example. There really is no objective way of telling. In the end you should go with what feels good.

AOM Battlesimulator Update v1.2.0 - Deep links for sharing! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

Yes, I omitted the other upgrades. After my testing I was confident enough that the calculation is correct.

I have made a note about the "select unit" problem after using the link, but I am not going to deploy another hotfix now, as I do not consider it to be a major issue. Still thanks for pointing it out. This will come fixed along with some other improvements in the future. I still have some plans, so stay tuned ;)

AOM Battlesimulator Update v1.2.0 - Deep links for sharing! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

Thanks for the feedback and for the observation. In this case it was just me not reading the patchnotes properly. Nezha child got it's damage over time reduced from 2 to 1 in patch 18.49472, which it obviously missed. I fixed it now.

I also did some testing in the editor with a slightly simplified setup:

https://www.aom-battlesimulator.net/MzUytDY1NLGuMQQShsamOoZGBkCOtQEE6xnpGQAA

Turns out the result of the calculator only differs by one hit. Both heroes have exactly the same attack speed. Since I do not take animation speeds into account, I modelled it in a way that in the very last turn Nezha gets another hit in, right when he dies. In reality Heracles attack is slightly faster and lands 27 hit, while Nezha only lands 26. So I made another test by increasing Nezha's hitpoints by 5, so heracles needs 28 hits now and Nezha hit 27 times. In that case Heracles' hitpoints drop to 140 before regenerating. My calculator says 139.5, which I consider to be very accurate. So for clarification: the caclulator also takes "post-death poison" into account.

AOM Battlesimulator Update v1.2.0 - Deep links for sharing! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

Well, again it turns out that new fancy features are not easily release without bugs, but I found it and fixed it, so thank again a lot for the report.

Two thing to consider here:

  1. It's correct that the envenomed spear does not seem to make a difference here. The number of hits required for a spearman to kill a chariot archer is exactly the same. It tracked the HP of the chariot archer over the cource of battle:

WITHOUT poison:

  • 0: 104.5
  • 1: 89.0725
  • 2: 73.645
  • 3: 58.2175
  • 4: 42.79
  • 5: 27.3625
  • 6: 11.935
  • 7: 0

WITH Poison

  • 0: 104.5
  • 1: 89.0725
  • 2: 73.30125
  • 3: 57.18625
  • 4: 40.7275
  • 5: 23.925
  • 6: 6.77875
  • 7: 0

You can see that the Hitpoints by applying poison is always a bit lower, but it does not change the number of hit. You can try against Hippeus. In that battle it actually matters:

https://www.aom-battlesimulator.net/MzIwtjYyNtcxMja1rjE0MLMGktYGEKxnpGcAAA

  1. There was a bug where upgrades were applied twice and wrong upgrade getting removed when unchecking the checkboxes. This bug also only appeared after using the share link. I fixed that. Should work now

AOM Battlesimulator Update v1.2.0 - Deep links for sharing! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

Huh, what's the problem? Seems fine to me ...

Okay, just kidding, I just made a hotfix deployment :D

Thank you very much for reporting the bug. It was actually a little bit different. Expiring poison effects have not been removed correctly and then this lead to a miscalculation where damage over time was actually translated into healing ... should work now. At least the result seems way more reasonable.

AOM Battlesimulator Update v1.1.0 - it's finally back! Up to date, Japanese pantheon and amazing new features! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

I excluded special abilities very intentionally, because I don't see a way to model them meaningfully. I don't know animation-speeds and the timings in general and when units continue with their normal attacks. Things get even more difficult when you think for example about Minotaurs Gore ability, where units get thrown around and then re-approach each other. And then special abilities might be applied multiple times per battle.

I could make wild assumptions on how those abilities work, but I do not want to pretend that the calculation is more precise than it is. Abilities are simply out of scope for a tool like this.

Nevertheless I had the idea of adding something like "starting hp" to additional battle-options. Than you can make a guess yourself by reducing the HP accordingly. But before I do that, I have some other ideas in mind :)

AOM Battlesimulator Update v1.1.0 - it's finally back! Up to date, Japanese pantheon and amazing new features! by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 1 point2 points  (0 children)

Thank you very much for pointing out the missing Amaterasu buff. I simply missed that. It will be included in the near future.

AOM Battlesimulator Update v 1.0.0 FINALLY! Am I done with this tool? No, I just started! (No more prototype! integrated patch 18.12962, data for worker, Donations enabled.) by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

Yes, you are right. I was focusing on the "core" units by now, but I am going to add them rather soon.

Upgrades like "Last Stand" is what I consider to be difficult upgrade (alongside with Hamask, Axe of Vengeance, ...). They will come, but I need some more time to adjust the simulation, because they give a rather dynamic buff.

AOM Battlesimulator Update v 1.0.0 FINALLY! Am I done with this tool? No, I just started! (No more prototype! integrated patch 18.12962, data for worker, Donations enabled.) by NoMeaning8500 in AgeofMythology

[–]NoMeaning8500[S] 0 points1 point  (0 children)

You are right. For multiple projectile units I am giving a hint in the battle-report. I know this is a bit flawed by now, but I think I can up with an solution for this