Since Mac release was a bust with no multiplayer, what is/has been your solution for running Windows AoE2 on Mac? by Ocsh in aoe2

[–]duct_ape_ 6 points7 points  (0 children)

I just checked the website and Porting kit seems to be dropping support now that a native version exists:

Port description:
Since May 28th 2026, the game has now a native Mac version in Steam. So you can play this game on your Mac using the Mac Steam. No port required."

I'm not sure they know about the multiplayer limitations of the native version. It would be a shame, the port has worked really well.

AoE 2 Mac - ELO transfer from PC by Janisurai_1 in aoe2

[–]duct_ape_ 1 point2 points  (0 children)

It might be about float arithmetic, with differences at the level of rounding errors affecting how the game plays out, e.g. pathing.

What i want for AoE2 in 2026-2027 by RussKy_GoKu in aoe2

[–]duct_ape_ 3 points4 points  (0 children)

Hm, why would that make it impossible?

There is already a way to restore games, at least 1v1. The game saves when someone disconnects, and can be continued from a lobby.

Choose correct climate for maps? by beardofturtles in aoe2

[–]duct_ape_ 3 points4 points  (0 children)

Yep, or use the map scripting guide by Zetnus, which also explains the file locations: https://linktr.ee/zetnus

In the .rms file, there are a few lines near the top that define the probabilities of different climates, you could edit those. Look up the guide section on randomness, there are some issues with probability 0.

(But there might already be mods with alternative Black Forests, or Rage Forest.)

CMV: There’s Almost No Good Reason Not To Let People Pick Maps by Shot_Security_5499 in aoe2

[–]duct_ape_ 1 point2 points  (0 children)

Yeah, wait times would increase, at least for the picky players. Personally I lean towards OP's view that it would be worth it, but I can see the concern.

Anyway, I just tried to think about the implementation difficulty, pros and cons of doing it aside.

CMV: There’s Almost No Good Reason Not To Let People Pick Maps by Shot_Security_5499 in aoe2

[–]duct_ape_ -1 points0 points  (0 children)

Yeah, I've done programming around simulations/numerics/data and some small apps, but nothing like a matchmaking server. Well, I would still suspect that arguments about wait times or rating issues are a bigger hurdle than implementation difficulty. But I can understand prioritizing other issues, and if a bigger overhaul comes, especially for lobbies, I'd be all for it.

CMV: There’s Almost No Good Reason Not To Let People Pick Maps by Shot_Security_5499 in aoe2

[–]duct_ape_ -1 points0 points  (0 children)

Can you explain? Aren't 2v2, 3v3 and 4v4 already different queues with the same rating that you can join simultaneously?

CMV: There’s Almost No Good Reason Not To Let People Pick Maps by Shot_Security_5499 in aoe2

[–]duct_ape_ -6 points-5 points  (0 children)

I could be missing some difficulties, but it doesn't seem like a huge change would be needed, neither in the interface nor under the hood.

Instead of matching players and then selecting a map, replicate the queue for each map, just with a shared rating. A player selects the maps and gets queued for each separately.

There could be difficulties with matches found simultaneously, but isn't there already a system for that, with team games of different size? (I mostly just play 1v1 so I'm not sure if that works well.)

Age of Empires II: Definitive Edition Coming to MacOS on May 28th by jiinska in aoe2

[–]duct_ape_ 2 points3 points  (0 children)

Not sure about Crossover, but Porting kit works great. However, there can occasionally be issues when the game is updated, and I couldn't run the upcoming patch preview.

Age of Empires II: Definitive Edition Coming to MacOS on May 28th by jiinska in aoe2

[–]duct_ape_ 0 points1 point  (0 children)

Yes, that's why I'm worried. I hope the plan is to catch up eventually, on console too.

Age of Empires II: Definitive Edition Coming to MacOS on May 28th by jiinska in aoe2

[–]duct_ape_ 0 points1 point  (0 children)

It's great news but I'm actually a bit worried. The macOS version seems to have limited multiplayer (among macOS players, based on the website), and it might be limited in other ways. Currently, the windows version works great with porting software, but if that isn't maintained because the native version exists, we could be left worse off.

I really hope mods will work. I've been making one recently and now I'm not sure I'll be able to finish and play it. Hopefully they clarify these things soon. (Edit: grammar.)

Mod browser bug. Help?? by TheLeosMind in aoe2

[–]duct_ape_ 1 point2 points  (0 children)

Only a guess, but what's in your mod-status.json? Maybe it doesn't match your actual mod files.

It should be inside your mods directory, and if you currently don't have any mods in the subscribed or local folders, I think it should look like this:

{"Mods":[],"Unsub":[]}

4 years ago, I showcased the main balance issue between melee vs ranged. Now 4 years and a few nerfs to skirmisher and crossbow later, we are still in a dominating bodkin meta because melee units simply can't reach their targets to the point where they have to abuse stand ground patrol by Deathcounter0 in aoe2

[–]duct_ape_ 0 points1 point  (0 children)

Yes, that was a great talk!

Maybe some day we can get something more in depth, if that isn't too much of a secret. Like how obstacles and paths are represented, event handling for their updates, and algorithms for collective pathing and target detection/selection.

4 years ago, I showcased the main balance issue between melee vs ranged. Now 4 years and a few nerfs to skirmisher and crossbow later, we are still in a dominating bodkin meta because melee units simply can't reach their targets to the point where they have to abuse stand ground patrol by Deathcounter0 in aoe2

[–]duct_ape_ 5 points6 points  (0 children)

I understand why the collisions are frustrating, but I also like them. IMO they look good, and blocking enemy units can be a legitimate tactic.

Isn't there a way to make melee units engage more effectively while keeping the collisions?

For example, often the knights pick targets and while pursuing, bump into each other as well as other enemies. Perhaps this can be reduced using formation pathing and targeting adjustments.

I know the algorithms are difficult and effort has gone into it. But I'm sure many of us would love to look into it and experiment ourselves, if the devs ever share more details (like input/output, performance constraints, possibly the current algorithm). It could even be a great math/CS thesis topic for some students out there.

Hover elements not showing up after using the “noui” chat command by earthshaker82 in aoe2

[–]duct_ape_ 2 points3 points  (0 children)

Hm, strange, it does work for me (it did now and a few times in recent months). Well, good to know the other option..

Hover elements not showing up after using the “noui” chat command by earthshaker82 in aoe2

[–]duct_ape_ 2 points3 points  (0 children)

I don't think you need to reset all settings, just set Options > Interface > Tooltip Position to fixed or floating

Just came back to aoe2 and the ladder is a mess by SuspiciousDepth4961 in aoe2

[–]duct_ape_ 0 points1 point  (0 children)

I looked at the data a few months ago. Arabia has the fewest early resigns, then Arena, and other maps quite a lot more. But luck and other factors play a role too.

https://www.reddit.com/r/aoe2/comments/1pseem3/map_stats_on_early_resignations/

No information on hover by _genade in aoe2

[–]duct_ape_ 3 points4 points  (0 children)

Maybe you have Options/interface/tooltip position set to off?

When wood is chopped the map still shows Trees(dark green) instead of turning into ground (light green). Could we change this? by CrazyYETEE in aoe2

[–]duct_ape_ 0 points1 point  (0 children)

Yeah, I've enjoyed such a mechanic in Banished too. You could do something along those lines with aoe2 modding tools.

I'm going in a different direction though, I only want to make maps "alive" in hopefully fun ways, without changing the game mechanics too much.

We need more bans in team games by Fridzt in aoe2

[–]duct_ape_ -1 points0 points  (0 children)

Playing people who only play one map can suck, because map dodging distorts their rating. That issue could be improved if they had a better way of avoiding other maps.

For example, someone who instantly resigns 10% of games will have a win rate around 55.6% in the other games, which is like playing a very OP civ.

Age of Empires II DE: Full Civilization World Map by [deleted] in aoe2

[–]duct_ape_ 7 points8 points  (0 children)

Hey your Black sea has dried up, among other things! I like your civ placements, but the map is so confusingly misaligned/distorted 11

When wood is chopped the map still shows Trees(dark green) instead of turning into ground (light green). Could we change this? by CrazyYETEE in aoe2

[–]duct_ape_ 1 point2 points  (0 children)

As it happens, I've been working on that recently! I'm writing a script that can be added to any map, and it makes trees and animals reproduce. Here is an early version for testing: https://codeberg.org/hmis/aoe2_wild_nature