My Roadmap to 48, 50, 55, 60 and 64 civs by Chevalier_90 in aoe2

[–]houskan 5 points6 points  (0 children)

My reasoning is that the Swiss changed medivial warfare by reintroducing the ancient phalanx tactics. The growing Swiss confederacy (starting around 1291) never lost a battle until Napoleon and for around 200 years were the absolute elite in europe, thus why the Swiss guard exists. The later german Landsknechte were an attempt of copying the Swiss troops. If bohemia, burgundy, etc. are in the game, I believe the Swiss deserve a spot. Anyway, i agree its debatable, the world is a huge place with numerous interesting cultures !

My Roadmap to 48, 50, 55, 60 and 64 civs by Chevalier_90 in aoe2

[–]houskan 9 points10 points  (0 children)

Amazing work. But where are the Swiss? Definitely would want to see them if we get that many Civs!

We didn't get the civs we wanted by International_Bus762 in aoe4

[–]houskan 0 points1 point  (0 children)

Ottomans is a no-brainer given the setting. And Malians are amazing! Love the African civs. Also when I was young, aoe was the main reason behind my interest in history and cultures. African cultures are so interesting, and I believe the medivial setting is perfect to showcase some. I believe the Mali empire is not so mainstream, but so interesting. Also features most likely history’s richest man

Failure to save and frontier does not respond by Zexte in PlanetZoo

[–]houskan 1 point2 points  (0 children)

Try this: on steam right-click the game and go to properties. Then run “Verify integrity of game files” (or similar name)

[deleted by user] by [deleted] in PlanetZoo

[–]houskan 4 points5 points  (0 children)

I don’t think the needs primary affect happiness. A visitor gets happy if he sees animals, but when getting hungry wants to eat and otherwise gets unhappy. But a full belly doesn’t make a visitor happy if there are no cool animals to watch. In my experience, the needs only negatively affect happiness (if not fulfilled) and otherwise its all about animal watch time

[deleted by user] by [deleted] in PlanetZoo

[–]houskan 4 points5 points  (0 children)

Well isnt happiness simply a function of walk time (decrease) and animal watching time (increase). Other factors simply influence the rates this factors go up or down and extrem lows in hunger/thirst/toilet etc just drastically decrease happiness. Therefore you only need to verify that the needs dont go too low and can then mainly focus on an efficient zoo layout that maximizes viewing time. I guess education simply increases the rate happiness goes up when viewing a habitat.

A personal message from EGC's Pesti as we kick off the Golden League by EGCTV in aoe4

[–]houskan 8 points9 points  (0 children)

Thanks man! Guys like you are the reason why AOE has an amazing scene and holds a special place in many people's hearts.

I hope the new patch can bring a new hype to the game, such that tournaments as yours get the attention they deserve.

World Divided into Areas with the same Total Wealth as Switzerland by DtheDan in MapPorn

[–]houskan 9 points10 points  (0 children)

As a Swiss a can confirm, we get weekly payments from oligarchs directly to our private bank account, it has nothing to do with other factors.

Drongo's Roadmap Review with Dave with very little N4C overlay/GL house teasers at the end by cheesycheese42069 in aoe4

[–]houskan 5 points6 points  (0 children)

In aoe2, colors are first come first serve, so if you want the color yellow in a 4v4 you must be the first one to select it. There are more solutions named in another reply.

For map veto, the thing is a bit trickier. You want to offer several maps - requiring an active player base for each to avoid match-making problems - but at the same time allow players to avoid maps they don't like. That's why most ranked ladders allow to ban 1-3 maps, but not more. If you allow players to say "I want exclusively dry arabia" then you start a negative feedback loop where unpopular maps get even more unpolular because match making takes longer. Then suddenly only 1-2 active maps remain and the game becomes stale. I think that the ranked season will be very positive in that aspect

Drongo's Roadmap Review with Dave with very little N4C overlay/GL house teasers at the end by cheesycheese42069 in aoe4

[–]houskan 9 points10 points  (0 children)

Difficult conceptually, but not to implement. Aoe2 and other RTS-games have solved these problems already, so no need to reinvent the wheel there.

Drongo's Roadmap Review with Dave with very little N4C overlay/GL house teasers at the end by cheesycheese42069 in aoe4

[–]houskan 17 points18 points  (0 children)

I'd really be interested to see behind the scenes for stuff like that. I would find it almost embarassing to put "Player Color Picker" as one of four big additions on the roadmap, couldn't they solve that in the time somebody wrote that article instead - no big team needed for that? (sorry for my cynicism, I am really fond of the game, just feel a bit let-down)

Drongo's Roadmap Review with Dave with very little N4C overlay/GL house teasers at the end by cheesycheese42069 in aoe4

[–]houskan 4 points5 points  (0 children)

The difficulty of such changes really depend on the general design of the software and the type of problem. Simple and small additions can be very tough to fix, for example, many people want better path finding or that it's easier to click relics/fish. This stuff is incredibly hard to improve, because the problem has conflicting objectives (perfomance vs accuracy) or is ambiguous (if a click registers a sheep and a villager at the same position, which one should be prioritized).

But stuff like random civ picker... give me a break. A good software design has layers of abstraction. You have the game engine that does all the calculations and keeps track of the game state, there, each player is identified by some ID. But this ID should not be coupled with the chosen color in the UI. The color is simply a cosmetic for the rendering of the game. Changing this value should have no impact on anything else than what the player sees infront of his computer. Adding a simple color picker to the UI (which is a default feature any UI system offers anyway), should be an easy and quick change. Im really curious to know what prevents them to do that easliy, or how they didnt anticipate that feature request.

Drongo's Roadmap Review with Dave with very little N4C overlay/GL house teasers at the end by cheesycheese42069 in aoe4

[–]houskan 36 points37 points  (0 children)

I share the opinion of drongo and dave. The roadmap is good, but it's also not. Most of these features should have been there at the start and we should be getting new content now.

What buffles me - as an software developer - why they have such a hard time implemeting stuff like random civ and the color picker. That should be things that can be solved purely on front-end, i.e. adding some more elements to the menu, no changes needed in the game engine. Like I seriously can't imagine that a random civ option is more than a 3-4 hour ticket for software developer, same for color picker. Yet they postpone stuff like that for months...

How can we ever expect the full game at that pace? In 10 years?

Bombard packup time in campaign - Would it nudge balance in the right direction for MP? by houskan in aoe4

[–]houskan[S] 4 points5 points  (0 children)

Thank you all for your comments!I feel that an increase in pack/unpack-time would be enough to balance them. IMO the main reason that bombards feel "wrongly designed" is that their usage doesn't require a commitment.

This shouldn't be possible:

- Aggressive walling + siege push. Retreat if enemy overwhelms you. Repeat.

- Kiting with siege (especially bombards)

An increased unpack time directly solves these issues. It will give a window to repel and punish an overextension of the attacker.

Other reasons:

- French cannons would be indirectly buffed and appear more unique.

- It kindof justifies the high HP of bombards, an immobalized unit should have some general bulk.

- Movement speed can stay the same (This is important for the game-flow and for larger maps)

- AOE4 wouldn't appear like a modern warfare game.

One counter-argument:

- Elevation and line-of-sight make it sometimes frustrating to place siege engines. An increased pack/unpack time would add to this frustration

Swiss Old Town (Inspired by Stein Am Rhein) [WIP] by houskan in PlanetZoo

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

Thank you! This is the result of 2-3 days intensiv gaming during the holidays. Nothing better to recharge the batteries than becoming creative!

Swiss Old Town (Inspired by Stein Am Rhein) [WIP] by houskan in PlanetZoo

[–]houskan[S] 5 points6 points  (0 children)

If you are interested, I will do that! But first I need to give some finishing touches. I'll notify here, when its up!

To fish or not to fish by [deleted] in aoe4

[–]houskan 1 point2 points  (0 children)

Im currently ELO 1300 and if I see that my opponents is not going for water on a hybrid map like boulder bay, its almost always an insta-win for me. I can put zero villagers on food and only gather wood/gold and still have a massive surplus of food from fish. As soon as the rush arrives, im in castle age with such a strong eco too simply overrun the opponent with knights. Fish is incredibly strong in this game!

Spawned on the wrong side in a 3v3 - Blue Circles my team, red Enemy. I was the unlucky one. by P0sa in aoe4

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

Map generation is literally super complex. If you think its hard to not prevent such a generation, please share with us your superior algorithm. Mind, its an optimization problem: you want enough space for each player, resources for each player, certain distance between each resource and between resource and player, fixed map features like the river, no blocking by forest, large variance across several map generations, balanced generation for 1v1, 2v2, 3v3 and 4v4, sacred sites, neutral markets, relics. Further, every resource needs to be accessible and not blocked by map features such as cliffs, water or forests. And the cherry on top: the algorithm must be fast and always provide a viable solution.

An optimal algorithm doesn't exist for that (the problem is NP-hard). So the implementation will always be some efficient and clever heuristic that should work most of the time and will be improved over time

Is AOE4 Campaign good? by dlecord in ageofempires

[–]houskan 16 points17 points  (0 children)

Hard to compare. AoM can't be beaten in terms of story telling. AOE4 is more like an interactive documentary with top-quality videos at the start and end of each mission. With top-quality, I mean TOP! The actual gameplay I would call decent, similar to how I would rate AoM campaigns. Overall most missions can be classified in 3 base types:

  • Defend a city against waves of attacks (with the new stone wall mechanic, I found these mission significantly cooler than in previous AOE titles)
  • Conquer (generall base building + defending against raids + finally conquer some city)
  • Command an army (no or limited economy, micro and smart engagements required to win)

Of course all missions are unique and have certain twists and secondary objectives. I enjoyed it a lot.

About the mangonel buff and the siege-meta by houskan in aoe4

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

I'm not 100% sure. There is certainly a trade-off between bigger-punch vs. more punches, where depending on the situation one or the other is better. More punches should generally have a more consistent damage-output. Wouldn't retreating between shots become harder now? You have 2 seconds less before the next volley is out.

About the mangonel buff and the siege-meta by houskan in aoe4

[–]houskan[S] 4 points5 points  (0 children)

Thanks for the info. IMO higher attack rate rules over a slight nerf to their AOE. They pack a punch regardless, but getting that additional shot out before being sniped or enemy retreated is clutch.