They will release the whole game with minor changes as they did before in 4-6 years and they will take 20-25 for it. They will also release some DLC and it will be too expensive for the little features. I had to lower the graphic to get it run fluently. Played an online match and got kicked after 30mins - no way to recreate it because we did not save. I hate my friends for forcing me to buy every new version of this game and i hate microsoft for this and other reasons too.
It'd be better if they didn't all pack up. I've had a few instances where I select 10 trebs to fire on a building, only 1 of them's out of range, and they all pack and unpack right there, despite the fact that they were already in range
I am one of those people who played the campaigns and loved them, then went online and got roflstomped. The Art of War tutorials were a pleasant surprise.
he didn't mention the ranked mode. This might even be more beginner friendly than those challenges. You will explore the multiplayer meta together with your opponents rather than getting crushed for the first 3 months.
I'm playing for months (HD and now DE) and i never went online, i confess i'm a bit affraid. I'm not good at rts. The online is balanced around my skill? I want to play games with people just bad as me.
The achievements are really good now, they are fun challenges like "destroy your town center at the beginning of the game and still win" or " gather 20 sheep in a random map game.", instead of crap like "play 5,000 times against the Persians" or "destroy 10,000 buildings"
Sad but it's true. But we shan't worry I am pretty sure the new civs will get balanced, something similar happened with African kingdom civs if my memory serves me correctly.
@@stillchillstillchill6789 They intentionally made the new civs relatively strong. This makes balancing easier, which, I guess, is fair enough. And yeah, they did do that for most civs added earlier (same dev team). But PLEASE nerf them already?! It's been 2 weeks and it's clearly broken... It really takes away the fun of ladder for me...
@@mrkirby8622 I get your point, HOWEVER; they went completely overboard. I dont even know where to start nerfing cumans.... Step lancers less good? Nerf em? Who cares, got kipchak. Kipchack nerfed? Who cares, got best eco in the game. Nerf 2nd tc? Who cares, I go full scout raid with faster cav. Enemy is walled? Why would I care, got rams. W T F devs. This civ cannot be balanced I am afraid.
@@wolfgangbr1576 I think that is a little exaggerated but that was probably what you're going for. Either way, nerfing Steppe Lancers and Kipchacks is a good way to start. Harassing eco with forward and towers is already a lot more manageable than this crap. They probably need more time for proper balancing and playtesting but an emergency nerf to the lancers and kipchacks wouldn't be the end of the world for me
SotL (2:30): "... feature that probably took one minute to implement..." every programmer: "You ungrateful users!, Why don't you implement it yourself next time!"
Yeah, its a lot of work, people have no idea whats going on beneath those shiny graphics, theres thousands of lines of code to go trough, bug test and rewrite. A simple feature can take a month to make.
Eh auto saving isn't anything new... I'm sure they didn't spend long on it.
4 года назад
@@ripperfisher182250 and @Talu, both of you are right. as for autosave I think when you click "quit to menu" or even "begin test" (dunno what's that button called in editor), before it exits it triggers a function that saves the progress to your custom map/scenario. However, that is easy only because function for saving everything is already in place. There is a reason why many rts don't have complex map editors like aoe, and that's because it needs a ton of information to store. map geometry, texture and info (ie is tile walkable)for every tile, object for every tile, spawn points, scripted thingies...
I never played Starcraft, AOE2 or Empire Earth online because I never really understood rushing(defending against it specifically), so adding the advanced tutorials will probably help some people.
Me too. Been playing since the original AoE. Until just a year or so ago I still prette much only played the AI, and I always walled. And all gates were always flanked by two towers... Fighting was basically what happened in the Imperial Age, everything up to that point was just some building-/exploring simulator.
I used to be like you until I realized that games don't have to last +45 minutes. And you can get to the action much faster. Learning to play like this was super rewarding. I now find sim city simulator gameplay boring. Tower rushing is just way too fun lol
Yeah. I feel satisfied just getting the gold achievement in every tutorials. I never wanted to go up against ranked players. But playing the same way as they did really add up to the excitement and feels towards the new feature of the game. Its like this is what it meant to be played all along. Becoming a king and ruling your empire to glory. I for the life of me, never built palisade walls. I always just go to feudal and build all out stone walls gates and towers every game (offline). But now I played the advanced tutorials, I feel like every single building is now fully utilised and brought out its functionality to the fullest.
You mentioned rotate gates with mouse but forgot: - Gate foundations issue refund for unbuilt portion of wall segments they were placed over (0% built = 100% refund). - Diagonal gates no longer require extra wall segments on their posts. Also variables and player attribute effects in the editor!!
These improvements are so handy. I personally like the mixed queues, how you can tell villagers to build different buildings before tasking them back on a resource, and the villager counter (total villagers and the ones on each resources).
My favorite it's the addition of colorblind modes. Now, I can play play on an 8 players map, without mixing Yellow and Green player, or missing orange units on the green minimap
"Hey boss, the steppe lancer seems kind of op, they can do everything the knight line can while costing just 30 gold. Should I change their cost?" "We don't have time for this, we need to programm an ember minigame!" "HOLY SHIT, I'll be right on it sir"
The units' animation and showing how the buildings get destroyed are incredible to look at. I didn't know about queuing up units while selecting multiple buildings was a thing. I will use that a lot now
Alot of features were brought over from Age of Mythology. I especially love the wall building in AOM, building in AOM is really smooth and it straightens the terrain out, lowering or raising it to fit where you placed your structure.
@@nashooo5903 one has to wonder why on earth did they do that? Almost like they wanted to troll players to thinks their vills were working. Or the villagers themselves being like a lazy worker who pretends he's doing stuff but actually doing nothing productive in his work.
The Age of Mythology editor was Legendary! I've spent ages playing custom games and RPGs on AOM online and created a handful of maps myself. I can't wait to see what creations people can come up with in AOE2 now that it has a more powerful editor. AOM2 needs to happen and a Definitive Edition of AOM as well! 😍😍😍
@@shorebreakers96 indeed! much more cinematic and better graphics and sound effects I think. also small changes like shift clicking vills and infinite farms
I feel like the option to select only military units when there are villagers around should have been on that list. It's a pretty good QoL feature for casuals like me who's used to Rise of Nations :P Now if only there was an automatic exploration hotkey.
5:14 I LOVE THIS, I never did figure out how to manually shift them, so I would either a) legit just build walls and eyeball where the gate would be, or b) use a different wall or gate to get it into position for whatever I wanted to build.
"When you play online, people generally expect you to know certain things." Looking at you, my Black Forest 4v4 team that didn't understand me flaring three enemy armies coming into my base meant "fucking help me."
I really like the new songs (or extension of the old sounds) for each civilization, I think it gives a very unique feeling when starting a game with each civ
Two things I would like, an option for Grid Hotkeys, so all hotkeys are mapped based on there position in the task bar realities to the keyboards layout. So the top corner is always [Q] if you're using a the standard Qwerty keyboard. This would also double in allow us to always know what the basic hotkeys are for scenarios that have custom units/abilities as it's based off of geography and not some random letter. The Second would be the ability to enter specific map seeds into the skirmish/multiplayer map lobbies. Yes you can go to the scenario editor, enter in the seed and save the map, but that's a little tedious and no one does it. It would also be nice if at the end of a match they could display the map seed and maybe add a small button that you could click that would copy it onto your clip board so that you could easily paste it down.
There are a few default hotkey options to start from, one of them is grid-based I think. I also use a mostly grid-based hotkey set. The only problem I see is with the dock, since it has two pages, so two options per key.
What i do is have some random building or wall (litterately whatever u have built) and I assign a hotkey for that building just to have a faster way of locking the screen to North or south - opposite directions. I sometimes hunt deer and hotkey the mill if it is my northernmost building. For example :)
you forgot the worse change of all. la hire's legendary voice actor was replaced by some average joe middle aged man. that alone is worthy of a death sentence for all the developers. such an insult to the wielder of the dry sword himself
Thanks for great teaching about all queue features. Especially, these queue command features reminds me playing AoE3 gameplay habits. 1) Build command, and then press Shift-gather command. (& more...) 2) Queuing Techs. (with training troops first) 3) Displayed Status Research & Training Progress.
It's nice feature if it'd work every time, but seems a little bit bugged. Sometimes the treb will pack, but after that just stands still. Sometimes it will move to in range, unpack and start firing like it supposed to. And sometimes it'll pack even when in range.
The feature for autosave also applies for random maps, which is probably my favourite thing. I once had all my army ready and just as I was advancing the game crashed. It made me really happy to discover it had been autosaved
Congratulations on your 200k subscribers, Spirit of the Law! Well earned! Not playing the game currently, but I enjoy watching your videos a lot! Nice to still be in touch with a game of my childhood.
I think the gold edition of Age of Empires (A box set pre the HD reamke containing AoE 1 and II + Expansion) contained at least a video tutorial on how to do a few things in multyplayer, like getting quick into feudal age or something, but they were somewhat hidden in the replays.
The only problem is now I got yellow to red ping with everyone... Before I used to have 50-150 ping with everyone from western South America and North America :(
Making daily videos after the release of DE is super easy, barely an inconvenience! Never expected to find that reference here on this channel, just makes me appreciate your content even more mister *Spirit Of The References* :D
It'll be much more better when it has the option to switch from the new graphics/sounds to the old ones (something that StarCraft Remastered and Command and Conquer Remastered have).
Just a comment on command queues, if your villager is already doing something, you can shift click him to do the next thing without stopping his current action. For example in 5:08 he could build the mining camp with shift click and the villager won't stop building the house
Damn I might sound spoiled but I had like 80% of these features playing Age of Mythology as a kid. Didn't know AoE2 had so many features missing back then which I thought were standard
I hope you have a very good laptop because it hardly runs on my desktop (tho my desktop is really bad, but i find it is usually better than moderate laptops). Good luck tho, and have fun
The hotkey button works a little differently for buildings now, for example: If I want to build a lumber camp and accidentally press "E", I don't need to cancel the command, press Q and R again, I can just press R and it will scroll to the right building. I am not sure if this is an update, but it sure does make laying buildings easier...
#11: Those embers seem to be a large part of the reason I can't play this game on Linux. I get like 1fpm on the main menu, but the settings screen works fine.
0:50 what? that's not true. with a fishing ship you could just click on a dead fishing trap and the ship would rebuild it. ya simply gotta be quick before the dead fishing trap vanishes.
@@SpiritOfTheLaw just tested it out a few minutes ago as i couldn't believe it myself that i had to disagree with ya there. and well... what can i say? the ship rebuilt the dead fishing trap when i clicked on it.
The best thing for me is the command queue. Now i can tell a villager, who built a house/wall to go back and collect ressources after it. That is soooo usefull
4:18 The Shift+Delete feature actually isn't a new one---it's been in the UserPatch for a long time (perhaps since even before the HD Edition just like MQ, I would need to comb through the patch notes to find the exact date). Voobly just never provided an option for it, unfortunately. But if you were playing either AI games, scenarios, or Direct IP games, then the UP installer provided an option to enable the shift+delete feature.
Damn't seeing how many vills are on which resource was one of the few things age of empires 3 was better Maybe i should start aoe2 de more and just deal with the grapics, even when i don't like them as mutch as the aoe 2 hd ones
I wish there was an option to use an old graphic set ala the HD one. I much prefer it too but de has so much QOL... also you have a number for how many vills on each resource in age3? I never noticed that xD
@@tinyman1144 yeah there where LOTS of things to make live easyer for pro players how got there hotkey setup and a overall better overview like everything thats currently qued up, idles and vills per resource and such stuff, it was way easyer to 100% focus on the gameplay after setting youre economy up thats noice for gameplay, but it diesn't make sens
I have a problem with v-sync, in where it limits my fps between 45-50 and when i turn it off it goes to 120. I want to play at 60fps but not stress my gpu more with useless fps. Could this have to do with driver updates?
Well, I do have one other case where I find the global build queue extremely useful: When you're housed or when you've reached the population cap but *really* need to build those monks or trebuchets or whatnot, being able to see what is queued gives me an easy way to reach the corresponding building without going through every damn building. But as a whole: I really appreciate the small UX improvements and they alone make it worth it.
its nice that you can switch what building you gonna build without having to cancel the previous one. for when you missclick a building-hotkey and want to change it to the one you wanted, you dont have to cancel it... feels more fluent now
quick setup questions: Is it possible to disable the alert messages like "house built" or "worker created"? In the old aoe2 hd there was an "I" icon on the minimap specifially for that , but now it seems to be gone. my 2nd question is also: where can you enable the setting that if you move the cursor above a unit button, it shows how much ressources it costs? thank you!
My fav new feature that wasn't mentioned is the music from history menu. When u browsing it u'll notice that civ themes r now play in sync with BGM rather than just laying it out on u. Trying to make coolest original soundtrack with this feature is another fun mini game u can play.
Empire wars in interesting as you don't need to make a specific scenario to play and can be used with random maps and give you some villagers and a town instead of choosing a castle age start with only 3-10 starting villagers, town center and scout. Yes copy triggers is great along with those new features. And lots of quality of life improvements, farms fish traps, and ordering villagers and other units to do stuff. Rotate gates is nice to finally control gates without needing to put palisade walls first and diagonal gates are better since their sides are now preventing anyone from going through them.