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What if ROADS Were Useful? 

Admiral Wololo AoE2
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Join me in this hands-on exploration of what it could and can be like to be able to build working roads in AoE2.
Also feel free to leave feedback if you've tried my mod. Keep in mind that it's a proof of concept without text descriptions at the moment, but I will consider updating and improving its features down the road.
#aoe2 #ageofempires2 #mods #roads

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3 июн 2024

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Комментарии : 86   
@flyingsteaks
@flyingsteaks 24 дня назад
I think the roads should be immortal, unconvertable and affects both players, so it is really more like a terrain than a building
@jonathann.5754
@jonathann.5754 23 дня назад
Problem is one would have to invest for everyone Making it a rarely used item or unviable in matches
@SioxerNikita
@SioxerNikita 23 дня назад
@@jonathann.5754 Unless you use it for trade caravans to get increased income, or for that matter taking advantage of it more than enemies.
@flyingsteaks
@flyingsteaks 23 дня назад
​@@jonathann.5754 tbh I think you'd only use this for eco and trade, so I think maybe if the roads were 1x1 tiles so then you could put some in front of your lumber camps and around gold/stone mines?
@injest1928
@injest1928 23 дня назад
​@jonathann.5754 You could get bonuses for connecting your buildings by a road to make it worthwhile. Things like a building researches tech faster if connected to a university, or a building is cheaper to construct if it is placed by a road connected to a town centre.
@orCana
@orCana 22 дня назад
Since there is a proper road and a damaged road, you can build one in Castle and the other one in Imp with different speed bonuses. But in my opinion, roads shouldnt ve immortal and use way more build time.
@thomasfplm
@thomasfplm 24 дня назад
What about buldable bridges? It would needed a bigger investment cost of both, resources and time. And could have wooden (fragile) and stone (strong, but take a lot of time to build) variants. And I personally prefer it benefitting both, friends and foes.
@AdmiralWololo
@AdmiralWololo 24 дня назад
Someone on the forums created a mod for buildable bridges, but it's a lot more constrained, requiring special terrain and is impassable to normal ships even before you build the bridges. I'm intrigued by that idea as well, but in order to be robust it would require breakthroughs in terrain modification that nobody has been able to achieve and would require new code, if the engine is even capable of it.
@JuliusCaminus
@JuliusCaminus 24 дня назад
​@AdmiralWololo What's funny is that it isn't even something difficult for a game of its age, since both roads and bridges were buildable in Empire Earth 2 back in 2005. It's just that the game engine seems uncooperative here.
@mausolus8466
@mausolus8466 22 дня назад
Agreed, roads should be beneficial for all players (I would also argue for them being udestructible, unless somebody builds something over them of course) - it would add even greater tactical depth, as you would build something that can potentially help you and your allies, but also risk helping your foes as well, so you'd have to consider building them very carefully.
@afz902k
@afz902k 23 дня назад
Would be cool if units created "dirt path" terrain by simply walking around, so paths that are often walked by units will automatically become primitive roads, which can then be enhanced by building proper roads on them. Any reason you didn't go for a farm-like building stage though? Would be cool to see the road materialize with different terrains (from dirt to broken road to finished road), and become some kind of dirty broken road terrain when destroyed. Buildable terrain based buffs can be huge game changers in an RTS btw, taking for instance the Zerg creep from Starcraft or the Undead blight from Warcraft III.
@AdmiralWololo
@AdmiralWololo 15 дней назад
That would be cool, but I have no idea how that could be implemented with the AoE2 engine or whether its possible. The building stage idea is possible, but I haven't yet looked into modding terrain graphics in a way that would appear when you're building them, so bottom line is it would probably be a lot of work.
@JuliusCaminus
@JuliusCaminus 24 дня назад
I really would love for this to be something that some or all civs could build. I even think that they would be great if a built road applied to all players. I would like to see them destructable with both seige aoe and direct attacks from all units.
@theshi3152
@theshi3152 24 дня назад
This is awesome, Thanks!
@teutonichealingfortress
@teutonichealingfortress 23 дня назад
roads, bridges - and fishing boats being able to build sea walls/bridges and perhaps towers would all be very lovely and good for the game. bridges should be destroyable - while roads not destroyable per say but most certainly able to be built on such as standard buildings and such which removes the road or portions of it. and roads would be best with the standard of being both a pro and a con for being able to be used by both friend and foe. there should be a max distance for possible bridges however - and docks should be able to be built on the edges of the bridges so that they may also double as a naval shipyard of sorts even if they can't connect to another mass of land or another bridge leading from an opposite land mass.
@orCana
@orCana 22 дня назад
Yes please!
@drzob3860
@drzob3860 22 дня назад
This is such a great idea! I'd love this plus the ability to build bridges. Sarjents should definitely be able to build them.
@krakenmeister2445
@krakenmeister2445 24 дня назад
AMAZING! 😍Can I add it to civbuilder pls
@AdmiralWololo
@AdmiralWololo 24 дня назад
Yez, always. I literally recorded a part about that possibility, but cut it for time.
@lechurrajo
@lechurrajo 24 дня назад
elite roads should be able to move and build more roads
@AdmiralWololo
@AdmiralWololo 24 дня назад
Well that goes without saying!
@injest1928
@injest1928 23 дня назад
Super elite roads should be able to convert buildings into roads
@injest1928
@injest1928 23 дня назад
Buildings connected to a town centre by a road could be slightly cheaper. Units produced in buildings connected to a blacksmith could receive a small stat bonus and buildings connected to a University could research techs faster. Maybe some other small bonuses for connexions to other buildings too.
@injest1928
@injest1928 23 дня назад
I think it should give both ally and enemy speed bonus
@Greyinkling276
@Greyinkling276 22 дня назад
Consider: dirt paths and the ability to upgrade to stone. Easier and cheaper to build early for a simpler benefit but a costly upgrade later for a major boost if you made the earlier investment in the work. And the romans should definitely have military units able to make them.
@AdmiralWololo
@AdmiralWololo 15 дней назад
Solid idea, I'm considering either a dirt path or the broken road as a first step, with the fully paved road as the upgrade.
@Greyinkling276
@Greyinkling276 14 дней назад
@@AdmiralWololo also to consider, paths draw units such as trade carts to favor them in their pathing. If it's faster to travel the road with it's speed boost then the unit will choose a route that uses the road. Some units like trade carts might favor this more by default. So you can better control the route carts take with the use of a road.
@snei76
@snei76 22 дня назад
Really interesting idea, I like it!
@gebhard128
@gebhard128 23 дня назад
really nice idea with the road, can imagine it having similar effect like caravanserei, but then in Black forrest teamgames u need to have a different type of road that doesent give the bonus so there is no RNG to it
@AdmiralWololo
@AdmiralWololo 22 дня назад
Yeah, this actually doesn't modify the base terrain at all, so existing maps wouldn't function any differently unless you built/placed roads on them as I've shown.
@quaintserpent
@quaintserpent 23 дня назад
I think roads should increase the speed. Well… that’s obvious all types of terrain should in some way affect the speed of the units.
@MauricioOsuna-et8et
@MauricioOsuna-et8et 23 дня назад
> next-level city building I tell you, the corpos must hate money because it's been years of us asking for AoE to have Sim City elements, and they don't hear our requests.
@injest1928
@injest1928 23 дня назад
Imagine if all foundations had to be linked by road to a town centre to be built faster. Any building not connected to a TC could research and produce a little slower.
@PeterFendrich
@PeterFendrich 20 дней назад
I actually kind of like the risk reward feature of having your opponents be able to benefit from the road you build, it would make actually defending them or at least patrolling them a consideration. I might offset it by making them even a little bit more cheaper, or by costing wood instead of stone or something, so it wouldn't be so much like just giving your opponent resources if they happened to take control over a road section you built for a little bit. My one aesthetic question would be are people just going to start mass paving everything, particularly if it doesn't provide benefits to the opponent. I don't necessarily want to play on a game map that's just a huge grid of completely filled in road sections...
@AdmiralWololo
@AdmiralWololo 15 дней назад
Yeah, I will be changing it so that all players benefit from the effects. As to what people will do...hard to say until lots of people have tried it. Spam is certainly possible, but most of the time I don't think it would be worth it, since the speed advantage is nice, but the build time means you probably won't bother with paving all the open ground (especially when enemies can now use your roads).
@user-ix5vf8wu1i
@user-ix5vf8wu1i 21 день назад
This is a great idea! Love this content. Don't agree that it wouldn't impact pathing though, everything seems to impact pathing haha
@AdmiralWololo
@AdmiralWololo 15 дней назад
Sad but possibly true
@TripleEBA
@TripleEBA 20 дней назад
And add carts units to move infantry at a speed close to cavalry. That will also make the Bohemian gameplay more realistic.
@pandaprewmaster325
@pandaprewmaster325 23 дня назад
I had the same idea but not for aoe2 well it was for another RTS called sudden strike but im glad im not the only one who thinks terrain in RTS could be made more interesting like snow slowing units desert being hard to navigate by infantry but easy to navigate by cavalry there could be so much to do with terrain however building roads I think would become problematic as someone else said in the comments so I think that its better be a whole new map like couple maps with roads around the player base and in the middle so not to allow abuse wars always had roads being really important targets as proven by some recent wars so making it into something in the game would be more realistic
@ntm90
@ntm90 22 дня назад
love the idea
@andresperedo1275
@andresperedo1275 3 дня назад
I think it should not affect working villagers. Don't know if it is possible, but would be cool that just moving villagers get the bonus. I imagine this in a competitive game and I know that no roads between parts of the map will be build, just chunks surrounding lumbercamps and mines.
@AdmiralWololo
@AdmiralWololo 2 дня назад
It only works if they're walking directly on it, and it can't be built on ATM, so this is a pretty unlikely exploit. Berbers get the 10% faster speed for free and it translates to an extremely minor advantage for lumberjacks/miners.
@quasibrodo923
@quasibrodo923 24 дня назад
Are you able to determine if a say two buildings had an road connecting them? It could be interesting if various bonuses applied if X building had a road to Y building.
@AdmiralWololo
@AdmiralWololo 24 дня назад
Not sure, but I don't think so - at least I'm not aware of an existing mechanic for that, but it could possibly be coded in. The closest existing thing is probably the power-up mechanic of Monaspas, where a certain number of roads around a building could potentially increase its work rate.
@quasibrodo923
@quasibrodo923 23 дня назад
@@AdmiralWololo I'm not a modder, could you mod a caravanserai for example, to only provide it's healing buff if say another caravanserai is within it's radius? If so I think you'd be able to use that principle to daisy chain the road segments from tc to tc, to mimic the effect of "knowing" if they're connected and giving some stat buff.
@injest1928
@injest1928 23 дня назад
I don't know why this comment doesn't have more likes, buildings with connections getting bonuses would be awesome. Think faster research time if connected to university or cost less wood to build if connected to a lumber camp.
@injest1928
@injest1928 23 дня назад
​@@quasibrodo923clearly buildings can give bonuses in an area, they would only have to be able to receive them in an area and you could simply have them as non collision buildings that pass the bonus to each section of road like a daisy chain just like you said.
@injest1928
@injest1928 23 дня назад
I think building bonuses through connections should be the main reason for roads with speed bonus just being 5-10% faster, enough to be slightly helpful but not enough for people to be at a great disadvantage for not building them on the exact caravan route.
@iwersonsch5131
@iwersonsch5131 23 дня назад
Roads would give players an extra reason to complain about the pathfinding. Other than that cool idea
@ZS-rw4qq
@ZS-rw4qq 20 дней назад
2:10 Don't be shy give em 30% and include siege there
@ZS-rw4qq
@ZS-rw4qq 20 дней назад
Never comment before watching til the end
@PauxloE
@PauxloE 24 дня назад
Do units automatically prefer to walk on roads for longer distances if that's the faster way, or do you have to path them manually to use it? (Also, we could have some other terrains where movement is slower, like in fords, or other "rought terrain".)
@AdmiralWololo
@AdmiralWololo 24 дня назад
I haven't tested that, but I assume that they don't "know" that something will make them faster. But I can test it. The idea is to place roads close enough to the most commonly taken paths that units still get a lot of benefit. I'll be doing a follow-up with other kinds of "terrain" mods, although I mostly envision them for the scenario editor or custom maps.
@user-sl6gn1ss8p
@user-sl6gn1ss8p 21 день назад
@@AdmiralWololo I kinda wonder whether pathing not being able to take in account movement speed isn't part of the reason this kind of thing was never a part of the game. Like, your solution is great for a mod and sounds like a cool addition, but for a "base-game" mechanic it just feels a little off to have units kinda ignore the road - goes a bit against intuition, you know?
@Ashadowtotheworld
@Ashadowtotheworld 23 дня назад
I actually really like the idea but somehow just don't see it getting much use in competitive play. Like in a 1v1, the two players are already so close to each other they can traverse the distance already very quickly with mounted units. Also the fact that people tend to just drop production buildings right next their opponents to spam units also makes this road mechanic kinda useless. It'll end up being something akin to the Siege Tower which never gets any use because there is already easier ways to bust through an enemy wall. So what I am saying is the gameplay mechanics will need to be adjusted for this if it were to be used in a compelling way. Like maps would need to get bigger. Other kinds of terrain would have to slow units down to insentivise road building and forward buildings become unviable through some sort of build time penalty.
@6006133
@6006133 20 дней назад
Roads should be usable by all players IMO
@AdmiralWololo
@AdmiralWololo 15 дней назад
Agreed, I will be changing it to this.
@shortpitched713
@shortpitched713 21 день назад
"While there's merit in keeping the game simple, and not going overboard with new gimmicks." **AOE II expansions civs designers have left the chat**
@AdmiralWololo
@AdmiralWololo 15 дней назад
Yeah, whoever designed the Shrivamsha is sweating somewhere.
@vlafed4690
@vlafed4690 13 дней назад
I think roads should affect all units I miss building bridges and maybe defensive moat
@NeinStein
@NeinStein 24 дня назад
mandatem likem mandatem subscribem
@quasibrodo923
@quasibrodo923 24 дня назад
I absolutely love that closing.
@capablemachine
@capablemachine 22 дня назад
What about negative speeds for swampy areas and such?
@AdmiralWololo
@AdmiralWololo 21 день назад
Could be done for sure. I like this more as a scenario thing as it could be frustrating for some, but would be fun to have.
@fulguratingbean9489
@fulguratingbean9489 20 дней назад
Hey I absolutely want to add this into one of my mods, if that's okay. I just don't know how to make them buildable in the same efficient way as walls though, how did you do that?
@AdmiralWololo
@AdmiralWololo 15 дней назад
Yeah for sure, just credit me for this part if it's for a publicly released mod. I set it up as a building (technically a wall) so that it can be placed in the same way, but you should just be able to copy the (3) road units into new entries in your dat file and it should work.
@fulguratingbean9489
@fulguratingbean9489 15 дней назад
@@AdmiralWololo Understood, thank you very much!
@SvanTowerMan
@SvanTowerMan 23 дня назад
I've had an idea for a modern-day Age of Empires game, taking place from the year 1929 (the start of the Great Depression) to 2019 (so just before COVID, preventing the game from being too controversial by including current events as playable scenarios). In this concept, vehicles reign supreme, naturally, but with a significant drawback. They cannot travel anywhere that a road is not present (except for specific off-road vehicles), unless the technology Off-Road Vehicles is researched, which still only applies to military vehicles and not Supply Trucks (the Trade Cart equivalent). The building of roads would still be incentivized even after that tech is researched, because vehicles would move faster on roads than on rough terrain. Unlike your concept, roads would become usable for all civilizations, including enemies, and could not be destroyed, although they'd be able to be deleted by the player that built them. The fact that roads would be necessary for most vehicles to move anywhere without a technology researched would mean that cavalry would still have a place in the game, as it would be nimbler, cheaper, not costing any fuel to train and maintain, and could go anywhere.
@AdmiralWololo
@AdmiralWololo 21 день назад
I don't have good reference points for modern era games. Mostly not my cup of tea, but it kind of sounds interesting - there are definitely a lot of cool mechanics you could have that don't really make sense for older-era games.
@SvanTowerMan
@SvanTowerMan 21 день назад
@@AdmiralWololo Don't worry, I've done my research. By no means do I know everything, but my own independent research can be supplemented by my Iraq veteran brother who has both personal knowledge of military operations and his own research.
@diegoramirez7901
@diegoramirez7901 20 дней назад
This could help bad pathing (non pun intended)
@AdmiralWololo
@AdmiralWololo 15 дней назад
Every little bit helps!
@user-xo9um6ri5y
@user-xo9um6ri5y 22 дня назад
Roman Civ Bonus VIa Apia: Marius' Mules march 15% faster.
@AdmiralWololo
@AdmiralWololo 21 день назад
When I update the mod, I will very likely add something like this.
@sandorvas3954
@sandorvas3954 22 дня назад
What's stopping you from spamming road in the middle of the map for infinite kite potential?
@AdmiralWololo
@AdmiralWololo 21 день назад
Technically nothing, it just wouldn't be that good of a strat against a decent opponent (especially if the roads benefit all players, as I will probably change it to). 10% speed is good, but it's not going to unlock god-tier micro potential and enemies can still hit you with ranged units or just go around.
@4everdex
@4everdex 8 дней назад
I like the idea, but lets be honest: Thats a thing that will NEVER come to aoe2, at least for multiplayer. Its such a big change, that doesnt really have a spot in the game right now in any form discussed in this video. The frature added for the scenarios would be really cool though.
@youcanthandlethetruth5433
@youcanthandlethetruth5433 24 дня назад
Good idea in theory of making pretty and usable roads for city building, byt the sweaty try hard nerds on ranked ladder are on the cusp of maximum efficiency and would ruin it and turn it into something ugly. Instead of beautiful roads connecting trade routes you'd have multiple patches of random road tiles in mining camps, forage bushes and even random patches in lumber camps as people look for maximum efficiency You'd be playing Yucatan or arabia only to have the whole map covered in roads just so some nerd can have extra 10% speed on his units killing the thematic elements of jungle and desert of those maps Nigas would do a seige monk rush and make patches of roads randomly so their seige can travel faster. All in all. Good idea in theory and for custom scenarios, but should be left out of competitive play. Because competitive players always ruin good things for maximum efficiency (looking at you deer pushers)
@JudgeEomer
@JudgeEomer 23 дня назад
Just wait until they discover they can build roads on cracked terrain to negate the debuff.
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