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Offline Don_prince

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Re: Age of Empires II: HD Edition
« Reply #45 on: November 15, 2016, 01:01:19 AM »
I have made a custom map. This map consists of an island and shore surrounded by cliffs. In the middle of both the island and the shore part there is a small lake. Through the middle of those lakes is a connecting shallows path that connects the island with the shore. At both the openings to the connecting path there is walls and seawalls with gates and seagates for each player and each side.

There is a mayor gold and stone pit to each side. Also a big ranch with sheep cows goats and other animals. Resources will not be a problem in this map as before you will run out the game will have ended.

The cool part of this map is that you have all the options to defend or attack. It will be amazing to see with what strategys the players will come up with. You can go with every single option and just find out how it either will or wont work.

There is also points that are easy and hard to defend or attack. This will make lozing ground not directly an issue but a serious concern will rise as soon as you loose a bit of ground as the opponent may take naval control of your lake wich could lead to cathastrophic results.

This map can be played in teams in PVP or PVE. Reccomended is to set the AI dificulty to new AI and hardest. The AI needs to use its brains in order to find the resources and think up the complex attack plan. In my testing only 3 to 2 out of 4 AI opponents managed to find the resources and go past the feudal age. I am not sure why as I have put towncenters right on the resources in order to deal with that issue.

I am guessing that the coolest would be to use it in PVP or combined with AI. Mind you that teamwork and a right combination of nations is key to winning over the opponent in this map.

If you want to take a look at it boot up Age of Empires 2 HD on steam and ask me to start a session so you can download the map.

I am not sure when in the forseeable future but at some point after people agree this is fit for a DoW session I will put up a mission for this map.

Note:
The only way to reach the shore or the island is via the shallows path which goes though a gap in the cliffs. These can be defended by ships or land units or towers and castles on the clives at the side. Untill you reached the end of the lake (pretty long walk) on either the island or the shore the only other option is using transport ships. Even if you have lost the entrance of either the island or the shore there is enough possibilitys to defend the attack. Mind you that losing the entrance allows ships of the opponent to reach landable shorelines.
« Last Edit: November 15, 2016, 01:07:49 AM by Don_prince »
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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #46 on: December 13, 2016, 10:30:01 PM »
Patch 4.8b (December 13, 2016)
Patch Notes - Patch 4.8

We’ve being working on this build for a long time and we are all very excited to get these updates into the hands of the whole community! This build includes the long-awaited return of MP restore, performance improvements, desync fixes, balance tuning, campaign fixes and general bug fixes.

Here is the discussion thread for all of your feedback. Thank you for your on going support! We are looking forward to hearing from you as we look to the future.

Troubleshooting
A few people have reported not being able to launch the new patch. We've always had some people with problems with redistributables. In which case, check out this link for more details.

But for those that were able to run the last patch 4.7 without troubles and might be running into new problems with 4.8b, then here are a few things you can try:
•   Bypass launcher:
o   Steam Client > Select Age of Empires > Properties > Local Files > Browse Local Files
o   Rename launcher.exe to launcher2.exe
o   Rename Age HD.exe to launcher.exe
o   Double click launcher.exe -- game should run. If you get a dll error, it's a Visual Studio 2015 redistributable error, and refer to the above link.
•   Virus checker exception:
o   In general, you should make a global exception to your entire Steam Library installation directory. This is to prevent the game from getting quarantined, and we've seen this with patch 4.8.
o   Also doing this is important for performance reasons as virus checkers checking all the game files while running the game can create detrimental performance.

MP Restore:
We have upgraded the MP restore system and improved the underlying lobby architecture to work with the current save / load structure and player profile systems.
•   MP games can now be saved correctly and restored.
•   File Transfer now functions correctly in the MP lobby.
•   A green loading bar now displays progress for all players.
•   MP saves, custom scenarios and custom maps now transfer correctly.
•   Please note that old MP restore games may no longer load correctly (4.7 and older).

Performance:
We have done extensive profiling and made significant improvements to the rendering system. Most machines (including minimum spec) have shown steady improvements, however, some configurations with integrated graphics cards may not see as significant FPS improvements.

Recommendations and Tools:
•   If you are unable to hold 60 FPS:
o   Disable Vsync in the options menu. If your FPS is in between 30 and 60 you may attain a higher FPS average with vsync off.
o   Disable Render 3D Water in the options menu.
•   If you have battery power concerns (running a laptop under battery power).
o   Ensure your setmaxfps is set to 60 or enable Vsync to ensure optimal usage.
•   To view your FPS rate press F11 twice in game.
•   To change your max FPS open the in game chat box and type “setmaxfps 60” (replacing 60 with the desired value). When you press enter you will see a chat notification. You will also
need to disable Vsync in order to see FPS rates higher than 60.

Improvements and Optimizations:
Vsync:
o   Scrolling improvements have been made.
o   Software limiter has been added.
o   FPS counter has been added (press F11 twice in game).
o   FPS limiter has been added and the max FPS is defaulted to 60 FPS when Vsync is disabled.
•   Rendering Optimization:
o   Default Hardware Vertex Processing has been adjusted.
o   Terrain lighting and tile updates have been optimized.
o   Terrain rendering improvements have been made to the tile system to make them render more efficiently (this is most visible in LudiKris maps sizes).
o   Terrain rendering improvements have been to be more efficient in deciding what tiles to render (making L.
o   3D elements have been optimized.
•   Timing and Scheduling Changes:
o   Game now utilizes one CPU core more efficiently and requires less power consumption (specifically on laptops).
o   Scrolling has been improved and is now smoother in more situations.
o   Network events now respond faster.
•   Game Focus:
o   Game now continues to render to the window when it loses focus.
o   Sound output will continue to shut off when the window loses focus.
•   Mp3 Streamer Optimization:
o   Audio data now has a smaller buffer and loads more frequently.
o   Audio no longer loads when the music slider is turned down completely.

Desyncs:
Thank you for your support in uploading your desync logs! These logs are vital tools in identifying and fixing these challenging issues and were used to address multiple desyncs.

General:
•   A rare crash was addressed when rapidly refreshing and joining multiple lobbies.
•   Lobby co-op flow has been improved and player civs are now updated correctly.
•   Lobby Location no longer includes DLC maps in Full Random.
•   Civ jingles now play for all players when loading into gameplay (not just the host).
•   In game score list now display AI leader names.
•   In game flares now display in the sender’s player colour.
•   In game help text (like town center upgrades) should now display correctly.
•   Farms no longer appear or sound depleted when they are not.
•   Save Chapter (F9) and Save Game (F12) now have a small delay between clicks to prevent performance spikes and crashes when the game is saving.
•   Vote dialog now times out disconnected players after 20 seconds (down from 30). This is to ensure the remaining players receive the correct packet updates when a player disconnects.
•   Beach terrain now correctly updates when other textures are placed over it.
•   Various minor translation and localization issues have been addressed.

Workshop:
•   The structure of the main-screen.json file has been altered. In order to prevent existing main menu mods from crashing, the file has been renamed to main-menu.json. Any existing mods will cease to work until they are ported to the new structure and republished.
•   Publishing/Updating more than 1 mod in a row is now possible.

Units/Techs:
•   Elite War Wagon has been updated (fixed armour Class 28 'Cavalry Archers' and Class 0 for all civs except Gaia)
•   Base Genitours have been updated (fixed armour Class 28 'Cavalry Archers')
•   Base Caravels have been updated (fixed armour Class 19 'Unique Units')
•   Camels have been updated (fixed attack vs. Class 30 'HD Camels' and is vs. Class 0 for all civs except Gaia)
•   Eagles have been updated (fixed attack vs. Class 30 'HD Camels')
•   Eastern and Nordic Swordsmen have been updated (fixed attack vs. Class 21 'Standard Buildings' and is vs. Class 0 for all civs except Gaia)
•   Archer, Crossbowman, Arbalest have been updated (fixed attack Class 13 'Stone Defense' which was previously only set for Gaia)
•   Camel Archers now have anti-spearmen bonus (0 attack against spearmen), so Parthian Tactics can properly affect Camel Archers of other civs, like Saracen Camel archers in the first scenario of Berber campaign.
•   Kamayuk now do +20 damage to Elephant type units.
•   Trade Cogs now turn instantly when returning from a dock.
•   Trade Carts now have a smaller collision radius (less blockages on trade routes).
•   Yasama now fires 1 arrow less (down from 3 to 2).
•   Genitours are now created faster when playing as the Aztecs.
•   Kasbah is longer applied to the player researching it.
•   Fortified Walls take the same time to build as Stone Walls (both 10s now, previously 11s/10s).
•   Certain Gate orientations no longer construct faster than others (487&488).
•   Ethiopian Skirmishers no longer have an increased fire rate (only Foot Archers are affected).
•   Korean "Faster Fortification" bonus now properly affects Fortified Walls.
•   Persians no longer randomly use Saracen villager voices.
•   Indian Camel Armor bonus values have been removed (it incorrectly increased their now-defunct ship armor).
•   Pavise no longer incorrectly applies to Skirmishers.
•   Condottiero is now properly affected by the Malian armor bonus.
•   Chieftains now properly affects Berserk damage vs Camels.
•   Organ Gun is now properly affected by the Turkish team bonus.
•   Mayan Team bonus now affects all gate types & orientations.

Game Balance:
•   Arrowslits costs 250F 250W (increased from 150F 150W).
•   Arrowslits removed from the following civilizations: Ethiopians, Goths, Huns, Indians, Magyars, Malians, Mayans, Mongols, Persians, Portuguese and Slavs.
•   Arrowslits moved to Imperial Age.
•   Effect from Arrowslits reduced from 2/4/6 to 1/2/3.
•   ESkirm upgrade costs 200W 100G (reduced from 250W 160G).
•   Husbandry costs 150F (reduced from 250F), research time reduced from 50s to 40s.
•   Fire ships are now affected by Ballistics.
•   Siege Tower costs 200W 160G (reduced from 300W 160G).
•   Acacia Trees are now worth 150W (increased from 100W).
•   Demolition Raft speed -0.1 (reduced from 1.6 to 1.5).
•   Fire Galley -5 HP (reduced from 100 to 95).
•   Aztecs: Military creation bonus (+16.5%) doesn’t apply to Monks.
•   Aztecs: Get Demolition Raft.
•   Berbers: Cavalry discount staggered to -15/20% in Castle/Imperial.
•   Berbers: Receive Ring Archer Armor.
•   Berbers: Non-elite Genitours -1 attack, +1 range.
•   Byzantines: Greek Fire upgrade costs 250F 300G (instead of 250F 450G).
•   Ethiopians: Upgraded scorpion projectile has 0.3 size.
•   Ethiopians: Elite) Shotel anti-building bonus reduced to 0/1 (down from 2/3).
•   Franks: Throwing Axeman (non-elite and elite) +10 HP.
•   Huns: (Elite) Tarkans +1 pierce armor.
•   Incas: Kamayuks +0.05 speed (same base speed as Samurais and Throwing Axemen).
•   Italians: Gunpowder discount increased to -20% (was -15%).
•   Italians: Fishing Ships cost -25W instead of having +2 LoS.
•   Italians: Condottiero creation time increased from 11s to 13s.
•   Japanese: Get Treadmill Crane.
•   Malians: Lose Halberdier.
•   Malians: Wood bonus no longer affects farms.
•   Malians: Elite Gbeto attack reduced from 14 to 13.
•   Mongols: Elite Mangudai frame delay increased from 0 to 5.
•   Mongols: Elite Mangudai receive their original anti-siege bonus.
•   Portuguese: Feitoria now cost 250g, 250s (changed from 250g, 250w).
•   Portuguese: Feitoria production rates are now 0.8f, 0.8w, 0.45g, 0.25s (from 0.7f, 0.7w, 0.45g, 0.45s).
•   Portuguese: Arquebus now has a smaller effect on gunpowder units (Ballistics is still enabled but projectile speed modifier reduced by 75%).
•   Saracens: Elite Mameluke missile delay increased to 5 (up from 0).
•   Slavs: Boyar speed increased from 1.35 to 1.4.
•   Spanish: Team bonus for trade is 25% more gold instead of 33%.
•   Teutons: Teutonic Knights speed increased to 0.7 (up from 0.65).
•   Turks: Gold miners work 20% faster (up from 15%).
•   Viking: Chieftains affect all infantry units.

Campaign Fixes:
Forgotten campaign:
•   Sforza 1:Aqueducts can no longer be completed before the Luigeusi quest.
•   Sforza 3:Sabotage missions now correctly affect events that occur later in the scenario.
•   Sforza 3:Triggers in the second and third sections should now function correctly.
•   Sforza 3:Some off-grid objects have been removed to improve pathfinding.
•   Sforza 3:AI no longer resigns randomly.
•   Sforza 3:AI now has enough resources to attack in the third section.
•   Bari 3: Norman enemies should now be gray in color.
•   Dracula 4: Player colors have been updated to use the correct color.
•   Dracula 5: Player colors have been updated to use the correct color.
•   Prithviraj 1: Opponents no longer walk around incorrectly.
•   Prithviraj 2: Additional gold mines have been added near the beginning of the scenario.
•   Prithviraj 2: Scenario can now be won when the purple player is destroyed after the others.
•   Prithviraj 3: Additional gold and stone mines have been added near the beginning of the scenario.
•   Prithviraj 3: Some off-grid objects have been removed to improve pathfinding.
•   Prithviraj 3: Completing the Imperial Camel side quest now also researches the Heavy Camel technology.
•   Prithviraj 3: Messages no longer trigger incorrectly after Prithviraj has been discovered.
•   Prithviraj 3: Villagers no longer appear to roam the map incorrectly.
•   Prithviraj 4: Player colors have been updated to use the correct color.
Some off-grid objects have been removed to improve pathfinding.
•   El Dorado 2: Completing the collect sail side quest no longer causes a sudden defeat.
•   El Dorado 2: Missing text string for player 6 has been added.


African Kingdom campaign:
•   Tariq ibn Ziyad 2: Merida is no longer able to build a wonder after being defeated.
•   Tariq ibn Ziyad 2: Guadalajara now resigns more appropriately.
•   Sundjata3: Djenne will now activate when under attack.
•   Sundjata 4: Gbetos now spawn when the player has less than 15 Gbetos and 150 total populations.
•   Sundjita 5: Red player now resigns more appropriately.
•   Sundjita 5: Overall difficulty has been decreased.
•   Yodit 2: AI should appear less passive and attack the player.
•   Yodit 2: Player colors have been updated to use the correct color.
•   Yodit 2: Player 8 has been removed from the scenario.
•   Yodit 3: When Dagnajan reaches the pass the player is now correctly defeated.
•   Yodit 3: Cyan AI difficulty has been decreased.
•   Yodit 3: Missing ending dialogue has been added.
•   Yodit 4: Red player now has access to additional wood.
•   Yodit 4: Conquering all tribes now behaves as intended.
•   Yodit 4: Stelae should now provide the correct resources.
•   Yodit 4: Stelae should now only change ownership to the enemy AI if it has units next to it.
•   Yodit 5: Stelae triggers have been updated.
•   Yodit 5: Gadajan now correctly displays a custom hero.

Known Issues:
We are actively working on additional improvements some include:
•   Custom campaign cinematics/instruction screens do not function
•   Population limit of a scenario game does not appear to be recognized
•   AI Town Centers do not fire at enemy warships
•   AI Villagers do not respond to weak attacks correctly
•   Saladin 2 - Trade carts travel to your market instead of the other allied market
•   Sforza 1 - Displays an objective at the beginning that isn't obtained till later
•   Various Lobby UI improvements

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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #47 on: December 16, 2016, 03:20:17 PM »
Patch 4.9 (December 15, 2016)

Thank you for your feedback! We have a new patch build with some additional improvements and here is the discussion thread. We are looking forward to hearing from you as we look to the future.

•   Profiles now remember your campaign progress and hotkey settings. If you have lost your progress please use the I R WINNER cheat to advance back through the campaigns to where you left off.
•   The unit animation stutter in multiplayer games has been mitigated.
•   Players are no longer dropped loading into a multiplayer game when taking longer than 20 seconds.
•   Save and Exit now handles ELO correctly.

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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #48 on: December 19, 2016, 08:58:29 PM »
Patch 5.0 (Rise of the Rajas launch! - Dec 19, 2016)
Patch Notes - Patch 5.0

We are all very excited! This update includes the support structure for Rise of the Rajas as well as some additional bug fixes. Here is the discussion thread for all of your feedback.

As always, thank you for your ongoing support and we hope you enjoy the new and exciting content coming with Rise of the Rajas.
•   Dat mod support is finally here. If a mod contains a dat file and is published to the Steam Workshop, hosts can now select them when creating a game and people that join that game will automatically subscribe to it.
•   Selection circle under units should no longer hitch.
•   Loading into gameplay should no longer drop users (saying game cancelled) as we now ensure the "close lobby" command triggers after "game launch".
•   Spectator button is now visible for Original Data set (if the user owns DLC).
•   Rotating civ pool now has a cleaner format.
•   Maps are now in alphabetized order.
•   Font colors have been tuned to match 4.7 (Open/Closed colors are brighter). Also now moddable. Look for uicolors.txt inside the dat folder.
•   Lock teams option now functions correctly.
•   Display instructions messages/dialogues now respect the editors selected color.
•   Voiceover files are now loading in the appropriate localized versions (where applicable).
•   Campaign El Cid tool tip is now displaying.
•   Campaign El Cid button SFX is now playing.
•   Campaign Sforza 1 now orange gives the player a soldier correctly.
•   Multiple localization fixes have been made.
•   Various AI improvements have been added.

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Offline Don_prince

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Re: Age of Empires II: HD Edition
« Reply #49 on: January 23, 2017, 12:57:18 PM »
From a recent game where I spectated (Asid Cougar11 Rotar)










The AI was pretty stupid this game...
Walls all over the place without purpose, and one AI walled himself shut so Rotar had an easy game. The AI on his side had a barracks, castle and stable outside of the wall in combination with 2 villagers... Meanwile the other 2 AI wanted to attack rotar but just got stuck due to the one AI stupidly walling himself off...

It was comical to watch...
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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #50 on: January 23, 2017, 06:56:11 PM »
Patch 5.1 (Live)

Patch Notes - Patch 5.1

The open beta patch of Jan 20th is now live for everyone!

Thank you for your ongoing feedback and support!

We have been monitoring the forums and working through the issues brought up by the community and this patch includes some of those fixes as well as additional improvements. Moving forward we will continue to provide regular and ongoing patches based on your feedback and the next patch, patch 5.2, will include multiplayer optimization and AI improvements.


Below is the list of issues addressed in this patch and we’ve included the discussion thread for your feedback.

We are looking forward to hearing what you think!

Hotfix: Jan 20, 2017
•   Prospective fix that will might allow certain players that couldn't launch the game before to be able to launch it now. So if you couldn't launch the game before and it wasn't a redistributable issue, try it now. Like to hear if it suddenly works for some of you.
•   Progression fix for Khmer campaign.

Community Focused Fixes:
•   All Tech should no longer cause errors due to Battle Elephants.
•   Random Teams should now function correctly (and distribute evenly when possible).
•   Custom campaign cinematics and instructions should now appear correctly.
•   Desyncs when unit acceleration values are too high should no longer occur.
•   Desyncs when commands are missed should be greatly improved and be more forgiving when waiting for command orders from other players.
•   Lobby check boxes no longer overlap when switching between datasets.
•   Lobby Browser now has a game speed filter option.
•   Lobby game speed option now saves correctly between sessions.
•   The Tariq ibn Ziyad Campaign Completed achievement should now appear correctly and no longer appear as a duplicate of the Francisco de Almeida achievement.
•   Improvements have been made to the way monks pickup/transport relics.

Other Lobby UI Improvements:
•   Reset button now available and will return settings to their default state.
•   Map Size option is no longer incorrectly visible on Real World and Special maps.
•   Starting resource option is no longer visible for Deathmatch games.
•   Options now disable/appear correctly when switching between datasets.
•   Lobby Browser now correctly counts and displays AI players in the Lobby.
•   Population cap of 250 is now an option.

Additional Bug Fixes:
•   Monks automatic heal range has increased to 5 (up from 4) to smooth their stutter when healing.
•   Cartography now displays ‘free’ rather than blank for its cost.
•   Replays now play back at the correct speed (no longer slower than expected).
•   Replay speed buttons should now function correctly.
•   Loading heavy games should no longer display a black screen for several seconds.
•   Burmese Scout Cavalry is now properly affected by the Manipur Cavalry upgrade.
•   Minor AI improvements and better strategic selection on Pacific Islands.
•   Gajah Mada 2 hero’s no longer share their name with other units.

Troubleshooting:
•   Here are some helpful steps if you are encountering launch issues. http://steamcommunity.com/app/221380/discussions/2/492378265878075288/

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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #51 on: January 31, 2017, 09:37:47 PM »
Patch 5.1a (Live)
5.1a Hotfix: Jan 31, 2017

Just a minor hotfix added.

System in place to automatically reset anyone's ELO from 0 to the 1600 default. Affected a small percentage of users.

Trade carts will no longer return empty handed occasionally. It would happen more often in faster game speeds.

Due to the trade cart fix, this isn't compatible with 5.1 games, so everyone will need to be on the latest 5.1a version in order to see and join each other's games.
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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #52 on: February 07, 2017, 08:13:20 AM »
Patch 5.2 (Open Beta)
3 FEBRUARY

Patch Notes – Open Beta 5.2

Thank you for your ongoing feedback and support!

This open beta has significant improvements to the network speed system. Our testing has shown a noticeable improvement on faster connections and we encourage everyone to take a look at this build and let us know what you think!

We have also included some bug fixes and balance improvements based on your feedback. Moving forward we will continue to monitor the forums and work towards addressing the issues that are important to you.

We are looking forward to hearing what you think!

Improved Network Speeds:
•   Removed the added network delay on game start
•   Lowered the minimum command delay to allow max performance on faster machines
•   Improved the throttling system to allow for faster network speeds (where applicable).

Community Focused Fixes:
•   Saving during a game should no longer cause a desync when watching the replay
•   Full Random should no longer select maps the player does not own
•   Rise of Rajas main menu music should now randomly be selected
•   Player units should no longer get stuck in forests or be able to pass through walls
•   AI should attack correctly and no longer freeze during a game
•   AI improvements when sn-enable-patrol-attack set to 1:
o   Soldiers should no longer get stuck in animation loops
o   Soldiers should now attack the wonder correctly
o   Villagers should now respond to weak units attacking
o   Villagers should now attack towers correctly inside town-size

Additional Bug Fixes:
•   Spectators should no longer crash when opening the tech tree in the game lobby
•   AI Huns housing bonus should now function correctly with the original dataset
•   Le Loi 5 AI should now attack correctly
•   Bayinnaung 1 cinematics should now appear correctly

Balance Improvements:
•   Malay cheaper fishing ship cost removed
•   Malay Battle elephants 25% cheaper (rather than 20%)
•   Malay age up bonus decreased from 100% to 80%
•   Elite Rattan Archers +1 bonus attack vs infantry removed
•   Elite Camel Archers +1 bonus attack vs infantry removed
•   Elite Karambit warrior pierce armor reduced from 2 to 1
•   Arquebus speed modifier on bombard cannons and bombard towers removed
•   Harbors reload time increased from 2.5s to 3s
•   Harbors HP reduced from 2200 to 2000 (docks are 1800)
•   Elite Arambai search radius increased by 2 (so they target easier)
•   Manipur Cavalry effect now split evenly over armor classes 21 and 11 (so researching masonry negates 50% of the effect)

How to access the Beta Branch:
•   In Steam, right click on Age of Empires II: HD (while the game is not running).
•   Select Properties.
•   Select the BETAS tab.
•   From the drop down, select Open Beta – Patch 5.2.
•   Exit and restart Steam to ensure the update installs correctly.
o   To go back to the Live Build, select None in the BETAS tab dropdown.

Discussion thread is here! steam://openurl/http://steamcommunity.com/app/221380/discussions/0/135508031950908909/

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Offline Don_prince

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Re: Age of Empires II: HD Edition
« Reply #53 on: February 11, 2017, 02:18:39 AM »


Competitive aoe... check his Chan for more... some of the best aoe players laming here...

Verstuurd vanaf mijn ASUS_Z00AD met Tapatalk

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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #54 on: February 16, 2017, 11:11:19 PM »
Open Beta 5.2a – Additional Improvements
Community Announcements

Thank you for your ongoing feedback and support!

Feedback from 5.2 has been positive so far and we have identified an additional area for optimization based on the community’s observations around late game performance. We have included this improvement, along with a few bug fixes, into this small update. So far our internal testing has shown improvement but we look forward to hearing what you think before we transition this build to the live branch!

As we look to the future of Age2 we wanted to provide a brief overview of what we have in store. Moving forward we will continue the Open Beta Program and give you, the community, an opportunity to provide feedback on a regular basis. We want to maintain focus on community issues and additional bug fixes. In patch 5.3 we will be tackling a variety of campaign issues, addressing bugs from previous expansions as well as custom campaigns. Currently we expect our future patches to focus on the following: patch 5.4 will focus on custom scenario bugs; patch 5.5 will look into ongoing AI improvements; and patch 5.6 will look at the multiplayer lobby issues. Based on your ongoing feedback we will continue to make adjustments as we monitor the forums.

Again, thank you for your support as we work together and keep moving forward!

Improvements:
•   Additional network speed improvements (best case is 17% faster)

•   In game ping/lag/turtle icons have been updated to appear in the correct situations:
o   Yellow ping circle appears for players above 200ms ping.
o   Red ping circle appears for players above 400ms ping. Used to be 700ms.
o   Turtle icon shows up for each player that cannot maintain 90% of the simulation frame rate. Previously only showed up for the slowest player.

•   Villagers should no longer stop and attack wolves (ordering a move command will now take priority so users can move villagers if desired)

•   Additional AI improvements when pathing around walls and gates
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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #55 on: March 17, 2017, 12:44:36 PM »
Patch Notes - 5.3 (Open Beta)
16 MARCH

Thank you for participating in the Open Beta Program! Based on your ongoing feedback we have identified a few additional AI improvements which we would like to include before full release. Due this these additions we will be rolling the Patch 5.2 improvements forward and combining them with the new Patch 5.3 fixes, being made available now.

As we mentioned earlier, we want to continue to provide insight into the road ahead as we maintain focus on community issues and bug fixes. For what’s coming next, please take a look at this future patch plans discussion thread!

Again, thank you for your support and we look forward to hearing more of your feedback! For all 5.3 related issues please use this 5.3 discussion thread!

Here are the issues included in this 5.3 update:

Improved Network Speeds:
•   Removed the added network delay on game start
•   Tuned the calculations involving network speed granularity to address the issue players were seeing where the game felt too fast or too slow.
•   Lowered the minimum command delay to allow max performance on faster machines
•   Improved the throttling system to allow for faster network speeds (where applicable)
•   In game ping/lag icons have been updated to appear in the correct situations
 o   Yellow ping circles appear for players above 200ms ping.
 o   Red ping circles appear for players above 400mp ping (previously 700ms)
 o   Turtle icons appear for each player that cannot maintain 90% of the simulation frame rate (previously only showed for the slowest player)

Community Focused Bug Fixes:
•   Monk tool tip should no longer crash in Russian localization
•   Repeatedly loading into treaty mode games no longer crashes
•   Unit selection circles now behave correctly when unloading transport ships
•   Line of sight circles should now correctly follow units (in rare cases they would be misaligned)
•   Villagers should no longer stop and attack wolves (ordering a move command will now take priority so users can move villagers if desired)
•   Saving during a game should no longer cause a desync when watching the replay
•   Full Random should no longer select maps that players do not own
•   Rise of Rajas main menu music should now randomly be selected
•   Player units should be less likely to get stuck in forests or teleport through walls
•   Custom campaigns should now unlock in order rather that always being unlocked by default.
•   Custom campaign instruction images should now display correctly
•   Custom campaign instruction scrollbar should now display correctly and not hide text.
•   Loading a saved campaign file and completing the scenario should now correctly unlock the next one.

Community AI Improvements:
•   AI improvements when pathing around walls and gates to avoid teleporting through them
•   AI should attack correctly and no longer freeze during a game
•   AI improvements when sn-enable-patrol-attack set to 1
 o   Soldiers should no longer get stuck in animation loops
 o   Soldiers should now attack the wonder correctly
 o   Villagers should now respond to weak units attacking
 o   Villagers should now attack towers correctly inside town-size

Additional Bug Fixes:
•   Spectators should no longer crash when opening the tech tree in the game lobby
•   AI Huns housing bonus should now function correctly with the original dataset
•   Le Loi 5 AI should now attack correctly
•   Bayinnaung 1 cinematics should now appear correctly

Balance Improvements:
•   Malay cheaper fishing ship cost removed
•   Malay Battle elephants 25% cheaper (rather than 20%)
•   Malay age up bonus decreased from 100% to 80%
•   Elite Rattan Archers +1 bonus attack vs infantry removed
•   Elite Camel Archers +1 bonus attack vs infantry removed
•   Elite Karambit warrior pierce armor reduced from 2 to 1
•   Arquebus speed modifier on bombard cannons and bombard towers removed
•   Harbors reload time increased from 2.5s to 3s
•   Harbors HP reduced from 2200 to 2000 (docks are 1800)
•   Elite Arambai search radius increased by 2 (so they target easier)

Campaign Fixes:
•   Saladin 2 trade carts now travel to the correct market.
•   Dracula 4 should now advance correctly after completing the first objective.
•   Dracula 4 no longer gets stuck due to an issue with the AI monk during the cinematic.
•   Sforza 1 should now reward soldiers after completing the correct objective.
•   Sforza 3 now has a clearing visual path to the monastery.
•   Sforza 3 has improved resign logic so you should no longer have to destroy every pavilion.
•   Dos Pilas triggers should now behave correctly.
•   Prithviraj 2 should now finish correctly even if purple is the last to go.
•   Sundjata 4 should now complete the rescue princess objective correctly
•   Sundjata 5 should now be easier.
•   Yodit 2 AI should now function and attack correctly.
•   Yodit 3 triggers should now function correctly when Dagnajan reaches the pass.
•   Yodit 3 ending dialogue should now appear correctly.
•   Yodit 3 cyan AI should not be easier to defeat.
•   Yodit 4 should now complete the appropriate quest when conquering all nearby tribes.
•   Yodit 4 Stelae should all provide resources now.
•   Yodit 4 Stelae should now correctly change ownership to the AI when they’re next to it.
•   Yodit 5 no longer triggers two petard triggers

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Offline Praetoria

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Re: Age of Empires II: HD Edition
« Reply #56 on: March 21, 2017, 09:56:33 AM »
I have it, hope to do a multy game next time
love this <3
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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #57 on: March 21, 2017, 12:13:21 PM »
I have it, hope to do a multy game next time
love this <3

This is a great multiplayer game. Lots of fun. You are welcome to join us  :thumbsup
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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #58 on: March 26, 2017, 06:24:32 PM »
Open Beta Update – March 22nd
22 MARCH

We have just launched a small update to the Open Beta branch so please restart Steam to get the latest version. In this update we’ve addressed three additional issues based on your feedback. Thank you for your support.

•   Repeatedly pressing hot keys during loading screens will no longer crash.
•   Using standard AI and the original dataset will no longer randomly crash.
•   Removing a unit from a queue should no longer randomly crash.

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Offline Asid

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Re: Age of Empires II: HD Edition
« Reply #59 on: March 26, 2017, 06:27:07 PM »
Had a good game with Cougar last night.

We were against 3 enemy AI on hard level.

The map was not an easy one to defend. I had a terrible start...Damn tigers  :Hammer. We were eventually defeated. We had a chance early on but we did not capitalise on it  :facepalm_smiley

This is a great game. Try it sp or mp  :thumbsup
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