Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on December 20, 2014, 12:13:07 PM

Title: Age of Empires II: HD Edition
Post by: Asid on December 20, 2014, 12:13:07 PM
Anyone have or play/played AOE2?

I played it extensively years ago. It =is an easy game to get into and great as a multiplayer. It can be bought through steam or you can pick it up cheap elsewhere.

The standalone connects like steel beasts by I.P.  but without the drama. There is also a free expansion for it "The Forgotten".

Regards
Title: Re: Age of Empires II: HD Edition
Post by: Stardog765 on December 20, 2014, 05:16:55 PM
Found this lobby site someone made I didnt know about.
This shows all the Steam HD version games being played that you can join. Alot more than what shows in the Steam lobby.

http://aoe2.net/

Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 22, 2014, 12:02:37 AM
Looks good. i remember the days when there were many servers/games of AOE2.

this is a classic.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 30, 2014, 04:36:28 PM
Hurry....sale ends in under 2 hours.

Stardog and I both have this on steam and standalone. Great multiplyer strategy :)
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 30, 2014, 06:11:47 PM
The following members have this on steam:

Stardog765
Lumi
Asid
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 02, 2015, 10:08:39 PM
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQlHnYhvPa23WU6-zvSPdBA8LxMJ2xz0dlXZudjSexG-a6Y4wdg)

On Steam:
http://store.steampowered.com/app/221380/

Great RTS. It can be bought often at up to 75% off.

we have been playing some great MP against the AI

The version we use is AOE2 HD.

•   Colebrook
•   Don_Prince
•   Beef
•   Rotar
•   Asid


Others have it. It is easy to get into. Very tactical

Fun times :)
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 03, 2015, 02:48:25 AM
Patch 4.6

Discussion thread is here. http://steamcommunity.com/app/221380/discussions/0/492378806384922075/

Desync Improvements:
Changed terrain types from farms no longer cause a desync (Rock 1 and Desert 2).
Additional logging information has been added to the desync upload tool.
When a desync is encountered, players will have the option to upload their desync logs which will be published as a mod for further investigation by the development team.

Game Setup:
The host can now select spectator (as long as there are no AI players).
Custom AI options are now saved between games.
Roll over text for maps is now displaying correctly.

Editor:
When generating an Arena map the Editor no longer crashes.
Load time improvements have been made for maps containing a larger number of triggers.
Sound triggers should now correctly play from MP3 files.
Triggers no longer crash when changing unit stance for units with no AI.

Replays:
The map view during replays will now updated correctly when changing players.
Keyboard scrolling during replays remains functional after changing players.
Replays that use the “explored” option now function correctly.
The “view lock” option is now disabled by default during replays (or as a spectator).
Fixed an occasional infinite loop freeze while watching a replay on the fastest speed setting.

General:
Arrow key scrolling should no longer break after seeing the vote dialog or larger chat dialog.
Some units have been moved to the base came to avoid loading fails (these units include 33, 61, 1116 and 1117)
Shipwright is now correctly displayed in the Portuguese tech tree.
RMS maps now generate correctly.
Fixed a rare infinite loop freeze when drag selected formations are automatically merged during unit casualties. In multiplayer this would have frozen every player.
Improvements to the player colour assignment logic have been made.
Corrupted saves now report a message rather than causing a crash.
Improvements have been to saving African Kingdom missions.
The eagle death animation now plays correctly.
The tower rubble is now displayed at the correct size.
Random map scripts now prioritize retail DRS maps over maps of the same name inside the random-map-scripts folder. This should prevent issues with unintentional mods replacing retail maps if the map happens to share the same name.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 07, 2015, 05:04:09 PM
Multiplayer 06/12/15 with :
Colebrook
Beef
Rotar
Asid
Map: Steppe
AI: (Advanced new) 3 AI opponents
Difficulty: Moderate
Pop limit: 200
Resources: Medium

The map was very open. Rotar got attacked and taken out first. Beef then got attacked but he managed to get some villagers into my settlement which I had protectedwith tree lines and walls. Colebrook took the fight to the enemy but got wiped out. Beef managed to rebuild in my base. However resources were low as was the space. We held on valiantly against 3 enemy foes intent on our destruction. We held on for aover 30 minutes. We ran out of space and resources. They finally broke in afer attacking 2 different points. At that point it was all over. They mopped us up. I killed about 950 enemy but lost about 900. I got an achievent “Live to fight another day”
Some leaders might aspire to build one hundred buildings in their entire reign. You lost that many this day and fought on valiantly. Stay strong!


Great fun

Thanks guys :)
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 26, 2015, 03:50:49 AM
Just had a great co-op 2v2 against a hard 2 man hard pc team. The AI in this match was very good. It was close on several occasions. I got flanked by the enemy and cut off!

Rotar has become a good AOE player…He has only had this for a couple of weeks.

Thanks for the great game Rotar.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 29, 2015, 06:30:38 PM
Great game last night

Attila
Stardog
Don_prince
Rotar
Asid

We were co-op against a brutal AI coalition.....We did not survive......However we played again but Attilas wounds were to severe and he had to withdraw....We were on islands. Rotar constructed a huge deadly fleet. Don landed on the enemy continent and started to engage the enemy...I secretly landed a force including villagers on a quiet corner (so I thought) of the continent. My first attempt failed...My second did not..Stardog was busy creating the mother of all cavalry. We crushed the enemy in a pincer movement...

Great game thanks guys.


Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on December 29, 2015, 06:32:33 PM
It shure was...
Title: Re: Age of Empires II: HD Edition
Post by: Frankie on December 30, 2015, 05:49:23 AM
I have never played AoE before in my entire life. Never evah. Not even the 1999 original. In fact yesterday, when I asked Don_Prince what he was up to, he said he was 'playing AoE'. I responded with "Aces over Europe?". Don_Prince texted me a 'face palm'.

It was at 80% off today. Did some research. What the hay, I decided to buy it. Christmas comes but once a year. Same too for New Year's Day. Bought. Done. Can't wait to install and patch/update it with the latest update file. My intention is to introduce it to my two daughters so that they can
i.   know more about history and the various civilizations.
ii.  develop strategies and higher order thinking
iii. learn from it as an educational game
iv. learn about economics and resource management and become as astute and cunning as Gorden Gecko
iv. hack and slash their way through the virtual enemy

But .... in all probability, I might end up playing it in the end. Hahaha.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 30, 2015, 12:57:35 PM
Hi Frankie

Great to hear you purchased it.
AOE is easy to play but can be hard to master. It does have excellent capabilities when it comes to educating the basics of economics etc. like you said.
Hopefully you can get on-line with us and have a fun session soon.

Let me know how your daughters like it.

Regards
Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on January 05, 2016, 12:43:52 AM
This night we had a great session on Hard (I believe) on team islands. We barely hold on, I got nearly wiped out 3 times, but after a lot of work we finaly got them. Noone had even remotely time to make screenshots and our mouses and keyboards and brains where doing overtime.

We have to try out hardest, but after this game I am worried hardest is unbeatable. This was one for in the history books...

Participants:
Asid,
Don_prince,
Rotar,

Good job!
Title: Re: Age of Empires II: HD Edition
Post by: Asid on January 05, 2016, 01:45:10 AM
Great game.

Great teamwork.

Great time.
Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on January 10, 2016, 12:49:55 AM
Me and asid had an awsome session today, we where on black forest on moderate, barely holding on. Me on the Portugese, Asid on the Britons. In the end we got the upper hand. I think the blame for that was on recourses. The enemy was not capable to keep the waves of attack strong. they breached on my side and with help from Asid we cleared it. Near my area was a bottle neck. I was to late with the bombard towers. that was the reason of the breach. after we won the terrain back I builded a wall of bombard towers keeping the enemy out of my area. in between waves I averaged 4-5 towers that had to be rebuild out of the 20 in the area after the bottle neck the area was open. this created the problem of the enemy comming from all sides. I was fighting my recourses to keep a bit of an army and the towers and my team of canons and organ guns up.

Asid was capable of keeping the wall with sustainable losses. For me it was wave after wave, defend, repair, offend, defend repair offend and so on. unfortunatly the screencapture I had of the massive towers, canons, organ guns, trebuchets vs a masive uncountable army showed the desktop instead of the game... (facepalm)

This was an awsome game...

Title: Re: Age of Empires II: HD Edition
Post by: Asid on January 10, 2016, 08:56:10 PM
Me and asid had an awsome session today, we where on black forest on moderate, barely holding on.

This was an awsome game...

I killed 2500

I lost 2100

I had to plug the gap somehow....  ;D
Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on January 12, 2016, 10:45:03 AM
https://www.dropbox.com/sh/47mxt2le6ksj09m/AACkLpJXuWE1MZjaIPQ6Qpnna?dl=0

I cant get them organised on photobucket,

And they are to many anyway.

Pictures of last game with:

Asid
Hofstadter
Rotar

Don on spectator

Evaluation, It was fun to see similaritys between the AI and the 3 players in startup. A total different approach from what I use, and jet all 3 players and AI used the same startup tactic. Due to the dificulty level two of the AI where not quick in progressing. I would have been more agressive with the walls. There where 2 spots which could have been closed of at an early stage of the game and one where the treeline was thin.

At an early stage Hofstadter blew up the monestary's of the game's "Monkeystan" which made the game a piece of cake. Also fun to see Hofstadter with a force quick in the game. Colebook also has that tactic. Especialy me and in lesser nuance Asid and Rotar start of with building up resouces and strong defences and later on start thinking of an attack force.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on January 12, 2016, 03:06:31 PM
This was a good mission. We played it at a lower difficulty level than usual to let Hof find his bearings again as he hadn’t played it for many years…He found his feet fast!

Good job Hof.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on February 10, 2016, 09:47:12 AM
Patch 4.6 Hotfix #1 (4.6.892499)

Hotfix #1
10/02/16

•   Solves the "lumberjack flare" desync. This was the desync that has been plaguing games for the past couple weeks and triggering in 7.7% of all games. It was caused by specifically playing a team game. Using flares would corrupt objects 1-8 depending one which player triggered it. Objects 1-8 were almost always trees along the NW edge of the map. If player 3 triggered a flare, it would corrupt tree with id 3, making it no longer selectable for members that saw that flare. Once the tree was chosen by a lumberjack, the desync would happen.
•   Fixed occasional crash when changing players while watching a replay.
•   Possible blind fix for people that can't launch the game.
•   Bonus damage vs camels fixed (Kamayuks, Eagles, and Chieftains tech).
•   Replays that desync no longer ask to upload desync report. Also replays now allow a desynced replay to continue, allowing you to proceed or quit at your leisure. Note that whenever dat files change, certain replays can break. So games involving Eagles/Kamayuks and fighting camels would desync.

Title: Re: Age of Empires II: HD Edition
Post by: Asid on February 11, 2016, 01:45:04 PM
Age of Empires II HD

80% off = £2.99

Ends 12 Feb

http://store.steampowered.com/app/221380/

(http://cdn.akamai.steamstatic.com/steam/apps/221380/header.jpg?t=1448993337)

The DOW have a lively group that play this online co-op against the AI. Join in :)

We also use "The Forgotten Expansion" http://store.steampowered.com/app/239550/
Title: Re: Age of Empires II: HD Edition
Post by: Asid on February 28, 2016, 11:40:25 AM
Don, Rotar and I have played some great mp sessions recently. There have been victories and there have been....withdrawals ::) .

we play on "advanced AI" Moderate difficulty. It can be very challenging. The battles have been very tactical. Some looked lost but we hung in there and defeated the enemy. Many a time there would be wave after wave....Many a time we would be besieged. Just like Minas Tirith or Helms Deep....

https://youtu.be/gXC-jJhFaUI

https://youtu.be/cEU3OxYIZZA

Many a time we have been the victor.

Come and join us. You will not be disappointed. This is very easy to get into.

Regards
Title: Re: Age of Empires II: HD Edition
Post by: Asid on March 28, 2016, 10:23:01 PM
We played a 4v4 game today. 4 DOW v 4 enemy AI

Team DOW
•   Don
•   Rotar
•   Asid
•   Attila

Team AI
4 mean and angry advanced AI set on Moderate difficulty.

We had a bad start. Rotar and I both had the enemy on our doorstep’s. They were massing troops from the get go...There was a 45 minute treaty in place though......

After the 45 minutes had expired the enemy viciously attacked Rotar and I. We held on...No rage quitting from Rotar ;)

We managed to repel the attackers. we built up. We opened the gates. Rotar in the north and me in the south with Don....I broke through and was instantly met with a large combined force of 2 enemy players. I was not there for a picnic. I pushed hard. Out pops Attila with his "crazy villagers". He confused the enemy.

We pushed hard. Us in the south and Rotar in the North. One by one the enemy fell. Until the final aggressor was caught in a pincer movement.

We were victorious. Well done guys
Title: Re: Age of Empires II: HD Edition
Post by: Asid on April 29, 2016, 01:37:19 PM
We continue to play this regularly.

We play Coop against the AI. This game is easy to learn. However you will need your wits about you as well as your tactical prowess and cunning.

Lots of fun and can be purchased very cheaply.

Join us :)
Title: Re: Age of Empires II: HD Edition
Post by: Asid on May 03, 2016, 03:07:01 PM
AOE2 session with DOW on 02 May 2016

Map: BF
4 v 4: 4 humans + 4 AI
Players: Beef, Rotar, Don & Asid
Difficulty: Moderate (Advanced AI)
Duration: 3hrs 30 mins
Outcome: Victory

Within a short time of starting i realised the enemy was very close. I started to block off. Very soon after, Rotar started to get attacked. He was on the other side of the map. Could he be any farther away? I rushed to his aid. He had a thick wall. There were at least 2 of the 4 AI battering on it. Later this changed to 3. They had many war wagons and archers. I realised if Rotar fell this early on then we would really be up against it.

The enemy battered down Rotars wall. At the same time he ran short of gold. His largest mine was right next to the wall! I started to finance him. I sent most of my troops to the hot spot and started to build barracks there to cut the travel time. I knew this was the place where the pain would come and it came. Wave after wave. Then enemy revealed its trebuchets! Rotar and I held on.

It was shortly after the above that i noticed the enemy had amassed on my border with a very large army. What to do? Beef. I asked Beef to take care of the area and "handle" it. Poor Beef. He hadn't played in ages. I managed to hold off the enemy in the north with a small militia with the aid of a couple of well-placed trebuchets. My walling off had paid for itself.

The pressure stared to mount in the south. Rotar and I were buckling. We called for Beef and Don to aid us. Beef had an army. He was ready. Don started to create walls.....Only Don knows why lololol. Beef arrived in the nick of time. We held.

We concentrated our combined firepower and broke through. However the enemy had started to produce Onagers (large mobile catapults)! The casualties were high. Very high. I was effectively the "plug" to stop the enemy coming in to Rotars lands.

I broke through! I took a defensive stance. Forest at my back. Enemy to the front. I called for reinforcements. The call was answered. We were getting somewhere. At last. Wait. No. What is that? A huge army of mixed units countered us. Our troops were annihilated.

We regrouped and pushed forward again. However the same happened. The enemy was just to strong. We composed ourselves. We resupplied and rebuilt. I started to finance the war effort more and more with my gold. Beef and Don created mobile cannons while Rotar and I created units to protect them. We pushed. Yes it started to work. Progress was slow. The enemy was powerful. We wanted this victory. It was back and forth for what seemed like an eternity. Our economies were struggling. We were struggling. With the aid of the canons and some trebuchets we started to demolish the first enemy. Eventually he fell.

The war was not over. We had to be careful and not push too hard. There were many surprises in wait. However we overcame. We were victorious.

1000's of troops fell on both sides. Many buildings were destroyed. This was an epic battle. We overcame it with teamwork and tactics...My gold helped also :p . Overall it was an immersive and fun team game. Well done guys. Especially Beef.

There will be many more tails of valour. Join us.



Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on May 03, 2016, 11:50:10 PM
JUpp this was one for in the history books... Fierce wallbuiding... What can you say? Well I was passionate...

(http://i1376.photobucket.com/albums/ah40/Don_prince01/20160503051548_1_zps4xidtm6m.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20160503051538_1_zps2mws3kin.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20160503051534_1_zpsr74hn19m.jpg)
Title: Re: Age of Empires II: HD Edition
Post by: Beef on May 04, 2016, 01:42:39 AM
Thanks for the post Asid. An excellent accounting of the most epic battle for me thus far in my limited Age of Empires HD experience. Fortunately for me I was able to build up my infrastructure in peace while you, Rotar, and Don bloodied the enemies nose and held them at bay. It certainly was a pitched battle and we reached the culminating point (https://en.wikipedia.org/wiki/Culminating_point) two times before ultimately defeating the enemy. I think the timing of our attacks, based on our logistics build-ups prior to the counter attacks were not synchronized at first. As you say, with the canon units working with the infantry units our combined efforts won the day. To be fair, I had to go AFK two times during the battle which I'm sure was not helpful.

I look forward to more!
Title: Re: Age of Empires II: HD Edition
Post by: Asid on May 04, 2016, 02:13:53 AM
It's all about teamwork :)

This is a very fun game
Title: Re: Age of Empires II: HD Edition
Post by: Asid on May 15, 2016, 02:12:15 PM
Great session last night with Cougar, Rotar and I. 3v3. Humans V AI

First game was on standard difficulty with advanced AI. No issues.

Second game, which lasted over 3 hours. Was on moderate difficulty.

Cougar got attacked very early on. Rotar sprang to his defence but it looked bad. I managed to get some troops there in time and we held them back. Cougar built a wall but it was relentless! The enemy wanted what Cougar had. They would not give up. We held them back. However this cost Cougar. He could not advance because he was constantly fighting. I ramped up my economy and started to supply the materials and finances.

We could not break out of our strongholds. It was at this time that I thought we should break out in the centre where Rotar was. The enemy were only poking at the walls there. That decision cost me many lives. Over 500. The enemy realised what we were doing and hit us with full force. I told my comrades that the wall was about to fall. They sent reinforcements. The enemy destroyed them! It took all my planning and energy, not to mention my gold, just to keep them out. We needed another front.

Cougar and Rotar managed to break out in Cougars area. They pushed the enemy back. It was slow and painful. I mustered all of my men and pigs  ;D . I started to push in the centre. It worked. I started to gain ground!. One by one the enemy fell. We were victorious.

This was an epic battle. 3+ hours. Very tactical and teamwork saved the day. Special mention for Cougar. This was his second online game. He did very well.

Great fun for all. Why not join us?
Title: Re: Age of Empires II: HD Edition
Post by: Asid on May 17, 2016, 05:25:22 PM
Another great MP session with Cougar and I.

Lets get a game going with as many players as possible :)
Title: Re: Age of Empires II: HD Edition
Post by: Asid on June 22, 2016, 04:48:09 PM
Awesome game last night

•   Cougar
•   Rotar
•   Asid

•   3v3
•   Hardest level
•   Standard AI

I had a walled defence. The enemy, all 3 of them, were at my gates. They pounded hard with everything they had. I held. Then they brought in the explosives guy. He is the guy with a barrel on his shoulder. Whatever he hits explodes.

(http://i.imgur.com/ccDyo.png)

Cougar came at the right time with his archers...this is what it was like.

https://youtu.be/qBiA8qaLxbI

I was Aragorn. Cougar was Legolas....  ;D



Title: Re: Age of Empires II: HD Edition
Post by: Asid on June 23, 2016, 07:52:36 PM
On sale on Steam

80% - 85% off

All you need to play with us is "Age of Empires II HD". I would recommend the "Forgotten expansion". You can get AOE2 HD + 2 DLC cheap as well (African kingdoms)

http://store.steampowered.com/app/221380/

We play this a lot. Great fun
Title: Re: Age of Empires II: HD Edition
Post by: Asid on July 12, 2016, 06:31:49 PM
Trebuchet v Castle

courtesy of Rotar

(http://i.imgur.com/1bvxM9G.gif)

https://giant.gfycat.com/RingedImprobableAfricangoldencat.webm
Title: Re: Age of Empires II: HD Edition
Post by: Asid on August 23, 2016, 07:31:14 PM
Patch 4.7
Hello and long time no see!

We have been looking into a variety of your concerns and with desyncs still affecting some players we wanted to start there. Desyncs have proven difficult to track down so we’ve improved the logging system to provide a wider range of information. This information is key for identifying and fixing these remaining issues.

So we need your help, please select yes on the popup when asked to upload your desync logs.

– details below!

We have also included some other gameplay improvements that will hopefully improve your overall gameplay experience.

Thank you for your ongoing support as we continue to move forward from here.

This discussion thread will be the main thread we monitor.
Improved Desync Logging: http://steamcommunity.com/app/221380/discussions/0/361798516961709784/
The desync logging system has been improved and now logs additional details like player and

game settings:
•   When a player encounters a desync their logs will now include additional game and player state information which is critical in tracking down these problems.
•   Sync logging parameters have also been exposed in a config file (Age2HD/desync-tracking.txt). If you’d like to alter your settings you can open the file in a standard text editor (like notepad) and follow the written instructions. When playing a multiplayer game all users will update their settings to match the host. This will ensure that everyone is running the same parameters.
•   The data collected by these logs is now stored in memory rather than logging to a file (which endlessly grows during gameplay and is very slow). This approach also enables us to only collect the data for the frames in and around the time of the desync.
•   If you encounter memory issues (by increasing the frames for example) the game will automatically reduce the number of frames recorded if memory has become scarce.
•   When a player encounters a desync a file will be generated and saved in the logs folder (Age2HD/Logs). To manage space only the 10 most recent logs will be saved.
•   This file will also be sent to the development team if you select yes on the pop-up when asked to upload their logs. We encourage all users to do this so we can work together in tracking these down

AI Improvements:
•   AI Boar Lures now have better placement. Gathering should now be more efficient and AI hunters should die less frequently when using a Boar Lure.
•   Boar luring villagers should now garrison sooner if they are at low health.
•   sn-home-exploration-time function should now default to 300 (rather than -1)
•   up-drop-resources function now should now work as expected.
•   sn-gather-idle-soldiers-at-center function should now work as expected. When
playing a King of the Hill game the AI should now try to take the center instead of using patrol orders.

General:
•   Farms should no longer appear depleted before they’re empty. Villagers should now correctly gather every last morsel before the depleted sound effects plays.
•   The Save Chapter button has returned! When playing a game with the record game option checked the Save Chapter option will appear in the menu list. The hotkey associated with this action is also functioning.
•   File names within the game should now display special characters correctly when saving and loading (within the game menus).
•   Unit outlines should now display correctly when villagers are obscured by buildings and objects.
•   Water animations now correctly stop when the game is paused to give players a better visual indication that the game is correctly paused.

Other Updates:
•   We are aware of the importance of MP Restore and are actively working towards a long term solution. Due to the complexity of this feature we want to ensure it is stable before pushing out a patch.
•   We’ve recently moved to a new build making process to align with the latest Steam Updates so older patch builds will be unavailable until we can update them. Due to this new process we may not be able to resurrect all of the old builds (specifically the XP branch).
•   Balance updates will also be coming with the next patch. Especially fans of extreme tower wars will need to expand their tactics in the future.

Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on October 31, 2016, 10:34:30 AM
Some people are even more obsessed with Age of Empires 2 HD as we are. Take a look at this:

https://www.youtube.com/channel/UChzLZJo-SxuPHz-oYKAIC_g

This guy knows a lot and I am learning a lot from his explanations and analasys of games.

If I find time Ill watch some more videos and post some.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on October 31, 2016, 11:45:31 AM
Don...."Stone please"... "food please"..."Army please"...."wood please"..In fact "everything please"...lolol.

Don get your villagers working...Not just on stone...

Cougar has become a very good player. He can give you some tips  :)
Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on October 31, 2016, 12:11:30 PM
Well one of the video's I saw in the bus on the way back home saturday explained different approach tacktics at the start of the game analysing all of them in a time line. It is quit intresting to see how the AI aproaches it and what the weaknesses of the AI are. If you look at the AI closely you can predict where and how the AI will attack. This guy even has the balls to not even compleatly wall off his area just by knowing the AI wont attack in certain spots...
Title: Re: Age of Empires II: HD Edition
Post by: Cougar11 on October 31, 2016, 02:29:26 PM
Well one of the video's I saw in the bus on the way back home saturday explained different approach tacktics at the start of the game analysing all of them in a time line. It is quit intresting to see how the AI aproaches it and what the weaknesses of the AI are. If you look at the AI closely you can predict where and how the AI will attack. This guy even has the balls to not even compleatly wall off his area just by knowing the AI wont attack in certain spots...
There are times that I have not walled anything off. A small army, and strategic placement of castles keep them at bay.
It really is all about how you divide your workforce in the beginning. Early food and wood. Middle more food, wood, and have stone. End you need to add gold. At each stage you should have started in the prior one, to have enough when needed. Having better troops through upgrades can allow you to defeat an enemy with less resource needs, but costs you, which can slow development of infrastructure.


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Title: Re: Age of Empires II: HD Edition
Post by: Asid on October 31, 2016, 02:43:56 PM
Well one of the video's I saw in the bus on the way back home saturday explained different approach tacktics at the start of the game analysing all of them in a time line.

Don't analyse...Read what Cougar posted above. Overall have fun  :)
Title: Re: Age of Empires II: HD Edition
Post by: Cougar11 on October 31, 2016, 04:01:51 PM
For most civs I try to follow this formula. At start put 2 on wood, one build 4 houses. Create villagers till you have 7 new all on sheep, bring 8th over from houses. Once sheep are done, move all 8 to boars. Kill two or three with them right away, and split the 8 between the boar. Continue to create villagers till you have 20-24. Put 2 on stone, 2 on gold, the rest on wood. When boars are done, put all 8 into farms. You should have enough food to go to next level from the boars, so don't spend any food while collecting from them. Once you get to Feudal, create 2 for making walls, and two to create trade and blacksmith. Upgrade mill first, then lumber yard, then town center for wheel barrow.  Then mine. Keep creating villagers as it permits with required upgrades and buildings. You will need a lot of food and wood to do the upgrades and buildings. Make sure you upgrade to castle as soon as you can, and you might want to start building an army. You will need more houses to keep things moving. After that, get a castle or two. I like to have 4-8 villagers on stone, swithering on how many castles I plan to build, or towers. After this it is up to you on your plan, but make sure you get people on gold, as you will need out for university, and military upgrades. Either way, you should be in a decent starting spot.

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Title: Re: Age of Empires II: HD Edition
Post by: Cougar11 on October 31, 2016, 04:59:45 PM
A good number to hit for villagers is between 60-80 roll you have enough resources built up, and your initial army. Then you can cut back to 50-60 to allow for a larger army.
I personally like a well rounded army augmented by special units. This allows for you to turn it large numbers forces. Others like specialized units. But it costs you lots of resources, especially good. This is why it is good to upgrade fully at your castle and blacksmith.

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Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on October 31, 2016, 05:33:42 PM
So AI tend to do it like this, first thing is a house, first 7 go on sheep. Now the first sheep you put INTO the town center while you put your scout to find sheep. We usualy work without fog of war but in case we would work with it you could use the sheep aswell to scout terrain and find more sheep. This is where you get advantage over AI which is important if you want to beat the AI on hardest. Next 12 go on wood then farms and wood and build.

Due to the mathematics and mechanics of the game this seems to be the quickest way.

The rest is ovious. What I dont like about this is that this needs a lot of concentration and micromanaging. I like to lay back play age of empires to relax and not go full retard on my mouse.

HOWEVER

I sometimes use a different tacktic. (DERP I always use this one, sorry brainfart)

This tactic requires to get to the feudal age as quickly as possible to wall off all areas. This will slow down progression a lot but usualy I have 4 layers of wall up before you guys even have started. I am the master wallbuilder. I like building up massive defences before thinking of a war plan. I will make screenshots sometime of when I play on my own. I build massive wall and tower structures...

A few pages back you can see a wall I build between me and Rotar. Rotar was nearly done for and I was fearing the worst. Me beeing me oviously had no army and was worried he was not going to hold them off. Asid had an army and saved the day. I like the approach of first building big defences I can just build and have no maintenance to.

The most handy thing is to build your walls in a funnel. Then put about 6 rows of 10 towers next to it and leave it open. The AI will keep going and you will scred them. This is the tactic I love most in age of empires. However doing a 15 hour game (thats what it takes me if I wall of my entire area and attack bit by bit) or 5 if everyone works together is quit a challenge over the internet...

In this way I can beat the game on hard on my own with a few AI with me. Wall off. Build big defences. Build big army. Gain a bit of land and lose entire army while walling of the gained area and building up new defences. Relocate barracks siege workshop and other buildings and repeat. That is in my oppinion the coolest way to play AoE...
Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on October 31, 2016, 05:34:52 PM
As I said, master wall builder, just a reminder:

JUpp this was one for in the history books... Fierce wallbuiding... What can you say? Well I was passionate...

(http://i1376.photobucket.com/albums/ah40/Don_prince01/20160503051548_1_zps4xidtm6m.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20160503051538_1_zps2mws3kin.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20160503051534_1_zpsr74hn19m.jpg)
Title: Re: Age of Empires II: HD Edition
Post by: Cougar11 on October 31, 2016, 06:35:57 PM
Rotar, Asid, and myself usually play on hard with a mix of new and old AI. We play on random maps. Many times, we don't build any walls when the map requires us to fully enclosed.. We now feel it is too easy on black forest. I can beat two moderate AI on my own, or one hard on black forest.


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Title: Re: Age of Empires II: HD Edition
Post by: Asid on November 14, 2016, 08:04:28 PM
Patch 4.8 Open Beta is here!
6 NOVEMBER   

New performance improvements are here for Age II HD! We've added MP restore, performance improvements, and desync fixes, so you get a better, smoother Age II experience than ever before! Access the beta branch to test out the changes by following the directions in the link below:

http://steamcommunity.com/app/221380/discussions/0/282992646965925735/
Title: Re: Age of Empires II: HD Edition
Post by: Don_prince 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.
Title: Re: Age of Empires II: HD Edition
Post by: Asid 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

Title: Re: Age of Empires II: HD Edition
Post by: Asid 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.

Title: Re: Age of Empires II: HD Edition
Post by: Asid 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.

Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on January 23, 2017, 12:57:18 PM
From a recent game where I spectated (Asid Cougar11 Rotar)

(http://i1376.photobucket.com/albums/ah40/Don_prince01/Schermafdruk%202017-01-14%2001.55.38_zpsmkpd0jcc.png)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20170114015544_1_zps09df1cp7.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20170114015542_1_zps0ebgsmly.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20170114015552_1_zps8iisdxdb.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20170114015548_1_zpsvzfjutmr.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20170114015550_1_zpsih9ic49o.jpg)
(http://i1376.photobucket.com/albums/ah40/Don_prince01/20170114015541_1_zpsorvbz6fb.jpg)


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...
Title: Re: Age of Empires II: HD Edition
Post by: Asid 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/

Title: Re: Age of Empires II: HD Edition
Post by: Asid 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.
Title: Re: Age of Empires II: HD Edition
Post by: Asid 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/

Title: Re: Age of Empires II: HD Edition
Post by: Don_prince on February 11, 2017, 02:18:39 AM
https://youtu.be/TfKuzpoTWrI

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

Verstuurd vanaf mijn ASUS_Z00AD met Tapatalk

Title: Re: Age of Empires II: HD Edition
Post by: Asid 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
Title: Re: Age of Empires II: HD Edition
Post by: Asid 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

Title: Re: Age of Empires II: HD Edition
Post by: Praetoria on March 21, 2017, 09:56:33 AM
I have it, hope to do a multy game next time
love this <3
Title: Re: Age of Empires II: HD Edition
Post by: Asid 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
Title: Re: Age of Empires II: HD Edition
Post by: Asid 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.

Title: Re: Age of Empires II: HD Edition
Post by: Asid 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
Title: Re: Age of Empires II: HD Edition
Post by: Praetoria on March 26, 2017, 06:48:52 PM
When a multy?
Title: Re: Age of Empires II: HD Edition
Post by: Asid on March 26, 2017, 06:52:43 PM
When a multy?

We play at random times. Let me know when you want to play  :)
Title: Re: Age of Empires II: HD Edition
Post by: Praetoria on March 26, 2017, 07:55:57 PM
Good! Pls m9 advice me.
A coop this evening?
Title: Re: Age of Empires II: HD Edition
Post by: Cougar11 on March 26, 2017, 08:06:17 PM
I probably could join as well after SB

Sent from my XT1080 using Tapatalk

Title: Re: Age of Empires II: HD Edition
Post by: Asid on March 26, 2017, 09:44:48 PM
Good! Pls m9 advice me.
A coop this evening?

Yes we  die  play  :beatings
Title: Re: Age of Empires II: HD Edition
Post by: Asid on March 26, 2017, 09:45:14 PM
I probably could join as well after SB

Sounds good I will be on TS  :thumbsup
Title: Re: Age of Empires II: HD Edition
Post by: Asid on March 26, 2017, 11:54:33 PM
Good game

Me
Cougar
Paetoria

We gave the enemy  :beatings

Good game  :cheers
Title: Re: Age of Empires II: HD Edition
Post by: Praetoria on March 27, 2017, 09:49:45 AM
Probably i will prepare a scenario for next       :Bananezorro
Title: Re: Age of Empires II: HD Edition
Post by: Asid on April 19, 2017, 12:02:31 AM
Patch Notes - 5.3 (Live)
18 APRIL

Patch 5.3 has left open beta, and is now live for all players! Thanks to all who participated in this open beta; we really appreciate your patience, and your input has been essential to ensuring this build is ready for live release! We’ll post a new announcement here when the open beta for Patch 5.4 has begun, so keep your eyes peeled!

As always, we will continue to monitor the forums and we look forward to hearing your feedback in this discussion thread!


Below are the issues that have been addressed 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 400ms 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:
•   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
•   Spectators opening the tech tree in the game lobby should no longer crash
•   Repeatedly loading into treaty mode games will no longer crash
•   Monk tool tip should no longer crash in Russian localization
•   Saving during a game should no longer cause a desync when watching the replay
•   Unit selection circles now behave correctly when unloading transport ships
•   Line of site 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)
•   Player units should be less likely to get stuck in forests or teleport through walls
•   Full Random should no longer select maps that players do not own
•   Rise of Rajas main menu music should now randomly be selected
•   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 scenario

Community Focused AI Improvements:
•   AI Huns housing bonus should now function correctly with the original dataset
•   AI pathing around walls and gates is improved to avoid teleporting through them
•   AI should now 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

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
•   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)

Title: Re: Age of Empires II: HD Edition
Post by: Asid on May 24, 2017, 02:44:02 PM
Patch Notes - 5.4 (Open Beta)
23 MAY - ONFIRE55

Patch 5.4 is ready for Open Beta! Thank you for your ongoing feedback and support as we strive to improve the quality of this game! In this Open Beta we have addressed two desyncs involving missed updates to the players World Time, improved the user experience for a rare memory crash and fixed a handful of community concerns.

We look forward to hearing your feedback and we will continue to monitor the forums and this discussion thread!

Below are the issues that have been addressed in this 5.4 Open Beta:

Stability Fixes:
•   Loading into game should no longer desync if a player has not received the correct update to their World Time setting.
•   Gameplay should no longer desync if a player has missed the update to their World Time setting. If a player has missed the update we now provide additional time for the player to receive that update.
•   Encountering a memory crash when the window is resetting should now bring up a warning popup rather than crash to the desktop.

Community Focused Bug Fixes:
•   Lock teams should function correctly for custom campaigns.
•   Allied positions are no longer unintentionally revealed for custom campaigns.
•   Population limit is now respected in scenarios.
•   AI colours should now appear correctly in scenarios.
•   Colour settings in multiplayer should now appear correctly in scenarios.
•   Berber Camels should now function correctly after loading into a saved game.
•   Berber Camels should now regenerate correctly in a recorded game.
•   Viewing the Tech Tree in Spanish should now be formatted correctly.

Title: Re: Age of Empires II: HD Edition
Post by: Asid on June 20, 2017, 06:35:52 PM
Patch Notes - 5.4 (Live)
Age of Empires II HD - onfire55

Patch 5.4 has now moved from Open Beta to Live! We are very excited to bring these changes to the full community and thank you to everyone who participated in the Open Beta. Your feedback and assistance has been essential to ensuring our desync rates have improved and we really appreciate your patience as we continue to work together. The new discussion thread can be found here and we look forward to hearing what you think and collecting your feedback!

Keep your eyes peeled for news of the 5.5 Open Beta, which we’ll announce soon!
The following items have been addressed in this 5.4 Live update:

Stability Fixes:
•   Loading into game should no longer desync if a player has not received the correct update to their World Time setting.
•   Gameplay should no longer desync if a player has missed the update to their World Time setting. If a player has missed the update we now provide additional time for the player to receive that update.
•   Encountering a DX9 memory crash should now bring up a popup and allow the player to proceed rather than crashing to the desktop.

Community Focused Bug Fixes:
•   Lock teams should function correctly for custom campaigns.
•   Allied positions are no longer unintentionally revealed for custom campaigns.
•   Population limit is now respected in scenarios.
•   AI colours should now appear correctly in custom scenarios.
•   Colour settings in multiplayer should now appear correctly in custom scenarios.
•   Berber Camels should now function correctly after loading into a saved game.
•   Berber Camels should now regenerate correctly in a recorded game.
•   Viewing the Tech Tree in Spanish should now be formatted correctly.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on July 03, 2017, 07:56:27 PM
Patch Notes - 5.5 (Open Beta)
30 JUNE - ONFIRE55

Patch 5.5 is ready for Open Beta! Thank you for your ongoing support and participation as it is fundamental in ensuring that builds are stable and ready for Live release.

In this Open Beta we have implemented password protected lobbies, improved performance and addressed some additional community issues. We are looking forward to hearing from you and we will continue to monitor the forums for your feedback. Here is the new Open Beta discussion thread.
Below are the issues that have been addressed in this 5.5 Open Beta:

Stability and Performance Improvements:
•   Performance optimizations should increase frame rates up to 15%
•   Researching spies during treaty should no longer causes a desync

Community Focused Bug Fixes:
•   Hosts are able to set a password for their lobby
•   Audio for notifications should no longer overlap and cause a loud noise
•   Audio for garrisoning / un-garrisoning should no longer overlap
•   Lobby civ pools should now be consistent for each host player
•   Lobby civ pools should now display the conquerors civilizations correctly
•   Lobby maps should now display random special and real world at the top of the list
•   Lobby maps no longer displays random special twice in the list
•   Lobby maps now selects DLC3 Random Real World maps correctly when appropriate
Title: Re: Age of Empires II: HD Edition
Post by: Asid on September 14, 2017, 09:02:21 PM
Patch Notes - 5.5 (Live)
Age of Empires II HD - onfire55

Thank you to everyone who participated in this long Open Beta and we are thrilled to bring these desync improvements and balance changes to the full community! As always, your feedback has been valuable and your assistance playing multiplayer games has ensured that our desync rates have improved.

The new discussion thread can be found here and we look forward to hearing from you and collecting your feedback!
The following items have been addressed in this 5.5 Live update:

Stability and Performance Improvements:
•   Performance optimizations should increase frame rates up to 15%
•   Researching spies during treaty should no longer causes a desync
•   Extremely long games should no longer desync due to high turn counts
•   Quitting via ALT+F4 should no longer cause a desync
•   Resigning but staying in game no longer desyncs after remaining players save/load
•   The desync message should no longer appear over the post game screen

Community Focused Bug Fixes:
•   Hosts are able to set a password for their lobby
•   Audio for notifications should no longer overlap and cause a loud noise
•   Audio for garrisoning / un-garrisoning should no longer overlap
•   Lobby civ pools should now be consistent for each host player
•   Lobby civ pools should now display the conquerors civilizations correctly
•   Lobby maps should now display random special and real world at the top of the list
•   Lobby maps no longer displays random special twice in the list
•   Lobby maps now select DLC3 Random Real World maps correctly when appropriate
•   The password checkbox should now remain when changing datasets
•   Navigating through aoe.net should now correctly prompt the password popup (when needed)

Balance Improvements:
•   Magyars no longer need to build a blacksmith to receive free blacksmith upgrades
•   Magyars now receive Siege Engineers
•   Magyar Scout Cavalry, Light Cavalry and Hussar cost -15% (up from -10%)
•   Magyars Recurve Bow now adds +1 attack and +1 range (up from +1 range)
•   Indians no longer have the Arbalest upgrade
•   Malay Karambit Warrior have +1 attack
•   Fire ships have -1 pierce armor
•   Fast Fire ships have -1 pierce armor
•   Viking warship discount changed to -15%, -15%, -20% (up from -10%, -15%, -20%)
•   Italians fishing ships now cost -15 wood (down from -25 wood)
Title: Re: Age of Empires II: HD Edition
Post by: Asid on November 14, 2017, 09:44:40 PM
Patch Notes - 5.6 (Open Beta)
23 OCTOBER - ONFIRE55

Patch 5.6 is now ready for Open Beta! In this update we have addressed a wide variety of community issues and we encourage everyone to try it out and participate in the Open Beta! We will be monitoring the forums and we look forward to your feedback in this discussion thread.

Thank you for your ongoing support and to everyone who is already participating!

Below are the issues that have been addressed in this 5.6 Open Beta:

General Community Bug Fixes:
•   Main menu titles no longer disappears after changing languages
•   Main menu help text is now displayed correctly
•   History screen scroll bars are now aligned correctly
•   History screen text is no longer cut off by the scroll bar for some languages
•   Credits screen background images now cycle correctly
•   Lobby Browser now displays ranked games correctly
•   Custom campaigns are now sorted alphabetically in the campaign menu
•   NOMODS launch option no longer skips the intro video

Campaign Improvements:
•   Main menu music now correctly fades out when advancing to the campaign menu
•   Campaign menu buttons now play the correct audio sfx
•   Campaign help text and highlights are now consistent
•   El Cid 1 monks should no longer take the players relic
•   Francisco de Almeida 1 scout panel text should no longer be cut off
•   Holding escape while pressing ok to start a custom campaign should no longer crash
Editor Improvements:
•   Testing a scenario after deleting a garrisoned unit should no longer crash
•   Enabling unique player colors is now less confusing
•   Changing a player in trigger conditions no longer resets other lists in the trigger
•   Changing the players starting age and civilization no longer disables imperial age units
•   Scroll bars no longer appear on top of dropdown lists
•   Researching any technology while units have modified HP / AP now functions correctly
•   Mini-map is no longer cut off by the edge of the screen
•   AI tribe names no longer persist in other game modes
•   Setting max teams no longer gets incremented by 1 in the lobby
•   Setting max teams no longer prevents right click cycling in lobby
•   Disabled items now transfer correctly when players change colors in the lobby
•   Arrow keys now function correctly on the save menus
•   Modifying scenario dependencies should no longer create a corrupted file if it fails

Gameplay Improvements:
•   Treaty games now display a countdown timer
•   Treaty countdown timer now displays a warning message
•   Treaty 1-minute-left warning sound should now play
•   Imperial Skirmisher and Elite Genitour are now available in Imperial Age scenarios
•   Huskarls trained from castle and barracks can now be selected together
•   Mirror civ option now functions correctly with co-op
•   Tech tree hotkey button now functions correctly when pressing escape
•   Tech tree tile should no longer crash when drag clicking
•   Tech tree embedded techs should no longer have alignment issues
•   Tech tree unit names no longer appear to be cut off in Simplified Chinese
•   Same units created from different buildings can now be grouped correctly
•   Idle AI monks should now attempt to retrieve relics
•   Neutral and enemy stance descriptions are no longer cut off
•   Market buttons should now be easier to read
•   Terrain sound effects should now play correctly
•   Recorded game UI button help text is now displayed correctly
•   Post-game research percentage should now be more accurate
•   Post-game mvp ribbons should now display correctly for each team
•   Post-game co-op scores should now display correctly
•   Data restrictions now fixed for Water Nomad, Sandbank and Pacific Islands

Mod Manager Improvements:
•   Buttons will now appear disabled when players have no mods installed
•   Mod manger title is no longer cut off
•   Lobby Brower filter now enables searching for modded datasets
•   Modded datasets now use the cog icon in all drop downs
•   Updating your published mods now remembers the published description
•   Converting an Expansions Scenario to Base no longer hides units incorrectly
Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 05, 2017, 12:50:53 AM
Patch Notes - 5.6 (Live)
Age of Empires II HD - onfire55

Patch 5.6 is now Live! Thank you to everyone who participated and played multiplayer games in the Open Beta. We really appreciate your dedication and insight, it is essential to ensuring we're ready for live release!

As always, we will continue to monitor the forums and we look forward to hearing your feedback inthis discussion thread!

Below are the issues that have been addressed:


General Community Bug Fixes:
•   Main menu titles no longer disappears after changing languages
•   Main menu help text is now displayed correctly
•   History screen scroll bars are now aligned correctly
•   History screen text is no longer cut off by the scroll bar for some languages
•   Credits screen background images now cycle correctly
•   Lobby Browser now displays ranked games correctly
•   Custom campaigns are now sorted alphabetically in the campaign menu
•   NOMODS launch option no longer skips the intro video

Campaign Improvements:
•   Main menu music now correctly fades out when advancing to the campaign menu
•   Campaign menu buttons now play the correct audio sfx
•   Campaign help text and highlights are now consistent
•   El Cid 1 monks should no longer take the players relic
•   Francisco de Almeida 1 scout panel text should no longer be cut off
•   Holding escape while pressing ok to start a custom campaign should no longer crash

Editor Improvements:
•   Testing a scenario after deleting a garrisoned unit should no longer crash
•   Enabling unique player colors is now less confusing
•   Changing a player in trigger conditions no longer resets other lists in the trigger
•   Changing the players starting age and civilization no longer disables imperial age units
•   Scroll bars no longer appear on top of dropdown lists
•   Researching any technology while units have modified HP / AP now functions correctly
•   Mini-map is no longer cut off by the edge of the screen
•   AI tribe names no longer persist in other game modes
•   Setting max teams no longer gets incremented by 1 in the lobby
•   Setting max teams no longer prevents right click cycling in lobby
•   Disabled items now transfer correctly when players change colors in the lobby
•   Arrow keys now function correctly on the save menus
•   Modifying scenario dependencies should no longer create a corrupted file if it fails

Gameplay Improvements:
•   Treaty games now display a countdown timer
•   Treaty countdown timer now displays a warning message
•   Treaty 1-minute-left warning sound should now play
•   Imperial Skirmisher and Elite Genitour are now available in Imperial Age scenarios
•   Huskarls trained from castle and barracks can now be selected together
•   Mirror civ option now functions correctly with co-op
•   Tech tree hotkey button now functions correctly when pressing escape
•   Tech tree tile should no longer crash when drag clicking
•   Tech tree embedded techs should no longer have alignment issues
•   Tech tree unit names no longer appear to be cut off in Simplified Chinese
•   Same units created from different buildings can now be grouped correctly
•   Idle AI monks should now attempt to retrieve relics
•   Neutral and enemy stance descriptions are no longer cut off
•   Market buttons should now be easier to read
•   Terrain sound effects should now play correctly
•   Recorded game UI button help text is now displayed correctly
•   Post-game research percentage should now be more accurate
•   Post-game mvp ribbons should now display correctly for each team
•   Post-game co-op scores should now display correctly
•   Data restrictions now fixed for Water Nomad, Sandbank and Pacific Islands

Mod Manager Improvements:
•   Buttons will now appear disabled when players have no mods installed
•   Mod manger title is no longer cut off
•   Lobby Brower filter now enables searching for modded datasets
•   Modded datasets now use the cog icon in all drop downs
•   Updating your published mods now remembers the published description
•   Converting an Expansions Scenario to Base no longer hides units incorrectly

Title: Re: Age of Empires II: HD Edition
Post by: Asid on December 31, 2017, 04:48:49 PM
Patch Notes - 5.7 (Open Beta)
21 DECEMBER - ONFIRE55

Thank you for your ongoing patience and support!

Patch 5.7 is now ready for Open Beta! In this update we have addressed a wide variety of community issues (including correct scaling for lobby names) and we encourage everyone to participate in the Open Beta! We will be monitoring the forums and we look forward to your feedback in this discussion thread.
Below are the issues that have been addressed in this 5.7 Open Beta:


General Community Bug Fixes:
•   Advancing through replay chapters should no longer cause a desync
•   Visibility settings should no longer cause a desync
•   Pressing escape/enter in the lobby password text field should now function correctly
•   Co-op teams should now display correctly in game and on the post-game screens
•   Co-op players should be able to ready correctly on the first try
•   Restore game and save lists should now correctly show DLC requirement icons
•   Audio taunts setting now saves to the players profile correctly
•   Some localized text clipping issues were addressed

Lobby Improvements:
•   Players should no longer be able to join fake lobbies
•   Players should now correctly time out if attempting to join an invalid lobby
•   Players should no longer crash when excepting an invite from a custom campaign
•   Players should now correctly cancel joining a lobby even when selected quickly
•   Lobby should no longer crash when kicking players who are in the Tech Tree
•   Lobby settings should now remember the team random option
•   Lobby settings should no longer appear blank after disabling DLCs
•   Lobby names should now scale in font size based on title length
•   Lobby button sound effects should now play when changing names
•   Lobby reset button now has a sound effect when pressed
•   Lobby data set icon should now maintain the correct icon on subsequent loads
•   Lobby browser custom scenario setting has been added to the game type filter
•   Lobby browser location setting now has the any option at the top
•   Lobby browser location setting should no longer appear blank after selecting reset
•   Lobby browser standard victory filter should now function correctly

Gameplay Improvements:
•   Starting a game with mods should no longer encounter a rare crash
•   Under attack text notifications now play a chat sound
•   Villagers should now lure animals to the town center more frequently
•   Trade carts should no longer lose their gold when pressing the stop hotkey
•   Lock teams should now disable tributing to enemy player in single player
•   Garrison unit UI button should now be the correct size
•   Treaty warnings should now be displayed when building inappropriately
•   Tech tree should now close correctly after opening it with F2
•   Campaign objective window tabs are no longer too low
•   Campaign intro slides audio no longer becomes misaligned when using alt tab
•   Campaign Honfoglalas now has the correctly objectives
•   Campaign Dos Pilas no longer has a gate that disappears after the first objective
•   Campaign Dracula 4 and 5 now have correct enemy player colours
•   Campaign Bapheus no longer triggers diplomacy after killing Bey Metin

Balance Improvements:
•   Condottiero now have unique armor class (only resisting bonus damage from gunpowder units, not from other anti-infantry attacks)
•   Condottiero -1 pierce armor (from 1 to 0)
•   Condottiero -1 attack (from 10 to 9)
•   Elite Battle Elephant cost increased from 800f 500g to 1200f 900g
•   Elite Battle Elephant research time increased from 80s to 100s
•   Malay Battle elephants 30% cheaper (rather than 25%)
•   Elite Karambit -1 attack (from 8 to 7)
•   (Elite) Battle Elephant blast radius -0.1 (from 0.5 to 0.4)
•   (Elite) Camel Archer -5 HP (from 60/65 to 55/60 without Bloodlines)
•   (Elite) Camel Archers -2 armor vs Camels (from 2 to 0)
•   (Elite) Camel Archers -2 armor vs anti-cavalry archer attacks (from 2 to 0)
•   (Elite) Camel Archers -2 attack vs Rams (from 2 to 0)
•   Ethiopians lose the free Halberdier upgrade
•   Howdah cost +200f (from 200f 300w to 400f 300w)
•   Howdah effect reduced from +1/+2 armor to +1/+1 armor
•   Arquebus increases projectile speed of Bombard Cannons and Bombard towers by +0.2 (from 0 to 0.2, used to be 0.5 prior to patch 5.2)
•   Organ Gun +1 spread damage (from 1 to 2)
•   (Elite) Arambai -0.05 speed (from 1.35 to 1.3)
•   (Elite) Arambai -1 attack
•   Elite Arambai -2 armor vs anti-cavalry archer attacks (from 2 to 0)
•   Slavs farm bonus now properly works after researching Wheelbarrow and Hand Cart
•   Chatras effect increased from +30 HP to +50 HP
•   Eagle Warrior training time +3s (from 32s to 35s)
•   Eagle Warrior -0.05 speed (from 1.2 to 1.15)
•   Anti-camel bonus increased for all anti-cavalry units (except camels)
•   Malians lose free Gold Shaft Mining

Also, here is how to access the Open Beta Branch:
1.   In Steam, right click on Age of Empires II: HD (while the game is not running).
2.   Select Properties.
3.   Select the BETAS tab.
4.   From the drop down, select Open Beta – Patch 5.7.
5.   Exit and restart Steam to ensure the update installs correctly.
6.   To go back to the Live Build, select None in the BETAS tab dropdown.

Title: Re: Age of Empires II: HD Edition
Post by: Asid on January 25, 2018, 12:20:32 PM
Patch Notes - 5.7 (Live)
24 JANUARY - ONFIRE55

Patch 5.7 is now live and thank you for participating in the Open Beta! Your continued support ensures that every build is ready for live release, we are very excited to bring these changes to the full community. The new discussion thread can be found here and we look forward to hearing your feedback! Thanks and have fun!

Below are the issues that have been addressed in this 5.7 Patch:

General Community Bug Fixes:
•   Addressed a desync found when file transferring custom maps
•   Advancing through replay chapters should no longer cause a desync
•   Visibility settings should no longer cause a desync
•   Pressing escape/enter in the lobby password text field should now function correctly
•   Co-op teams should now display correctly in game and on the post-game screens
•   Co-op players should be able to ready correctly on the first try
•   Restore game and save lists should now correctly show DLC requirement icons
•   Audio taunts setting now saves to the players profile correctly
•   Some localized text clipping issues were addressed

Lobby Improvements:
•   Players should no longer be able to join fake lobbies
•   Players should now correctly time out if attempting to join an invalid lobby
•   Players should no longer crash when excepting an invite from a custom campaign
•   Players should now correctly cancel joining a lobby even when selected quickly
•   Lobby should no longer crash when kicking players who are in the Tech Tree
•   Lobby settings should now remember the team random option
•   Lobby settings should no longer appear blank after disabling DLCs
•   Lobby names should now scale in font size based on title length
•   Lobby button sound effects should now play when changing names
•   Lobby reset button now has a sound effect when pressed
•   Lobby data set icon should now maintain the correct icon on subsequent loads
•   Lobby browser custom scenario setting has been added to the game type filter
•   Lobby browser location setting now has the any option at the top
•   Lobby browser location setting should no longer appear blank after selecting reset
•   Lobby browser standard victory filter should now function correctly

Gameplay Improvements:
•   Starting a game with mods should no longer encounter a rare crash
•   Under attack text notifications now play a chat sound
•   Villagers should now lure animals to the town center more frequently
•   Trade carts should no longer lose their gold when pressing the stop hotkey
•   Lock teams should now disable tributing to enemy player in single player
•   Garrison unit UI button should now be the correct size
•   Treaty warnings should now be displayed when building inappropriately
•   Tech tree should now close correctly after opening it with F2
•   Campaign objective window tabs are no longer too low
•   Campaign intro slides audio no longer becomes misaligned when using alt tab
•   Campaign Honfoglalas now has the correctly objectives
•   Campaign Dos Pilas no longer has a gate that disappears after the first objective
•   Campaign Dracula 4 and 5 now have correct enemy player colours
•   Campaign Bapheus no longer triggers diplomacy after killing Bey Metin

Balance Improvements:
•   Condottiero now have unique armor class (only resisting bonus damage from gunpowder units, not from other anti-infantry attacks)
•   Condottiero -1 pierce armor (from 1 to 0)
•   Condottiero -1 attack (from 10 to 9)
•   Elite Battle Elephant cost increased from 800f 500g to 1200f 900g
•   Elite Battle Elephant research time increased from 80s to 100s
•   Malay Battle elephants 30% cheaper (rather than 25%)
•   Elite Karambit -1 attack (from 8 to 7)
•   (Elite) Battle Elephant blast radius -0.1 (from 0.5 to 0.4)
•   (Elite) Camel Archer -5 HP (from 60/65 to 55/60 without Bloodlines)
•   (Elite) Camel Archers -2 armor vs Camels (from 2 to 0)
•   (Elite) Camel Archers -2 armor vs anti-cavalry archer attacks (from 2 to 0)
•   (Elite) Camel Archers -2 attack vs Rams (from 2 to 0)
•   Ethiopians lose the free Halberdier upgrade
•   Howdah cost +200f (from 200f 300w to 400f 300w)
•   Howdah effect reduced from +1/+2 armor to +1/+1 armor
•   Arquebus increases projectile speed of Bombard Cannons and Bombard towers by +0.2 (from 0 to 0.2, used to be 0.5 prior to patch 5.2)
•   Organ Gun +1 spread damage (from 1 to 2)
•   (Elite) Arambai -0.05 speed (from 1.35 to 1.3)
•   (Elite) Arambai -1 attack
•   Elite Arambai -2 armor vs anti-cavalry archer attacks (from 2 to 0)
•   Slavs farm bonus now properly works after researching Wheelbarrow and Hand Cart
•   Chatras effect increased from +30 HP to +50 HP
•   Eagle Warrior training time +3s (from 32s to 35s)
•   Eagle Warrior -0.05 speed (from 1.2 to 1.15)
•   Anti-camel bonus increased for all anti-cavalry units (except camels)
•   Malians lose free Gold Shaft Mining
Title: Re: Age of Empires II: HD Edition
Post by: Asid on February 13, 2018, 06:45:41 PM
Audio Taunts!
31 JANUARY   - ONFIRE55

If you like hearing audio taunts, don’t forget to turn them on in the Options Menu!

With the latest Patch update the "Allow Audio Taunts" setting will now save and function correctly like the other settings on that screen.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on July 28, 2018, 10:45:50 AM
Ranked Play Patch in Open Beta Now!
Age of Empires II HD - MSPlus2Joe

We're thrilled to announce that a much-anticipated patch for the ranked play Elo system is live right now in our open beta branch!

We hope to push this patch to general release as soon as possible, but we need a bunch of games played in order to make sure everything works... and that's where you come in!

Here's how you can join the open beta right now and help us test this patch:

•   From your Library screen in Steam, right-click on Age of Empires II: HD Edition and select Properties.
•   Click on the Betas tab.
•   Click the drop-down arrow and select "Open Beta."
•   Wait for updates to finish and launch the game.
•   Play a LOT of ranked games, and report any bugs to our official report thread: Report bugs here! https://steamcommunity.com/app/221380/discussions/0/1762481957309428185/


The more games you play, the more data we get to make sure everything's stable and working great! Thanks to everyone in the community for their patience and participation as we worked to bring you the best Age of Empires II experience we can!


Known issue: Please note that, as with most betas, those on the beta branch won't be able to play with people on the general release branch. Accepting an invitation to a game on a different branch can cause a crash.

Title: Re: Age of Empires II: HD Edition
Post by: Asid on August 05, 2018, 12:55:07 PM
Balance Patch 5.8 now available in Open Beta!
3 August - MSPlus2Joe

The much-anticipated balance patch 5.8 is now live for you to play on the Open Beta branch!

This patch contains many improvements and balance changes geared toward competitive play.

Your continued participation in the open beta ensures that we can keep making Age of Empires II HD the best game it can be for our millions of players worldwide!

Here's how to join the beta:
1.   Right-click on Age of Empires II HD in your Steam Library and seelct "Properties".
2.   Navigate to "Betas".
3.   In the dropdown menu, select "open-beta" and then click "Close".
4.   Wait for the game to update, then play!

You can reverse this process by following the steps above and selecting "None" in step 3.

Changes in Patch 5.8
•   (Elite) Elephant Archers +2 archer armor vs anti-archer attacks (from -2 to 0).
•   (Elite) Elephant Archers -2 armor vs anti-cavalry archer attacks (from 0 to -2).
•   Eagle Scout training time in Castle Age +3s (from 32s to 35s), same as Eagle Warrior.
•   Incan free llama bonus is no longer tied to the scout; requires Town Center on nomad-style maps.
•   Vietnamese reveal enemy bonus no longer works in full tech tree games.
•   Malay infinite fish trap bonus no longer works in full tech tree games.
•   Khmer no building requirement bonus no longer works in full tech tree games.
•   Teuton team bonus no longer overrides Faith technology in post-imperial age start games.
•   Fixed the issue with siege workshops not receiving extra HP and armor in Imperial Age.
•   Fixed the issue causing the attack sound of Galleons to not play.
•   Fixed the issue with buildings placed on Desert, Cracked terrain not receiving a bonus damage when being attacked.
•   Hunting dogs effect no longer appears in games with starting ages later than Dark.
•   Villagers and towers do a reduced bonus damage vs walls before castle age.
•   Watch Towers, Guard Towers and Keeps cost +25w.
•   Siege Tower collision size changed from 0.50 to 0.45.
•   Coinage moved up to Castle Age, Banking moved up to Imperial age.
•   Couriers cost +200f +400g (from 400f 200g to 600f 600g).
•   Italian fishing ship cost bonus reduced to 15% (from 20%).
•   Khmer receive Arbalest upgrade.
•   Mayan farmers work at closer speed to the farmers of other civilizations.
•   (Elite) Arambai cost changed to 80 wood 60 gold (from 55w 60g).
•   (Elite) Karambit Warrior cost changed to 30f 15g (from 25f 10g).
•   Vietnamese archer HP bonus changed to immediate +20% HP to foot archers. (instead of the staggered effect).
•   (Elite) Rattan Archers +5 HP.
•   Korean faster building fortifications bonus is reduced for Towers(similar to how the Spanish building bonus is reduced for Wonders)
•   Mamelukes receive 5 less damage from Halberdiers.



Title: Re: Age of Empires II: HD Edition
Post by: Asid on September 06, 2018, 09:23:19 PM
Age of Empires II HD Patch 5.8 live now!
Age of Empires II HD - MSPlus2Joe

Balance Patch 5.8 is now live for all users! Thanks to everyone who participated in the open beta. This is a big balance patch aimed at improving the competitive experience. Discussion thread here.


CHANGES IN PATCH 5.8
•   (Elite) Elephant Archers +2 archer armor vs anti-archer attacks (from -2 to 0).
•   (Elite) Elephant Archers -2 armor vs anti-cavalry archer attacks (from 0 to -2).
•   Eagle Scout training time in Castle Age +3s (from 32s to 35s), same as Eagle Warrior.
•   Incan free llama bonus is no longer tied to the scout; requires Town Center on nomad-style maps.
•   Vietnamese reveal enemy bonus no longer works in full tech tree games.
•   Malay infinite fish trap bonus no longer works in full tech tree games.
•   Khmer no building requirement bonus no longer works in full tech tree games.
•   Teuton team bonus no longer overrides Faith technology in post-imperial age start games.
•   Fixed the issue with siege workshops not receiving extra HP and armor in Imperial Age.
•   Fixed the issue causing the attack sound of Galleons to not play.
•   Fixed the issue with buildings placed on Desert, Cracked terrain not receiving a bonus damage when being attacked.
•   Hunting dogs effect no longer appears in games with starting ages later than Dark.
•   Villagers and towers do a reduced bonus damage vs walls before castle age.
•   Watch Towers, Guard Towers and Keeps cost +25w.
•   Siege Tower collision size changed from 0.50 to 0.45.
•   Coinage moved up to Castle Age, Banking moved up to Imperial age.
•   Couriers cost +200f +400g (from 400f 200g to 600f 600g).
•   Italian fishing ship cost bonus reduced to 15% (from 20%).
•   Khmer receive Arbalest upgrade.
•   Mayan farmers work at closer speed to the farmers of other civilizations.
•   (Elite) Arambai cost changed to 80 wood 60 gold (from 55w 60g).
•   (Elite) Karambit Warrior cost changed to 30f 15g (from 25f 10g).
•   Vietnamese archer HP bonus changed to immediate +20% HP to foot archers. (instead of the staggered effect).
•   (Elite) Rattan Archers +5 HP.
•   Korean faster building fortifications bonus is reduced for Towers(similar to how the Spanish building bonus is reduced for Wonders)
•   Mamelukes receive 5 less damage from Halberdiers.
•   Fire Galleys do 1 damage to fishing ships (reduced from 3)
•   Villagers and towers no longer do reduced damage against walls before Castle Age
•   (Elite) Camel Archers training time +4s (from 21s to 25s)
•   Indians camels no longer receive +1 melee armor bonus
•   Slavic farming bonus is closer to the intended +15% value (multiplier reduced from 1.31 to 1.28)

Title: Re: Age of Empires II: HD Edition
Post by: Attila on September 07, 2018, 11:51:01 AM
Nice good to see they still updating it :)

I need to play it again.
Title: Re: Age of Empires II: HD Edition
Post by: Asid on September 07, 2018, 11:57:28 AM
This is one of my all time top games.  :gamer