Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Mod Design > TDIII
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Bug reports are welcomed.
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No chance to win the game ...
I had Tamerlan with full speed, HP and armor, but only 2 or 3 units made it ...
Here are some bugs ...
Confused Giant Trader (which walked on ship market path)
Husars cutting the path ... (but only Husars !)
After 2:51 gametime ... 2 Tamerlan passed 4 bases ... (units always stpped in these edges)
After 3:31 gametime ... all unit upgrades in military research center done (HP,SPEED,Armor)
If you had 3 of these centers and researching 2 upgrades at same time (like armor and HP), another button-ID for a other kind of Unit was displaced in 3rd center ( 2 ID's for different units). On this way i had lost my full upgraded tamerlan unit ....
Sky Workshop ... good idea ! But 10.000 wood for this building ? ... smile ... was happy that i had celts .... The other players was not amused .... lol ... you need with others civs hours to choop 10.000 wood. The researched time for wallace (750 wood each) is also too long (around 20-25 min gametime !/caused in the kind of building ?)
And sometimes passed Units starting a second circut round ....
On full speed the counter don't work exactly (2-3 units counting as one)
As far as the game lasting that long goes, it is unfinished. I need a sudden death unit to be added as well as some more units between that and the current ones.
On full speed the counter don't work exactly (2-3 units counting as one)
Another idea I am thinking about is to cover most of your base with trees, so you need to clear them in order to build more. Thoughts?
As for arrows missing, think I will add a tech to speed them up so they don't miss.
considerations ....
[*] lower tower AP (max. 85?) ?
[*] more armor (=max tower AP) ?
[*] addional Units in military research center (1. Path ends in Saboteur (with ? AP, cutting path like the "husars" and are able to damage/destroy towers when hit) 2. Path ends in Dino 3. Path ends in demolition Ship (same abilities like sab but following path) 4. Path ends in rams ?
[*] all towers which can be upgrade in university min 100 stones (without firetower). all upgrades 30.000 gold (without firetower) ?
[*] sky workshop (3000 wood), Wallace upgrades same research time as wallace trader ?
[*] Team Speed (2x/3x price as individuel speed) ?
When imperial age most players only using the wallace trader. than the gold production raising very fast. If you have a basic trade + 6-7 full upgraded wallace the tower ap raising very fast. so its easy to reach the maximum of 135 ap.
For defence are rapid towers and full upgraded scorpion towers the best option. In center island scorpions and left/right rapids no existing full upgraded unit are able to pass this defence.
if you build axe towers on the right places (center island on edges/top, left/right on edges) they hit perfect. specially when full upgraded.
in beta 4 you are able to win fast, specially when you have turks. building militray research center. All 6 units on gold. Sell wood and stone @ market. before the 1st units starting their run you have min elite teuton knight with 200 HP. naraboga (1000), wallace (2500), elefants follow very fast .... little HP/speed upgrades ... and the game is done
Units on path moved backwards
I had placed some monks on the path.
Than I created missionaries. I wanted them in edges. As they was on path they followed the path like the circuit Units. So I moved them backwards (see teal units between blue and grey base. these are the missionaries). Suddently game ends cause oppoment units moved bachwards .... lol
May be this or the Monks on path (blocking ?) causes the backwards movement ?
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Really good concept though.
The first time i played it
i got hooked....
Rambit, Thanks for the Map, and the Graphics are off the Chain!!!!!