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Age Of Empires 2 HD - 10% off Steam!

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#28
I'm about five years out of practice :p I can explain it to the best of my memory though, it's based on a feudal rush:

Play as Chinese, you need the extra villagers in the beginning
Get your scout exploring using waypoints, just do a general search in the area of the enemy on the opposite end of the map
Get four on food and one on wood
Build houses everytime you have enough wood
Create villagers everytime you have enough food, until you have eight on food and one two on wood
Advance to the feudal age - you should be at no more than 9:20 when you start the upgrade
As you begin advancing, move everyone to wood and send two villagers to build a barracks and archery range near the enemy
As you hit feudal, start spamming archers - have at least four before progressing to the next step
Put archers on your enemy's resources attacking their villagers, continue creating new archers

Here's the "immoral" bit, it involves exploiting the rubbish AI (at any level)

Order your archers to move away from the town center and stand ground whenever your enemy rings the town center bell to gather all the villagers inside, that way the AI will stupidly ring the bell again to send the villagers to work. Once the villagers are far enough away from the town center, change the attack stance of your archers to attack. Build a handful of militia while doing this. It can be a matter of 30s or less until your enemy is out of villagers, and then it's a few minutes for your militia to destroy the barracks, town center and any other unit-creating buildings your enemy may have.

For a 1v2, I'd recommend saving up a bit more before advancing to the feudal age, I'd do the advance around the 10:30 to 11:00 mark. You won't be able to have a pair each of barracks and archery range in as short a time, meaning one of your enemies will advance quite a bit further than your first victim. This is what causes taking on two enemies to take so much longer.

Another AI exploit if you want to turtle is walls - enemies WON'T attack walls if there's a gap. Building your walls like this:

Code:
    ____________________
|____________________  |
|  ____________________|
|____________________  |
|  ____________________|
Will cause your enemy to snake through the wall slowly. According to the AI, there is a clear path into your base and no need to attack walls. Having a line of towers or a group or ranged units behind the wall effectively guarantees that no melee units get to your base, and should you see a battering ram or similar approaching, it's easy getting your melee units to it without risking something slipping through an open gate.

I used to know tonnes of ways to fool the AI, that's the one I remember best.
 
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1Kurgan1

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#29
Well just got a video done for the game, intro for those that don't know the series, revisit and talking about it for those that have, but haven't seen it in widescreen.
[yt]rTVyKI3qw-g[/yt]
 
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#30
I remember playing this back during 1998-2004 my god the best years of my life
 
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#31
It is surprising how they managed to fuck up AoE:Online so badly.
 
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#32
It is surprising how they managed to fuck up AoE:Online so badly.
I was deeply disappointed.
I was more disappointed with AoEO that i was with AoE3. :mad:

I would love to get AoE2 with AoE3 graphics :toast:
 

1Kurgan1

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#33
It is surprising how they managed to fuck up AoE:Online so badly.
Thats what happens when you axe the studio responsible for a successful franchise, then decide you want to continue said franchise with the remains of the outgoing company.
 
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#35
Bumping this old thread, the game did indeed get an AI revamp - of NOTE! Is anyone else still playing it?
the pathfinding is killing me in this game, still a great game. I play from time to time with friends.
 
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#36
Another AI exploit if you want to turtle is walls - enemies WON'T attack walls if there's a gap. Building your walls like this:

Code:
    ____________________
|____________________  |
|  ____________________|
|____________________  |
|  ____________________|
Will cause your enemy to snake through the wall slowly. According to the AI, there is a clear path into your base and no need to attack walls. Having a line of towers or a group or ranged units behind the wall effectively guarantees that no melee units get to your base, and should you see a battering ram or similar approaching, it's easy getting your melee units to it without risking something slipping through an open gate.

I used to know tonnes of ways to fool the AI, that's the one I remember best.
i always put some special units just to counter attack

and one more i like hit and run attack, especially if close to the beach just shoot from the ships or just blasting by using bomb ships

and if you have no way to run just activate cheats:p;)
i never cut the trees :toast::toast:
 
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#37
i never cut the trees :toast::toast:
Circa 2005 I had a 1v1 with a friend of mine, we'd shared strategies many times before as we'd often be a team in a 2v2. As such, we both knew how to counter every possible strategy we could think of, and four or five hours into the game (playing on fast speed, not normal so don't worry, it wasn't four or five hours real time :D) we'd both built up an incredibly strong defense and had a stalemate of note.

I had one card left, something I'd learnt back in the Rise of Rome day, and that was to start tunneling into his base from behind. Each of us had a strong defense up front, but the only defense on the back and sides was the forest. I think it took me over an hour, but I managed to tunnel through and start setting up a new base "in" his base - "in" in as much as it was an area under his control that used to be tree.

I think the game finally ended somewhere around the six hour mark, but damn it was fun!