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posted by martyb on Tuesday June 13 2017, @12:16PM   Printer-friendly
from the New!-And-Improved! dept.

A remastered version of Age of Empires is being released for the game's 20th anniversary:

Microsoft is updating the game for 2017 with a modernized interface and gameplay refinements. In addition, said Isgreen, "We've re-orchestrated and re-recorded the entire soundtrack to the game" with a symphony. Multiplayer will be available via Xbox Live. Microsoft previously remastered 1999's Age of Empires 2 — that upgrade, Age of Empires 2 HD, was released in 2013 on Steam. Forgotten Empires, the studio that developed Age of Empires 2 HD, is also making the Definitive Edition of Age of Empires.

Also at VentureBeat and PC Gamer.

Official website. Trailer.


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  • (Score: 3, Interesting) by takyon on Tuesday June 13 2017, @09:37PM (2 children)

    by takyon (881) <{takyon} {at} {soylentnews.org}> on Tuesday June 13 2017, @09:37PM (#525103) Journal

    Looking at the new civs in the 2 latest expansions now.

    Berbers: Faster villagers always a plus, and from the start too. Stable units costing less is good, might be best paired with another team's bonus.

    Malians: -15% wood to build buildings could easily speed things up. The pierce armor can help for attacking town centers and castles. Gold mining upgrades being free saves some precious food while getting the gold reqs for advancing handled. Town centers firing arrows without a garrison might not be essential, but could help out. The team bonus of university researches being 80% faster is ok. Get that ballistics fast! All in all I like this one.

    Ethiopians: Archers fire 15% faster means that with two otherwise equal archer units facing off (no Britons or whatever), the Ethiopian one should win. And infantry can get trashed much faster. Receiving 100 food and gold when advancing is nice. I don't know if this happens when you click the research or advance to the next age, but it makes getting to the Castle Age decently easier. Increased siege workshop blast radius could be OP.

    Portuguese: All units cost 15% less gold, ships have +10% HP, has free Cartography instantly, ships have more armor. Better for the late game. "Arquebus: Gunpowder units affected by Ballistics" could be OP and make the Turks look like trash.

    Burmese: Free lumbercamp upgrades are OK. Extra 1-4 infantry attack is great. Monastery techs being cheaper doesn't seem like a huge deal compared to monk bonuses in other civs. However "relics visible on map" as a team bonus is outstanding since you don't need to play as Burmese and will be sure to make a grab for the relics.

    Khmer: No buildings required to advance seems like a better deal in the feudal age maybe, since you might not want to build the Archery Range or Stable (initially) for this civ. Fast and stronger elephants are always great, although I'd have to compare it more closely to the Persians. Scorpions have +1 range and can fire 2 projectiles. I don't see the point of garrisoning in houses.

    Malay: Fast advance to the next age allows you to make more villagers early on, great fishing and fish farming, cheaper battle elephants. Docks can fire arrows, and as early as the Castle Age, as long as you can afford 300 food and 300 gold. The Malays can also research Bracer, increasing the dock range by 3 to 10. I don't know what Militia-line is.

    Vietnamese: Reveal enemy positions at game start doesn't seem like a big deal. With Cartography and allies, you can find them pretty quickly. Archery units have more HP. Conscription is free, but you have to get to the Imperial Age first. You can give +500 gold to your whole team at a cost of 800 food and 200 gold... meh. The whole team can upgrade Elite Skirmishers to Imperial Skirmishers, and those units can wreck Cavalry Archers.

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  • (Score: 2) by cubancigar11 on Thursday June 15 2017, @05:32AM (1 child)

    by cubancigar11 (330) on Thursday June 15 2017, @05:32AM (#525879) Homepage Journal

    Well, naval warfare is pretty useless in AOE2 unless you are in a water majority map. How frequent is that? So I would say Portugese and Malay are not a good front player. Also, I played with Malian special unit, Gbeto. And it requires a lot of micro-management because their hit points are very low. And army of Paladins can mow them like anything.

    The new AI is vastly superior, so much so that I haven't been able to beat them on hard while I used to beat 2 hardest AI opponents earlier. Give it a try, you will instantly love it. The only problem I encountered is that you need to really become very good and that requires a lot of time and dedication because the new AIs are really surprisingly good.

    I hadn't heard about 0AD. I shall give it a try today.

    • (Score: 3, Informative) by takyon on Friday June 16 2017, @11:13PM

      by takyon (881) <{takyon} {at} {soylentnews.org}> on Friday June 16 2017, @11:13PM (#526672) Journal

      I had a lot of success playing Burmese and just spamming their battle elephants. Both of their unique techs upgrade the elephants: +1/+2 armor, and then +6 attack against buildings. So they can end up with 6 8 pierce armor and just wreck Castles and Town Centers. I threw in some Arambai to handle the pikemen, and Arambai also get the +6 building bonus [wikia.com].

      With respect to water maps, in multiplayer you could agree to select a water map instead of random, select Full Random, or try your luck at MegaRandom. Selecting a naval civ would be like placing a bet on the map type (assuming you can use the naval civ well).

      I like to play 4v4 AI since the AI will cover for my human weaknesses. One of my usual crappy techniques for handling the enemy is putting a Castle near them. On Standard difficulty the AI will just shut those Castles down with extreme prejudice using several rams and knights to kill off any infantry I would use to kill the rams. I probably just suck at the game but the AI do seem better. One weakness that they still have is that AI teammates or opponents can get flaky once they get hit hard and lose their town center. They'll just have a few villagers cutting wood and pretty much bench sit until they or you die.

      On Standard, it seems like AI prefer slow Feudal and fast Castle age.

      One recent victory I had: Got one relic early on, adjacent enemy got the other one (yes, total of 2 relics despite some random maps having like 15). Allies hit that enemy into nothingness, I grab the relic. Get surprised when relic victory countdown starts. 2 relics are not enough gold for me to make elite units in late game. All of my allies die off, and I resort to protecting the monastery with castles and skirmishers until the countdown runs out. Monastery was about a minute away from being destroyed.

      You know, with Google DeepMind taking on Starcraft 2 after having beaten arcade games and Go, it would be cool to see Microsoft's own AI researchers [soylentnews.org] take on AOE2 with expansions. I can only imagine what optimizations a huge machine learning approach would make (maybe they'll do stuff like lure boars to the town center/mill and return hunted meat before reaching 35 [forgottenempires.net] to advance to Feudal a little faster). I think there is one academic paper published about AOE2 AI but I'm finding it difficult to locate.

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