I noticed that; the japanese unfair bigger buildings and the same position Sotl used to show that elevation difference and building’s back can hide tricky holes if you are not careful.
Well seen. There are indeed many scenes that I made to reproduce real games or video scenes from famous AoE2 members (DauT, Viper, Hera, T90, ZeroEmpires, Sotl…)
Fun scenario with lots of easter eggs…
- when the captain places the correct wall, one of the walls is not visually joined… does the game have a way to do that 45-degree corner? thought it did
- opportunity for a pun: “we are khmer so we don’t kare”
- text goes a little fast
- rather than the right-mouse button, the scrolling action of a gate rotation would be good
- yes, the shift-queuing on walls is one of the most annoying QoL problems in this game
- yup, resource cycling from UI (also: select all lumberjacks, select all idles, and so on with say shift-period or shift-whatever-hotkey-you-set) and queued creation paths would be good
- took a long time release the goose
- waited a long time for tile indicator guy to finish… yeah, it’s an OK idea. I think it would have to be off in multiplayer games, though. Too easy.
Thanks for all the work put into this!
Thanks for the notes and good that you liked it
This is just a visual artifact due to the use of triggers to build this wall. I searched for solutions when designing the scenario but did not find a good one.
Everybody reads at a different speed, so I tried to make a trade-off between having enough time to read vs not having to wait too long.
In which cases is the text is way too slow/way too fast ?
Also, it is possible to see again any dialogue using the Chat window.
This is due to the text display time. Should I speed dialogues from Sotl (i.e. the dialogues just before) ?
Should I speed teh dialogues from the tile indicator guy ?
You seem to share @Yorok0 opinion on this subject.
Maybe only having access to it in single player (standard game and campaigns) and when spectating games could be an idea.
I think the fast text was when the master builder is talking, and the slow text is when tile indicator guy is talking. For the goose, for some reason there seemed to be a long delay between the mention of the goose and the release of it. That might have felt even longer to me because after the camera moved to that area, I accidentally moved away again and then was searching for the goose xp
Thanks for the other replies! Re: tile indicator – I should say that it does sound like it was the coolest / most satisfying part to create, which I understand as a hobby programmer, so I don’t mean to dismiss it Would be interesting to test with the tools you make.
Thanks, I updated the scenario according to your comments.
It is the first time I update a mod (in fact, it is my first submitted mod ).
When I launch the game, the mod automatically starts its update but never stops (the mod is only 0.19 MB).
Maybe there is something taking more time on AoE2 servers. I will check tomorrow if the problem is still there.
I also updated the pictures on the Mod page, but none of them is currently being displayed.
I tried to re-update the scenario several times (using the Edit this Mod tool from the website), but I always had the same issues: images are not displayed on the main page and the game is not downloading any file.
So, I unlisted the scenario and added the (broken) mention.
I recreated the scenario (from the Submit a Mod website page, but using the exact same method as when trying to update it). Everything works here.
The new version is available here. It seems to work as intended (but the statistics are reset).
@DodoNotDoDo Could you fix this issue of updating a mod, so it would not be necessary to keep old version as broken?
As soon as i can, i will
I think I found the bug that caused this particular one to fail and will get that fix pushed out soon. I’m also looking at making some other changes to help avoid some of these image related issues we keep running into.
Thank you for your help !
I tried to update both the content and the images at the same time.
Is the bug coming from the updated images ?
Yes, it was related to the image changes. I have the other changes to how the images are handled done now. I’m going to do a bit more testing and if it all goes well will publish it tomorrow.
This should have way more people giving it attention, tried posting it on reddit? making a small “trailer” maybe? that may get youtubers like SOTL, T90 or some of the pros to try it
I think, that having one of the popular youtubers play through this scenario would help. People are probably lazy and can’t be bothered to play it, but watching/scrolling through video is much easier/quicker.
Although knowing how much effort Mr. Salamander has already put into developing his main idea (optimal walls), creating a scenario and finally a codepen + community’s positive reception to it, the developers should just add it into the game already without needing him to do even more work.
I like the idea of the trailer.
I will see if I find some time this week-end for this
I never posted anything on Reddit, but I can give it a try (once the trailer is ready).
Are there many people on the AoE2 Reddit forum ?
And indeed, if a popular AoE2 youtuber/streaemer/pro would play it, that would probably put a lot of light on the scenario and the Optimal Walling QoL.
Any advertisement about the scenario and its QoL is welcome.
There are like 90k people, inactive people and bots on reddit.
There are currently 87 060, but most seem pretty inactive. It depends a lot on how you present your idea, how much attention it gets. It might get 1000 upvotes, but might also get only 5
It is very important to present idea so that it is very easily understandable, because there are a lot of posts, of which majority gets buried very fast behind other posts.
Ok, thank you for the advice
I just posted the trailer. You can see it in the first post of this discussion
I also posted it on reddit.
The tool is ready and can be tested here.