AoE II: DE at E3 2019

Looking forward to this so much great game timeless

First thoughts after watching a bit :

-as for AoE DE 1, I think the trebuchet’s bullet impact graphics could be improved.
-I hope we will be able to change UI size like in AoE DE 1, too small in the video.
-Not sure I enjoy some of the notes of the revamped music.

very exciting
cant wait for this and aoe4

I wonder if they will finally fix the Britons having Aachen Cathedral as their wonder? :blush:

I think the onager shot looks pretty weak. Considering the heavy impact in the gameplay a heavier one would be good.

Pathfinding with attack order might still be weird for those trebs :roll_eyes:

The destroy animation of the buildings looks too slow in my eyes, even it’s realistic I’m more used to a faster eliminated building.

Graphics just looking awesome!

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I liked graphics and sound of trebuchets and onagers. Thrown stones looked kinda like a meteors with a trail, but it is all fun and cool :smiley: You did not like how trebuchet stones hit castle with that big puff of dust? Seemed okay to me.

Bigger UI would take up more of the screen. I liked the current compromise.

Maybe they could add possibility to toggle stuff like grids, small trees and quickly collapsing buildings, which are preferred for competitive play? Then I could enjoy beautiful map with large trees and chuckle while watching enemy castles slowly crumble after being pummeled by my trebuchets.

Let’s add the second very short demo too. I love ā€˜right click map movement’ Bert. :grinning:

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7:40 watch how lowest camel has 2 enemy units right next to him but he does not attack. It seems he is close enough to attack, so that whether he is on ā€œstand groundā€ stance does not matter.
Also after enemy units have killed, that standing camel starts to move before Cysion selects units, so he does not appear to be on ā€œStand groundā€.
He was just frozen for a while for no good reason :frowning:
I hope that they put AOC pathfinding in while there still is time…
Also couple more camels show same behavior of being frozen at least for some time and then moving before Cysion selects them, showing that they were not on ā€œStand groundā€.
Well, it seems that those 18. june 1500 betatesters are desperately needed :smile: :smile:

Some more thoughts about first video :

-At 4’23, a trebuchet destroys a town center, the destroying art is marvelous but… please don’t make the town center looking full HP on death animation’s start, it should look very damaged when collapsing. Also competitive players may complain the animation is too slow, they need to know quickly if something is destroyed. At least at the really beginning?

-Give more images per seconds to ship death animation (6’00).

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Agreed, building collapse animation is really beautiful, but should start from the state where building was right before collapse (badly damaged). This would look continuous. Right now building jumps for a moment to a fully repaired state before collapsing animation starts, which is confusing. It is not that important to keep flames during collapse, but its general appearance should change continuously, not with weird jump to fully repaired state.

Maybe there should be a toggle for quickly collapsing buildings? Similar to pussywood and grid because it would be used mostly for competitive play.

I found ANOTHER E3 demo gameplay video! ā– ā– ā– ā– , I surprise myself :smiley:

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Thanks Yorok0, love watching the gameplay atm even its just the same =D.

Hype train WOOT WOOT!

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A question to the Comunity Managers: can we also have some of the gifts that were given away in the E3, please!!!??? They look so sweet!! The pin looks awesome! :stuck_out_tongue_winking_eye::stuck_out_tongue_winking_eye::stuck_out_tongue_winking_eye::face_with_hand_over_mouth::face_with_hand_over_mouth::face_with_hand_over_mouth:

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Another thing about these videos. If buildings get death animations, trebuchet could also get pack/unpack animation, I always found the static ā€˜building under construction’ art to be too basic.

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Forget arrows, I hate the cows who eats the farm vegetables, and my berry bush. Kill the cows!

I WANT THEM ALL!!! :stuck_out_tongue::stuck_out_tongue::stuck_out_tongue::stuck_out_tongue::stuck_out_tongue::stuck_out_tongue::stuck_out_tongue:

I just wait for baracks/stables/arcery range units to have skins specific to the civs, since it’s totaly weird that aztec champion looks the same as japanese one or briton one :smiley: not even saying that aztecs were not using steel at all in real life :slight_smile: there should be something like Otomies or Cuachicqueh (the shorn ones) that existed in their ranks in the real life and make some equivalent in stats as the champion but looking more aztecish :smiley:

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This is one of the things I had hoped for, and was just a tad sad to see it isn’t meant to be. Still, this was ultimately a really, really minor wish. I already knew it was unlikely, and honestly, it’s not even that necessary.

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Haha, glad you enjoyed it :smiley:
I wish though that they would have let Viper try his hand on this scenario, because appearantly 2 of the 3 E3 demo gameplay videos are probably played by somebody playing AOE 2 for the very first time. Would be good to see Viper sweep the whole map and finally demolish that japanese wonder :stuck_out_tongue:

It would be an incredible amount of work to create separate unit appearance for each civilization. Also this would make it much harder to identify units at first sight, because of champion, etc being little bit different for every civilization.

Talking about toggle on/off skins, so on competitional level they just could play with the skins off :slight_smile: .
I use scenario editor and recreate historical scenarios where those skins are a must… to be historical acurate. And it is not necesary for all civs, but for groups, like asian champions vs european champions vs mesoamericans vs africans and vs middleastern, so only 4 skins (eurpeans allready existing), not that huge amount of work :smiley:

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