What should Age of Empires IV improve?

Yes is really bad, if you let AoE 4 to suck all the juice, no matter how powerful the card is, it will.

3070 has Max TDP 220W but, some manufacturers increase that trough Bios and factory OC. So basically AoE 4 pushes power consumption to the max of any video card.

Meanwhile while player is in the heat of the battle Relicardinal.exe “listen” on port 9999 UDP :drooling_face: and you suddenly feel more secure against cheaters and cryptominers.

The VRAM is reaching 90 C when your card shows about 74C, let me guess “is fine” so, why interested in my tweak? Curiosity? I really don’t think you genuinely want my tweak and by the way, Bitstuffer seems to have a better tweak than mine.

You told us yourself how high cards are proofed to.

And yes, curiousity. It might help people who suffer from worse airflows, or people with mobile hardware, etc. Plenty of reasons.

Games are designed to utilise your hardware. They’re not going to stop unless you tell them to.

Sorry. Don’t understand first sentence.

I beg to differ, games now days are not using your hardware in the game only. Your thinking sir is naive.

It did help already others cause I share it already but those, never said 70 C “is fine” and paying 50-80Watt/hour in top of your normal expenses or 150W in the case of Bitsuffer “is fine”. He can play just fine the game with only 100 W/hour why would need AoE4 250W /hour? for that “wunderbar” animation. Was sucking out of mine 218 -220Watt as well before I stopped it.

Why would I or you or anybody pay wasted energy by AoE4 and than waste some more energy to dissipate the heat out of your case??? - I know though, “is fine”.

Why are you arguing? I keep asking you for these tips you’ve used, and you keep finding ways to not answer the question.

I’ve answered why wattage on my GPU is an irrelevant fraction of my costs. It’s obviously important to you. We’re different people, with different lives.

So . . . any description of those temp-lowering tips? As they’re apparently different to BitStuffer’s.

Personally, I really appreciate the new civs and the pricing and structure of the new expansion for AOE4.

I would however like to see some more distinct gameplay differences for jeanne and the order who play a little to similar to their original civs. Ayuubids and Zu Xhi both boast a couple unique units or distinct twists for army composition choices whereas jeanne and the order tread along the same paths.

My suggestion would be to make it so that jeanne gains access to a companion version of a unit every time she levels up. Your first choice would for example be between companion archers or men at arms depending on her weapon choice. Then horsemen or Arbalests, finally knights or handcanoneers. Each companion unit would act similarly to the original, but be able to benefit from jeannes aura so you could pick and choose which unit youd like to buff a little.
She could furthermore utilize a unit similar to bannermen (perhaps a reliquiary or idol carried by a few people) to provide a minor aura bonus itself.

As for the order, they are interesting but their units outside of very few upgrades play the same as their original counterparts. I would give them technology to specialize units a little more. The order men at arms could be made to be more defensive rather than a jack of all trades and work different from the base hre version which gets the heavy hitting mace upgrade. Archers could get arrows to allow them to reduce melee armor of opponents they hit by 1-3. Spears could change to pikemen, attacking much slower but boasting a stronger base attack against all targets. Cav play should be incentivized a little, to give them a more rounded playstyle instead of relying on the same 2-3 units. This could be done via a ‘Order Armory’ of sorts , that contains those unique unit defining techs. Perhaps only a few could be chosen every game, similar to jeannes companion choices.

As both factions rely on the original landmarks a lot, I feel this would give them a lot more replayabilty and an interesting but easy to learn mechanic unique to them.

Devs, you did an awesome job with improving how walls work! I didn’t get to watch too many of the content creator’s videos other than the new civ overviews, so I was pleasantly surprised that palisade walls now connect to stone walls. I’ve wanted this for so long, it’s functional, but it also just looks really good!

I appreciate how walls connect to resources like stone and gold now, until these are mined out:

This leads me to my suggestion regarding how the Rivers can be improved.

Rivers and Walls both use Splines in the essence editor to generate their path on a map. Since the devs updated walls to connect to more resource types and now connect to allie’s walls, I suggest that a similar method be used to connect rivers to lakes and oceans.

If a river is within a set number of tiles, perhaps 5 - 10 tiles away from a larger body of water, then the spline could be updated to connect an offshoot path to it. Much like how walls generate broken wall segments to connect to stone mines.

Here are some screenshots of rivers next to oceans in the Sultans Ascend DLC. The new ocean water looks amazing! You can even see that the new water texture is beneath the old river texture, as the old river texture didn’t spawn in at certain spots:


The map that the screenshots are taken from has two large oceans split right down the middle by two rivers. If you build a navy in one ocean, there is no way for that navy to get to the other ocean due to the rivers blocking it. The river splines should be able to connect to the oceans at certain points, especially considering how close they are to the oceans. I would recommend that rivers also have an automatic offshoot connection to other rivers if they are within a certain number of tiles from each other. Fortunately, this map had a cross-connection between rivers.

I’d also recommend improving or just removing the old river texture and using the new beautiful updated water texture instead. I would much prefer the new water texture for now, even if rivers don’t have flow. It would look better. Flow can be added later.

This map may be a bit on the extreme side. Although, I’ve seen this river issue on many maps, with rivers spawning right next to oceans but not connecting.

If anyone wants to try this map here’s the seed below. More land, resources, etc will be added when you add more players, so it could be a fun one to try.

Mega Random: 53c45c26

Dev’s thanks again for all your hard work on the new DLC, it’s awesome! Hopefully, you can come up with a creative solution on how to improve the river splines in an upcoming update!

Thank you kindly :slight_smile:

2 Likes

That’s true…

Eh, it’s more or less…since last year AoE 3 DE has been receiving few patches…imagine that we have to be complaining for them to release the patch…

The Rus campaign lasted until 1552, so that’s not a problem…

Yes, I would add bandit camps like in the campaigns…

Yes, it works fine for me in the campaigns, but then at the time the mp games give me a lot of lag and the units have about 5 minutes of delay in the actions…

Yes, it looks very nice…

Allow you to train units in groups of up to five like in AoE3. The traditional system of training one individual unit after another has always resulted in pitifully small armies due to how much time it takes to build up your army. A medieval army should be a lot bigger than just ten or twenty dudes.

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For official custom games as an option it could be interesting.

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Yes, it is very slow, in CnC 3 at least the units are created by platoon…

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Yeah. The game needs more life, but I think the artistic style is fine.

Give me more diverse fauna and flora (birds, crocodiles, dragonflies and turtles in a pond like in AOE-3, etc.),

Artillery and siege engines transported or operated by animals and troops respectively.

Manned fishing vessels would also be welcome.

Neutral markets could have some type of human activity and animation.

The scale of the buildings must be definitively reworked.

Animation and appearance of the projectiles more realistic.

4 Likes

I’m not arguing.
You said “70 C is fine” and

And than you ask for my tweak which kind of fix both things you are “fine” with, do you see now the contradiction?

My tweak is simple - go to Nvidia Ctrl Panel look for AoE 4 in Program Settings tab, change the setting Max Frame Rate to 60 FPS or less, apply. Good luck on lower temps and less power consumption.

2 Likes

Tweaks aren’t just for me, ya know. It’s a knowledge thing.

Anyhow, thanks!

You can report back with your new temps. That will be helpful for others.

Things I’d like to see improved:

  • Bug fixes are certainly important. I can’t get changes to my portrait or monument to stick. Sometimes I get an error message and they won’t change. Sometimes they change but are back to the default next time I run the game. This means that any such things as rewards don’t motivate me to play the game, as I can’t use them. I think this may be related to Xbox account linking, which seems to be completely broken. I have linked Steam account A to Xbox account A, Steam account B to Xbox account B, but after changing Steam accounts back and forth, the game shows the wrong Xbox account linked. I would just unlink them, but other games such as Forza won’t work without linking.

  • The fact that the campaigns still use ancient game mechanics is a huge issue for me. I’d like to play through them all on increasing levels of difficulty, but only if they are changed to use current game mechanics.

  • I’d also like the campaigns to allow co-op play so I can play them with a friend, but again, only if they are changed to use current game mechanics.

  • Player colours are also a big annoyance. I’d like to see the same scheme as AoE 2 DE used, where there are two distinct sets of colours pre-assigned to each team, so that it’s easy to identify individual players and which team they’re on from their colour.

  • Hotkeys. It still isn’t possible to replicate AoE 2 DE’s hotkeys, which I think makes it very difficult for most people to play both games. You don’t really see any content creators play both games. For me personally, it’s an obstacle to me playing either game, as I don’t want to invest the effort in becoming fluent with either hotkey scheme unless they can be made the same as each other.

  • Camera. I’d still like to be able to zoom out more, and to have an option for the camera to not move up and down as you pan around different terrain heights. The vertical movement is very annoying on the new golden pit map, for example.

  • Inconsistency of right and left clicking. When you edit the controls the game itself says that left click is for selection, and right click is for moving, but it breaks this convention in that attack move, for example, specifically requires a left click rather than a right click. While people can get used to these inconsistencies it makes it a lot harder to introduce new players to the game, and when I have tried to get a friend to play the game, I find it very hard to tell him how to do things because I’ve ended up making it subconscious whether to left or right click and can’t actually tell him how to do the thing he wants to do.

  • I still see content creators think that a player’s rank represents their skill level, when players have a hidden skill rating that can differ significantly from their rank. I think it would be better to have skill ratings rather than ranks as the main thing shown to players to avoid this confusion. The rank points system can still exist as something to grind for over a season, but it would be better to call it “season reward level” or similar, to make it clear that it differs from the player’s skill rating.

NEW FORMATIONS. And better movement!
Turning away from enemy, it puts siege and archer in the back towards enemy. It should not due this. Have the archers stay stationary while the infantry move to them, instead of having them go closer to enemy and then go into the back

there should be a LINE SCATTERED formation. Instead of the useless point formation.
Stand Ground should be HOLD formation, Like defensive formation in AOE 2.
WE NEED DEFENSIVE FORMATION!!!

Stand ground is horrible, and if enemies are attacking stand ground splatters your formation all over. It is horrible! Please fix this! Stand ground should be Defensive formation.
please fix this asap in next update.
Having your units chase enemy all over is so upsetting and wasted time for micro.

BOX FORMATION would be nice too…

1 Like

For official ranked games as well.
Should not only be an option but should have been there from release on…

  1. More marketing. Through more content. More ads, more campaigns for people who purchased the game already. Simple as.

  2. Official e sports hosted by the devs. And pick the game mode you actually want to promote. Is this a compettive 1v1? Is this a team game? What is it?

AoE2 never figured this out. More successful RTS knows what it primarily is like SC2: it knows that it’s a 1v1 game primarily. There’s a tone of civs with unique team bonuses in AoE2 and the majorkty of llayer base goes for 3v3 or 4v4. You’d think it would be like a MOBA game or hero shooters, each teammate complementing each other. But the pro scene is overwhelmingly 1v1. How?

  1. Player retention mechanism: Weekly non-traditional game modes on rotation, co-op missions, civ team bonus, and GOOD MODING TOOL

Marketing is for naught if there is no playerbase to maintain.

3 Likes

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  • More marketing. Through more content. More ads, more campaigns for people who purchased the game already. Simple as.
    [/quote]

Yes, all that…I would add battles and historical maps too…