What I mean is that it was set before starting the game
The reason that happens to you is that charge has a minimum range. If you attack a unit that’s too close to your Knights, it won’t trigger. The way to micro this is to focus a unit that’s farther away, which will make your Knights charge the closest unit.
This is not what I’m refering to. They will start the charge but will not connect. The reason to this has to do with how it’s programmed. For some reason, they will follow the formation above locking into a target. This means if there are 3 Keshiks standing side by side, and you right click 1 unit, it’s very likely that the adjecent Keshik will follow the central one side by side rather than honing into the target.
The wedge formation seems to solve this somewhat. But, as I mentioned above, it has its own issues.
But units break formations when you issue an attack command. I’m gonna be honest, I haven’t noticed this, but I will try to look more carefully.
How would the player set it?
The only way I’ve seen the charges failing is if they can’t reach the unit before they stop moving, or if the unit they were charging dies first.
I like this idea a lot. I would really like a square formation myself. Something that has my melee units form a hollow square with ranged units in the center. Useful when surrounded, or when flanked by cavalry… very vulnerable to splash damage.
The formation you mentioned is from Age of Empires 2. That formation is a very important formation in Age of Empires 2.
If my idea can be realized, any formation that everyone wants can be achieved.
Even, you can develop any formation you want. The most effective way to maximize the game’s operating space, in my opinion
Here is a summary of the main demands read on the forum:
- Reconnect;
- Greater variety of fauna and biodiversity;
- Better graphics, textures and animations for units (like what was done for terrain and water);
- Balance between boom, fast castle and rush strategies;
- Equalize the Xbox mouse, keyboard and hotkey experience with PC;
- Ban or solution for cheaters;
- Siege Rework (this one is already in progress. Thanks);
- Better replay and caster mode interface;
- Customization of the user interface;
- Be able to choose spawn point in team games.
Ability to ungarrison a single unit when multiple are garrisoned…
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ELO Decay
I came back to 1v1. I peaked at Diamond in Season 3, but went back to playing 1v1 again. It remembered my ELO, I guess, and kept matching me up with plats. I keep losing the game. For a player that didn’t touch 1v1 for 4 seasons should have ELO decay or hard reset. It took me a while to get back into the groove, but the experience was not pleasant. -
More Single Player Content
Sultan’s Ascend campaign was actually really good. I wish we had more “Historical Battle” type of scenarios. Co-op scenarios, even. Siege of Constantinople, the pinnacle of Byzantine and Ottoman rivalry? Battle of Talas, where Abbasids and Chinese took battle? Battle of Pavia? Siege of Vienna? There’s a lot to work with. A sprinkle of free content through single player would be a really nice way to bring players back. -
Team Bonuses and Placement Selection
What made AOE2 so captivating when it comes to team games is the multiplayer meta between pocket player vs. flank player. On top of that, each civ gave unstackable team bonuses. It disinsentivized against stacking up French civs and rolling people over with double or triple the number of knight rushes in Feudal.
Provide a button to stop the production unit of the building. Some buildings are too far away, I choose all buildings, but I don’t want them to produce. If necessary, production can begin. Similar to a stone door
Provide a button to automatically produce soldiers, similar to the mythical era. What truly needs to be provided is Age of Empires 4, not Age of Mythology
They have different teams working on the games. AoM is made by Forgotten/Tantalus whereas AoE 4 is mainly Relic.
Wolves could use a buff. At the moment they are only a threat if you’re not paying attention. Monks and traders are the only units they threaten, a single military unit with an attack move is all you need to clear them.
On that note, giving each biome a type of predatory animal to match, (lions and tigers and bears, oh my!), would be nice. The addition of water threats, such as orcas, alligators/crocodiles, sharks, etc.
This may make it more complicated, but giving wild life a routine or strategy. For example: wolves spawning in packs, bears patrolling their den, tigers/lions stalking the map, water predators guarding deep fish.
In general, gaia could use a tune-up.
No. No to all forms of automation.
I have been playing aom retold the last days and freaking love the auto-queue for villagers.
When you play ranked, you can ban military auto-queue.
I really like it that way and personally ban military auto-queue.
So everyone is happy.
am a player who plays Age of Empires 4 every day. I will write an article to describe my viewpoint, using my native Chinese language for clarity (please refer to the next article). The viewpoint mainly refers to changes in the basic branches of the military. The beta version is currently in progress with significant changes. I hope to incorporate my suggested changes. Since the game was released, the number of players is limited. You may want to try my suggestion, which will greatly increase the number of players. I have heard many players’ complaints and suggestions.
目前游戏有大量的4V4玩家,他们都是喜欢四个人一起玩,而不是单独游玩这款游戏。任何一款网络游戏,绝对不会错过多人对局。而我这篇文章的建议如果被纳入这次改动,游戏将会有质的提升。不仅仅是多人对局,包括solo,都非常具有意义。就算目前不采纳我的建议,未来也将会采纳。因为设计师如果采纳了我对游戏改动的建议之后,玩家将会拒绝现在的版本。接下来逐条描述和说明。
1:
最最最重要的!!!对骑士的改动。
推荐改动内容:任何骑兵的冲锋都改变成不可中断状态,并且移速提升成30%。(使其有效对抗骑射手)
目的是使骑士对村民的击杀不再那么胡作非为。改变成对村民的击杀具有博弈内容,而不是没有任何防备措施。任何战术都应该具有缺陷,这就好比如说任何兵种都具有缺陷,是同一个道理。
改动后效果:使得骑兵每一次冲锋的决定不再是随意的或者毫无意义的。当你命令骑兵发起冲锋时,骑兵是不可能停止的。骑兵视野范围小,当他冲锋之后遇到长矛兵时将会被反制。而不是目前骑兵发现有长矛兵可以停止冲锋,并依靠移速可以轻松绕过长矛兵后无限制地击杀村民。让那些在TC范围内有大量长矛兵的玩家不再烦恼骑兵对村民的击杀。(每个玩家都头疼:为何我拥有很多长矛兵,但无法防御骑兵,骑兵是游戏中最最强大的存在。)
2:
最最最重要的!!!依然是对骑士的改动。
改动内容:(借鉴战锤3)任何骑兵的冲锋伤害变高同时能够击飞敌人(不包括长矛兵和骑兵),并且攻击变低。
目的是使骑兵更具有战术意义,使骑兵具有更高的使用价值。而不是依靠价值和护甲。(数值怪兽)
推荐改动后效果:玩家们将会更加喜欢骑兵。具有更高级的战术能力。能够轻松摧毁攻城器械。能够轻松地对抗成群结队的弩手。
3:
弓箭手的改动。
推荐改动内容:弓箭手将不再花费大量的木材,转而变成更加缓慢的生产。同时
木材在游戏后期阶段是比黄金更重要的资源,它是不可再生资源。意味着后期无法使用步弓手。除非树木可以重生。
4:
长矛兵的改动。
推荐改动内容:长矛兵不再花费木材,转而变成80的食物。
长矛兵是最没有使用价值的兵种,它不仅无法对抗骑兵,反而在数量少的情况下被成群的骑士轻松击杀。无法逃脱骑士的围剿。
宝贵的木材不应该花费在长矛兵身上。
4:
地标TC
建议改动:箭矢能够减速骑士的移速至1.0。
目的是:保护新手玩家,并且让老玩家具有更好的舒适感。让长矛兵在TC范围内能更加有效地击杀骑士,才能够保护村民。而不是目前的长矛兵没有任何作为可能。