When was age of empires 2 made




















For African Kingdoms, Forgotten Empires added new water units and designed them such that no one unit type is superior across all situations. Which fleet wins depends on a complex counter system that forces players to make combinations of boats and manoeuvre them around the map to get an advantage.

This particular change seems to be going down well with the community, as has the addition of "special" multiplayer maps that use unusual geography to break the predictable circular ish team placement — like an island for each player or two islands that each have three versus one matchups.

But any change to the status quo threatens to splinter the player base. Any change — however small — to the design or art may, as Ageitos puts it, "cause a huge riot with pitchforks, fire, and people screaming. Tweak a few numbers under the hood and you might just make somebody's favourite tactic unviable, which will piss them off — especially if said tactic took years to discover and years more to master apparently the most dominant pre-Forgotten strategies were only discovered four or fives years ago.

Despite the influx of new, younger players that came with the HD remake, their focus is on balancing for the expert players. Competitive players fight as soon as they can.

They sometimes even use villagers to try to wall each other in. It's crucial to balance for expert play, because otherwise a few strategies will quickly become dominant, but Beeckman says "if you play on a lower level, the balance can always be beaten just by playing better. Other lessons only came through making mistakes. It made Age of Empires II so fun in a way. It was wrong, but it was good wrong. So voice acting became a top priority in African Kingdoms. As did polish in other areas.

The expansion adds new environments, so they came up with new ambient sounds to distinguish these more strongly. And they tried hard to differentiate the look of the architecture and armour. Ageitos pushes to make things look as close to the real thing as he can — because "history is fricken awesome.

Then wherever possible he remade them in-game. It wasn't always possible, however, because even the HD version is essentially a 16 year old game made with the technological limitations of the time in mind.

Both the original graphics and the prettified HD version of them hold up well enough, but they are nonetheless a relic of lates cutting edge 2D. Or as Ageitos puts it, "That new 'historically-accurate interesting-looking art' needs to fit with the rest of the artistic world created by this game, and that is when the nightmare begins. Every new building for example [has to] have a certain size, certain proportions, key shapes and locations that you can't just change as you see fit even if it will look completely awesome.

He ended up doing some African Kingdoms art by measuring different parts from each of the original AoE2 buildings and then essentially chiselling away at cubes that fit these dimensions a process described in more detail in this dev blog.

In the old games, exhausted farms had to be relaid manually, which was a nuisance in the middle of a frenzied campaign. Now, I can stack up a lot of wood, and order multiple auto-reseeds that leave me free to ignore this tiresome chore, especially late in the game. The same goes for fish traps. Playing online is a totally different experience than playing computer-controlled opponents, almost to the point of being a different game. Now, the transition from AI to human enemies is eased with a specific tutorial called Art of War, that can save a lot of dismal defeats online.

The transition to playing real humans is now much smoother. Online play has also seen a lot of user interface improvements as well as a switch to server-based contests. Path-finding is much better too; units generally go where I want them to go. On the whole, this is an excellent update which I believe will please lapsed players looking to return to an old favorite, as well as new players who are curious about a genuine classic.

Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. This year's big tournament boasted the largest Age of Empires 1v1 prize pool since The two games generally average higher player counts than popular free-to-play game War Thunder or industry darling Stardew Valley.

Their average is nearly as many as perennially popular premium games like Civilization VI or Terraria. In the original Age of Kings , the player can choose from 13 civilizations. Each has a distinct personality, with particular strengths and weaknesses patterned on the real civilizations. The civilization personality and gameplay balance is achieved through a unique mix of access to units and technologies i. Each civilization also has unique units ships and warriors with more-or-less historically accurate names, e.

Mameluke for the Saracens. This is the first game in series in which each civilization has units speaking their own language, as well as their own unique Wonder design. The game's civilizations are sorted into four different architectural styles:. The game comes with five campaigns, all of which reflect some event in history, such as Joan of Arc leading the French to battle, or Genghis Khan 's invasion of Eurasia.

There is also a Standard Game feature, which pits a player against a set number of computer players for control of a map.

The usual goal in standard games is to defeat any enemies and force them to surrender, but other goals, like building and protecting a special type of building called a " Wonder " , also exist. Additionally, a "Deathmatch" game type gives the player stockpiled resources in the thousands from the beginning of the game to work with. Campaigns consist of a series of scenarios of rising difficulty, depicting major events in the life of a famous historical character, e.

Only the William Wallace and Joan of Arc campaigns allow players to control the said character as a special unit, although Genghis Khan makes a short appearance at the start of his campaign, and in the final scenario of the Barbarossa campaign, the player can control a wagon carrying a barrel containing Barbarossa's dead body.

The campaigns usually start with a range of existing resources, buildings, and units already in place, thus avoiding the laborious process of building a nation from nothing. Each campaign consists of 6 scenarios. In multiplayer mode, up to eight players can simultaneously play against each other, or against computer players. While in multiplayer mode, you are not permitted to use the in-game cheats. Previously, Microsoft Zone was a popular online destination for multiplayer, but this service ended on 19 June However, other 3rd party services have spawned due to player preference, and Gamespy Arcade's incompatibility with Windows Vista.

Starting with the Age of Kings, computer intelligence is more advanced compared to the previous edition. Instead of squandering villagers to spy on enemy positions, the computer would instead select a more capable military unit that has high range and speed if applicable.

The computer will never send villagers to enemy territory unless constructing isolated military Outposts or resources are extremely scarce in their territory. Military units controlled by the computer are now less likely to move and distribute themselves equally around the map unlike in previous editions and are now more likely to remain coalesced in a particular location unless provoked by the enemy.

If allied to the player, the computer will no longer change their diplomatic stance to enemy if under friendly fire by area of effect damage. Tributing resources to enemy players is now impossible from this edition onward. Age of Empires II has a much more advanced and varied set of technology trees than the original Age of Empires. To acquire technology, the player must first construct buildings. Each building offers a range of technology which can be researched, for a price.

Technologies build upon each other. As technologies are researched, a wider range of buildings and units become available. Technologies may benefit military units by perhaps increasing their defense attributes , civil units villagers can benefit from technologies that make them move faster and therefore collect resources more efficiently, etc.

Technologies vary greatly in benefits and costs. In the game, technology plays a central role. Early in the game, players must constantly assess priorities and allocate scarce resources between creating new units, upgrading existing units, and researching to upgrade to the next Age. However, too much emphasis on researching technology and moving through the Ages without creating military can leave a nation defenseless.

On the other hand, putting resources into a large population at the expense of progress can lead to defeat if the enemy has progressed and is able to field a small but more powerful attack force. The number of technologies increases through the Ages, as does the price of said technologies.

A special part of the game that was added in the expansion is that each civilization gets a unique technology in the Castle when it goes into the Castle age. This technology generally benefits the unique units of the civilization or enables some special upgrade which is not available to other civilizations. In addition to this, some civilizations also have some inbuilt technologies or upgrades.

The special abilities of each civilization vary greatly and are roughly based on the specialties of the civilizations as they were in the 10thth century. Relics are special unique items that are scattered around the map, and can only be picked up by monks.



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