

Performance was not an issue for me, even when I was moving maximum size armies around. I even filled the map with blue just to make sure it wasn't some building thing. I searched high and low for a lone troop or something but there was none to be found. On one map I wiped out the enemy base but it didn't declare me a winner. You can also bait the AI into sending a steady stream of lone troops into a meatgrinder (massed archers are murder) while you casually build up your army. The healers love to run away at the first sign of danger and other troops will rush at towers and fortresses no matter how many times you tell them to stay away. I found controlling the troops to be difficult at times. Your troops just can't hurt the town square, even when they have it fully surrounded. I don't see a way to zerg rush your way to victory except possibly as an economic victory where you kill all of the workers and then keep them from spawning new ones until you've built your siege engines. Actually, garrisoned buildings are really deadly. Those are basically impossible for regular troops to hurt at that point and the AI will fixate on it and let itself get cut down. The deciding factor is if I managed to build a Defense Tower in time. I lost a couple of times and won three times against the AI on Normal.

If you survive that you're pretty much golden.
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It seems like the AI prefers to build up and launch a big attack roughly around the time you upgrade your town to level 2. I started on Easy since people were saying that the AI is brutal, but on the next game I went Normal. I'm actually impressed at how well it plays. So I gave this a whirl tonight and it was better than I expected. Hopefully landing at the top of HN will help! We just want people to enjoy the game - if you're an RTS fan, give it a shot!īig shout out to any of the current or past contributors reading this post - you all deserve immense credit for your work over the decades. Even though it's free, I've felt that the limited budget (exclusively donations) has always made marketing the game its biggest challenge to finding a broader audience. The game is actually quite stable now, supported on all three major OS's, and has a small but devoted modding community. That would imply a finality that we can instead avoid by passing the project to the next generation of ambitious developers and artists as I once did to my successors. Though my contributions are quite distant at this point, I can say that as this is our collective passion project they likely never intend to "release" the game because they're simply having too much fun making it. Many of the contributors actually were sourced from Age of Empires/Age of Mythology fans that wanted to build something that paid proper homage to the things they liked and overcame the things they didn't. Most of the team then and still today is comprised of part-time volunteers, students - people who are simply passionate about game development, art, history or some combination thereof. The game started as a modification idea and got ‘finalized’ as a stand-alone RTS game.I worked on this game when I was in High School and at the time we were just entering the first alpha release (amazing to see it grace HN!). The community builds, invents, and implements changes provided by other players. differs from other games is that it is a community-based game. Age of Empires II: The Age of Kings was their inspiration, but later on, they created their own engine. Modifications are the digital artifacts players create to enhance their playing experience. This means that players are actually able to create their own version of the game. By adding vanilla in the digital ice machine, players can, especially if the game is open-source, adjust, delete or add game elements. There are a plethora of flavours one can create to vary on the vanilla version. While modding basically refers to all the things a player can change (settings), we are now talking about ‘modding proper’, modifications a player can make that were not in the base game. for example comes with certain unique units, available civilizations, architecture of buildings, but also the rules of the game itself and other game design elements. Secondly, the game design perspective is also of importance. The official storyline or ‘vanilla version’ can be defined from a narratological perspective. The developers try to create a convincing storyworld, or a convincing representation of the past with a set narrative. write the vanilla version of the game, or in this case the standard scenarios (and hopefully in the future the campaigns!). A slight distinction can be made between the ‘official’ developers and players that create modifications (in short: modders).
