It has been about 10 days since the last blog report, time for another one I’d say!
Website
It has also been 10 days since the launch of the website. And even such a seemingly trivial feature didn’t go without quarrels. The site made it to the frontpage of Reddit /r/gaming and our webhost didn’t like that amount of traffic. So we were sadly shut down for half of the time we had our little place in the internet spotlights. Then again, we’re happy to have spread the word to at least 40000 people during our first few days online 🙂
Maps
We have been testing some new maps as well. Not sure which will make it to the final version yet, but we have a nice array of extra choices! Golden Pit, Acropolis, Hillmania, Teamhills. I must say I very much fancy Acropolis.
Balance & Small features
We seem to come close to an end of balancing things. The new British UT (previously City Rights, giving TC +2 range and +50% HP) will be replaced by a technology to boost their Trebuchets (small blast radius). Which also addresses the main British weakness in late games. Namely their lack of a powerful response against heavy siege. Siege onagers, bombard cannons and even scorpions will now have a very hard time dodging the bullets of this stone-hurling monstrosity. On top of that, we did a lot of small bugfixes, Siege engineers, Chemistry and some civ bonuses didn’t work in all situations and this went largely unnoticed in the 13 years of AoK/AoC. Thank you all for reporting them.
Graphics
The palisade gate finally has construction graphics! So far we used construction graphics of the normal gate, which was just silly ofcourse.
Installer
An installer comes with many trivial things you would not expect at first. We want to add multi-lingual support to the installer, but adding support for languages with exotic characters is proving to be very challenging. The installer also communicates with the server, to check if you have the latest version and to update if necessary. But sending data over the internet must obviously be encrypted! All small thingy-bits that take time 🙂
Your voice!
Since the core of the game seems to come in clear, the list of necessary resources is also visibly shorter. Perhaps you can help us out on one of those? We’re currently still looking for some voice sets. Most civs in Age of Empires II have a unique voice set for villagers, soldiers, monks and kings. Currently we’re still looking to make unique sets for: Indians, Incas and Slavs. We have example voice files for all of those civs, but none of them are final, nor complete. Do you think you can help us out, feel free to drop a message below.
i can help out with the indian voice set.. what all is needed that i need to know
@_Devastator_ i think u need to have complete sound recording ability (with supported hardware) and record basic Hindi tones…like “ji hazoor”, “Hamla”, “bhago”, “ata hu” , “ati hu” and “Om”(for priests) ect.. 😛
@Bert Beeckman, If you ever have problem again with your hoster, just email me at [email protected]. I’ll be happy to offer you an alternative.
1.Why not give the tarkan attack bonus vs archers?It could be a huskarl – like unit which is good against archers and buildings and not so good against meele units?
2.When we garrison a ram with infantry ,that is one siege ram +6 champions,a transport ship will count them as 7 population.So if the ship could carry 10 units,it can only carry 4 after we load the garrisoned ram into it.Will this be changed?
1| Tarkans have been improved differently.
2| It is supposed to be and stay like that 🙂
I wanted to know other things : Is the Byzantins will have the same architecture as the Italians (it would be logical)? Is there new music soundtracks in the game for this extension? And what about the use of the Workshop trade? I think it would be good to ask these questions about this strange building. Pour les francophones, cela donne : Je voulais savoir autre chose : est-ce que les Byzantins auront la même architecture que les Italiens (ce qui serait plus logique)? Y aura-t-il de nouveaux titres de musique dans cette extension? Et qu’allez vous faire de l’atelier… Read more »
j’ai pas regardé si vous avez ajouter des evolution pour les bateau de peche car de l’age sombre a imperial il sont identique.je pense que l’on pourai incorporer les developpents pour la peche avec le moulin et que chaque developpement qui existe deja ont un impact sur les bateau et les cages de peches.
Trebuchets for Britons? I think it sounds overpowered since this would make them more or less the masters of super ranged units.Trebuchets kill all units except rams with one shot.Also,since meatshield units(viz. champion,cavaliers,halberdier etc) die all the time but thr longbowmen survive,you will always have a few ones around but these aren’t any good for attacking rams.Trebuchets aren’t much better.So why not[and I know this sounds very very greedy of me,so sorry:)]make archery law give archers extra attack against siege and cavalry?I think it would be more balanced since longbowmen already outrange all siege and making their trebs stronger would… Read more »
il faudrai que les tours a canon attaque peu sur les beliers.
Hello guys, I’m russian from Moscow, I can voice over your pretty boyars. 11 If you still need slavic voices let me know: [email protected]
Are the bugs in the two links below fixed?
https://www.forgottenempires.net/dev-blog-1/comment-page-1/#comment-100
https://www.forgottenempires.net/dev-blog-1/comment-page-1/#comment-108
The Teuton bonus has been changed, so the bug doesn’t apply anymore to AoFE. Could you perhaps provide a record for the bug regarding dropping off food to the mill instead of the TC?
http://i.imgur.com/Cc23c.jpg
RP
http://www.mediafire.com/?w56flz38h5pgw5s
Aah thank you, that’s not a bug, it’s because of the area on which villagers gather from a farm. So the distance is the same and the dropoff point only depends on what point at the farm exactly they are.
http://www.cysion.be/aocbox/images/microeconomics9.jpg