Age of empires 2 the iso zone
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I feel like AoE2 is ruining my life Share Share this page Share. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. Historical information is provided before and after every level, making the game educational as well as addictively fun. In , an expansion pack called The Conquerors was released, which adds 5 additional civilizations — making four civilizations for each region, and adding a New World region — 4 new campaigns, 11 new units, 26 new technologies, and a number of other improvements.
The shareware version is limited to the William Wallace Learning Campaign. A total of 31 civilizations are playable across all expansion packs. Yet there are still areas where Shelley and co. The most irritating is with farms. To generate food, you'll generally use farms set up around a mill or town centre; every few minutes a farm becomes exhausted and must be rebuilt re-sown at the cost of some wood resources. While you get a text warning of the depletion, you can't click the event message to jump to the location this would have been a very useful addition , and you have to remember to manually return to the farm, select the villager and right-click on the spent farm.
Of course, with other "fun" stuff to do, you forget this, and soon your food production dries up. Very annoying, and it could have been avoided with a simple "rebuild farms automatically if I have X amount of wood in reserve" setting. Instead, Ensemble deliberately force this "guns or butter" policy on you their words, not mine. The one saving grace here is that you can pause the game to give orders, so you can with patience avoid the gameplay degenerating to a click-fest.
There are other lesser examples of the artificial lack of intelligence of units. If I build a mine next to some stone to avoid my villager having to take the stone all the way to the town centre, why doesn't he or she automatically start mining the stone after the mine is built? It's this sort of thing, like the monk issue I mentioned above, which makes me wonder how Ensemble decide what they think players should have to micromanage and what can be automated. Once I have a thriving village, which is well protected and defended, I want to be able to hand over the responsibility to "mine gold" to some AI assistant, so that I can concentrate on exploring the map, discovering new resources, finding potential enemies, organising my army, and building defensive structures and towers where the terrain allows me to.
I suspect many more players are interested in "guns" and really don't want to deal with "butter". The nature of the game, the way scenarios play, is quite similar to AoE 1 in many ways. The new interface and control methods help a lot, and the above issues aside, you do have more time to think about warfare.
One good new addition is gates; you can insert gates in walls which let your guys through but not enemies. If you wish, you can build classic "inner keeps" around your important buildings and castle, with farms, mills and the like within the outer wall. I wouldn't go as far to say that the game encourages historical tactics, but the few "history lessons" in the game via the campaigns and background information don't feel too out of place. When planning attacks, your tactics depend on the Age you've reached.
Late in the game you'll have access to trebuchets, which have quite a range a screen's width at x , and which can be limbered and taken around the battlefield with you. Unchecked, these can make mincemeat of any defence. Trebuchet duels are quite common. But the best way to take out such artillery is with a swift cavalry raid against the attacker, and so a wise player will have pikemen with his artillery to defend against the cavalry.
There are quite large bonuses for certain types of units attacking others, e. This rock-scissors-paper element to the game is well thought-out, and adds to the cat and mouse feel of combat. Combined with working formations, it improves the game's "military" appeal considerably. Another new feature is markets; by building a market you can trade buy and sell resources on a "virtual" marketplace.
If you need more stone, sell your excess food, but beware the more you sell the lower the price falls, so the law of diminishing returns applies. Friendly fire, a frustrating feature of the original, has been toned down a little; while catapults still kill your own men, trebuchets are less lethal that way, so you'll lose a lot less men to your own artillery fire now. Town centres and castles have a defensive capacity, enough that they can mow down a good few attackers on their own; in fact if anything they're too powerful - Teutons who have a town centre attack bonus can aggressively place centres in enemy territory as an attacking weapon!
These, and other subtle new features, all blend together well to make AoE 2 a marked improvement on the original. If you want to face the best opposition, then the Microsoft Zone is the place to connect to; there's consistently several thousand gamers out there ready to do battle with you.
You can also create your own scenarios with the game's built-in editor. However, the solo AI is a very important consideration. The original AoE had a reasonable knowledge of how to build up a good economy and fighting force. The five levels of difficulty in AoE 2 essentially set the rate at which the AI sides build up; given that you can only set a single difficulty for all sides, this does mean that all your opponents will expand at very similar rates which you can confirm by turning on the score indicators.
The AI is very good at developing its economy, and will build up walled defences quite efficiently; unless you catch an opponent early on, you'll have some work to do. The AI will attack in numbers, and use combined arms attacks to attempt to overcome your defences.
Sometimes the combined arms are quite intelligent, other times the AI is somewhat "sacrificial" in its choices. If it probes your defence with archers and loses them to guard towers, you can be sure it'll send out a catapult next. If it sees a castle unguarded by cavalry it'll send in battering rams to take the castle down - a couple of battering rams can dispatch a castle very quickly. The AI will also make use of rams against perimeter walls.
The one place the unit AI is still a little lacking is in peasant AI. Peasants at work often don't run when being attacked by non-artillery units, so it seems Ensemble are expecting you to make use of the town bell, or instead direct your own peasants to safety; but at the same time you have to direct your military in to the defence, so expect a fair deal of clicking Military units attacking buildings will usually continue attacking even if being hacked by enemies; the secret here may well be careful use of the "guard" ability, such that your units will watch each others' backs more helpfully.
There's also the "move to" command oddity where, just as in the unpatched TA: Kingdoms , units moving from A to B won't always respond to attacks en route if they can keep moving towards their destination but unlike Kingdoms they will fight back if they're slower than the attacking enemy. Aside from the micromanagement issue, which is something that affects all games of this ilk, my complaints are relatively minor. I'd like to be able to scroll the screen while drag-selecting units.
I'd like to get more info info by hovering the mouse over a target, rather than having to select it to see that info. I'd prefer it if when you saved a game and quit, the detailed stats for the current game were not shown OK, yes, I can shut my eyes at that bit I'm a little confused by some of the diplomacy aspects on lower difficulty levels; being able to offer tributes is fine, but attacking a side's units without starting a war is a little odd.
The spoken words in the otherwise well-presented mission briefings are painfully slow, and the French and German accents rather corny, to say the least. Some other gameplay additions would be good to see.
One of my favourites would be the idea to allow peasants to recover rubble from destroyed or self-destructed towers; enough to make it worth doing but not enough to make stone too plentiful. A few things could be removed - while having sheep as an extra food source is fun, they can also be used as scouts, which is rather bizarre though as soon as the sheep gets close to an enemy it joins their side Age of Empires 2 is a marked improvement over the original.
It adds so much to the gameplay that while the underlying concepts are the same, playing the game is that much more fun. While many of the interface improvements are only ones which bring the game up to par with its contemporaries, a number of others are innovative and very useful, such as the "town bell" and the "idle villager" button. Build queues, less constraints on population limits, soldier aggression levels etc all make the playing experience much more rewarding.
Everything that's been added appears to have been put in for a sound gameplay reason. The markets allow resource swapping, for a price.
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