Auto Farm Placement and AoE2’s Autofication

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  • čas přidán 30. 04. 2024
  • In this video we'll look at the new auto farm placement mechanic using the shift key, as well as the expansion of auto scout. We'll then talk about the "autofication" of AoE2.
    0:28 The basics
    1:40 Putting auto farm to the test
    3:20 More advanced tips
    4:50 Comparing AoE2 vs AoE4 auto farm
    5:50 Autofication of AoE2
    7:10 Auto scout change
    ___________________________________________________________
    Patreon: / spiritofthelaw
    Background music from Epidemic Sound: www.epidemicsound.com
    Game: Age of Empires II Definitive Edition
  • Hry

Komentáře • 858

  • @ethan1142028
    @ethan1142028 Před měsícem +747

    Me, an Age of Kings player, who still has to manual rebuild every farm when it expires and has PTSD about the maracas sound effect when they expire.

    • @Ssarevok
      @Ssarevok Před měsícem +16

      I was thinking the same thing, you beat me to it. :)

    • @AtlasJotun
      @AtlasJotun Před měsícem +74

      I remember getting HD a decade ago and being blown away that I could que re-seeds at the mill. I got DE this year and was hyped that I could now even shift-que them at the mill... haven't done it even once, because AUTO--FARM! The devs have done an unbelievable job keeping this quarter-century old game contemporary.
      Ironically, auto-seeding makes the maraca-induced stress worse, since the sound now generally means my woodlines are getting raided and I'm out of lumber. Used to be the sound of micro-management, now it's more often than not a harbinger of doom.

    • @CallofDutyBlackOps28
      @CallofDutyBlackOps28 Před měsícem +6

      Once they end up being dead farms and there’s an open slot, the villager will move to the free farm then rather replant, so there still is some roughness even in the new games. I came back to HD a few days ago to play the final mongol mission just because of mangudai madness, and good ol 33% fire rate against the “teuton” Hungarians.

    • @vacciniumaugustifolium1420
      @vacciniumaugustifolium1420 Před měsícem +19

      ​@@AtlasJotun Conqueror had that feature way before HD

    • @fwosti3548
      @fwosti3548 Před měsícem +7

      NO! Not the maracas! ANYTHING BUT THE MARACAS!!

  • @Sunlight91
    @Sunlight91 Před měsícem +755

    The real issue is that the villagers only know how to build square farms.

    • @takahashi2852
      @takahashi2852 Před měsícem +70

      Yes, they should build Scalene triangle shaped farms

    • @HimitsuYami
      @HimitsuYami Před měsícem +42

      Hexagon farms

    • @praevasc4299
      @praevasc4299 Před měsícem +21

      Imagine if they added Manor Lords-style farming...

    • @BillyBlaze6907
      @BillyBlaze6907 Před měsícem +12

      Imagine a brush like the zoning in Cities: Skylines 😄 That would get messy

    • @spades952
      @spades952 Před měsícem +1

      @@BillyBlaze6907 🤣

  • @sturmsuccessor4192
    @sturmsuccessor4192 Před měsícem +399

    I feel like the most important question about this has, surprisingly, not been adressed. Does it place perfect square farms around the Pole's Folwark?

    • @Vitas7thElement
      @Vitas7thElement Před měsícem +38

      1

    • @adam-ks3cb
      @adam-ks3cb Před měsícem +18

      @@Vitas7thElement 11

    • @fernandofalcon1759
      @fernandofalcon1759 Před měsícem +29

      It does, but if there is something occupying the place of a farm (like berries) it might change the position of some farms. In that instance, I think it's better to put the farm manually.

    • @John-Wolfe
      @John-Wolfe Před měsícem +1

      Lol was going ro ask

    • @leow193
      @leow193 Před měsícem +2

      That will be a second video ^^

  • @rikosakurauchi7161
    @rikosakurauchi7161 Před měsícem +759

    T90 farm no longer meme again 😢

  • @barwit12345
    @barwit12345 Před měsícem +163

    And for the next video: Top 5 civs for automatically filling a map with farms.
    Will it be the wood bonuses that lead the way? Will it be the farm discounts? The extra farm duration to avoid losing progress due to replanting, or will improved trade rates be the real sleeper pick for converting farm food back into wood for even more farms?

    • @tiestofalljays
      @tiestofalljays Před měsícem +8

      I don’t see how any civ could possibly beat out Teutons.

    • @slayersam1
      @slayersam1 Před měsícem +11

      Clearly the old Inca bonus of faster building farms

    • @ryukun4713
      @ryukun4713 Před měsícem +7

      Ah yes, the new tactic of going all wood, covering entire map with farms and not letting enemy build new buildings anywhere.

  • @uac0001
    @uac0001 Před měsícem +78

    I think many of these autofication functions is implemented for XBox in mind.

    • @thomasdwalker9696
      @thomasdwalker9696 Před 29 dny

      How would you do auto farms on xbox ?

    • @lennartmook9182
      @lennartmook9182 Před 28 dny +8

      ​​@@thomasdwalker9696by pressing x?

    • @Splozy
      @Splozy Před 26 dny +2

      @@thomasdwalker9696 biggest imagination

  • @jdg1251
    @jdg1251 Před měsícem +236

    I swear the "hey guys, spirit of the law here" is so ingrained in my brain I'm always looking forward to it

    • @TheLogotero
      @TheLogotero Před měsícem +5

      I don't know what would happen to me if he ever stops doing videos, and he will some day

    • @ElectronicShredder
      @ElectronicShredder Před měsícem +6

      His voice can calm even the most restless soul even if they don't understand English

    • @dembro27
      @dembro27 Před měsícem +7

      Hey brain, spirit of the endorphins here.

    • @theshi3152
      @theshi3152 Před měsícem +2

      oh oh! and "Starting with the Archers" this man ever stops saying we Riot!

    • @venividivodka5588
      @venividivodka5588 Před měsícem

      you seem to have a great taste in music with that profile pic man

  • @bubsstand6388
    @bubsstand6388 Před měsícem +20

    "Automicro, automacro, autobild, auto auto everything" - MBL

  • @yahm0n
    @yahm0n Před měsícem +233

    I think they should have limited autoscout to one at a time, but still made it not dependant on whether it is the starting scout. It was always annoying to have a special high value scout in the mix that is more painful to lose, and I'm glad that is no longer the case. I have often felt that no autoscout would be better than an autoscout you can permanently lose.

    • @sandmaster4444
      @sandmaster4444 Před měsícem +27

      Probably wouldn't be too hard to have any previous autoscout freeze in place (and lose autoscout "state") when another has been made the new autoscout
      Edit: typo

    • @user-sl6gn1ss8p
      @user-sl6gn1ss8p Před měsícem +2

      Yeah, this makes the most sense to me

    • @wrob08
      @wrob08 Před měsícem +8

      @@sandmaster4444 That, or just the oldest living scout is the one that can do it. That way it's kind of like the previous version, just not as bad if you lose your starting scout.

    • @Firebird377
      @Firebird377 Před měsícem +6

      I was thinking this too, I guess the issue would be that if you have a bunch of scouts and then your auto scout dies, it would be hard to quickly figure out which of your other scouts "inherited" the skill. Maybe every scout has the button, but once you click one the rest lose it? That might be a programming nightmare.

    • @AtlasJotun
      @AtlasJotun Před měsícem +11

      I agree with the idea of unlimited auto-scouts, just one at a time.
      Auto-scout gets a tri-corn hat to mark him as unique. Any time auto-scout dies, another scout automatically gets promoted and receives the explorer's headgear if other scout-line units are available (or it just gets designated automatically when the player selects any number of scouts and hits the auto-scout key). If no scouts are around, the next one produced receives it.

  • @NoraNoita
    @NoraNoita Před měsícem +143

    I will always say no to a 'Seek and Destroy' button, as you said, having to manage to micro the enemies vills down, and macro back at your own base is the core gameplay loop, if you automate either part, that makes the other just that much easier to focus on.

    • @MhDaMaster
      @MhDaMaster Před měsícem +8

      I don't think attack moving a bunch of units will become meta in a game as complex as AOE2. More often than not it will just waste resources.

    • @danxan6438
      @danxan6438 Před měsícem +7

      @@MhDaMaster Agreed. They would have to incorporate targeting priorities and then make those editable by players mid-game. I don't see that ever happening

    • @mee091000
      @mee091000 Před měsícem +3

      That's why other RTS are better lol

    • @raizan5946
      @raizan5946 Před měsícem +9

      You mean that a core gameplay is dragging finished games as long as possible? Like a 1 hour game to trace every villager makes sense, right? Even if he has no resources... makes sense why this mechanic is frown upon.

    • @MrTBSC
      @MrTBSC Před měsícem +2

      @@raizan5946 could add something from SC2 .. if player x hasn´t build stuff for a time he will be revealed on the map
      or set mission objective to destroy all building with special ruling for Nomad

  • @Haasthefox
    @Haasthefox Před měsícem +110

    I smell some games where you can flex on your opponent by filling the whole map with farms lol

    • @Soinetwa
      @Soinetwa Před měsícem +5

      khymer love that trick

    • @OandCoGames
      @OandCoGames Před měsícem

      Oh shoot that's brilliant....

    • @ubrick-s1rpapu790
      @ubrick-s1rpapu790 Před měsícem

      Alternative to spies/treason tech? Costs wood instead

    • @RazorWinter
      @RazorWinter Před 29 dny +1

      Or some crazy strat where you try to limit an opponent (re)building on an area by just spamming farms there

    • @Phoenix-zu6on
      @Phoenix-zu6on Před 29 dny +1

      @@RazorWinter you have to start building them to do that, you can only block yourself/allies without doing that.

  • @dakotabanks4984
    @dakotabanks4984 Před měsícem +32

    A notable weakness of auto-scout that should be addressed is that scouts will only scout unexplored areas of the map, not areas that have been previously explored and just have fog of war. In a normal 1v1 game, most of the map is explored by late castle age except maybe the corners simply from players looking for relics and the enemy base. Thus a late game group of hussars on auto scout will do very little to actually affect how the game plays out unless the other player's secret base happens to be in an unexplored area as opposed to an already explored area that just has fog of war on it.
    This change has more utility on nomad starts since now your scouts that you build can auto-scout on a map that is much less explored. This could be especially impactful for those large 4v4 land nomad games where one player is far enough away to go undiscovered and gets a free boom

  • @JachymorDota
    @JachymorDota Před měsícem +49

    In Sid Meiers Alpha Centauri, you could basically automate everything and become a glorified "Next Turn" pusher, as your cities automatically found new cities, improve said cities, pump out army which then automatically sought and conquered the enemy. I think that might be on the "a bit too much" scale of automation.

    • @bandreol
      @bandreol Před měsícem +24

      Thing is, in that game you could always improve whatever the "governor" (your ai) was doing. So it was a quality of life feature for inexperienced players, but deleterious for your game if you wanted to be at your best.

    • @brotherofweasel
      @brotherofweasel Před měsícem +11

      Well, a good leader is supposed to be able to delegate tasks to competent underlings.
      Heck, it could be a tech (Sheriffs? Prefects? Ministers?) available in castle/imperial (or both, if you tier it). Maybe bring back the old Government Centre, but give it an aura and a bunch of buttons for how to auto-manage things within range. Being a building you have to spend time and resources if you want more automation, you have granularity (each could take different orders), and your enemies have a way to shut it down.
      It could task villagers to do whatever you set it, or perhaps it could create up to 5 trash units of each kind if there are appropriate military buildings nearby, so you always have a small force stationed there. All this, of course, could be a hindrance if not overseen (vils on the wrong task, troops using up pop space and valuable resources when you're trying to save for something else, enemies hitting it), so it wouldn't be quite build-and-forget.

    • @JachymorDota
      @JachymorDota Před měsícem +1

      @@bandreol True that. It was just the first example that came to my mind for an "extreme" version of automation.

    • @JachymorDota
      @JachymorDota Před měsícem +4

      @@brotherofweasel Personally, I could see an Imperial age upgrade that, whenever you build a new mill, it automatically places 8 nearby farms (if you have the wood), as in 99% of cases you want it for farms anyways.

    • @EhurtAfy
      @EhurtAfy Před měsícem +2

      That's me doing anything on a computer, if it's simple enough to automate, I just do that. I want to save my brain for novel, stimulating tasks

  • @llSuperSnivyll
    @llSuperSnivyll Před měsícem +56

    Automatic farm placement, although still not optimal, is perfectly okay. It's an incredibly minor task so it's not big deal. (Proper) Attack-Move can be easily added into the game, plus it technically already exists in the form of Patrol.
    When it comes to automatic scouting, one has to keep in mind what sets AoE from other RTS (modern or not): the maps are randomized. In 1v1 Starcraft 2 maps, you already know where the opponent spawns, so you just right-click to a single point and you already find them. You also know where the resource nodes are, where major map nodes are, where the roads to the different points are... where as in AoE2, the opponent's spawn locations, the resources, the roadblocks... are all random (save for the preset maps), so scouting is a beast of a different color.

    • @Manouil_III
      @Manouil_III Před měsícem +3

      *attack-move is in the game since 2013 (aoe2 HD).

    • @llSuperSnivyll
      @llSuperSnivyll Před měsícem +2

      @@Manouil_III I think it's kind of clunky on how it works, but it might just be me.

    • @raizan5946
      @raizan5946 Před měsícem

      @@llSuperSnivyll It is horrible, but the movement in the game is still horrible overall. (I'm a game fan btw)
      They have a terrible thing with stuttering on taking a target, and stuttering on command reception. So for example, if you issue a kill command on an unit, microstutter, then the unit dies, stutter for new unit to kill. Attack command goes like, stutter to move to an area, stutter because a unit was found, then the same as above... So if there was an unit in the area, it gives an extra stutter that makes it clunkier, it is even worse if the unit is in the opposite direction of the attack command since the unit will move to that opposite direction instead of acknowloging the unit from the get-go (a composite AI command probably in the background). I think it even gets worse if you have multiple units selection since the delay from move command to attack becomes longer. I also think it will go in a scanner sweep behavior of: "move, attack something if close even if building and a unit is 1 tile farther, then acknowledge the threat level of the unit and attack that".
      Attack command is so bad that I know SotL said pros use patrol instead. Afaik it skips most of the stuttering and the line deployment that it automatically gives the selected units is prone to less collisions when taking a target.

    • @guyincognito1406
      @guyincognito1406 Před měsícem

      Patrol’s better because you can swap stance to micro without changing their movement direction. Just toggling no attack stance and another gives you archer micro.

    • @zonetropper
      @zonetropper Před měsícem

      Including auto scout for every scout cavalry is still not justified because the maps are random.
      Aoe3, Aom and Aoe1 do not have it but also have random maps.
      At least the only justification these devs have is that Empire Earth (that has random maps too) has "Explore" which is auto-scout.

  • @JD-qq8fz
    @JD-qq8fz Před měsícem +49

    6:45 The Automans, am I right? Aaayyyyyyyy

  • @user-vo1sb3bo1s
    @user-vo1sb3bo1s Před měsícem +8

    Ottomans in AoE3 produce settlers (yoruks) without food cost, but at a very slow rate, so it's still a little different from autocueing villagers in AoE2

  • @Mr_King96
    @Mr_King96 Před měsícem +68

    T90's ELO is gonna increase by about 100 points, calling it now

  • @root_squash
    @root_squash Před měsícem +153

    That list of "innovations" is really cool. Think I'd call it quality of life improvements but makes sense. Also...we can rotate gates now? Hurray!

    • @kemosonicfan123lbp
      @kemosonicfan123lbp Před měsícem +41

      You could always rotate gates, it was just annoying

    • @pvt_parts_nl
      @pvt_parts_nl Před měsícem +12

      CTRL + Scrollwheel up or down

    • @nicholase2868
      @nicholase2868 Před měsícem +12

      What do you mean? We could always rotate gates.

    • @matthewcai7219
      @matthewcai7219 Před měsícem +2

      maybe his mouse doesn't have a wheel...

    • @kemosonicfan123lbp
      @kemosonicfan123lbp Před měsícem +10

      @@matthewcai7219 in this day and age you have to actively go out of your way to find a wheelless mouse

  • @ethan1142028
    @ethan1142028 Před měsícem +27

    Auto queue for production was not in base AoM, it was added with The Titans expansion.

    • @iansun42
      @iansun42 Před měsícem +8

      But the expansion came out shortly after the original, therefore keeping the original soul of the game

  • @Fingolfin3423
    @Fingolfin3423 Před 23 dny +2

    You are the best Age of Empires content creator. Not even close.

  • @mttrashcan-bg1ro
    @mttrashcan-bg1ro Před 29 dny +2

    I personally am all for features like this, for the more casual players like myself, I've been playing it for 20 years since I was super young and just never really got that good, but always enjoyed it. I know most people I play with say the same thing here and that these features help us and whether we find it easier or more enjoyable doesn't effect the next player at all so it's none of their business.
    However for the players who really don't like these auto features, you should have a menu that lets you individually turn off things like auto farm reseed, auto farm placement, auto scout, unit objective queues and things like that.
    The farm reseed made sense since there has been the reseed queue since Conquerors in 2000, and it was very bad, as it used the wood for the reseed queue before the farm was made, and eventually ran out before it needed more queued up.
    Auto scout I see a welcome feature for people like me who mostly play with AI, because they could execute tasks a lot quicker and with greater efficiency than any human, having many units scouting while telling their units to do this and that all at once, it always felt like I was at a disadvantage, auto scout mitigates that. There's also the point that if you still found yourself beating the AI, there was 3 difficulties and if you beat the campaigns on Hard you're just really bloody good at the game, but the easy difficulty can be too much for some people.
    I see stuff like this as not just quality of life but also accessibility. People shouldn't be elitist about this kind of thing.

  • @AngeloFZ
    @AngeloFZ Před měsícem +1

    Nice! SotL new vid right on my birthday! Thank you so much, @Spirit of the Law!

  • @Fregler
    @Fregler Před měsícem +69

    While a lot of current auto-fications are fine I am more concerned about the fact that the game is getting faster and faster by the expansion or even patch at this point. The devs seem to buff things lagging behind more than toning down things and all of this moves in the direction of Starcraft with more and more emphasis on micro rather than Macro/planning. While I think the game needs to evolve to stay relevant and that it is a long way away from being medival Starcraft I can't help but feel that it is slowly losing what made it so interesting for me to play it over "faster" RTS games.
    I'm not saying it is doomed or even close to being doomed but I still think we need to fix fundamental problems still in the game 25 years later (seriously, pathing still being this much of an issue) before we make more civs play like each other and in general gentrifying the game.
    Edited some of my awful grammar and spelling.

    • @m136dalie
      @m136dalie Před měsícem +6

      The old days were all hun wars and never ending feudal skirmishes. It was nice but I think it's a lot better nowadays

    • @ashley-paul
      @ashley-paul Před měsícem +5

      That's how pros and high level ranked play is. The majority of players don't play that way.

    • @Hearbinger
      @Hearbinger Před měsícem +12

      I don't really agree that AoE need to slow down, but if anything, adding the auto farm feature makes the game less dependent on being fast and having high micro

    • @simonmonto
      @simonmonto Před měsícem +7

      Well said! It seems to me like theyre trying to take away what makes AOE2 so special. Why put aoe4/ modern systems into aoe2? Aoe2 is more popular for many reasons so they shouldnt try to retrofit it and ruin it!

    • @raizan5946
      @raizan5946 Před měsícem +2

      I wouldn't touch AoE2 online gaming, specially low elo, with a 2 hundred kilometer long pole even for the lols. Games are usually 1 hour long already, it is too much. We are no longer kids, and the world isn't so boring in the wilderness that you need so much of a time dump. I love the game, but given the option to enjoy it in 30 minutes games rather than average 1 hour than can drag for hours (specially with surviving villagers chasing if the opponent is a douche is not the type of thing I want to do) isn't going to sell much better. If anything I would rather play 3 - 30 minutes games in that length with all the QoL my way.
      I do respect that for fossils, they should add "rulesets" to the queues. Play Age of Kings no auto farm reseeding ruleset to your heart happiness for all I care, that is the QoL we need.

  • @afz902k
    @afz902k Před měsícem +3

    I have nothing against the idea of improving how quickly farms are placed, but I don't think this is the best way to do it. I would much prefer to be able to "draw" a big square area on the ground and have selected vills build as many farms as possible given the space and available resources. Kinda like when you place a wall but extending as an area rather than a line. I know the engine can handle it because I've noticed one can "draw" an area like this in the map editor, for example for triggers.
    Then again I would also like a wall like mechanic for house walling, so maybe it's just me being obsessed with this method.

  • @NetworkOverflow
    @NetworkOverflow Před 26 dny +1

    As someone who just has generally low reaction times for literally everything, I love the automation.

  • @TheChrisD
    @TheChrisD Před měsícem +59

    A lot of the "autofication" might be being considered because of the game also being available on console, which sort of has a natural lesser APM ability, so these systems help to make up for that?

    • @CaesarCJ15
      @CaesarCJ15 Před měsícem +13

      But there could always be two versions, with only the console one having this

    • @CleverCrumbish
      @CleverCrumbish Před měsícem +6

      @@CaesarCJ15 Console and PC versions have crossplay so FE/MS probably don't really want to diverge the two versions' featuresets too much.

    • @LordRavensong
      @LordRavensong Před měsícem +13

      Its also an accessibility thing. My sister has arthritis in her hands, so this could help her deal with less pain while gaming

    • @philhull6606
      @philhull6606 Před měsícem +3

      Xbox already had auto farm placement since day one if you played on a controller. My take is they figured they've already scripted it, might as well use it?

    • @snack711
      @snack711 Před měsícem +1

      i think pc players should be the ultimate standard for that though, and auto scout for all scouts crosses the line for me

  • @solorollo9756
    @solorollo9756 Před měsícem +4

    Wow I didn’t know about automated queues in AoM

  • @iuppiterr
    @iuppiterr Před měsícem +5

    0:50 the thing that is kinda wrong about this comparison is, that you can fit way more farms together, way more place efficient with the new feature.

  • @cristhiantc659
    @cristhiantc659 Před měsícem +3

    Just throwing ideas guys, what would you think of having unlimited auto-scout but only for "scouts" (scout cavalry, camel scout, eagle scout). Once you upgrade them to their next "version", they lose such ability? Btw, nice video SoTL, as always.

  • @swisstravellearth6232
    @swisstravellearth6232 Před 26 dny +1

    Retro vibes!
    Who else does remember all the lumberjacks waiting next to a just built lumber camp? 😅

  • @MasterSonicKnight
    @MasterSonicKnight Před měsícem +1

    i honestly rly like those changes, it's a great way to improve/remove annoying parts of micro and make things more efficient without costing a lot of time, while still being flawed enough that a more experienced player would still rather do things manually in order to make things even more efficient, meanwhile people on lower elo will have more time to focus on more important things than placing farms on the perfect spots (and i assume that building perfect farms on hills should be much easier and quicker now)
    meanwhile, i think ur comparison of the ottomans in there doesn't fit at all as an auto queue, at first sign it might seem like it but it's a whole gimmick of their civ that imo really cripples their early game unless u're able to build docks to compensate. the way it works is that villagers are made automatically and for free, but in exchange it takes CENTURIES to make a single one, and it has a cap. u can do some research in the mosque iirc that both increases the speed production and villager cap, but it feels like ur tc only starts to make vills as fast as normal ones when u're at the 4th age. also iirc u can't tell the tc to stop producing at a certain point if u need to, so like u need free pop space to make a better army? well screw u, have another vil!

  • @DomiNationsGamer
    @DomiNationsGamer Před 28 dny

    Great video Spirit

  • @Ichsfkb
    @Ichsfkb Před měsícem +29

    Good point about late game auto scouting. I'm a low APM player with a heavy focus on secret bases around the map. So limiting autoscout to Dark Age and Feudal would be advantageous to my playstyle. It's a bit of a concern (already in Castle Age). Could be like cheap "spies" maybe? Or maybe streamlines the gameplay, because one is cautious about doing something out of the box, that needs to be a surprise?

    • @MB-pc1xp
      @MB-pc1xp Před měsícem +3

      I doubt your enemies will autoscout in castle age with multiple scouts. Like they just into their death eventually with castles and stuff around.

    • @Ichsfkb
      @Ichsfkb Před měsícem +1

      @@MB-pc1xp on arena/hideout maybe? especially on arena it's almost a no-brainer to have 2 to 3 scouts autoscouting. you could have them on a control group and snipe monks easily. seems like that would change things, but whos to say if for better or worse.

  • @fabriziomariano1332
    @fabriziomariano1332 Před měsícem +6

    Well, this also sets a point for a video about auto-everything history in the game since AoK when villagers couldn't even mine gold right after finishing the mining camp. Also how some context with the QoL changes such as queuing farms (which was HUGE back then) were even improved/replaced by auto-seeding

  • @gerg5555
    @gerg5555 Před měsícem +2

    Damn first time I've seen aoe4 game play in a long time. So jarring.

  • @jetkirby3981
    @jetkirby3981 Před měsícem +1

    I'm new and sucked at converting wood to food so this is nice

  • @sk8rdman
    @sk8rdman Před 28 dny +1

    In some way this just shifts the decision of farm placement back a step to mill placement. Where you place your mill will determine whether autofarm can place new farms efficiently or not.

  • @neildutoit5177
    @neildutoit5177 Před měsícem +4

    Attention is a resource. Resources induce tradoffs. Units/buildings/strategies have different attention costs. Eg, mangonel have a higher attention cost than knights. QOL doesn't just make the game easier, it affects the game balance because changes the attention cost of units/buildings/strategies. The problem with all this messing around is keeping balance. Auto farm placement and auto reseed are both buffs to cavalry civs. Unit regrouping is also a buff to cavalry civs. Units freezing is a nerf to mele. QOL features affect balance. Bugs affect game balance. I honestly feel like the biggest balance changes in the last while haven't been changes to units they've been changes to mechanics. I'm not against this sort of QOL addition. I just wish they would put their time into fixing bugs first. And I worry they might not always think through how QOL affects balance and the viability of different strategies.

    • @SioxerNikita
      @SioxerNikita Před 25 dny

      In terms of bugs vs. features. You are aware that not all programmers are good at fixing bugs? And are you aware they likely have dedicated people for different tasks?
      It always sounds weird to me when people say things like "why they not fix the bugs?!?!", because often it can be incredibly hard to fix without having to rewrite MAJOR portions of the game.

    • @neildutoit5177
      @neildutoit5177 Před 25 dny +1

      @@SioxerNikita tell me you're not a software developer without telling me you're not a software developer

    • @SioxerNikita
      @SioxerNikita Před 25 dny

      @@neildutoit5177 tell me you have absolutely no clue without telling me you have no clue

  • @nerissawood73
    @nerissawood73 Před měsícem

    As always, great vid! Can auto farming be toggled on/off similar to auto scout? Or are we stuck with it always on

  • @joelim3047
    @joelim3047 Před 24 dny +1

    Oh my god, I literally laughed out loud at “The Automans”; that’s amazing hahahah

  • @jimmyjazz166
    @jimmyjazz166 Před 26 dny

    I haven't played the game for years but I like your videos

  • @stonebolt3280
    @stonebolt3280 Před 7 hodinami

    This explains the nice farms i've been seeing

  • @TheBl0rp
    @TheBl0rp Před měsícem +33

    My pet peeve about AoE2 farms are that the fields are larger than the mill, unlike in AoE4. Can't get a clean grid.

    • @holyhandgrenadeofantioch2234
      @holyhandgrenadeofantioch2234 Před měsícem +13

      As a kid i always liked to keep a one tile path free of farmland, leading to the mill's entrance :D

    • @JayVal90
      @JayVal90 Před měsícem

      The solution is Windmills!

    • @therealbahamut
      @therealbahamut Před měsícem +5

      I'm in the minority; I liked AOE3's farms/plantations. 10 vills in a tightly clumped space was quite vulnerable but it didn't require you to take up half a screen on farms.

    • @GioTMIP
      @GioTMIP Před měsícem

      One of the reasons i love poles :D

  • @gibbeldon
    @gibbeldon Před měsícem +1

    The auto scout at 7:49 to 8:14 looks very evenly radially distributed and efficient.
    Whereas the previous one at 7:18 to 7:38 seems to ignore a huge chunk of the map to the northern west.
    I wonder whether at the time of calculating the scouting direction the steppe lancers were included even though they would later refuse to follow that order.

  • @tomascostanzo3673
    @tomascostanzo3673 Před měsícem +1

    Getting units inside transport ships is also automatized now. You only need to have several transport ships around a group of land units and ask them to get on a transport ship. They will all automatically seek out any transport with any slot available. I personally find it annoying, because sometimes you may want to put a specific group of units inside a specific transport, but it depends on each player

    • @RiskyDramaUploads
      @RiskyDramaUploads Před 25 dny +1

      Hold down Ctrl to prevent them from going into other transports, just like holding down Ctrl prevents units from switching attack targets

  • @beetoven8193
    @beetoven8193 Před měsícem +2

    There's no reason to add seek and destroy. Most players resign when it gets to that point and we always have Spies for the ones who don't. I don't mind this auto-farm feature. Seems like it'll only help new players get into the game (if perhaps by developing bad game habits, like ringing the town bell.)

  • @robdenini6972
    @robdenini6972 Před měsícem +3

    Soo there'll be an "auto-play" feature where the game plays itself.

  • @fernandofalcon1759
    @fernandofalcon1759 Před měsícem +1

    Does it place farms beneath stragglers? I've tried it last night and it always seemed to avoid them, leaving one line gap between farms wherever there was a straggler.

  • @sarbe6625
    @sarbe6625 Před 10 dny

    I think for an old game like aoe there's definitely a preservation value for keeping an older version that stays as close to the original release as possible, only adding in expansions and the occasional software patch to ensure compatibility with newer hardware.
    But atleast with steam there's a simple solution to that since games can offer multiple version and easily allow the player to switch between them as desired.

  • @Specoups
    @Specoups Před 24 dny +1

    The only present automation feature that I personally find not right, on a theoretical level, is auto scouting.
    Scouting is a highly strategic activity and players scout differently depending on their objectives or skills. Having it automated removes this layer of complexity and player expression, at least for lower level players who will not scout manually because they don't have the macro skills for it.

  • @williamjeffery9653
    @williamjeffery9653 Před měsícem +13

    The problem with automating the economy side of the game too much, is that managing both your military and economy is a core part of Age of Empires' identity.
    There's other RTS games, like Company of Heroes, where you don't really need to manage economy at all beyond capturing points for resources, and most of your attention is focused on combat. Map control, unit abilities, and countering the enemy's tactics become key rather then economic efficiency.
    On the flipside, you got games that are mostly economy with only a little combat mixed in. A recent example is Manor Lords, which is still in early access, but is mostly a medieval village simulator with heavy focus on the economy, while occasionally having to rally the militia to deal with bandits.
    Age of Empires has always straddled the line between these two extremes, so if you automate the game too much, the balance shifts more towards the combat focus side of things.

  • @sourathghosh5170
    @sourathghosh5170 Před 29 dny

    @SpiritOfTheLaw, thanks for the excellent video!! I still think the game was better without this feature and IMO if this feature is to stay, there should be a more direct tradeoff when is comes to manual placement vs auto placement. What do you think about the following : Autofarm feature would be a toggle at the mill next to the autoreseed. When its toggled on you do get perfect farm placement but maybe pay 5-to10 wood extra per farm placed, as opposed to when placed manually.
    This way someone meticulously placing ideal perfect farms has an direct eco advantage over someone using the feature. Also this way, especially in feudal age and early castle age, pros probably wouldn't use the autofarm feature in order to get a few extra units on the field. Beginners anyway float tons of wood, so they might benefit from autofarms even if they have to pay extra wood per farm. Intermediate players decide whats best for them. In late Imp pros probably might decide to turn the auto farm toggle on to spam farms for hussars (here the extra wood per farm wont affect that much and it probably will be much easier to get hussar spam going).

  • @hai.nguyen995
    @hai.nguyen995 Před měsícem +7

    I think some aspects of the game can be automated just fine, like auto reseed, this type of farm placement, etc. But I do see some getting dangerously close to broken level that even as a pleb I can see the impact like dropping resource hotkey or group garrison hotkey. And "autofication" is a tricky thing to add because if it's perfect then the skill ceiling just drops but if it's just ok then players just rely on these crutches and not improving their game.

  • @akiraigarashi2874
    @akiraigarashi2874 Před 26 dny

    First played AOE 2 ages ago and recently started playing the campaigns in the definitive edition. Kinda surprised that so many qol features I took for granted in RTS games like Rise of Nations and Age of Mythology (which I am more familiar with) weren't in the original AOE2 and are getting added now (with a bunch still missing)

  • @lincolnvolk7609
    @lincolnvolk7609 Před měsícem

    Spirit of the la hire!!

  • @dabluflcn
    @dabluflcn Před 12 dny

    Inefficient placement is code for T90 farm placement. He’ll keep the dream alive.

  • @Cyprous
    @Cyprous Před 29 dny

    Me as a Teuton loyalist that have to put like 150 farms per game in the map have liked so much this, its so easy to play massing farms now and it give me more time to think and plan the game instead of just outspam farms in the entire territory like a madman

  • @Reierdacool
    @Reierdacool Před měsícem +14

    things that aoe2 already automates/simplifies that no one complains about because they are "quality of life" (automation/simplification under a different name) :)
    unit queues
    tech queues
    gather points
    waypoints
    shift queue
    control groups
    hotkeys
    vil resource drop off after building a building
    vil targeting the corresponding resource of the building you just made (lumber camp, etc) (which was not the case in AoK i might add!)
    vil targeting of new instance of resource after exhausting the previous one
    vils drop off resources at all without having to be told manually each time
    fishing boat fish retargeting
    farm queue
    idle vil button/icon (huge)
    DE tells how many vils are on a resource
    units auto target
    units speed up a tiny bit to catch up to their formation, saving you needing to micro them individually
    sound alerts (gives you information you wouldn't have if you weren't paying attention)
    remembers when you see things in the fog of war
    would it make the game more challenging to remove any or all of these things? most definitely. should they?
    it is all relative. ultimately people are saying their preference, which is as subjective as it gets.
    (side note this whole nonsense also applies to the queen autocast spawn larve ""debate"" in SC2 as well. "autocasting removes skill"? why not make it so the hatchery doesn't auto-spawn larva? would it add skill to make it so you have to micro every drone back to drop off minerals manually? would those make it take more skill to play the game too? it is all arbitrary ultimately.)

    • @thire7432
      @thire7432 Před měsícem +1

      I’ve often thought about a game that has practically none of this automation, but you (the player) program it in every match.

    • @KSriram
      @KSriram Před měsícem +2

      There's a reason why Warcraft 1 isn't the most popular RTS.

    • @lekhakaananta5864
      @lekhakaananta5864 Před měsícem +3

      Yes, it's cultural perception, and just as arbitrary as any other cultural thing. If we were used to something we'd call it "quality of life", but if we were used to the manual task being a skill difference then we'd say "you can't automate that!"
      It might depend on what you were looking to get out of the game, but when I first started playing RTS I was sold on the "Strategy" part. So being a strategy maximalist, I was in favor of automating everything that isn't strategic decision making. Auto-queuing is therefore a thing I liked in AoM:TT that I wished would become the cultural norm for RTS. Re-queuing things is something that's just a chore with no strategic choice being made every time you cycle through production buildings.
      But even though Auto Queue never became mainstream in RTS culture, I'm okay with it now since I changed my expectations of what RTS should be. The strategic stuff I can get from other genres like 4X or Grand Strategy games. RTS, despite having strategy in its name, is more like an e-sport in how much APM matters. You could say that the "strategy" is actually about how to strategically spend your APM. And that's fine, but it's just not the obvious kind of strategy that someone is lead to believe the game is about at first glance. At first glance you might think the Age games are about strategic placement of buildings, unit composition, unit positioning, tech choices, etc. You might not think that a lot of the game comes down to "what do you pay attention to for the next 3 seconds: looking at your army, or mashing your production hotkeys"

  • @andresperedo1275
    @andresperedo1275 Před 26 dny

    I think the farm placing automation is nice. Pretty much agree with everything said in this video

  • @beauthepotato3353
    @beauthepotato3353 Před 29 dny +2

    I'm in the 800's and don't like the auto scout thing past the original scout. Maybe all scout units in feudal, but I don't like the direction. It is all about that control.

  • @thomaswilson6591
    @thomaswilson6591 Před měsícem

    Nice!

  • @harryperdomo5998
    @harryperdomo5998 Před 28 dny +1

    Auto scout should be limited to usable by only one scout at a time. I don’t like that if you lose your initial one, its over, but i also dont like the idea of 20 hussars on autoscout at once.

  • @jaspervanheycop9722
    @jaspervanheycop9722 Před 21 dnem +1

    As someone who does have good micro (I used to be a highlevel Rise of Nations player and I still play a lot of Hardcore mode on micro-intensive ARPG's like Grim Dawn), I welcome this sort of what I call "distraction micro" going away (but then again, Rise of Nations player, so I'm used to automation and micro only being for battles or when you want to edge out some extra efficiency). Farm placement or scouting shouldn't be what decides skilled play. There should still be situations where micro shines though, as it is part of what makes an RTS an RTS.
    At the top level of strategy games, this kind off micro isn't what decides games anyway, everyone has it as muscle-memory and strategic (or more accurately operations level), macro-level decisions become the dominant factor. I mean just look at Daut, his micro isn't the best, but his game knowledge and macro skill is widely considered one of, if not the best in AoE2.
    My red line is combat automation though, if someone figured out how to automicro archer blobs or dodging projectiles (which some Starcraft AI's can do) I'd hate that.

    • @EvilDoresh
      @EvilDoresh Před 19 dny

      Sounds reasonable. Automation should cut down on distractions and stress, not win the game for you.
      I've seen automated kiting (and general automated combat behavior) in Zero-K, but that game is designed for large-scale engagements, thus automating the micro-behavior lets you focus on the bigger picture (like optimizing your economy so you can keep throwing units into the meat grinder).

  • @serenedreemurr
    @serenedreemurr Před 29 dny

    5:18 I think that has always been a thing in aoe2, unless they changed it this time. I still remember the numerous times when I ordered 8 villagers to build 8 farms around a mill using shift-clicking but without clicking on the mill manually in the end, they all just built the farms one by one instead of spreading out when the mill is built. It happened frequently enough for me to grow the habit of adding that manual click at the end when I build farms with shift-clicking.

  • @Dominik-K
    @Dominik-K Před měsícem

    That really is one part of autofication, though one I'll not use much probably

  • @NeocaridinaShrimpGuy
    @NeocaridinaShrimpGuy Před 27 dny

    Hey law, spirit of the guys here

  • @Vitas7thElement
    @Vitas7thElement Před měsícem +16

    Pro tip better than clicking auto scout: select a scout, hold in shift and click on the unexplored places on the minimap, eks from left to right.

    • @Kerchock
      @Kerchock Před měsícem +4

      Pro tip for you: check your post! 😂😂

    • @imperatorg5208
      @imperatorg5208 Před měsícem +3

      I have been holding it in for like 40 hours now. Please let me know when I can stop I’m getting dizzy

    • @Vitas7thElement
      @Vitas7thElement Před měsícem +1

      @@Kerchock I blame my big fingers 11

    • @Gonzalo_105
      @Gonzalo_105 Před měsícem

      Some players don't know shift+queue actions. So, for new players this is bether, especialy in the campaigns or single player.

    • @pprb123
      @pprb123 Před měsícem

      @@Gonzalo_105 I can understand not knowing hotkeys but not knowing shift-queue action is so basic, surely it's in the tutorial

  • @raizan5946
    @raizan5946 Před měsícem +1

    Hey, I think you did not try (or they changed auto-scout). Auto-scout (if you had ever had your scout alive by end game and tried it) doesn't scout anything on fully explored maps so it auto turns off on clicking it. The function is to reveal the map, not to trace enemy bases as you suggested - but would be nice if that happened. They would need to reprogram then logic so on fully explored maps they re-explore... the question is how do you set what areas were explored already so the scout (or other scouts) don't repeatedly go to the same place?

  • @tomvivian
    @tomvivian Před měsícem +3

    Is this part of an effort to level the playing field for xbox users?

  • @mykyzer23
    @mykyzer23 Před 19 dny

    Getting to far away aoe2 is a challenging game and that what makes it fun

  • @FWAKWAKKA
    @FWAKWAKKA Před 27 dny

    i really wish youd have checked something like having one mill built, then building 3 layers out. and building a second mill on the edge in the "pattern proper" spot to see if that mills farms will line up properly 3 layers out again, using the autofarm, and then continue doing so until you have 4 mills and we can see whether or not it makes an nice perfectly filled in farm region taht it already struggled with.

  • @augustosj
    @augustosj Před měsícem

    how about holding both shift and ctr and placing the as many farms as there are villagers (or as many as you can afford up to a maximum of number of villagers)? is this possible or the next update?

  • @thephelddagrif2907
    @thephelddagrif2907 Před měsícem +4

    I liked the other changes but not this one

  • @chatgentil9870
    @chatgentil9870 Před měsícem +2

    Likembl complained: will there be auto-everything?!

  • @uumdi
    @uumdi Před měsícem

    Omg first 10 seconds... craziest thing I've ever seen in my life

  • @Binarokaro
    @Binarokaro Před měsícem

    I feel like if they do add a "search and destroy" function, it wouldn't necessarily ruin the balance of the game, simply because low level players would still suffer from a lack of map awareness. Armies sent out to just seek units would be incredibly easy to pick off with micro, since they're moving entirely on automation without player input. A skilled player would still be able to outperform a low level player using "search and destroy" simply because they have better command of their units.

  • @damanorelse
    @damanorelse Před měsícem +1

    efficient farm places < Efficient fulwark and carvansarai placement. show me the area of affect before placing the foundation!

  • @couchpotatoe91
    @couchpotatoe91 Před měsícem +13

    I've always been of the opinion that winning because of your strategy is way cooler and more interesting than winning because you're better at clicking repetitive tasks. I'm all for auto-scouting and even auto-villager creation though I wouldn't want an automated search & destroy command as deciding where and how to attack-move your units is more interesting and leaves room for tactical decisions.

    • @Cyrus_T_Laserpunch
      @Cyrus_T_Laserpunch Před měsícem +1

      I don't play AoE but I do play Total War, I think your game could use the ability to command a group to follow a specific path, like what we Total War players do with our cavalry. That way you can split up 3 groups and have 2 loop around while the other goes straight to hit the enemy from 3 directions. Plus have selecting 1 unit in a locked group select every living unit in that group, but that might be too Total War for AoE2 players.

    • @couchpotatoe91
      @couchpotatoe91 Před měsícem

      @@Cyrus_T_Laserpunch You can actually patrol and attack-move already, meaning the unit attacks any unit on their way. You can also shift-click multiple commands.

    • @Cyrus_T_Laserpunch
      @Cyrus_T_Laserpunch Před měsícem

      @@couchpotatoe91 Ah, good to know, did not know those were already features. Love it when there's advanced command options.

  • @erikkarlsson9843
    @erikkarlsson9843 Před měsícem +1

    I would say the mass auto scout is crossing the line, rather i would say that auto scout can only be active on one light cavalry at a time, making it possible to recover from loosing the initial scout!

    • @SioxerNikita
      @SioxerNikita Před 25 dny

      Oh no... I can build more scouts that sub optimally scouts... Oh no... Players that have a hard time super multi tasking can now have a slightly better gameplay... How dare they make it so the sucky players can be better!!!! How daaaaaareeee they?????

    • @michaelwarenycia7588
      @michaelwarenycia7588 Před 12 dny

      ​@@SioxerNikitaI realize now, you're a troll

    • @SioxerNikita
      @SioxerNikita Před 11 dny

      @@michaelwarenycia7588 People are writing all over the place that auto-scouting om everything is "crossing the line".
      It is a "step too much"... Etc...

    • @michaelwarenycia7588
      @michaelwarenycia7588 Před 11 dny

      @@SioxerNikita to be fair, most of them are more nuanced, like, "it's ok if it's one scouting unit at a time".

    • @SioxerNikita
      @SioxerNikita Před 11 dny +1

      @@michaelwarenycia7588 That's still silly, and really unintuitive. Sure, a bit more nuanced, but it just goes back to the same issue as there were before.
      Auto-Scout is terrible, but it takes a load off from the people who don't have the capacity to handle it.
      They are still significantly worse than doing it manually and keeping an eye out, so it wont particularly reduce the skill ceiling.
      It's a silly complaint. It is a minor change, that is a quality of life inclusion for people who aren't super good at the game, that just wants to chill. Not every addition/change has to be for the ranked scene... Sometimes people need to remember the primary player base are not good at the games they play.

  • @ryans8122
    @ryans8122 Před měsícem +1

    Wow, every time I see AoE4 it looks completely incomprehensible to me

  • @LK.Cynric
    @LK.Cynric Před 29 dny

    First of all, im a very casual player, meaning campaign/PVE only.
    As for my opinion i would agree, doesnt seam as bad as it sounds since you still need to click it. Yeah its a bit faster but nothing more than that. Like auto-re-seeding. I think its more about the fear of what they will do in the future? I wouldn't want too much automation since it would affect pro play, but some quality of life features that arent perfect are fine. Help casuals and lesser skilled players and pros can decide to use or not.

  • @RAMMY237
    @RAMMY237 Před 28 dny

    For now it feels ok, since anyways requires manual control for competitive play in both farming and scouting.
    At the same time makes the life a bit easier at late stages of game when such micro management doesn't make much sense, rather helping to save time for more important things.

  • @SimonFallheart
    @SimonFallheart Před měsícem +3

    1.auto reseed
    2. auto scout
    3. auto place
    4. ???
    5. 2 AI play for us and we just give it directions like 'go for scout rush'
    6. ???
    7. we play, the ai tells us how

  • @MrSafeTCam
    @MrSafeTCam Před měsícem +1

    ", that AOE4 has had since release" Wait what? I've been placing farms manually this whole time!

  • @monstercreations7775
    @monstercreations7775 Před měsícem +6

    Not sure if I like hussars with auto scout but would be interested in having auto scout only available to scouts (not light cav, hussar). Not sure how difficult that would be to implement but maybe it’s worth considering.

  • @samuelcaruzo2209
    @samuelcaruzo2209 Před měsícem +6

    I always like these automations in the game having played all iterations of it, because these always touch on boring aspects of the game freeing up even more time to do the fun parts of the gameplay. Take reseeding for example, how annoying the sound cue was specially late game, and now that's not a problem anymore. The core gameplay isn't clicking on scouts to scout in the late game or even destroying the last remnats of a player who just won't quit, so changing those isn't diminishing to the actual gameplay and helps alliviate a boring part of it.

    • @mullerpotgieter
      @mullerpotgieter Před měsícem +3

      Precisely. So long as even an average player can do it better, its just an accessibility option for newbies who haven't developed the muscle memory or confidence in these tasks.

  • @FFKonoko
    @FFKonoko Před měsícem

    I figure it just changes the skill used. Putting down your mills exactly far enough apart that the auto placement doesn't mess up, for instance?

  • @Shadec1
    @Shadec1 Před měsícem

    what? NO CHARTS OR GRAPHS? :O
    lol great video

  • @AaronBalcombe
    @AaronBalcombe Před měsícem

    Great video analyzing the new changes, all of your other videos are great too. I just got into AOE2 last fall, and I have been enjoying progressing in the game. Now at 1100 elo and don’t care if I win or lose, but understand the fundamentals enough to just have fun and try different civs

  • @etherraichu
    @etherraichu Před 8 dny

    its easy to forget just how incredibly different Age of Mythology's town center mechanic works compared to AoE2.

  • @basstscho1400
    @basstscho1400 Před měsícem +1

    autofarms:
    I just hope you cant use it as a defense against castle and tc drops.
    It would be a fragile endevour to block space, cause everything oneshots it and it costs a lot of ressources compaired to palisades. Yet its way quicker, gives crucial seconds and can be rebuild quickly.
    Against me you could argue that its not relevant at lower levels and top levels dont tend to have enough ressources spared to spam waste farms.
    The grand idea is fine. Minimizing the repeating tasks to reward strategy.
    autoscout:
    hmm you protect your starting scout more if its the only unit to have autoscout. Also it allows more to sneaky strategies and allowed crazy surprises and comebacks. In campaign you might trigger enemy attacks too early and breaking the scenario.
    The general function is something that improved my gaming experience and i might change my opinion when im used to it.

    • @LordSevarg
      @LordSevarg Před měsícem +2

      You can build over unbuilt foundations (like farms), so this won't stop castle drops.

  • @SpoOkyMagician
    @SpoOkyMagician Před měsícem +2

    I was not aware of the all (auto scout) one but, I do love the farm placement feature. (I read this one in the patch notes.) I don't mind all scouts having auto scout though.

    • @Lokalo1
      @Lokalo1 Před měsícem

      also as for SoTL's point it can be scouted for enemy. Well it can be once, but at least before this patch auto scout didn't work if map is 100% scouted, so its not like you have map scouted and then can again press autoscout to find opponent wood or something. I feel like it takes some skill out of placing farms fast and decently placed, but in the end won't change much, especially that everyone will have it and it seems quite trash early on, as you usually won't build farms on straggler trees

  • @Clickomancer
    @Clickomancer Před měsícem

    excellent video Spirit 👍🏼

  • @ImmacHn
    @ImmacHn Před měsícem +20

    I think the game being somewhat clunky is part of the charm, it means that optimizing it is not easy. The farms autoplacement for example removes a step in control a player would have to learn, which is a very small step, but each small step is an achievement, it actually takes away from the experience. This is the age old problem of trying to be for everyone and ending up being for none.

    • @micahbonewell5994
      @micahbonewell5994 Před měsícem +4

      But it also makes the game a lot harder for older players who might have lower APM, eliminating the player base, just based on if they have issues with arthritis or carpal tunnel.
      I mean, look at the Viper or T90 even they are seeing their APM lower as they get older
      In my opinion, the game should be about knowledge, strategy, and intelligence rather than how quickly you can click your mouse.

    • @dj_koen1265
      @dj_koen1265 Před měsícem +2

      i think there is a danger that as the game changes too much it loses what made it so different, there is always aoe4 if you want modern qol stuff but i dont want aoe2 to play like aoe4

    • @adamNZ2024
      @adamNZ2024 Před 29 dny

      @@micahbonewell5994 Time and attention are a strategic resource. If people have disabilities that limit their ability, then their ranked score will reflect that.

  • @IorekMetal
    @IorekMetal Před měsícem

    All of this qol improvements or automations are good for the game.

  • @RobbieDPL
    @RobbieDPL Před měsícem

    Does the auto-farm placement mechanism work for Polish Folwarks as well?

  • @kobas8361
    @kobas8361 Před měsícem

    I find those changes very nice. This is a strategy game,. Let me focus more on battles and decisions rather than APM.

  • @ashplague6200
    @ashplague6200 Před 26 dny

    Does auto scout apply to eagles? Meso civs might have a disadvantage let game if they can’t

  • @robertlewis6915
    @robertlewis6915 Před měsícem

    Seems to me that a 'seek and destroy' command should require a 15-1 population ratio and be auto-disabled in Regicide, possibly also in diplo (in team games, it should count team pop against team pop, not individual pop). That way it's only useful in 'my opponent lost but won't admit it' scenarios.

  • @happypandaface710
    @happypandaface710 Před měsícem

    what if instead of right clicking the mill, it just moved the farm placement square to make it placeable. like, so, if you placed a farm on top of another farm, it would like "slide off" to the side and still be placed. This would be like an inbetween solution, you still place the farms, but its more forgiving.