I never really thought of it as a hidden mechanic. I mean, if you upgrade the tower, it’s gonna have more defense and attack. Common sense. I didn’t really need the manual to tell me that.
@@MoistTowelette125 I think, the weird part is when you consider the same total number of arrows doing different amounts of damage depending on how many are shot by a certain number of towers. Honestly, it would make zero sense in real life because you are not really upgrading the tower but just garrisoning more people inside :D
the difference is, this behaviour has to be coded extra. it can't result as an error from normal code. it would have been simpler to make each arrow do the same damage...
What kind of sick mind would put stuff this complicated that makes zero sense in real-life context into this game and expect people to figure it out in year 2000 with no internet. Really, this is beyond weird.
To paraphrase Barney Stinson: "Why? Why? Why do we let you be a game?" Ding-ding, somebody joined your lobby... Yay! Side note, however, I feel this was done specifically keeping trush in mind... Can you imagine how the game would be if Tower wars went on and on forever since they only do utmost 5 damage to each other... The defending player is crippled horribly...
Well I kinda actually like the fact that there are these hidden bonuses not mentioned anywhere and for players to figure it out themselves. Even after 20 years, people keep exploring these hidden secrets that were built into the game which kind of makes it more fun.
That's because of the projectile duplication mechanic. When the game duplicates extra arrows, those arrows use their /own/ stats, presumably because their “origin” is the projectile and not the unit/building. The problem with this is that if you edit the tower's stats, it doesn't affect the arrows' stats unless you also remember to edit them too, and the es dev team was not nearly as careful with data editing as they could be. The bonus damage is probably a remnant from alpha/beta when towers did extra damage to each other, and remained because they forgot to edit the arrow itself.
AOE logic: if i shoot enough arrows or stab that stone wall enough times it will burst into perpetual flames and eventually explode. also AOE logic: a burning wooden structure will remain on fire indefinitely, or at least until someone crouch down next to it and hit the ground with a hammer for a while.
@@abitofsupport601 Candle ignites the table! Table ignites the curtains!! Then the enemies leave and the situation stabilizes for the rest of the game -_-
Arthur J The wood in the building regenerates at the same rate that it burns, so it only gets worse if someone is actively adding more flames before the wood can react.
Look it makes total sense though. You can only fit so many arrows inside a building, so eventually it'll burst. The occupants will frantically try reducing the amount of arrows by setting them on fire, but it's never enough.
Obviously this is because of the turret-mounted RPGs which all villagers are born with but can only use from inside a structure. Do Town Centre arrows receive this bonus?
I mean tc vs tc. When i play persians i tend to delete my tc and put it in front of the enemy's tc and destroy it with my own, but it might take ages to do so. Anyways, its fun.
@@felipemonasterio6397 TCs are not classed as stone defences afaik, so it wouldn't help vs them. But checking the Age wiki it seems that TCs don't get the tower arrow bonus vs stone defenses. Their aroows don't act like towers do but they get a general bonus of +5 vs all buildings, not just stone defenses
Huh , I didnt know this thing Thats a cool feature If the garrisoned arrows have more damage against stone defences, what about the bonus cannonball from the teutons garisoned bombard tower? do they get bonus damage too? or its only for arrows?
Haven't tested it by any means but the effect should be much less noticeable than the high amounts of damage each extra cannonball deals to begin with, considering BBTs have 120 pierce damage + upgrades Still though, I can see them becoming quite useful in lategame tower battles if they ever become a thing during a match
I actually think it doesn't matter cuz 120 or 120+5 damage is no big difference. Eventhough this would be the exact kind of thing he would make a video about
So every villager turns into John Rambo with explosive arrows when garrisoned? Unless they are shooting at anything non-defensive...in that case Housing and Urban Development steps in and regulates towards traditional deer hunting arrows. Got it. Makes total sense.
Every time you upload, i just drop what i was doing and watch your vids they are so entertaining and i find it marvellous how you never run out of Content. Keep up the good work !
from a strategic point all those unrealistic mechanics are quite interesting. It feels like they wanted to put as much variety as they can to create a masterpiece, an everlasting game - just like chess. And look. This game is 20 years old and we still play it.
There's also the fact that, in the situation of multiple towers vs. one garrisoned tower, the unmanned towers actually lose DPS when they're destroyed one by one while the single tower/castle will keep its full damage output until it hits zero. I suspect that the castle would have won the 1v5 even without the bonus.
Could you do more campaign vs history and also a video on how to properly use mangonels? You always talk about how good they are and I absolutely suck at using them.
Benjamin Maughan ik one important tip he’s mentioned is using the attack move command to manually target where units are going instead of letting it automatically target and attack.
@@mthaygood3334 Also if you only play against bots then mangonels are extra difficult to use as the AI are masters at splitting their units, Mangonels are good vs players and not AI
Also, if you can pull off the perfect timing / micromanagement, stagger their attacks if you have multiple mangonels, makes it considerably harder to dodge all shots than when they shoot all at once.
I have played this game since 2000, at this point i'd like to think i am at least familiar with most mechanics (certainly not an expert by any means). But I seriously never knew this, how did i not notice it?
Which means that in a tower-war within "close" distance it's actually beneficial to NOT have fletching in case you are only garrison villagers so you always have 4 extra arrows instead of just 3 (with fletching)?
Well, they're both hideously slow, very tanky, very high damage units. They both, in general, have a disdain for buildings, with war elephants getting a boatload of bonus damage against them on top of their already high base damage, and Teutonic Knights get a pikeman's worth of bonus damage against buildings on top of their already high base damage. That, combined with up to around 6 or so pierce damage makes them very hard to kill with arrows, but doable because they are, in fact, hideously slow. In addition to being anti-building, in general, their primary role is going to be absolutely messing up enemy units that are melee based. War elephants are one of the few units in the games capable of doing trample damage-- area of effect melee damage. This, with their insane damage numbers, makes facing them up close really dangerous, even for spearman-line units which will do absurd damage right back at them. Teutonic knights, on the other hand, while they have way less health, though still admittedly high, they are the melee equivalent to the Goth's Huskarl in that they have dopey amounts of armor, making facing them in melee one of the more impractical things to do. However, both units are not necessarily good alone-- however potent they may be when grouped up in large masses, for their weaknesses are just as heavy as their strengths. Once again, they are slow; archers, especially cavalry archers, will be able to kite these units around, and hand cannoneers will make teutonic knights not have the happiest of days. Pikemen, monks, and Mameluke will eat war elephants alive, while Teutonic knights will be destroyed by anti-special/anti-infantry units like the Japanese and Aztec unique units, and war elephants. Both will be absolutely eaten up by siege because they are so slow-- though massed Teutonic Knights alongside massed siege makes a good pairing, with the siege dealing with most things the TK's cannot and vica-versa. These units will tear down the world when they are in mass, but need assistance to do such things from units who are better equipped to deal with things that they cannot.
I am not from an English speaking country, and I do not know English well, but for some reason, I still understand almost every word you say about the game. PS Where is the intro?
This is the video i have to go digging in your video history to find every year or two, as i can never remember the intracacies of extra garrisoned arrow damage
A video about one of the best features to exist in aoe 2. While it takes population to garrison towers vs not garrisoning towers, it is helpful in a pinch against enemy soldiers and is also great when fighting tower vs tower fights especially when I do so in Sforza #5 where I do go into the yellow area before killing that market that I keep alive for trading and eventually defeat the annoying green enemy. An update disabled some techs that allowed me to use redemption to wololo a dock and siege workshop, and so using my own towers is the best way to siege that city especially being able to build a bombard tower.
Hey Spirit I think you're forgetting 1 important thing. At the start of the match the Castle and the Towers have the same amount of dmg/hp. (normal circumstances) But after 1/5th of the damage is done, the towers also lose in terms of damage output. So a scenario of 1 vs many where both sides start "statistically" at the same level is always in favour of the 1, which does not lose attack power throughout the battle.
I just have a thought for each time Spirit of the Law had tolet his computer run while towers are fighting each other to compare the different outcomes XD
I always enjoy some AoE II trivia, and this is a good example of that! However, I don't see this as being very practical in an actual game since if your opponent is going to counter-tower, he will naturally garrison the builders upon completion.
0:39 Actually, in theory (and without bonus damage), both of the red towers would survive, since the blue tower would ungarrison the villagers when it reaches
I assume the same holds true for TC arrows as well? even though you didn't specifically mention that, but just about every other type of buildings with arrows
True, but even if the garrisoned tower would have attacked one tower then the other and so on and it would have been destroyed before the two enemy ones it would still have almost payed double for its cost, which was the point the video was set to prove
Oh yeah! It must be a referrence to when William of Normandy defeated the stone defenses of the City of London by building watch towers and puting villagers inside.
I just realized how crazy can Teuton tower rush be, if you first tower rush, then get to castle age for two reasons : 1. You can't be countered by enemy towers, because you do up to 49 damage per shot to enemy towers, if you get maximum garrison on your tower, as opposed to maximum 25 damage that enemy can deal. That of course would require you to get units that do 48 damage. Or in castle age 56 damage. 2. Hence you need about 7 castle age crossbowmen to garrison the tower. Or three crossbowmen and seven villagers. 3. If you upgrade them to Guard towers in castle age, you need 10 crossbowmen. 4. If you upgrade them in imperial age, you will need to research chemistry and use hand cannoners instead, because they have higher attack. Also, if you get castle age fast enough, you will have free murder holes, so attacking your tower will not be great strategy. So, if you play Teutons you should probably combine archer rush AND tower rush, and go into castle age if you can. This strategy probably has never been tried, and might need some refining, but it could become incredibly potent if used right. You also need to remember : You only need those archers against TOWERS and STONE WALLS if you want to breach THRU a stone wall. Another fun fact, if you're making castle drop in arena, it basically means you can garrison your archers/infantry/peasants to destroy enemy walls very fast, and then start invading them. I realized that the Teutons have the untapped potential, that probably no one yet has realized...
Yes but one thing was forgotten right? If looking at castles or other, single, fat unit vs many small units, the castle doesn't lose any DPS until it is completely dead while multiple towers are dropping dps during the war, making them already not as good.
Yikes! It just hit me that Spirit of the Law may have to remake his whole massive, uber detailed library of comparison videos once the remastered version hits the shelves for good. As an expectator that seems so daunting. Go figure how it must feel for the one actually doing all the videos...
Could you go in depth in a future vid on what kinds of hidden bonuses there are? When i hear that stuff like the +5 to buildings from Indians doesn't work against civs with masonry, it really makes me wonder how all that stuff works.
taking down one tower means lowering its attack, ofc one tower will win over time since the odds are the same but once one tower getting destroyed means the odds aren even anymore
I was going to ask how the hell did you find in your tests about the Malay docks? This is something that could have only been found out by accident. Finding it in the Wiki explains it of course. It's easy to forget that at least a bit of research goes into every episode like this. Even if you test everything.
sorry to correct you here 2 towers with half hp and half the damage of the single one still does not win ! For exactly one reason .... the lone tower does not change target ... or in other words once the first tower is dead and gone incoming damage is halfed ... making a 25 % overall advantage for the lone tower in this scenario
In every other game: "It's definitely a bug!"
In AOE2: "It's a hidden mechanic!"
AOE2: "It is a surprise mechanic!"
I never really thought of it as a hidden mechanic. I mean, if you upgrade the tower, it’s gonna have more defense and attack. Common sense. I didn’t really need the manual to tell me that.
@@MoistTowelette125 I think, the weird part is when you consider the same total number of arrows doing different amounts of damage depending on how many are shot by a certain number of towers. Honestly, it would make zero sense in real life because you are not really upgrading the tower but just garrisoning more people inside :D
the difference is, this behaviour has to be coded extra. it can't result as an error from normal code. it would have been simpler to make each arrow do the same damage...
@@RKBock you really don't know that. Weird mistakes can happen for a variety of reasons.
What kind of sick mind would put stuff this complicated that makes zero sense in real-life context into this game and expect people to figure it out in year 2000 with no internet. Really, this is beyond weird.
To paraphrase Barney Stinson: "Why? Why? Why do we let you be a game?"
Ding-ding, somebody joined your lobby... Yay!
Side note, however, I feel this was done specifically keeping trush in mind... Can you imagine how the game would be if Tower wars went on and on forever since they only do utmost 5 damage to each other... The defending player is crippled horribly...
Well, I don't particularly like but can understand the idea of not revealing all mechanics to avoid exploit/confusion/additional work.
Maybe it wasn't in the original and they added it later in HD because of those tower battles in multiplayer as a mean of self defense.
Well I kinda actually like the fact that there are these hidden bonuses not mentioned anywhere and for players to figure it out themselves. Even after 20 years, people keep exploring these hidden secrets that were built into the game which kind of makes it more fun.
That's because of the projectile duplication mechanic. When the game duplicates extra arrows, those arrows use their /own/ stats, presumably because their “origin” is the projectile and not the unit/building.
The problem with this is that if you edit the tower's stats, it doesn't affect the arrows' stats unless you also remember to edit them too, and the es dev team was not nearly as careful with data editing as they could be.
The bonus damage is probably a remnant from alpha/beta when towers did extra damage to each other, and remained because they forgot to edit the arrow itself.
The bonus DMG versus Malay harbors is one of the most situational things ever...
What? No! Being able to land a handful of villagers and Tower rush a malayan port in a galley war is the most useful thing in the game :D
Makes the koreans so much better against them on water levels.
What about Celtic trebuchets preventing sheep conversion?
@ I value the range more my friend. The Malians docks cant make elite cannon gallons. Much easier to destroy.
@@toahero5925 what, that's a thing?
As always Age of Empires shows us flawless historical accuracy. A building with people in it has more fire power than an empty structure.
I mean, that's technically true I suppose, or at least more potential firepower
@@capablemachine I mean, if you loaded up a castle with people, it would have a lot more firepower than one without!
@@Yawyna124 yeah, but they would starve earlier in a siege
sure, but more firepower specifically against other towers?? hahahahaha
This add a whole new dimension to the Sicilian Donjons, because they get free extra-arrows at each new age, in exchange of the normal tower upgrades
Donjon also gain hp while aging up similar to giving them free guard tower and keep upgrade.
@@hbarudi Watch towers gain 320 hp upon hitting castle age. Just pointing it out...
AOE2 logic: If I shoot enough arrows at that building, it will eventually explode.
*arrow breaks through and hits a candle, sending it up in flames*
AOE logic: if i shoot enough arrows or stab that stone wall enough times it will burst into perpetual flames and eventually explode.
also AOE logic: a burning wooden structure will remain on fire indefinitely, or at least until someone crouch down next to it and hit the ground with a hammer for a while.
@@abitofsupport601 Candle ignites the table! Table ignites the curtains!!
Then the enemies leave and the situation stabilizes for the rest of the game -_-
Arthur J The wood in the building regenerates at the same rate that it burns, so it only gets worse if someone is actively adding more flames before the wood can react.
Look it makes total sense though. You can only fit so many arrows inside a building, so eventually it'll burst. The occupants will frantically try reducing the amount of arrows by setting them on fire, but it's never enough.
Obviously this is because of the turret-mounted RPGs which all villagers are born with but can only use from inside a structure. Do Town Centre arrows receive this bonus?
What about bombard towers?
Would be interesting to know for doing the persian rush
Without actually checking the stats I'd say yes. TCs are really quick at taking down towers
I mean tc vs tc. When i play persians i tend to delete my tc and put it in front of the enemy's tc and destroy it with my own, but it might take ages to do so. Anyways, its fun.
@@felipemonasterio6397 TCs are not classed as stone defences afaik, so it wouldn't help vs them.
But checking the Age wiki it seems that TCs don't get the tower arrow bonus vs stone defenses. Their aroows don't act like towers do but they get a general bonus of +5 vs all buildings, not just stone defenses
I would be surprised if this isn't known in the competitive scene, but I hadn't heard about it anywhere?! Seems very important in tower wars etc..
Huh , I didnt know this thing
Thats a cool feature
If the garrisoned arrows have more damage against stone defences, what about the bonus cannonball from the teutons garisoned bombard tower? do they get bonus damage too? or its only for arrows?
Haven't tested it by any means but the effect should be much less noticeable than the high amounts of damage each extra cannonball deals to begin with, considering BBTs have 120 pierce damage + upgrades
Still though, I can see them becoming quite useful in lategame tower battles if they ever become a thing during a match
I actually think it doesn't matter cuz 120 or 120+5 damage is no big difference. Eventhough this would be the exact kind of thing he would make a video about
Sooo maanyy questions that follow from this video!
see now hwat hes done is made himself more content
Extra cannonballs don't have this bonus damage (not that it would matter much as others pointed out)
So every villager turns into John Rambo with explosive arrows when garrisoned? Unless they are shooting at anything non-defensive...in that case Housing and Urban Development steps in and regulates towards traditional deer hunting arrows. Got it. Makes total sense.
Every time you upload, i just drop what i was doing and watch your vids they are so entertaining and i find it marvellous how you never run out of Content. Keep up the good work !
So... you gonna pick the baby up and change the dipers now?
or what?
@@DaspYDoog when this Video came out i was doing stuff
Him not running out of content is a testament to the greatness of this game.
I know man. Same here
@@chungus816
from a strategic point all those unrealistic mechanics are quite interesting. It feels like they wanted to put as much variety as they can to create a masterpiece, an everlasting game - just like chess.
And look. This game is 20 years old and we still play it.
Hellooooo
There's also the fact that, in the situation of multiple towers vs. one garrisoned tower, the unmanned towers actually lose DPS when they're destroyed one by one while the single tower/castle will keep its full damage output until it hits zero. I suspect that the castle would have won the 1v5 even without the bonus.
Could you do more campaign vs history and also a video on how to properly use mangonels? You always talk about how good they are and I absolutely suck at using them.
Benjamin Maughan ik one important tip he’s mentioned is using the attack move command to manually target where units are going instead of letting it automatically target and attack.
@@mthaygood3334 Also if you only play against bots then mangonels are extra difficult to use as the AI are masters at splitting their units, Mangonels are good vs players and not AI
Also, if you can pull off the perfect timing / micromanagement, stagger their attacks if you have multiple mangonels, makes it considerably harder to dodge all shots than when they shoot all at once.
When arrows can kill an entire building faster than killing a battering ram, a rolling pile of wood.
*shredded wheat
IKEA battering rams at that, since you can flat pack them to fit between 10-20 in a transport ;)
I have played this game since 2000, at this point i'd like to think i am at least familiar with most mechanics (certainly not an expert by any means). But I seriously never knew this, how did i not notice it?
Maybe you never found yourself in a position where your towers fired at enemy towers and walls, understandable if you don't use them offensively
crazy interesting. Tons of value here. thnkyou. Big fan of Teutons because of the small tower hedge.
SotL: A normal ungarrisoned castle does 69 damage
Me: nice
Which means that in a tower-war within "close" distance it's actually beneficial to NOT have fletching in case you are only garrison villagers so you always have 4 extra arrows instead of just 3 (with fletching)?
You could always just put five vils in the tower (instead of four) and get 4 extra arrows if you have fletching, so it doesn't matter that much.
T90 at 2:37: "Nice."
2:38 Nice
Also wow, pretty cool, didn't know that
RUclips recommendation: here's your 50% part of your childhood no need to thanks me
Me: OOHHHH THIS IS WONDERFUL, MORE AOE2 videos please thank you
When two Arrows are better than five?
When two hit and five miss.
EEAAASYYY
make video about comparing teutonic knights to elephants and how they fill similar roles pretty please
TheNewMaxico they both have similar speed and do melee damage. You’re welcome
@@shnoogums1 they also have good defense and are good against and with siege units
What about balista teutonic knights? 😁
@@JNCressey well uh, those not so much
Well, they're both hideously slow, very tanky, very high damage units. They both, in general, have a disdain for buildings, with war elephants getting a boatload of bonus damage against them on top of their already high base damage, and Teutonic Knights get a pikeman's worth of bonus damage against buildings on top of their already high base damage. That, combined with up to around 6 or so pierce damage makes them very hard to kill with arrows, but doable because they are, in fact, hideously slow.
In addition to being anti-building, in general, their primary role is going to be absolutely messing up enemy units that are melee based. War elephants are one of the few units in the games capable of doing trample damage-- area of effect melee damage. This, with their insane damage numbers, makes facing them up close really dangerous, even for spearman-line units which will do absurd damage right back at them. Teutonic knights, on the other hand, while they have way less health, though still admittedly high, they are the melee equivalent to the Goth's Huskarl in that they have dopey amounts of armor, making facing them in melee one of the more impractical things to do.
However, both units are not necessarily good alone-- however potent they may be when grouped up in large masses, for their weaknesses are just as heavy as their strengths. Once again, they are slow; archers, especially cavalry archers, will be able to kite these units around, and hand cannoneers will make teutonic knights not have the happiest of days. Pikemen, monks, and Mameluke will eat war elephants alive, while Teutonic knights will be destroyed by anti-special/anti-infantry units like the Japanese and Aztec unique units, and war elephants. Both will be absolutely eaten up by siege because they are so slow-- though massed Teutonic Knights alongside massed siege makes a good pairing, with the siege dealing with most things the TK's cannot and vica-versa. These units will tear down the world when they are in mass, but need assistance to do such things from units who are better equipped to deal with things that they cannot.
Thats even better than the hidden +1 bonus damage that cannon towers do against camels.
Age of empires II was one of the first games I consistently played. I didn't know this game was 5 years older than me
2:37 didnt know u were into that kinda stuff😏😏
This was so helpful to know especially on Frances 'cleansing of the loire' mission where there's plenty of english guard towers protecting resources.
Also with castles vs towers once one tower is taken out their attack is down but no matter how weak a castle is it has full attack
I am not from an English speaking country, and I do not know English well, but for some reason, I still understand almost every word you say about the game. PS Where is the intro?
He speaks very clearly and uses pretty simple sentence structure. Makes sense
Such a fascinating game! So many hidden mechanics that it's still being analyzed in the year 2019!
It's weird how even after 20 years, there's still something new to learn about this game.
2:37 Nice
0:35 *Aragorn smashes the door to the great hall open and tells the king of Rohan...An army of trash units have been bred to destroy the world of men*
Hello Spirit Of The Law, is there anything special about Teuton TC garrisoned 25 villagers? How well can this technology be used?
We need answers!
If I remember correctly, the maximum number of arrows fired are limited and a town center reaches that point even before 15 vills (citation needed)
Glad that my comment was helpful =)
Being featured in a SOTL video, my dream comes true
High five! :P
This is the video i have to go digging in your video history to find every year or two, as i can never remember the intracacies of extra garrisoned arrow damage
A video about one of the best features to exist in aoe 2. While it takes population to garrison towers vs not garrisoning towers, it is helpful in a pinch against enemy soldiers and is also great when fighting tower vs tower fights especially when I do so in Sforza #5 where I do go into the yellow area before killing that market that I keep alive for trading and eventually defeat the annoying green enemy. An update disabled some techs that allowed me to use redemption to wololo a dock and siege workshop, and so using my own towers is the best way to siege that city especially being able to build a bombard tower.
2:37 nice
Can you do a video about the most useless unique techs from castle age and how they could be buffed?
The original!
The very first Peter Griffin on RUclips!
Wow. This is actually something I didn't know. Unexpected, yet neat.
I smell a touten tower rush coming .......and I'm scared
Yeah but with the tuetons extra vill space I think they could win
Great now the entire Aoe community knows about this
I had figured it out a long time ago and used it very often
So thanks Spirit... Thanks...
You can’t even enter towers you dumb mangonel.
Don't listen to him. Mangonels are excellent against towers!
Thank you Spirit! For not making your video title as shamefully clickbaity as your description text is, lol
Hey Spirit I think you're forgetting 1 important thing. At the start of the match the Castle and the Towers have the same amount of dmg/hp. (normal circumstances) But after 1/5th of the damage is done, the towers also lose in terms of damage output. So a scenario of 1 vs many where both sides start "statistically" at the same level is always in favour of the 1, which does not lose attack power throughout the battle.
I just have a thought for each time Spirit of the Law had tolet his computer run while towers are fighting each other to compare the different outcomes XD
I have always known this game is much more deeper than I can handle in the good old days
Quite interested to know if that also applies to the 5 extra arrows that Malians get on their Tc's.
I can’t wait for you to start doing the remastered version videos
New video, new game
2:38 that has to be a joke
I immediately said "Nice..."
This was... surprising. But very useful information!
I always enjoy some AoE II trivia, and this is a good example of that! However, I don't see this as being very practical in an actual game since if your opponent is going to counter-tower, he will naturally garrison the builders upon completion.
0:39 Actually, in theory (and without bonus damage), both of the red towers would survive, since the blue tower would ungarrison the villagers when it reaches
Excellent Choice!
AOE2 has so many hidden attack boni it makes the displayed attack value irrelevant.
Imagine all bonuses and armor classes showing in the tech tree. That would be nice
"boni" this guy Latins
I hope the remaster actually show all of this in an user friendly interface if you actually checked
@@jonaswollenweber No need to imagine it - just search for extended help in the steam workshop and your wish comes true ;)
I assume the same holds true for TC arrows as well? even though you didn't specifically mention that, but just about every other type of buildings with arrows
Nope, TC arrows do not have that bonus.
Okay~ Now here's a mechanic I actually never knew about
This bad boi can fit so many hidden mechanics
My guess, a programming error no one noticed. Nice catch.
But..but...u can't calculate the 2 towers.as 2060 HP 2x attack..when the first one died, the damage output cuts in half.
True, but even if the garrisoned tower would have attacked one tower then the other and so on and it would have been destroyed before the two enemy ones it would still have almost payed double for its cost, which was the point the video was set to prove
@@shinkiro403 you replied 10 months later, i would have to watch it again to know what you were talking about, so in the meantime i agree with you
@@fajarn7052 no worries, not that important anyway (it was mainly for whoever would have passed by)
Garrisioned units get obsidian arrows
Thats curious thanks men =) great videos!
Spirit's video is the only that makes math looks fun lol
Why would anyone dislike SotL vids? I don’t understand
I wonder why the devs added so many of the hidden and incredibly specific mechanics
Most likely a bug like the camels being ships.
I don’t know why Im watching this at 2am on a weekday.
how do arrows punch through ROCK walls yet has trouble punching through wooden walls ?! XD
Oh yeah! It must be a referrence to when William of Normandy defeated the stone defenses of the City of London by building watch towers and puting villagers inside.
nice background sound 10/10
Amazing! Thanks!!
I just realized how crazy can Teuton tower rush be, if you first tower rush, then get to castle age for two reasons :
1. You can't be countered by enemy towers, because you do up to 49 damage per shot to enemy towers, if you get maximum garrison on your tower, as opposed to maximum 25 damage that enemy can deal. That of course would require you to get units that do 48 damage. Or in castle age 56 damage.
2. Hence you need about 7 castle age crossbowmen to garrison the tower. Or three crossbowmen and seven villagers.
3. If you upgrade them to Guard towers in castle age, you need 10 crossbowmen.
4. If you upgrade them in imperial age, you will need to research chemistry and use hand cannoners instead, because they have higher attack.
Also, if you get castle age fast enough, you will have free murder holes, so attacking your tower will not be great strategy.
So, if you play Teutons you should probably combine archer rush AND tower rush, and go into castle age if you can.
This strategy probably has never been tried, and might need some refining, but it could become incredibly potent if used right.
You also need to remember : You only need those archers against TOWERS and STONE WALLS if you want to breach THRU a stone wall.
Another fun fact, if you're making castle drop in arena, it basically means you can garrison your archers/infantry/peasants to destroy enemy walls very fast, and then start invading them.
I realized that the Teutons have the untapped potential, that probably no one yet has realized...
I think you're right. With this new knowledge, Teutons should be able to tower rush on full-hp AOC strength walls in Arena even if they block corners.
What about the arrows _from_ the harbor? Do they do extra damage as well?
The main take from this video is that Castle dropping is really good
You are a legend, thank you.
I'd love to hear the historical justification for this
Look at the comment by Bronzedivision. There it is.
2:37 noiiiice 69 damage
You ought to do a "Top five defensive civs" video.
Yes but one thing was forgotten right? If looking at castles or other, single, fat unit vs many small units, the castle doesn't lose any DPS until it is completely dead while multiple towers are dropping dps during the war, making them already not as good.
But wait. Why? Are the garrisoned units just so frustrated with those enemy towers that they deal more damage?
What amaze me is how tf this community still survive!?
AoE logic: a wooden building will remain on fire until a Villager hits the ground with a hammer next to it :|
Cool video, keep it up!
I was wondering, does the arrows of a TC have this bonus damage agains towers?
I wonder if this is to balance garissoned towers with the +6 bonus damage villagers have against stone armor.
I miss this game... one of the best
That talks a lot about the advantages of upgrading.
Useless information:exists
Sotl: PRETTY IMPORTANT MECHANICC
This is quite relevant in a trush situation.
Yikes! It just hit me that Spirit of the Law may have to remake his whole massive, uber detailed library of comparison videos once the remastered version hits the shelves for good. As an expectator that seems so daunting. Go figure how it must feel for the one actually doing all the videos...
Actually, he's probably happy he will have content to make videos for a long time.
Could you go in depth in a future vid on what kinds of hidden bonuses there are? When i hear that stuff like the +5 to buildings from Indians doesn't work against civs with masonry, it really makes me wonder how all that stuff works.
For an overview of all these bonuses. you can check out aoe2sheet.info
taking down one tower means lowering its attack, ofc one tower will win over time since the odds are the same but once one tower getting destroyed means the odds aren even anymore
20 year old game
community still finds new stuff
nice research!
Stone buildings catches fire from arrows? Seems logical
Harbours die quicker to garrisoned towers than docks do?
Instant +1000 ELO
Never would have guessed that to be the case.
I'm a simple man. If I see Spirit of the Law upload a new video, I click.
So a fully garrisioned castle ≈ 20 arrows totally destroys buildings with such vulnerability
I was going to ask how the hell did you find in your tests about the Malay docks? This is something that could have only been found out by accident. Finding it in the Wiki explains it of course.
It's easy to forget that at least a bit of research goes into every episode like this. Even if you test everything.
There's a program called A.G.E (Advanced Genie Editor) that can read aoe2 data and edit it. Very useful.
Does it make a difference if you garrison with an archer or a villager?
sorry to correct you here 2 towers with half hp and half the damage of the single one still does not win ! For exactly one reason .... the lone tower does not change target ... or in other words once the first tower is dead and gone incoming damage is halfed ... making a 25 % overall advantage for the lone tower in this scenario