Complete water unit overhaul (Rome at War mod AoE2)

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  • Опубликовано: 29 сен 2024
  • Instructions for installing the Rome at War mod: • Rome at War installati...
    1:10 Port (civilian ships and construction)
    2:05 Shipyard options (military ships)
    7:30 Naval tutorial
    Tutorial to install the mod: • Rome at War installati...
    ___________________________________________________________
    Patreon: / spiritofthelaw
    Background music from Epidemic Sound: www.epidemicsou...
    Game: Age of Empires II Definitive Edition

Комментарии • 395

  • @theconqueror7533
    @theconqueror7533 Год назад +484

    All right, just going to clarify some stuff for people who keep asking, or discuss other potential changes that could follow:
    1. The ships all look too similar: Maybe I'm biased, but for the most part, I think it's actually just the Monoreme/Bireme that look similar to the Hemiolia/Trihemiolia. The others are all pretty distinct. We're going to give people some time to get used to our changes, and if readability really is an issue with these ships, then we'll look into doing something about it.
    2. It seems really complex, what's the point?: Right now, water maps are very unpopular with the player base. There's a number of potential reasons for this, but we choose to focus on how simple it is, compared to land, as it seemed like a significant possible cause. As explained in the video, there's a much more fleshed out tech tree now, with units filling a number of different roles. And maybe we did go overboard ;), but I think that people just need to try it out, and see if it actually is that problematic once they get their head around it. There's less units than on land all up, although more from a single building. Basically, I think this is about letting people get used to it, understanding the nuances of the naval combat doesn't come just from watching a video showcasing a lot of changes in a short time.
    3. There should be more resources on water, making it more important: Totally agree. We would like to add sources of both gold, and possibly wood as well. Our problem here is mostly that we don't have any good random map scripters working for us, or we would make these kind of changes.
    4. The fishing ship and builder boat should have been one thing: From a functional perspective, this wasn't possible in the editor. They also do have fairly different roles that we wanted for them. The fishing ship collects food, and the builder boat not only constructs various naval defenses, it can also repair ships, making it more of a viable option nearer to actual combat, to fix up your fleet.
    5. Why would you make a Port when the Shipyard is so much better?: Because the Port is the only naval building you have available in the Iron (Dark) Age, and it's a prerequisite building for the Shipyard, which isn't unlocked until the second age.
    I think that should cover most points, if I notice people are bringing up something else a lot, I'll add it to the list.

    • @JohnFallot
      @JohnFallot Год назад +4

      What kind of coding languages/tools would scripters need if they wanted to contribute? I’m a Mac user so likely can’t, but I could put the word out if it’s helpful! 😃

    • @theconqueror7533
      @theconqueror7533 Год назад +5

      @@JohnFallot I don't know what the scripting language is, it's some AoE2 random map script thing, if you're interested, there should be a lot of information around.

    • @LordTameo
      @LordTameo Год назад +2

      If I understand correctly the shipyard is port but better. Have you thought about making port strictly eco and shipyard strictly military?

    • @MisterPlopPlop
      @MisterPlopPlop Год назад +1

      @@LordTameo these are the differences between the two 😉

    • @theconqueror7533
      @theconqueror7533 Год назад +11

      @@LordTameo That's exactly what they already do though? Rewatch about 2:20 I think.

  • @navybuddy1047
    @navybuddy1047 Год назад +591

    Not even three minutes in, and both the concepts of sea defenses, and an expansion beyond the usual rock-paper-scissors is something I truly wish we could see in the main game! Imagine what it could bring to sea maps and sea civs.

    • @Seventh-
      @Seventh- Год назад +6

      Yeah, my favorite bit by far is the constructing, and actually building some port defenses. Very neat stuff.

    • @ismaelsantos5378
      @ismaelsantos5378 Год назад +7

      All it would need is a floating market and you would be able to build your entire civ on water (by selling food to get the other resources).
      And then your base is visited by Kevin Costner

    • @ArawnOfAnnwn
      @ArawnOfAnnwn Год назад +2

      I'm fine with sea towers, but sea walls and gates I'm not too sure of. It kinda destroys some of the distinction between naval combat and land combat. Maybe if they cost a LOT more, or were extremely fragile, and not simply the sea equivalent of land walls and gates

    • @jefffinkbonner9551
      @jefffinkbonner9551 Год назад +3

      @@ArawnOfAnnwn There could also be something akin to the distinction between palisade walls and stone/fortified walls when it comes to sea walls. The first could be a simple chain with occasional anchors that would halt any ship passage, maybe even cause some damage to ships that bump it if we wanted to get fancy. But they'd be fairly easily destroyed, but maybe only by construction ships...not sure on that. Then there'd be what we see (sea) with the current sea walls with stone/earthen foundations that go down to the sea floor. It seems (seams) like these should take a long time to construct, and only from adjacent land and built tile by tile going out from there as though one is building the underwater dyke slowly out from existing land or dyke. It would be built faster in shallows/swamp. Lots of ways it could go...

    • @Seventh-
      @Seventh- Год назад +3

      @@ArawnOfAnnwn I feel like any defenses are balanced just fine with cannon galleon/demo ships. I'd lose towers in favor of walls/gates honestly.
      And I like the palisade chain idea. Neat low tier wall. As for regular walls, they seem to be floating on a dock-type structure, so I say build them wherever

  • @Kerma7
    @Kerma7 Год назад +8

    The egyptian unique transport ship is a thing of beauty. The thing I always loved about the star wars aoe2 clone was there was some truly massive units and buildings and this echoes that. Reminds me of c&c where you see one unit and go "oh shit", its legitimately intimidating to look at

    • @namename2215
      @namename2215 Год назад +1

      yeh those AT AT walkers for imperials (assault class I think?) that could carry units and dealt serious damage. Also driodekas being as big a threat as in the movies!

    • @educationalporpoises9592
      @educationalporpoises9592 Год назад

      My favorites from that game (in terms of big things):
      1) Explosion of fortresses
      2) Naboo Air Cruiser
      3) republic artillery and tanks
      4) empire ATAT
      5) anti aircraft towers (super OP)

  • @llSuperSnivyll
    @llSuperSnivyll Год назад

    I think this mod does water right in the way I think Command & Conquer Red Alert 3 does it right (and is often ignored because of all the camp and bland economy system, I don't blame them) in that water feels more like an extension of land rather than its own, completely different world entirely.
    Of course, you can't have amphibious units and buildings like in Red Alert 3, but this is the closest thing.

  • @SpAzzt1qeil
    @SpAzzt1qeil Год назад

    Like it... some thoughts
    Buildership and "Monk ship" could be the same. Why? It gives buildership and other purpose then building, so the unit is more usefull later on and also repairing is basically healing, which is a monk thing.
    Gold income in Water...
    either make some fish like treasures or add pearls. Both could be collected by a treasure/pearl diver boat
    OR...
    Add to the "monk ship" a keshik like gold income. Basically if the enter an oponents ship they also steal their gold
    Would like something similar for normal AOE2 as well.

  • @floppa9415
    @floppa9415 Год назад +283

    Microsoft should 100% hire these guys. This looks so well made and polished - great work from the Romae ad Bellum team.

    • @Igor369
      @Igor369 Год назад

      Games do not suck or stagnate because of lack of talent and creatitivity among devs, they suck and stagnage mostly because of dogshit management and greedy ass investors.

  • @TheZombifiedGuy
    @TheZombifiedGuy Год назад +143

    I love the concept and implementation of boarding ships. It works so well as a parallel to monks without being the exact same and has a perfectly reasonable historical basis, too. Also, the ability to construct sea walls and gates is such a nice use of a feature from campaigns/the scenario editor and adds more tactical depth along with it. It all seems very well thought out. Props to the mod team!

  • @MrDibara
    @MrDibara Год назад +96

    Now THIS is just mind-boggling. 🤯
    The fact the entire IDEA for the overhaul of the water gameplay came not from the official studios, but from a very small group of modders really speaks to me how there are countless talented minds out there, unheard of and just waiting to be found and have their chance to shine!
    Thank you for doing this video, Spirit!
    And I hope you're planning on covering this mod more in the future. Possibly play a few quick Skirmishes once it's fully completed or with more variety than its current build.
    Love your content, man! Merry Christmas and a Happy New Year! 👍

    • @Igor369
      @Igor369 Год назад +3

      "Some modders literally recreate the game on land"
      People - "MINDBOGGLING!!!! :OOOO"

    • @jefffinkbonner9551
      @jefffinkbonner9551 Год назад +2

      @@Igor369 They put in the work that no one else did. How dare anyone use something extant as inspiration!

  • @chadl3031
    @chadl3031 Год назад +117

    Water is an important part of AOE2 and maps like continental have made some of the most memorable 4v4 team games of my over 20 years playing this game.
    Continental, open but defensible. Land but water civs can shine too.
    Is Water unpopular because it is neglected? Or is Water neglected because it is unpopular?

    • @alexmanzer5756
      @alexmanzer5756 Год назад +52

      Water is unpopular because it is neglected. The rock paper scissors formula currently in place gets boring very quickly. If aoe2 had as much variety on water as this mod I think water maps would be much more popular.

    • @IDKisReal2401
      @IDKisReal2401 Год назад +2

      It's unpopular because it neglected, and it's neglected because it's unpopular

    • @Mattroid99
      @Mattroid99 Год назад +1

      Water is unpopular because neglected. The rps gets old way too quickly and because it's not universally balanced like land, or there is no way to build on water, games get snowbally VERY quickly to a point it becomes impossible to get back map control (Especially against good water civs) once you lose it early on

    • @calebbarnhouse496
      @calebbarnhouse496 Год назад +2

      The problem with water in almost any RTS game ever made is that it's a sideshow to the main game, so it has at most some resources in it, AOE3 had a lot of cool water stuff in it, the shipments allowed you to attempt a water comeback, a type of ship was able to land and act like a production building, and in the water there was gold and food, and treasures, though what it could use is building, more unit types, and terrain mattering, from shallow water being important to movement, rocks being a danger, to even just currents influencing movement speed in certain directions

  • @ra99nano21
    @ra99nano21 Год назад +40

    Just the fact that you don't NEED demolition ships is great, they are fun to use as tactical/strategic weapons (like petards) but as a counter unit were never fun nor efficient

    • @praevasc4299
      @praevasc4299 Год назад +8

      And having demolition ships before gunpowder was invented is way too unhistorical.

    • @AURON2401
      @AURON2401 Год назад

      @@praevasc4299 And having the idea that Gunpowder was invented in the Medieval era is way to unhistorical.

    • @seedem7861
      @seedem7861 Год назад +7

      @@AURON2401 gunpowder was invented by the Chinese as early as the 9th century, and is proven to have been used by them in warfare by the 12th century. We know for a fact that the mongols used gunpowder in the 14th century, against both Europeans and in India. The ottoman empire used gunpowder by the 15th century, as did India. The Europeans were the latest to adopt it, but they too were using hand cannons and rudimentary artillery cannons by the 1500's and 1600's, which is still considered the late medieval era. Gunpowder is a medieval invention.

    • @theconqueror7533
      @theconqueror7533 Год назад +4

      @@praevasc4299 Demolition ships actually did exist before gunpowder. Naturally they weren't explosive, but people could still sail infernos into the enemy fleets. en.wikipedia.org/wiki/Siege_of_Tyre_(332_BC), read the part about the siege, it literally references what could be taken as a demo ship.

    • @terbentur2943
      @terbentur2943 Год назад

      @@praevasc4299 yea they look a bit out of place... maybe they could be loaded with oils and other flammable materials. Would be just as devastating

  • @guilhermebraga9773
    @guilhermebraga9773 Год назад +17

    When you think this game could not get any better, they bring a very logical and historically accurate “monk on the water” lol

  • @beganfish
    @beganfish Год назад +52

    An immediate problem I see with this is that all of the ships kinda blend together. It's hard to distuinguish them.

    • @L3monsta
      @L3monsta Год назад +6

      yeah as soon as three or more types of ships were added together I could no longer tell what's what anymore.

    • @Teruko666
      @Teruko666 Год назад +6

      Idk if it's just because im on my phone, but some of those ships look EXACTLY the same. *this ship* is countered by *an identical ship*!

    • @namename2215
      @namename2215 Год назад

      I feel making the masts very distinguished between types is probably the lowest hanging fruit, but im sure the modders making this much good stuff already considered it.
      Hope there is change here as aoe2 has excellent art direction to show progression/distinctions (fav for me is knight line and siege weapons).

    • @light_david7
      @light_david7 Год назад +10

      I thought the same when I saw a knight the first time in DE. I couldn't tell what unit it was. It requires time to get used to reading new units in the game, so my first tip is to give it some time. But I see your problem though. A lot of the problem is the ancient naming too. All the ships end on -ieme, and that's confusing. If this is to be incorporated into Aoe2 (which I really would like to see) they would have to work on readablility. Definetly doable.

    • @namename2215
      @namename2215 Год назад +1

      @@light_david7 i remember facing the -ieme problem in Rome TW. Appreciated that the game had bigger and angrier looking ships for the unit cards to help with reading.

  • @gianfrancopanettaro8555
    @gianfrancopanettaro8555 Год назад +31

    this is a welcome step! Still, I think a big player is missing: the effect of the landscape, which is something important in land strategies. For example, deep water could have some effect on ships (it can damage scout ships and other small ships, can increase ships speed), while low water can reduce big ships speed

    • @Davion197
      @Davion197 Год назад +3

      That'd be really smart.

    • @jefffinkbonner9551
      @jefffinkbonner9551 Год назад +3

      I honestly wish this were an aspect in the game on land. Units should go slower uphill, faster downhill, slower through shallows and swamp. Perhaps siege could even get bogged down and stuck in swamps...It'd probably make it all way too complicated, but as a separate game mode, maybe. Even farms could be more or less fertile and productive based on where they're placed. More fertile on grass, less so on sand, more so within so close to a pond, most fertile in swamps.

    • @EtherealDoomed
      @EtherealDoomed Год назад

      @@jefffinkbonner9551 That farm thing would force different build orders for every tileset

  • @theOGSG
    @theOGSG Год назад +49

    Great content as always Spirit.

  • @samuraimalla
    @samuraimalla Год назад +17

    I really hope AoE devs watch your videos and take some ideas from this as i LOVE the idea of a monk-type water unit and a builder-type water unit as well!
    Keep up the great content SOTL!

    • @ethribin4188
      @ethribin4188 Год назад +1

      Pretty sure some of the AoE2 devs watch Spirit.
      Hes a big part of the AoE2 community.

  • @AaronDarkus
    @AaronDarkus Год назад +7

    Hopefully the official developers take inspiration from them or directly hire the modders.
    Because the overhaul is interesting to say the least. Obviously is not perfect (I guess the designs are interesting and mostly historical accurate but can be somewhat confused pretty easily at first).
    Anyway, it is not a bad start.

  • @ignasozu7
    @ignasozu7 Год назад +8

    1:14 I sea what you did there, sir.

  • @the_Nameless_One99
    @the_Nameless_One99 Год назад +62

    This is quite well made and shows how naval warfare could be as nuanced as war on land is. I love the fact that they introduced naval "monks" (never thought of that) and of course naval "villagers"/"builders". I think they missed a trick by not updating the naval trade aspect of the game.
    However, as much as I love this, I don't know if I really want it. The game is soo complex already with so many civilizations, bonuses, unique units and maps. I think my head would explode making sense of it all if we introduced such a complex naval tech tree.

    • @colombodoesstuff7653
      @colombodoesstuff7653 Год назад +3

      "I love the fact that they introduced naval "monks" (never thought of that)"
      Funny you say that, because boarding ships were in the original design plan of the AoE2, but they cut it out because they were awkward.

    • @the_Nameless_One99
      @the_Nameless_One99 Год назад

      @@colombodoesstuff7653 Had not known that.

    • @colombodoesstuff7653
      @colombodoesstuff7653 Год назад +1

      @@the_Nameless_One99 Check out Sandy Peterson, one of the designers of AoE and AoE2. He has a channel where he talks about the history of AoE design.

    • @ismaelsantos5378
      @ismaelsantos5378 Год назад +2

      All it needs is a "floating market". It only trains Trade Cogs and trades resources. And a water-based Town Center (think Waterworld).
      Then make the shipyard, dock and floating market and floating TC buildable on the sea as well as the coast.
      And then Kevin Costner shows up.

    • @mend129
      @mend129 Год назад

      @@ismaelsantos5378 omg can u just imagine a water nothing map with all civs having a unique water unit, and one of them is kevin constners

  • @loudradialem5233
    @loudradialem5233 Год назад +6

    The concept of the counters is good, but it's hard to tell one ship type from another, the readability is not there.

  • @nathanfranks1476
    @nathanfranks1476 Год назад +9

    This is AMAZING! Just 20 sec after hearing of the construction ship and im sold. The ability to add sea defenses shakes me to my nerd core. If AOE2 added this, it would revolutionize map possibilities and strategies, bringing back old players, as well as new blood RTS junkies. A Change like this would ensure AOE2 would thrive for another 20 yrs. Bring these developers on board ASAP!!!
    Edit: i will say though, after watching the gameplay footage, the counters appear a little too strong. Like, not take a single hit strong. Still, these could be tweaked im sure.

  • @Mythic1560
    @Mythic1560 Год назад +6

    a lot of this reminds me of how aoe3 water works, ideas that are already proven to work, the boarding being a conversion meanwhile is an excellent new idea

  • @OhioUltimate979
    @OhioUltimate979 Год назад +20

    My problem with water maps is wood sources. Forests require large amounts of land mass compared to the other resources, and are thereby far more limited than other resources on water maps, especially since there is a focus on wood heavy units in ships. Resource starvation happens a lot in team games on water maps.
    If there was a way to change what the trade cog collects between wood and gold, allowing your economy to be more focused on water, that would increase the gameplay options for water maps immensely. And, it would have no impact on the normal games.

    • @Del_S
      @Del_S Год назад +4

      Maybe a little unrealistic but what if fishing or building boats could be set to gather driftwood?

    • @Phil-xs5xq
      @Phil-xs5xq Год назад +1

      @@Del_S Destroyed chips could left wood on the water, 1/3 of the total cost of the ship

    • @sevret313
      @sevret313 Год назад +9

      One solution is to make trees in the middle fo the forrest have a lot more wood and maybe more resistant to siege to make it less viable to just use them to chop through everything to get to your enemy/get more space to build.

    • @namename2215
      @namename2215 Год назад +1

      @@Del_S Yeah I feel this would be the natural progression, will be placed like normal fish tiles (but wood).

    • @Del_S
      @Del_S Год назад

      @@namename2215 Yeah. Probably not a thing the engine can do, but imagine if the driftwood patches could form in or near areas where there had been a lot of ships sank, like Phil was saying? Huge naval battles causing the nearest coastlines to get new driftwood sources to grow?

  • @kommodore6691
    @kommodore6691 Год назад +10

    Yeah it is way too confusing to have 9000 ships types that all look the same at a glance and bunch up into a mess. On land a onager looks very different to a monk or elephant and you can tell their roles.

  • @Marcometalizao
    @Marcometalizao Год назад +19

    Really cool. I always like how the ships and docks looked on age I, cool to see it being used like that.

  • @Cysubtor_8vb
    @Cysubtor_8vb Год назад +18

    Like many of the ideas of the mod, especially water defenses and boarding, yet feel like some of these abilities should be featured in the basic ship types instead of adding more single function ships. The first combination to come to mind is merging the fishing ship and construction ship to make it essentially the water counterpart to villagers.

    • @camroth89
      @camroth89 Год назад +2

      Agreed. This is cool, but I do not think it needs to be made this complicated with this many different units. AoE4 combined scout/fishing ship by giving them a bunch of vision (they also repair). I would combine the fishing with the construction ship, and combine the boarding ship with the transport ship, for starters.

  • @FatedGamer
    @FatedGamer Год назад +5

    We need some more historically accurate mechanics. Like the entire Roman fleet sinking. Multiple times.

    • @namename2215
      @namename2215 Год назад

      lol Roman civ bonus: 30% chance all military ships will sink every 30min.

    • @OCinneide
      @OCinneide Год назад +1

      Storms! Storms! 50% chance ships sink in open sea and 25% chance ships get broken against the rocks when in shallows.

  • @doomdimensiondweller5627
    @doomdimensiondweller5627 Год назад +4

    I think the Galleass could be a cool unique unit for the Italians. No joke my vision for an Italian Gallese was basically the thirisadai. I still think a Galleass could be a cool imperial age water unit. My idea is that it is a cannon galleon that is bigger, slower with better range. However it also functions as a transport ship and the more units you have garrisoned increases the amount of cannon fire. Kind of like the keep except on water. It is also kind of a risk reward mechanic because if you send it into combat with units gairosned in it and it get's killed you lose those units. Also an onager on water would be a cool way to shake things up.

  • @alexandretostes9002
    @alexandretostes9002 Год назад +3

    It's almost like they listened to the players and decided to do something actually good.
    Love the split into ports and shipyards. Also feel like everyone should start with a port by default on water maps (we do start with TCs after all)

  • @paterson90
    @paterson90 Год назад +34

    Yes! The juggernaut trireme's were designed so well in AoE1!

    • @joseb.7168
      @joseb.7168 Год назад

      AOE1 SHOUD BE NOW SAME AOE II

    • @theconqueror7533
      @theconqueror7533 Год назад +2

      If you're referring to the graphic for our Juggernauts, I actually had to make that in Photoshop by sticking together the AoE1 Juggernaut and AoE1 Catapult.

    • @paterson90
      @paterson90 Год назад

      @TheConqueror753 that's awesome, very unique solution!

    • @JediMindG
      @JediMindG Год назад +1

      Aoe 1 was a masterclass in design. Thank you for this excellent mod, guys.

  • @bdonaghu
    @bdonaghu Год назад +7

    It would be so cool if the real game had the ability to build sea walls, sea gates, and sea towers. Would definitely make water maps more fun and interesting!

  • @ethribin4188
    @ethribin4188 Год назад +3

    I think what would work best for water, instead of a triangle counter, is a pentagram counter.
    Aka, 5 ships (none are demolition ships, thats the 6th shiptype), and each ship counters 2 of the others. Maybe one hard and the other softly.
    Not sure about the exact balance though.

    • @R3stor
      @R3stor Год назад +1

      rock, papper, scissors, lizard, spock

  • @sylkabe6780
    @sylkabe6780 Год назад +4

    I like the ideas all around ! but one of the problem I see, is that with so many different ships, it might be hard to differenciate them, they would need to realy play around with the colors and shapes of the sail to make it easy to understand what you are fighting

  • @AxDhan
    @AxDhan Год назад +2

    I will like to see a mechanic to get back into water, maybe some kind of dock castle or something, or boats that you can build on land and rapidly deploy, in a water map if you loose water its game over, no matter how good your land eco/lead is

  • @dethmaul
    @dethmaul Год назад +4

    That is very interesting. What a revamp. I hate water fights because it's just 2 units mainly, and you have to dump resources into them to just have more than the enemy.

    • @educationalporpoises9592
      @educationalporpoises9592 Год назад

      I like water fights that are coupled with land fights. Great way to balance immobility of navy on land with vulnerability of land units against other land units.

  • @mundolincurve7577
    @mundolincurve7577 Год назад +3

    Some ideas are cool (the port and shipyard disctinction is a huge plus, juggernaut and boarding ships miss a lot) but I'm not totally sold. You have something like 5 ships that are long distance attack ships with an attack bonus on something. Differentiate the ships in lategame might be pretty hard and messy.
    All these upgrades might be a big ressource sinkhole, and the fact warship guerrila enables you to get only a few ressources (fishes, that are more used to power land warfare) on most maps makes it useless to have such an intensive water game design.
    On the maps where water is the center of the attention, it is mandatory to get water control, but then again you don't gain much strategic value other than taking some island spots to make a castle, or take a gold ... Which is again a land mechanic.
    I'd love for water to give a more rewarding gameplay, with an emphasis on shallow and deep water (like the elevation damage boost, deep fish giving more food ?) , something like coral reefs to get gold on water and would be fought over in islands games, constructor ships that can map both shipyards and ports, maybe a small castle, unkillable neutral merchants trading posts... I mean, real strategic points and means to fight over them

    • @mennymoto
      @mennymoto Год назад

      Just adding the equivalent of sheep, boars and deers would change many mechanics. Why not sea wolves too

  • @alejandroromero6464
    @alejandroromero6464 Год назад +2

    It's nice to hear the original game's music. Great video, Spirit.
    ¿Does anyone else thinks that, unless the Rome DLC is the officialization of this mod, it will be overshadowed by it?

  • @zhadez10
    @zhadez10 Год назад +3

    Wow now that is awesome.
    New maps tailored to this overhaul could be real fun to explore, something like where you'd start with a dock and a small wall around it, maybe some natural water "chokepoints" to give you a safe starting fishboom. I want this to be in the game already I'm ready for team islands all day baby.

  • @R3W3W
    @R3W3W Год назад +2

    Hear me out. A completely water map. Ship wrecks replace trees. Fishing ships are villagers. Sunken treasure for gold. Stone can be Atlantis style ruins. The dock becomes like a town centre and then this mod fills in the rest ie military units and defensive buildings

  • @Firearrow5235
    @Firearrow5235 Год назад +2

    100% agree with splitting out the dock into an economic and military building (port and shipyard). This is my biggest problem with playing water. It's such a pain to send both fishing ships to fish and military ships to the front without accidentally swapping the two.

  • @BlueDingo5
    @BlueDingo5 Год назад +4

    As a kid playing AoE2 in the late 90's/early 00's I used to love playing on water maps, especially islands so to me this mod looks incredible! Like you said I would love for this to be made official!

  • @ingoseiler
    @ingoseiler Год назад +3

    The siege type ships could maybe have their own dock. Maybe a drydock because they are so large/heavy.
    And the ability for builder ships to make more docks would be nice

  • @isarahkim64
    @isarahkim64 Год назад +22

    I would come back to AOE 2 in an instant if they added a mod like this as dlc

  • @DragonflyCis
    @DragonflyCis Год назад +3

    This looks amazing, hope somehow is related with the actual DLC that is comming.

  • @raynightshade8317
    @raynightshade8317 Год назад +2

    Love the mod, I do think there a little to many ships that I can be a little confusing

  • @qasimahmad6748
    @qasimahmad6748 Год назад +1

    The biggest question imo: Are these ships historically relevant, realistic and significant? Because while AoE2 is a _game_, it builds itself from real-life historical knowledge. So personally, id love to have more variety in water cuz I personally love navy, but in AoE2 it also needs to have a reason to be put then like being a cobra car which is a fun gimmick in the game just to make things interesting when irl, we know full well there's no such thing as a cobra car or flying monkeys

  • @Shegin
    @Shegin Год назад +1

    The main problem with such massive water tree: you have to invest more in it so you won't have nice upgraded land army afterwards or vice versa (since you need to invest really a lot to switch youself to water/land and probably lose the game in process). It's not a problem only for big water maps but drain a lot of from hybrid maps.
    Docks/shipyards is another really big problem for this: if you are not at water already then you need to build a lot of shypyeards to retake the water (as in unmmoded game) but then you need to build extra building to benefit from it (and since it's a gather point - probably not 1 or 2 but some of it).
    Idk from historical perspective but what if whole water thing is only available since 2nd age if you want to do it this way? It will add some complexity to the decitions and will remove no-brain solution in dark age. Cause the meta atm is "build some fishing ships no matter what in dark age if possible cause otherwise you will be far behind".

  • @janhopis
    @janhopis Год назад +2

    Love this mod. Would still take me a while to learn to love water and I don't think it solves the fundamental problem of snowballing water because without investing a lot early into naval fortifications you can still lose a fight and then get cleared and dunked off water because, unlike the land, the baseline creation building (TC) has no defensive capacity. I think the one thing this is missing is making all Docks also have an attack.

  • @warbrand2
    @warbrand2 Год назад +1

    The best hope is the AoE team seas this mod, and goes yep water map rework, and takes this as a base adding more unique versions of ships.
    like imagine the turtle ship getting an immunity to boarding ships, and side cannons for example.
    Each current unique ship can be given a unique upgrade as well.

  • @aldoesandi
    @aldoesandi Год назад +1

    Funny that the "Boarding Galley" and "Armored Boarding Galley" were on AoE2 Alpha but it was cut. The unit had the Heavy Transport Ship appearance from AoE1 as a placeholder.

  • @dirkauditore8413
    @dirkauditore8413 Год назад +1

    I wish land combat was more fleshed out as well. For instance, only having 2 types of infantry units at the barracks is ridiculous, when infantry were by far the most common troops in the middle ages, and there were many types of them.

  • @RobotShield
    @RobotShield Год назад +1

    Seeing a few comments about not being able to tell them apart. I bet after just a handful of games you’d have it down.
    Imagine being new to aoe2 in general everything we think of as ‘easily readable’ is a complete homogeneous mess to a new player.
    This handful of units are pretty easy to tell apart

  • @rileydosh1605
    @rileydosh1605 Год назад +1

    This is so satisfying to see. I love island fighting, and it's a shame naval warfare is so derided by the pro community. Hopefully this makes it way into the base game

  • @Lonezewolflonewolf
    @Lonezewolflonewolf Год назад +1

    Water maps are unpopular for two reasons, one the devs are scared to add changes that might distourt the whole community. Secondly, not enough options. There's more land options, and units to counter each other, while in the navel department, theres the same ships. Except the Vikings long boat, but they're relaitively weak on their own.

  • @JuanPretorius
    @JuanPretorius Год назад +1

    I loved the wooden towers found in the campaigns. They're like crappy and cheap watch towers. Wish we could build them!!

  • @AS.47
    @AS.47 Год назад +1

    super interesting video. I think this amount of ships would be a bit too much for competitive aoe but I'd love to see some of them implemented, also the ability to build water walls and water towers would be so cool to have in the actual game and might actually make water more balanced.

    • @namename2215
      @namename2215 Год назад

      i rkn more specialised water maps (for competitive) are sure to follow if this grows.

  • @ScudForEver
    @ScudForEver Год назад +1

    The sea wall looks so nice, would be even better if the engine allowed dynamic waves on them... but saldy it can't.

  • @API-Beast
    @API-Beast Год назад +1

    Damn, Forgotten Empires really should make a water focused DLC.

  • @MrTheQuestioner
    @MrTheQuestioner Год назад +3

    I just wish the ships looked a little more different from each other

    • @brunolimaj7129
      @brunolimaj7129 Год назад

      This is already confusing, that's not the smartest idea

  • @santypk5
    @santypk5 Год назад +1

    They basically recreated Ancient Conquest (rts ship game from 1998) into AOE2DE
    I LOVE IT

  • @IndexInvestingWithCole
    @IndexInvestingWithCole Год назад +1

    So they made water better by letting you do stuff that you can do on land?

  • @T2266
    @T2266 Год назад +1

    I feel like the Imp ones are a bit too much, the line up was already good enough before that.

  • @ltdwlbl
    @ltdwlbl Год назад

    Love the mod! Had some great fun with a friend of mine but we think that there needs to be a lot more balancing. So keep up the work! People are excited for this.
    Also, am I the only one that is annoyed by the AoE1 sound of the builders hammering? I wish they would keep the sound sample from AoE2.

  • @Physiker17
    @Physiker17 Год назад +1

    I am impressed... or should I better state: "I sum impressa!".

  • @UltimateSpinDash
    @UltimateSpinDash Год назад +1

    There is some really good stuff in here that many games could learn from. Few RTS games treat naval battles as anything more than an afterthought.
    An interesting concept (although maybe misplaced in this game) would be units on transport ships being able to fight normally - melee units can repel boarders or board other ships, while archers can attack other ships or any passengers they might be carrying. But it would require ships to have enough visible space for at least a part of its crew (some might be below deck), and would also need to account for one potential boarder for each soldier that would be visible (for the sake of simplicity, you could have boarding parties fight one-on-one).

  • @TheGloriousLobsterEmperor
    @TheGloriousLobsterEmperor Год назад +1

    Funny enough, I really prefer water maps on AoE4 to land maps. Boulder Bay is so good.
    But then again, I haven't played AoE4 in months.

    • @camroth89
      @camroth89 Год назад

      Have you played since they revamped naval gameplay?

  • @dieblauebedrohung
    @dieblauebedrohung Год назад +1

    I really hope the AoE2 Team takes notice!

  • @wiseSYW
    @wiseSYW Год назад +1

    yeah, the problem with water maps is not just lack of variety, but lack of resources too. water is basically just barren space. people don't like it because they run out of wood.
    the solution should be to make ships cheaper but ineffective against land units, not even villagers.

  • @headecas
    @headecas Год назад +1

    These modders deserve a god damn job in game making

  • @LarryCroft111
    @LarryCroft111 Год назад +1

    What a great mod!
    A quick note if you'd like to make some water maps - neutral sea trade points like on AoE4 maps would add even more layer to 1v1 in a good way imo!

  • @Davtwan
    @Davtwan Год назад +1

    More importantly, the UI for the dock and shipyard aren’t a confusing mess lol.

  • @kacper-8847
    @kacper-8847 Год назад +1

    Mod is better than DLC.

  • @myl3n
    @myl3n Год назад +1

    does the mod have a campaign?

  • @apathymanthemundane4165
    @apathymanthemundane4165 Год назад +1

    there is now a trash unit for the sea

  • @KaneCold
    @KaneCold Год назад +1

    I personally feel like the pop limit for land units and water units should be separated. The normal land unit cap is increased by houses, and ports increase the cap for water units. It's always a hassle not only to chose what to spend your recourses on, but also making sure not to pop cap your self if you have to build something differently ... at worst you have to delete some units to make some space, wasting even more resources.
    Alternative there should be an option to mothball a water unit, freeing pop space and having the ability to quickly re-arm your waterfront if necessary.

    • @theconqueror7533
      @theconqueror7533 Год назад +1

      Those are actually some rather interesting ideas, we might look into it.

    • @KaneCold
      @KaneCold Год назад +2

      @@theconqueror7533 I thought about the mothball again, and actually you should be able to implement it in a similar form like the trebuchet, which can be packed and unpacked. Only that the ships when packed can't move or attack and do not use pop limit
      just not sure if you can limit the unpacking close to a coast and that it finish only when you have enough popcap

  • @BrownFoxWarrior
    @BrownFoxWarrior Год назад +1

    But can the boarding ships capture naval buildings?

    • @quasibrodo923
      @quasibrodo923 Год назад +1

      That’d be cool. I was actually thinking the other day that siege towers should fire arrows AND convert gates and castles. I think if boarding ships could capture gates, maybe docks/ports/shipyards that’d be cool.

  • @ChocolateMilkCultLeader
    @ChocolateMilkCultLeader Год назад

    See towers is amazing. Aside from that, this is exciting, but I'm concerned about how.Hard the counters are. Might make the game swings very extreme

  • @hybralisk
    @hybralisk Год назад +1

    I'm glad to sea he's still making such great videos. :)

  • @SM853
    @SM853 Год назад

    Surely interesting and very well made but I think that the only additions really worth adding without making the water gameplay overly complex are the construction ship, scout ship and monk ship.

  • @DocMaggie
    @DocMaggie Год назад

    I personally don't hate water maps, but most people do. And it's solely because they're not thorough enough. This video shows exactly what is needed to make water maps loveable.

  • @captainrumia2607
    @captainrumia2607 Год назад

    I had an idea of how I would change the water balance. It also had the Dock and Shipyard separation, but with basic attack ships (Scout, Fire Galley, and 'archer-ships'). Shipyards would come in in the third age and produce bigger ships that would take multiple population, but are very powerful.

  • @Patashu
    @Patashu Год назад

    Such cool ideas, I never thought about how to make water interesting before and this is blowing my mind

  • @Kjorn90
    @Kjorn90 Год назад

    The Boarding Ship is an awesome, yet simple concept. I wonder why it wasn't utilised before in RTS games...

  • @ivanstrydom8417
    @ivanstrydom8417 Год назад

    DE2 Ancient Needs.
    DE2 Ancient should be completely separate from DE2 Mediaeval, only sharing some overlapping civs and appropriate elements (For instance Franks gain throwing axe men and larger focus on infantry and not knights which is an extremely late game / mediaeval element.)
    First off I would love civ correct skins for A,B,S units.
    The Beautiful Egyptian chariots only for the Egyptians, copech wielding infantry and the likes, new Hittite chariots and so on.
    Shared Units:
    Monoremes - Light Scout/support ship, fires 1 Arrow. Upgrades to Penteconter
    Boarding Ship - (Captures enemy vessels, much like a monk but on water.)
    Attaches itself to an enemy ship, immobilising it and after a few seconds will convert it to your side. (Idea borrowed from the Rome mod)
    Demolition ship (Used at Tyre)
    Fire ship.
    Fishing boat - Fishing ship
    Trade cog - Merchant Ship
    Light Transport ship - Heavy Transport ship
    Shared Techs:
    Naval
    1.Periplus/ captains logs - increase ship movement speed.
    2.Gillnets - Fishing Ships gather 25% faster.
    3.Careening - Makes ships less vulnerable to missile attack with +1 pierce armour. Transport Ships carry +5 units.
    4. Dry Dock - Ships move 15% faster. Transport Ships carry +10 units.
    5.Ship Write - Ships cost 20% less wood; build 35% faster.
    6.Triacontoros - (30 oars)
    7.Reinforced prow - Increases the ram attack of Triremes.
    Sumeria/Sumer 4000 BC
    Navy: Reedships Cheap / fast creating ,low HP
    Akkadians/Gutians/Larsa 2334BC
    Navy: Reedships Cheap / fast creating ,low HP
    Egyptians 3000 BC
    Egyptian navy
    If allied to Macedonia and you build the Pharos lighthouse wonder , you gain access to gigantic polyremes - massive 3 masted ships fitted with three large towers,one firing two arrows , one firing a ballista,and one firing a catapult projectile.
    Can transport 25 units.
    Egyptian Gallie - Slender ,one row of oarsmen and beautiful sail - Upgrades to War Galley. Fires arrows.
    River patrol reed boats (Papyrela) as seen in DE1.
    They may have variants thereof but the beautiful reed warship works perfectly for Egypt.
    Papyrela - Papyrus ships
    Wonder: Pyramids - Chariot archers +1 range
    Pharos lighthouse - Allows you to construct the gargantuan Polyremes in the dock.
    (Can only build it if allied to Macedon )
    Phoneticians/Canaanites/Amorites 5000 BC
    Civ bonus3:Spearmen garrisoned inside a boarding ship, greatly increases the enemyship capture rate.
    Strong Navy
    Team Bonus: Docks slowly heal passing tradecogs / Merchant ships.
    Navy:
    UB: Port (Heals vessels when interacted with, and also has a small attack) (borrowed Idea from ‘’King Hades’’.)
    UU dock: Bireme - Medium sized Warship that can attack with multiple arrows, fast,agile , heals troops awaiting medical assistance on the shore. (Can garrison 5 units)
    Assyrians 2000 BC
    Navy:
    Assyrian reed Triremes Charge ability that causes impact damage when at speed + fires ballista bolts , as well as transport units - Less HP than regular triremes , if allied to Phoneticians/Canaanites/Amorites, the HP is increased to regular trireme level.
    Sea peoples/Philistines/Moabites/Ammonites
    Navy:
    UU Dock: Bird head warship - These fighting vessels are unique amongst Bronze Age seafaring vessels in having the prow and stern identical to one another. - Fast moving, agile , fires multiple arrows, even whilst sailing away from enemy ships . Ships do not have to turn around to move in the opposite direction.
    Can transport 10 foot units.
    Minoans 3500 BC/ 2000 BC
    Naval civ
    UU1: Cretan Archer , Welding a Peltis shield - regular damage, short range low HP high pierce armour (Anti archer ,archer) fast moving can garrison in warships to improve warship attack by 2.5% up to 10 units adding a total of 25% attack to warship
    Civ bonus2. Thalassocracy - All ships are 30% cheaper.
    Civ bonus3: Fortresses built in close proximity to water works 50% faster.
    Civ Bonus4:Town Center garrison +10
    Team bonus:20% Faster shore fish gathering + 1 carry capacity.
    Navy:
    UU2 Ship: Thera ships - A ship that can be used for either trade or war, fires defensive arrows whilst travelling along trade routes. Or can be ordered to attack targets. (Attack increased by garrisoned Creran Archers.)Wonder: Knossos Palace - Spear line gain a massive HP boost + anti infantry attack.
    OR
    Colossus at Rhodes - Naval Trade income increased by 25%

  • @ivanstrydom8417
    @ivanstrydom8417 Год назад

    Persians 500 BC
    Navy:
    Triremes Charge ability that causes impact damage when at speed + fires ballista bolts , as well as transport units
    Greece/Mykenaeans 1600 BC
    Navy:
    Triremes Upgrade : Athenian Triremes (Much stronger and fires faster) Charge ability that causes impact damage when at speed + fires ballista bolts , as well as transport units - Upgrades to Quadrireme (Faster and stronger)Transports 20 units.
    Wonder: Parthenon Ships gain extra armour + unlocks Quadrireme in dock,
    but you lose the Spartan hoplite Upgrade
    OR
    Acropolis of Sparta / Training grounds/Temple of Artemis Ephesus - Hoplites +2 attack
    Macedonians 808 BC
    Navy:
    If you build the Pharos lighthouse wonder , you gain access to gigantic polyremes - massive 3 masted ships fitted with three large towers,one firing two arrows , one firing a ballista,and one firing a catapult projectile.
    Can transport 25 units.
    Triremes Charge ability that causes impact damage when at speed + fires ballista bolts , as well as transport 12 units.
    Boarding Ship - (Captures enemy vessels, much like a monk but on water.)
    Attaches itself to an enemy ship, immobilising it and after a few seconds will convert it to your side. (Idea borrowed from the Rome mod)
    Wonder:Library of Alexandria - all Future techs are researched instantly.
    OR
    Pharos lighthouse - +10% Ship movement speed. Allows you and Egyptian allies to construct the gargantuan Polyremes in the dock.
    Rome 753 BC
    Navy:
    UT: Corvus - Adds a corvus to the front of your triremes giving you the ability to act as a boarding ship.
    The more marines garrisoned in the trireme the faster the enemy ship gets captured.
    Triremes - Has Charge ability that causes impact damage + fires ballista bolts Charge ability that causes impact damage when at speed + fires ballista bolts , as well as transport 12 units.
    Liburnians - a type of small galley used for raiding and patrols.
    Monoremes - Light Scout/support ship, fires 1 Arrow. Upgrades to Penteconter
    Boarding Ship - (Captures enemy vessels, much like a monk but on water.)
    Attaches itself to an enemy ship, immobilising it and after a few seconds will convert it to your side. (Idea borrowed from the Rome mod)
    Carthaginians 814 BC
    UT2:Carthaginian Marines - Every trireme created is accompanied by 5 Carthaginian Marines.
    Marines garrisoned inside a inside boarding ship, greatly increases the enemyship capture rate.
    Team Bonus: Triremes +2 LOS
    Barracks
    Swordline - Levies - Citizen short swordsmen -Phrygian Helm Carthaginian Marines Marines have attack boost near ships - Falcata swordsmen Lionhead Helm Sacred Band.
    Strong Navy
    UU2:Quinquereme- Large warship that fires both a bolt and a catapult projectile/stone.
    If Fighting against or alongside Rome, they too gain access to this ship. Transports 20 units.
    Triremes - Charge ability that causes impact damage + fires ballista bolts , as well as transport 12 units - Upgrades to Quadrireme (Faster and stronger)
    Boarding Ship - (Captures enemy vessels, much like a monk but on water.)
    Attaches itself to an enemy ship, immobilising it and after a few seconds will convert it to your side. (Idea borrowed from the Rome mod)
    Wonder: Cothon Port of Carthage - When built , this port can create + heal + garrison ships fast and has a catapult arch attack.

  • @justincronkright5025
    @justincronkright5025 Год назад

    (10:20) - You're Canadian, but are you sure you're not half-American too? 'Qwince-Uh-Remes'... No, no 'Qwin-Qwehr-Eemes' - Quinqueremes. (14:05) - Wait you have REDEMPTION too, haha awesome!
    But overall I have always wanted more sea wall and defence at sea in this game. This is fantastic, thanks for showing it and to those who created it.

  • @markdowse3572
    @markdowse3572 Год назад

    @ 1:12 Awesome PUN in the text there, SoTL! 👍😁 But, I would expect nothing less of you, sir. Hats off. 😊
    I love the Boarding Ship. That's a logical, yet brilliant idea. "Water Monk". 😉
    So many new Units and interactions for Players to learn. Brilliant! 💎 Thanks, mate! 🙏
    M 🦘🏏😎

  • @lassesrensen426
    @lassesrensen426 Год назад +1

    Is no one going to mention the awesome pun at 1:12 ??

    • @theconqueror7533
      @theconqueror7533 Год назад

      I think one other person pointed it out. I agree, it was very clever.

  • @Felipe_XIV-XVI
    @Felipe_XIV-XVI Год назад

    They should do that in AOE II DE for sure.
    & we do have a lot of historically accurate examples: real galleys (Lepanto), galleasses, Venice galleasses, fustas, galliots, dhows, xebecs, &c, only in the West.
    I did love the idea of garrisoned units capable of fighting.
    I would recommend the devs to steal that AOE III idea of ships that can build a raiding force as well.

  • @torri776
    @torri776 8 месяцев назад

    Agreed that Fire Ships were too strong especially since they're cheaper, faster, stronger, more efficient, and only countered by Demolition Ships which not every civilization will have easy access to.
    This mod looks like so much fun to be honest, since naval battles in AOE2 are pretty bland and are pretty much an add-on to the main Land gameplay loop which is actually fun and varied.

  • @pokefuranku
    @pokefuranku Год назад

    Age of Mythology has the paper-scissor-rock without self-destruction ship: Arrows beats Hammer; Hammer defeat Siege; and Siege beats Arrow.
    This mod, anyway, is waaaaaay better. I like it pretty much ♥

  • @ethribin4188
    @ethribin4188 Год назад

    This looks all very interesting.
    And very complex.
    Thiygh I think its a tiny bit to complex.
    1 or 2 ships less is better i think.
    Like boarding ships are countered by fire galleys and take out the scout.
    And the rams, while cool,feel a little over complicated.
    Maybe would be better if rams were on fireships? Maybe even fireships with rams become demoships where, when they die they ram and blow up.
    Either way.
    Its realy cool ship system.
    Hope to see similar in AiE2 eventyally. Just with 1or 2 ships less.

  • @whydidyoutubeaddthis
    @whydidyoutubeaddthis Год назад +1

    I'm sold

  • @RocketHarry865
    @RocketHarry865 Год назад

    I think ships should have option to garrison infantry and archer units. Archers give extra range attack damage while infantry increase the effectiveness of boarding attacks and defend against boarders.
    I think the Ages should be the Archaic, Classical, Hellenistic, Imperial and finally the Late Antiquity
    I wish there was more information about pre-medieval warships of Asia.

  • @colombodoesstuff7653
    @colombodoesstuff7653 Год назад

    Not fan of this.
    First, it is a bit too complex, while the ships are not immediately distinguishable on the first glance. Horse looks different to monk, which looks different to archer, which looks different to mangonel. All ships look like ships.
    Secondly, while I appreciate inclusion of some historic ship types, the relationship they are making doesn't make any sense.
    There were three basic ways ship battles worked. Pelting enemy with projectiles (archers, sling), boarding and ramming. Bigger ships also had large projectile fire like mangonels, balistaes (which were actually a similar-kind of weapons) etc., but those were relatively rare. When talking about specialized warships, then you had usually either ramming or boarding (including some archery as a supplement).
    Taller ships were more difficult to board, but slower ships were easier to ram with a sleeker faster ship. Rammed ship didn't need to sank immediately, but got full of water which slowed it down, made it easier to take apart or capture later. Since their development, Triremes were basically the most important warships, while both lighter and heavier ships existed, most fleets went back to triremes once arms races ended, suggesting that trieremes are the most cost-efficient. Heavier ships like Quadrireme, Quinquiremes were a bit more common during big wars, their bigger stability during storms, ability to carry more troops, and possibly a greater resistance to ramming might played a role. Heavier ships then that were relatively rare. Lighter ships than Trireme, like Biremes, Penteconter, or Liburnian, either evolved into Triremes, or remained in use as a lighter, cheaper, ships used by Pirates or even traders. Lighter ship doesn't need to be faster than heavier ships, it depends on the design and number of rowers.
    This means that the boarding ship and scout ship classes, and the bonus that scout ship has against boarding ships, is totally ahistorical. So are demo rafts and the wide use of fire ships.

  • @tommig1995
    @tommig1995 Год назад

    A lot of this I'd like to see introduced into the main game, especially the seperate eco and military docks (the current dock UI is a mess and very confusing to new players!), and the ability to construct defences at sea.
    As for the ship types, I'd probably only want three in feudal (galley, fire and maybe a ram/scout ship). With more ship types, demo ships could be pushed back to post-chemistry so long as an effective water triangle is mantained early on. The Age 3 boarding a seige ships are a great idea and I'd love to see those included!

  • @nozyspy4967
    @nozyspy4967 Год назад

    I have always wanted buildable sea walls and sea towers! Would add a fascinating extra layer of stratrgy.

  • @TheDarthpsi
    @TheDarthpsi Год назад

    I completely and utterly HATE any kind of missions involving water battles in AOE2, its all so clunky and weird, and in most of the missions the AI just seems to spit a *ahem* "boatload" of ships at you all match long.

  • @builder396
    @builder396 Год назад

    0:30 Gotta ask before I continue watching, but that ship with the ramps, IS THAT A WATER MONK?

  • @ageofstrange657
    @ageofstrange657 Год назад

    I just wish ships got a fully regional look based on their civs architecture, instead of just the sails being slightly different. Although that wouldn't change anything gameplay wise, it would least make the water battles more interesting in a visual sense. Personally the biggest problem I always had with naval battles in AoE2 is that all the ships kinda look the same and it's just boring to look at, compared to land battles which have much more variety overall. There are so many different styles for ships to have globally speaking, so having them all look european is somewhat of a missed opportunity I'd say.

  • @ivanangelov8825
    @ivanangelov8825 Год назад

    Yet another revision of Age of Empires 2, unfortunately for my spare time - it looks amazing! I guess all my life I will be playing Doom and Age of Empires 2 variants :D