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Wolololo functionality

Posted: 02 Aug 2019, 09:29
by Interjection
Someone asked me on Discord to do a 'wolololo' Smackdown, this is where e.g., priests/imams would be able to convert enemy units exactly like in AoE2 & AoE1.

Part of me wonders why ESO never put something as iconic as converting units into AoE3. Probably because it was a balance nightmare... I wonder how it would effect the game though. I'm imagining converting falcs or mams or something like that :lol:

Im not sure if this would make an interesting Smackdown but it does make me wonder if this functionality exists in AoE3 and could be enabled

Re: Wolololo functionality

Posted: 02 Aug 2019, 09:37
by jesus3
wololooooing is nothing without Bigdaddies or Photon men

Re: Wolololo functionality

Posted: 02 Aug 2019, 09:50
by princeofcarthage
Well warchiefs can convert mother nature units, I am assuming same logic could be used to convert enemy units

Re: Wolololo functionality

Posted: 02 Aug 2019, 10:39
by Peachrocks
Interjection wrote:Someone asked me on Discord to do a 'wolololo' Smackdown, this is where e.g., priests/imams would be able to convert enemy units exactly like in AoE2 & AoE1.

Part of me wonders why ESO never put something as iconic as converting units into AoE3. Probably because it was a balance nightmare... I wonder how it would effect the game though. I'm imagining converting falcs or mams or something like that :lol:

Im not sure if this would make an interesting Smackdown but it does make me wonder if this functionality exists in AoE3 and could be enabled


The argument was at the time was that many of the nations followed the same faith or religion was the reason they were in the new world in the first place to evade persecution thus making them extremely resilient against conversion. So converting didn’t really make sense. This was before TWC and TAD of course.

In terms of being a balancing nightmare, in aoe 3 yes. In aoe2 monks were good against expensive units like knights but poor against trash units like pikeman and skirmishers and were especially weak against light cavalry and of course had to be point blank to convert most siege. In aoe 3 though many units have similar costs, there isn’t really ‘trash units’ for every civ like there are in aoe2 as sure even pikeman and crossbows do cost no coin, in terms of villy seconds they are still similar to other units or nowhere near as far off. Of course on the other end of the spectrum you have units that are far more expensive than standard.

Re: Wolololo functionality

Posted: 02 Aug 2019, 12:00
by EAGLEMUT
Heh, thought this thread will go a completely different direction based on the title (Wollo scenario functionality :hmm: ).

The conversion functionality exists and is possible to enable with the help of UHC, but there is one thing that has to be understood about the way units fundamentally work on the Bang! engine. You own all your active upgrades as a player, so a Hussar is only a Veteran Hussar because he is under your control and you have the upgrade researched. If an Indian player comes along and converts your "Veteran Hussar" to their forces, it will always become a basic unupgraded Hussar, because the Indian player doesn't have and can't ever have a Veteran Hussar upgrade.
Similarly, if you currently have an Imperial Hussar upgrade researched and you convert an unupgraded enemy Hussar, it will become an Imperial Hussar immediately.

Re: Wolololo functionality

Posted: 02 Aug 2019, 12:28
by Interjection
Intéressant 28

Re: Wolololo functionality

Posted: 02 Aug 2019, 12:49
by amiggo1999
Probs a better Idea for smackdown than extra 25 vills

Re: Wolololo functionality

Posted: 02 Aug 2019, 12:53
by Interjection
We wanted to try something a bit wild. You never know if it'll be good until you try.

I have a few good ideas in mind which'll be more similar to the Two Town Tournament in scope which we go to for future Smackdowns

Re: Wolololo functionality

Posted: 02 Aug 2019, 13:26
by Peachrocks
You ask me I think it'd get largely ignored unless it was mind numblingly overpowered and easy to turn an entire enemy army or something. In aoe2 of course you keep the exact stats of a unit and units scale way better in aoe3 then they do in aoe2. I'll try come up with something wild that won't be solved within a few hours :D.

Re: Wolololo functionality

Posted: 02 Aug 2019, 13:50
by dansil92
The trouble with this format is probaly a few little things
1.certain civs get punished much harder- india has their ridiculous elephant units and urumi against say, aztec or russia where theres literally nothing worth converting
2. Iro and sioux can only train medicine men at the firepit
3. Aztec has wp dancing away happily and will ignore the mechanic
4. Asian civs. Are we giving the monks wololol powers?
5. Can we convert invincible units like explorers?

Re: Wolololo functionality

Posted: 02 Aug 2019, 13:58
by [Armag] diarouga
dansil92 wrote:The trouble with this format is probaly a few little things
1.certain civs get punished much harder- india has their ridiculous elephant units and urumi against say, aztec or russia where theres literally nothing worth converting
2. Iro and sioux can only train medicine men at the firepit
3. Aztec has wp dancing away happily and will ignore the mechanic
4. Asian civs. Are we giving the monks wololol powers?
5. Can we convert invincible units like explorers?

1. But Aztec and Russia don't have the eco to spam priests so that's okay
2. So what? Make an upgrade so that they can convert
3. If wp can convert you prob won't dance with them.
4. That's the point.
5. No

Re: Wolololo functionality

Posted: 02 Aug 2019, 14:24
by amiggo1999
@Diarouga russia doens't need eco to spam priests. They have the -50% cost card :P

Re: Wolololo functionality

Posted: 02 Aug 2019, 15:56
by Papist
My guess is that because individual units are stronger and more valuable (thinking specifically of mercenaries, but it's true for regular units as well), they felt it would imbalance the game to include conversions.

Re: Wolololo functionality

Posted: 02 Aug 2019, 16:39
by Peachrocks
Admittedly I want to share Holy Hand Grenade where significant buffs are given to priests, medicine men, grenadiers and all civs can train them but how it doesn't get silly/solved fast, I don't know but hey, it sounded funny in my head.

Re: Wolololo functionality

Posted: 02 Aug 2019, 19:29
by Dolan
Imagine converting an explorer and using the crackshot in age IV to kill enemy units.

Re: Wolololo functionality

Posted: 02 Aug 2019, 19:31
by amiggo1999
imagine converting 8 factories as azzy in a 4v4, and then just spam 200 erks :O

Re: Wolololo functionality

Posted: 02 Aug 2019, 19:46
by Dolan
Btw, have you guis noticed that there's no womyn explorer in AOE3? That's so patriarchal and oppressive.

You're all playing an oppressive game, omg.

(Also AOE3 units should be able to wololo their gender. It's 2019 ffs.)

Re: Wolololo functionality

Posted: 02 Aug 2019, 21:47
by Goodspeed
Grow up. It's 2019 ffs

Re: Wolololo functionality

Posted: 02 Aug 2019, 22:03
by Dolan
I identify as a 12-year old edgy zoomer, tho. It's offensive that you assume everyone else must be a cis-ager. :roll:

https://youtu.be/EOe52wD9vow?t=45