EP 6.1.x Beta [RELEASED-LIVE]

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EP 6.1.x Beta [RELEASED-LIVE]

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Post by EAGLEMUT »

See the EP Beta FAQ for general information about EP Beta and details on how to participate.

Released live, nothing to test here.

Another mindblowing update is coming in fast off the back of UHC2. This time, @Kevsoft has taken interest in the discarded possibility of saving & restoring multiplayer games; something that could never be done in AoE3. Surely the original developers thought about this and didn't include the feature for a reason. It would be too hard to implement properly, right? Well, apparently not for @Kevsoft, because today we are introducing full support for saving and restoring multiplayer games on both ESO and LAN! Amazed yet? Hold up, there's more. Any multiplayer game that goes OOS (out-of-sync) will now be saved automatically and thus allow for restoring it and finishing the match. Similarly, players now also have the ability to quickly save a multiplayer match from within the "drop screen" dialog that appears when a player becomes unresponsive due to connection issues.

Aside from this flagship feature, the patch brings in a number of pleasant bugfixes and an update to the standard mapset. Be sure to check out all the details below.

A message from the balance team

Based on continued feedback, re-evaluation, and self-criticism, the following changes are being made, to the "ESOC Standard Maps" map-set, effective immediately:

Herald Island added; Klondike and Thar Desert removed.

Apart from reflecting player opinion, these changes underline a minor shift, away from layout & game flow, towards civilization viability. Please be advised that map sets remain subject to change, based on feedback.


Image

EP 6.1.1.0 Beta2 [2019-06-27]
combined changelog since EP 6.1.0.1

General
- Default state of the Free-for-all, Observer Mode, and Locked Teams options in multiplayer lobbies (ESO/LAN) now persists for the host indefinitely, as the options are saved in the standard way in user profile.
- Improved the Observer Mode button tooltip to be more descriptive.

Bug fixes
- Fixed an issue in the LAN game room UI where the "Allow Cheats" button was partially overlayed by other gadgets.
- Fixed an issue where diplomacy stance change notifications would unnecessarily announce a change to the same diplomacy state (when triggered by triggers).
- Fixed a UI issue where diplomacy towards the sixth player could not be changed.
- Fixed a possible client crash upon leaving a multiplayer game room.
- Fixed an issue where a map would fail to load on EP/XPMOD if the pre-selected map was not changed and the host's last match was played outside of EP/XPMOD on one of the following maps: Honshu - Regicide, Silk Road, Ceylon, Deccan, New England, Yellow River, Himalayas - Upper, any "Lrg" large map.

ESOC Patch map changes
- UIx Parallel Rivers: fixed a bug where more mines than intended were being spawned in observed games.
- UIx Jebel Musa: fixed a bug causing all whales to spawn on the top side, instead of being distributed fairly.
- UIx Jebel Musa: implemented mine spawn for observed games.
- UIx ESOC Global Warming: added new map for the purpose of special events. The map is essentially ESOC Indonesia without water.
- ESOC Standard Maps map-set: UIx ESOC Herald Island added, UIx ESOC Klondike and UIx ESOC Thar Desert removed.

Multiplayer save/restore
- Added "Save" option into the main game menu of multiplayer matches. Works the same way as in Singleplayer.
- The game will now be automatically saved on each player's computer upon encountering an OOS (out-of-sync). The savegame filename is in the format "oos_recovery_", followed by date and time of OOS occurrence.
- The "Unresponsive Player" dialog now allows any player to save the game on his computer using a new Save button (this does not affect the voting). In this case, the savegame filename is in the format "unresponsive_recovery_", followed by date and time of save.
- Players are now able to host a multiplayer game of the "Savegame" game type, which will allow them to select a savegame file to restore. A "restored" game room can only be joined by players who participated in the original game (verified by player name, including the host) and no game room settings can be altered before launching the restored game.
- A "restored" game room must be hosted by the same player who had hosted the original game.
- Remote transfer of the savegame file between players in a game room is handled automatically, similarly to Scenarios or Custom Maps.
- All restored games will be unrated on ESO.
- Note that a restored game which was played on any mapset will display with an unselected map in the game room. This does not signify that there is anything wrong with the savegame.
- Note that loading a foreign savegame in general can cause some of your game settings to change (such as camera zoom distance), similarly to loading recorded games.

Credits

- @Kevsoft for his work on UHC2 (mp save/restore, persistent profile settings)
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Re: EP 6.0.x Beta [2018-12-19]

Post by EAGLEMUT »

Image

EP 6.0.0.0 Beta1 [2018-12-19]

[spoiler=changelog since EP 5.1.1.0]ESOC Patch general changes
- "Spanish Gold" description updated to "Precious metals from the new world grant additional coin with all your shipments, starting with this one."

ESOC Patch bug fixes
- "Advanced Dock" shipment undocumented and unintended +3 range effect buff reverted (was in effect since EP 3.2)

ESOC Patch balance changes

Balance development comments, by @zoom, in italic:

General

– "The Exiled Prince” & Fortress Age "The Messenger" age-time increased from 40s to 50s
Nerfs one of the most viable options in the game, in its own right, indirectly buffing its alternatives (including not aging) as well as impacting civilizations, more or less, one way or the other (something being taken into account). An unusual change, by historic EP standards, but a relatively modest one, with good promise; a sign of things to come, perhaps.

– “Bastion” improvement decreased from +400% Wall hitpoints to +300% Wall hitpoints; Moved from Colonial to Fortress Age
Extends the pre-existing change (to wood walls) to stone walls, decreasing hitpoints by 1500 and lessening abusability.

– "Advanced Dock" shipment no longer affects Fishing Boat train-time.
This shipment currently does seem to be causing some balance issues, particularly in early-game shore-control, and in synergy with the "Schooners" shipment. Along with the Advanced Dock +3 range bug revert, this change aims to resolve that.

– All warship broadside attacks now do half damage to artillery
A borderline bug-fix (all warships have this multiplier on their regular attack), this change replaces the Culverin buff (see below), serving to make Frigates, Fuchuans and Tekkhousen less difficult to counter, using artillery.

– Culverin ship multiplier decreased from 12.5 to 10
Reverts a eurocentric and flawed change.

– Crossbowman cost changed from 40f, 40w to 50f, 30w
Means to improve the viability of the unit without altering its performance, directly.

– Pikeman cost changed from 40f, 40w to 50f, 30w
Means to improve the viability of the unit without altering its performance, directly.

– "Apache Raiders" improvement decreased from +2 to +1 Apache Cavalry villager multipliers
Results in Apache Cavalry doing three (instead of five) times the recalculated damage to villagers, lessening its abusability without nullifying its effectiveness.

Aztecs

– “TEAM Cheap Fishing Boats” shipment changed from no effect to -20w Fishing Boat cost
Undoes the mistake of removing a shipment. This is TPP, not TP!

British

– Manor house build-time increased from 20s to 25s
Both compensates for the Exiled Prince/Fortress Messenger nerfs, and addresses the continued strength of the civilization with a slight general buff.

Chinese

– "TEAM Improved Warships" shipment increased from +15% to +20% attack & hitpoints
This change should make the shipment viable for all game-modes, without making it overpowered in any. Especially given the situational Fire Junk, and the Fuchuan with a build-limit of two.

– Qiang Pikeman hand attack light infantry multiplier increased from 2.25 to 3.5
Makes countering light infantry, in general, and the Coyote Runner, in particular, less difficult.

– “Territorial” banner-army train-time decreased from 33s to 29s
Makes the banner-army's train-time less disproportionately punishing.

Germans

"Advanced Dock" shipment increased from +50% damage, +50% heal-rate and -33% train-time to +100% damage, +100% heal-rate and -33% train-time; no longer affects Fishing Boat train-time.
Sees the shipment mirror that of other civilizations.

Indians

– Shipment penalty increased from 8% to 10%
Along with the Sepoy nerf, it seems like the House buff has helped Indians build-order diversity. For this reason, rather than reverting it, we're attempting a nerf to the rate at which the civilization receives shipments, increasing the existing penalty by 25% (shipments now need 110% the amount of experience, instead of 108%). This should also aid with Indians overperforming on non-TP maps, without disrupting build-orders as notably.

– Zamburak maximum range & line of sight decreased from 12 & 15 to 11 & 14, respectively; Ranged resistance decreased from 30% to 20%; Mansabdar updated accordingly
– "Disciplined", "Honored" and "Exalted" Zamburak improvements now increase maximum range & line of sight by 1 each
Completely disregarding its Colonial Age availability and improvement shipments, the Zamburak is an exceptional unit, from a statistical point of view. These changes should abate Zamburak overperformance in Colonial and Fortress Ages, while helping the unit in the late-game, in the vein of the Gurkha. As well, this change is disproportionately beneficial to team-game balance.

Iroquois

– "Crates of 400 Food, 200 Wood, and 200 Coin" shipment changed to 300f, 300w, 200c
This change should make the shipment more appropriately viable, for Colonial Age play in particular.

Japanese

– Golden Pavilion wonder ranged unit attack bonus decreased from 15% to 10%
This change both compensates for the Exiled Prince/Fortress Messenger nerfs in a strategic way, and improves the viability of wonder options, within and without the Golden Pavilion.

– Daimyo cost increased from 350c to 500c; Bounties adjusted from 35xp to 50xp
Addressing team-game balance, primarily, this change increases the significance of the unit's death, to both sides.

– Shogun cost increased from 350c to 1000c; Bounties adjusted from 35xp to 100xp
Addressing team-game balance, primarily, this change increases the significance of the unit's death, to both sides.

Ottomans:

– “Guard Abus Gun” improvement cost reduced from 450f, 600w, 600c to 600w, 600c
Another borderline bug-fix, to a needlessly punishing exception.

– "Janissary Combat" home-city shipment increased from 15% to 20%
This change is also aimed at helping the scaling of the civilization.

Russians

– Musketeer batch cost reduced from 281.25f, 93.75c to 270f, 90c
Provides a slight buff to one of the worst performing units of the civilization while eliminating another problematic and ugly decimal cost.

Sioux

– Teepee hitpoints aura decreased from 10% to 7%
This change makes breaking Sioux defensive positions less difficult.


It's been a long time since the last balance update to the patch, and communication has been lacking. Thank you for your patience and understanding. Based on feedback, changes are subject to change, during the beta, which is expected to last at least through January. Playtesting is especially useful in ascertaining and furthering the quality of the patch, before release. We appreciate your help and support![/spoiler]
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Re: EP 6.0.x Beta [2018-12-19]

Post by [Armag] diarouga »

Rip EP
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Re: EP 6.0.x Beta [2018-12-19]

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Post by Kynesie »

EAGLEMUT wrote:– “Bastion” improvement decreased from +400% Wall hitpoints to +300% Wall hitpoints; Moved from Colonial to Fortress Age
Extends the pre-existing change (to wood walls) to stone walls, decreasing hitpoints by 1500 and lessening abusability.

HP boost reduced by 25% but not the coast and research time? it s a very expensive and long upgrade.

I missed the moment Japan became op and deserve all these nerfs. Did someone try to play them in other map than kamchatka,gran chaco and baja?
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Re: EP 6.0.x Beta [2018-12-19]

Post by Kynesie »

EAGLEMUT wrote:– All warship broadside attacks artillery multipliers decreased from 1 to 0.5
A borderline bug-fix (all warships have this multiplier on their regular attack), this change replaces the Culverin buff (see below), serving to make Frigates, Fuchuans and Tekkhousen less difficult to counter, using artillery.

There is a problem with siege elephant, who was already very hard to kill...
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Re: EP 6.0.x Beta [2018-12-19]

Post by deleted_user0 »

Kynesie wrote:
EAGLEMUT wrote:– All warship broadside attacks artillery multipliers decreased from 1 to 0.5
A borderline bug-fix (all warships have this multiplier on their regular attack), this change replaces the Culverin buff (see below), serving to make Frigates, Fuchuans and Tekkhousen less difficult to counter, using artillery.

There is a problem with siege elephant, who was already very hard to kill...


you can outrange the siege elephant.
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Re: EP 6.0.x Beta [2018-12-19]

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Post by enjoy2play »

can we get an EP launcher with RE patch + EP maps rated + no cheat system for teamgames?
i have no idea how much a bank cost currently, its insane.
Acergamer wrote:Well, that's it for me fellas haha. Anyways I just want to say good luck to Samwise12 ,and hope he beats Lordraphael since he's basically a piece of shit idiot combination of Garja and Umeu.
N3O_Jerom wrote:and huh the balance is actually pretty good
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Re: EP 6.0.x Beta [2018-12-19]

Post by Kynesie »

umeu wrote:
Kynesie wrote:
EAGLEMUT wrote:– All warship broadside attacks artillery multipliers decreased from 1 to 0.5
A borderline bug-fix (all warships have this multiplier on their regular attack), this change replaces the Culverin buff (see below), serving to make Frigates, Fuchuans and Tekkhousen less difficult to counter, using artillery.

There is a problem with siege elephant, who was already very hard to kill...


you can outrange the siege elephant.

Without offshore support, clearly you can t, and i m not even sure you can with. Time your fregate turn in the right direction, shoot and back, siege elephant shoot too with their hight mobility
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Re: EP 6.0.x Beta [2018-12-19]

Post by [Armag] diarouga »

I think the next aoe3 tourney should be on sc2 because the meta is less stale.
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Re: EP 6.0.x Beta [2018-12-19]

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Post by edeholland »

enjoy2play wrote:can we get an EP launcher with RE patch + EP maps rated + no cheat system for teamgames?
i have no idea how much a bank cost currently, its insane.

You didn't really try to find it out either. You could click on "ESOC Patch" on the side bar, click patch notes and check Dutch changes.

But for your convenience we have made it simpler. I really hope this page gets posted on official notes threads or the EP page, because more people seem to have no clue about the current patch changes.

Look here to see all changes compared to RE (small list, sorted on civ, easy to check): https://wiki.eso-community.net/ESOC_Pat ... ared_to_RE

Look here to see all changes made in one specific update: https://wiki.eso-community.net/ESOC_Patch
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Re: EP 6.0.x Beta [2018-12-19]

Post by deleted_user »

enjoy2play wrote:can we get an EP launcher with RE patch + EP maps rated + no cheat system for teamgames?
i have no idea how much a bank cost currently, its insane.

You summarize everything in a sentence coz you insane
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Re: EP 6.0.x Beta [2018-12-19]

Post by deleted_user0 »

Kynesie wrote:
umeu wrote:
Show hidden quotes


you can outrange the siege elephant.

Without offshore support, clearly you can t, and i m not even sure you can with. Time your fregate turn in the right direction, shoot and back, siege elephant shoot too with their hight mobility


eles have only 28 range. frigates have 30. with offshort support they have more. also, you usually have some los at shore, while eles dont have los into water most of the time. on re you can even outrange iro siege cannons with offshore support frigates.
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Re: EP 6.0.x Beta [2018-12-19]

Post by Kynesie »

umeu wrote:
Kynesie wrote:
Show hidden quotes

Without offshore support, clearly you can t, and i m not even sure you can with. Time your fregate turn in the right direction, shoot and back, siege elephant shoot too with their hight mobility


eles have only 28 range. frigates have 30. with offshort support they have more. also, you usually have some los at shore, while eles dont have los into water most of the time. on re you can even outrange iro siege cannons with offshore support frigates.

If what you mean is fregate can shoot without being attacked, just no, this doesn t work like this in real game. A good player doesn t leave his elephants stuck to the water where they can no longer advance. When frigate attacked and wants to fall back, it have to turn 90 degrees and it takes time.
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Re: EP 6.0.x Beta [2018-12-19]

Post by gamevideo113 »

The patch is becoming a bit odd, it doesn't feel very minimalistic.
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stupid logic. noob players can say op?
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Re: EP 6.0.x Beta [2018-12-19]

Post by deadrising78 »

Most of these changes just seem random and without purpose
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Re: EP 6.0.x Beta [2018-12-19]

Post by [Armag] diarouga »

deadrising78 wrote:Most of these changes just seem random and without purpose

:flowers:
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Re: EP 6.0.x Beta [2018-12-19]

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Post by edeholland »

Most of the comments here seem random and without purpose.
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Re: EP 6.0.x Beta [2018-12-19]

Post by n0el »

Kynesie wrote:
EAGLEMUT wrote:– “Bastion” improvement decreased from +400% Wall hitpoints to +300% Wall hitpoints; Moved from Colonial to Fortress Age
Extends the pre-existing change (to wood walls) to stone walls, decreasing hitpoints by 1500 and lessening abusability.

HP boost reduced by 25% but not the coast and research time? it s a very expensive and long upgrade.

I missed the moment Japan became op and deserve all these nerfs. Did someone try to play them in other map than kamchatka,gran chaco and baja?

Do you agree walls are possibly too strong once you have multiple layers and Bastion?

I do think Japan needs a small early game boost for defensive purposes, maybe 6 yumi?
mad cuz bad
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Re: EP 6.0.x Beta [2018-12-19]

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Post by SoldieR »

All good changes.

But its becoming much different than the actual game.

But if the mission statement for EP is now "Create a patch in hopes that it is adopted by MS as the official patch", then this is great.

Otherwise its too different than RE.
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Re: EP 6.0.x Beta [2018-12-19]

Post by deleted_user0 »

Kynesie wrote:
umeu wrote:
Show hidden quotes


eles have only 28 range. frigates have 30. with offshort support they have more. also, you usually have some los at shore, while eles dont have los into water most of the time. on re you can even outrange iro siege cannons with offshore support frigates.

If what you mean is fregate can shoot without being attacked, just no, this doesn t work like this in real game. A good player doesn t leave his elephants stuck to the water where they can no longer advance. When frigate attacked and wants to fall back, it have to turn 90 degrees and it takes time.


With offshore support you have like 7 more range... obviously you can attack it without getting hit. But you cant always defend whats on shore
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Re: EP 6.0.x Beta [2018-12-19]

Post by Kynesie »

n0el wrote:
Kynesie wrote:
EAGLEMUT wrote:– “Bastion” improvement decreased from +400% Wall hitpoints to +300% Wall hitpoints; Moved from Colonial to Fortress Age
Extends the pre-existing change (to wood walls) to stone walls, decreasing hitpoints by 1500 and lessening abusability.

HP boost reduced by 25% but not the coast and research time? it s a very expensive and long upgrade.

I missed the moment Japan became op and deserve all these nerfs. Did someone try to play them in other map than kamchatka,gran chaco and baja?

Do you agree walls are possibly too strong once you have multiple layers and Bastion?

I do think Japan needs a small early game boost for defensive purposes, maybe 6 yumi?

Bastion wall ofc strong yes , and i wasn t complain about this, just accord the up with his coast. Atm it s a really strong up for a really big investment.
You can t nerf more japan late without buff their early game. There is multiple way to do this like buff a card, a wonder, or remove the gold start, but i don t really like this way "nerf late ,buff early" , it's standardization...
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Re: EP 6.0.x Beta [2018-12-19]

Post by Kynesie »

umeu wrote:
Kynesie wrote:
Show hidden quotes

If what you mean is fregate can shoot without being attacked, just no, this doesn t work like this in real game. A good player doesn t leave his elephants stuck to the water where they can no longer advance. When frigate attacked and wants to fall back, it have to turn 90 degrees and it takes time.


With offshore support you have like 7 more range... obviously you can attack it without getting hit. But you cant always defend whats on shore

offshore support is nerf on ep.. I suggest you try a water boom agaisnt @Aykin Haraka india on manchuria :biggrin:
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Re: EP 6.0.x Beta [2018-12-19]

Post by deleted_user0 »

How much is it nerfed? -3?

Im not saying elephants arent hard to kill. They are. But they drawbacks too for the benefits. Range is one,theyre expensive and train slow is another. Im not sure about rof, but i think its less than a culv, and it does less dmg vs ships. Definitely per cost and per pop, but i think even per unit

Also india is apperently op, and manchuria is like the best india map, so hardly a relevant point...
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Re: EP 6.0.x Beta [2018-12-19]

Post by zoom »

Kynesie wrote:
EAGLEMUT wrote:– “Bastion” improvement decreased from +400% Wall hitpoints to +300% Wall hitpoints; Moved from Colonial to Fortress Age
Extends the pre-existing change (to wood walls) to stone walls, decreasing hitpoints by 1500 and lessening abusability.

HP boost reduced by 25% but not the coast and research time? it s a very expensive and long upgrade.

I missed the moment Japan became op and deserve all these nerfs. Did someone try to play them in other map than kamchatka,gran chaco and baja?

I see a single Japanese nerf significant to 1vs1 balance. In case you read the comments, it is pointed out that it is being made to compensate for the Exiled Prince/Fortress Messenger nerfs, from which the civilization stands to gain quite a bit. Personally, I would guess that these two changes, in isolation, are a net buff to Japanese. As well, notably, the Golden Pavilion nerf only impacts the game at a point where Japanese is already doing well, and it improves the viability of wonder options – within and without the wonder. Overall, this change makes good sense. If it appears that it should be compensated for or reverted, we should consider options.
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Re: EP 6.0.x Beta [2018-12-19]

Post by zoom »

Kynesie wrote:
EAGLEMUT wrote:– All warship broadside attacks artillery multipliers decreased from 1 to 0.5
A borderline bug-fix (all warships have this multiplier on their regular attack), this change replaces the Culverin buff (see below), serving to make Frigates, Fuchuans and Tekkhousen less difficult to counter, using artillery.

There is a problem with siege elephant, who was already very hard to kill...
Keeping in mind the unit's cost, role, and statistics, It is indeed possible. Just another thing to test!

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