"Hey Bob! Fix the TC please!" "Excuse me! I can't do it!" "Why Bob? We have plenty of wood!" "I can't repair the TC without the sight of one lovely Stone!" "..."
"Longshanks has invaded, stormed, and sacked the city of Perth. Worse, he has captured the fabled Stone of Scone and declared the Scottish can no longer repair their TCs!"
Another kinda related fact: for some reason, TCs take double damage from Capped and Siege Rams than other buildings. I guess it has something to do with the TC consisting of multiple buildings?
@@T-West I was playing a campaign and a capped ram with siege engineers was doing almost 400 damage to my TC and I was like WHAT :D so I went to the editor and tried it...
Me in 2012: "I thought I knew a lot about AoE 2 but then I found this Zero Empires guy and man I've learned so much!" 2016: "Zero Empires teaches the basics. Spirit of the Law's channel is where the deeper mechanics trivia is explored." 2020: *T-West*
@@Robert-vk7je well I played aoe2 for long time and I still spam clicks when I have to build for example castle but I am attacked and I know I will finish it :D but when shift-que started to be a big thing when you basically can shift-click villagers whole life for another 10 minutes I started to use it so much that I can't go back :D
to be clear the first right click tells your villagers either drop off or repair the TC, depending on if they have resources in personal inventory or not. then shift right clicking tells them to do the same thing again, but they will always have nothing in inventory, or be still executing the first repair order.
Another consequence of this system that could be considered a bug is that when you place a castle or other tall building to the side of a TC, so that their sides are touching by one tile and the castle is "in front" of the TC, the side buildings of the TC are rendered in front of the castle as that part is "in front" of the castle. Always wondered why that happened and now it makes sense.
It annoys me seeing players put the back side of the tc up against stone/gold. you have to think of the 2x2 like a mining camp. better to have the back adjacent to wood and the front sides to stone/gold so vils can mine in the walkable area
Great video! I thought you were going to show it happening in Daut's game on KotD3 last weekend, was watching on Nili stream and he talked about this (not so in depth, of course). It was the first time I heard about it, nice to see you explaining it so thoroughly
This multiple building system in a town centre also makes sense when it comes to garrisoned units firing arrows even when murder holes is not researched. Each building in the town centre acts as defence for the other buildings.
Didn't actually think about that, though I once turned the unit markers on in scenario editor (Ctrl+A) so all units like trees, cliffs and even projectiles had a shape marking their position. The TCs were actually divided into 1 square marker for the stack side, two rectangles for the sheltered walkable flanks and one largersquare for the shelterless area. The TC arrows were always fired from the distant square if the enemy was under the TC. Even weirder, when you spotted a TC from the front unwalkable side and didn't spot any other part of the TC, the opposite side - the shelterless walkable area - would get revealed, but TC would disappear once it's out of sight.
also why it isn't really recommended to try and repair your tc unless you are waiting for feudal age to come in, or you believe you have a chance at beating the enemy tc in the tc war. Usually its better to just leave it and rebuild once it goes down - even considering the extra stone cost, as you start with 200 for free and wood is more important in dark age.
@@Real_MisterSir Ya, I've seen vids. Best recovery when they don't fight it but ignore it. Maybe I should just start doing it since I suck so bad anyway XD
I recall seeing some Sudden Death games on T90's channel where people actually won because the trebuchets hit repair villagers, buying them a few extra seconds. That, folks, is what we call taking one for the team.
Another effect of the annex is that you building a TC counts as a different building than its base. For most buildings you can number it's unbuilt base and it will stay numbered upon completion, but not the TC. I have no idea how the annex affects this, but the TC is the only building that will lose its number upon completion
Thank you @T-West! Very informative! This exact thing happened to me yesterday. Going to disable one-click garrison right away as the only way of repairing my TC is using the repair hotkey.
Imagine every youtuber who does these kind of videos collabing on one big video. Now imagine if the devs also go in on that since they were already with SotL in a small interview.
It's literally impossible to no like your work on AoE as a fan and player of this game! You are a second SotL, but with your own unicity of course. Please keep up doing what you love! :D
i....didn't know that each tc part/body/section is considered a different building. awesome video there's so much i learned in the spam of almost 5mins
I would have three follow up questions: 1 - If a villager is task to drop resources and shift-clicked again to the town center, does he/she remain still? or start repairing? 2 - Is there any other building that use the annex system? Or just the TC? 3 - Is this system the reason mangonels do so much damage to TCs? I know that i could check (1) by myself... but probably I will forget about it in one hour xDD Love your videos!!
1 - Haven't tested, but I think this should work. 2 - Gates. 3 - I don't know if this affects the amount of damage Mangonels do to TCs. I think they just have some bonus damage against buildings that gets applied.
@@AngDavies Oh, not sure if that's related. You can tower hop using a wall corner and a resource such as a Gold Mine, it doesn't necessarily require a Gate.
I reckon my earlier comment might have influenced you to make this video. Very interesting video, there was certainly a lot of information that I didn't know. Keep it up!
I had this exact same issue during a ranked game a while ago - tc under mangonel siege and I pick vils and use the repair hotkey thinking it was a better idea than right clicking the tc due to resource dropping, and my vils bunched up in the center and died
Hey T-West! Another fantastic video!! I know and appreciate that you give every comment a heart so I thought I'd ask my comment here: I was playing the other day when I think that a monk converted an enemy knight without my telling it to. It is entirely possible I had a misclick (quite likely given my level of play), but I was wondering if monks have any sense of self-preservation according to the code as I had no memory of telling it to do the conversion nor of making any knights but suddenly I had one under my control. Thanks for the fantastic content!
Not exactly related but I'm wondering how much control the Genie engine gives you in tasking units towards certain areas. Specifically, I'm wondering if it'd be possible to create a mod that would add Empire Earth-style airplanes that would, upon being tasked towards a site to attack, would roll down a runway, fly towards the target and possibly circle around in the air for a certain amount of time before returning to the runway. I know that the game has the ability to task units automatically to some degree as villagers are automatically tasked towards resources and aggressive military units are automatically tasked to kill enemy units, although it seems like this specific challenge would require a much more complicated series of tasks.
I have one question that kept haunting me throughout whole video - what about repair speed? Would it make a difference if we had 4 villagers and sent each to different part vs sending all four to one part? After all when reapiring, subsequent vills aren't as efficient speed-wise.
I don't think I'll do civilization overviews. I might do strategy overviews instead at some point (and perhaps cover how different civs have slightly different things they can do while executing build orders).
This begs the question: if you build a ballsy tower/castle directly adjacent to an enemy TC, do you need murder holes to attack the TC? My guess would be that you can't attack it without murder holes, since the right click attack is probably treated similarly as the right click repair for villagers.
@@T-West I think they do. Whenever I ungarrison my villagers after attack I keep searching for the villagers who were building but instead they start repairing the TC. Not 100% sure though will have check it out
@T-West love the video. My friends and I have noticed there is a repair bug when you task villagers to repair buildings particularly castles when some of them repair and some of them stand idle. Is this something you've noticed?
I was about to scream about how they made this system just for one building. but then I remembered that Gates probably work similarly and that they were probably the primary reason for the implementation and ES was just like: phew, now what else could we do with this system.
didnt even know people ever use the repair hotkey since you have to click twice as opposed to only one if you right click. plus the downside of the video suggested, it's just stupid to use the hotkey..
You can actually use it to keep repairers at the top 2x2 square so they wouldn't obstruct the outer rim of TC you need to keep clean if you want other villargers gathering resourses to drop off stuff without any delay. Kinda like box formation - useless for original purpose, useful in other ways.
A TC requires flat ground to place, unlike most other buildings. Do you think that’s because TCs are annex buildings? I imagine the different parts might be rendered at different elevations and it would look wonky.
It would be neat if there were more annex buildings. Like how could it be if there was some sort of forward fort made out of a couple tower structures and a front field?
@@miguelinileugim For some reason i kinda would´ve want the Market to be an annex building. 3x3 and a T shaped walkable area. It allways looks like it has something to that.
I was wondering, what happens if you attack ground the edge of a TC with mangonels. Does the mangonel do the same damage but with extra range or it just misses completely?
If you attack ground and hit the edge of the TC, then it does full damage (the primary projectile does full damage, and the secondary projectiles do 0 damage).
@@joaquinriosrodriguez7316 I would always right-click the TC with the Mangonel. You're out of range anyway, and the secondary projectiles do 1 damage if they impact on a direct shot, but 0 damage if they impact on an Attack Ground.
That was interesting, I never use the repair button, so I never noticed. I don't quite understand the 1 stone requirement for repairing however, what is the reason? Some bug in the code?
Not entirely sure, but I think that it stems from some of the annex buildings costing Stone while others don't. TCs didn't cost Stone in AoK when that was first released and were later changed to have a Stone cost, and this likely was overlooked when Ensemble implemented the change. It might be worth it to look back at how the original TC works in the AoK data.
The Commerce age thing on aoe3 de is legit.. I saw gamerzakh playing the tutorials as British and he advanced to commerce age.. And british have longbowmen in aoe3de.. They dis not have it on aoe3.. Now i really want this with my favourite unit
The Relics of Athalen scenario is nice but it has many new mod units like Xiochan Halberdier and Gwindian Knight and Yellonese Swordsman.. They are completely different from generic units
@@Gunth0r yes they look different.. and you need mod to play it.. the walls are like stronghold.. very high and the castles have reskins... we will have a wizard hero too.. he shoots orbs.. in a mission we will travel in a cave and we have to destroy every furious the monkey boy we see.. too much fun.. Commander!!YOu should play relics of athalen before pacifist battles please \
Didn't TC repairing cost stone before reaching Feudal Age? Also does cheaper building cost comes with lower repair price, for example britons? Regardless, amazing video!
There was a bug at one point in the HD Edition where TCs cost 50 Stone to repair in the Dark Age. I don't remember the repair cost for the Britons off the top of my head. I think the Persians and Byzantines benefit from getting more "HP per resource", since they have HP bonuses but the same repair cost.
Hows that possible lol, on that map i built a wall around the entire island, nobody was able to attack me or get inside, giving me free room to build up an army and head out. I always build walls around my main base and shut it off, the AI also only seems to use 1 open hole to enter your base, so you can use it as a choke point with towers or castles.
Do the separate buildings add up to a certain HP, or does just one single entity own the HP attribute? BTW. You should probably work at Microsoft for AOE2DE ;)
Not exactly sure how it works, but all of the annex buildings cost 275 Wood, while only some of them cost 100 Stone. I guess it's some weird logic involving those costs.
No way, i can't believe dis!!! Why would they do this to repair the TC, and WHYYYY do vilagers kill all the sheep at once when we're not looking??!! xD
they do cause they at some point had to fix a bug where TCs would take 4x damage from mangonels (and other area damage units) due to all 4 annex parts getting hit :D
"Hey Bob! Fix the TC please!"
"Excuse me! I can't do it!"
"Why Bob? We have plenty of wood!"
"I can't repair the TC without the sight of one lovely Stone!"
"..."
"Longshanks has invaded, stormed, and sacked the city of Perth. Worse, he has captured the fabled Stone of Scone and declared the Scottish can no longer repair their TCs!"
how are you going to pound some nails if you dont have a stone to hit them
@@Michaelonyoutub You are a GENIUS Sire!!!! I SALUTE YOU!!!
I JUST NEED ONE ROCK. A ROCK? ANYBODY???
CHARLIE BROWN???
Can we take the time and appreciate that T-West makes the scenarios aesthetically appealing to the eye.
T-West : *uploads video
Spirit of the Law in Constantinapole: Why do I hear the huns theme music?
no man, t west and Spirit of the law are the two parts of roman empire
@@silvanmoses9122 but who's east and who's west
@@samkerr7296 Look at this channel's name.. 😌
I think even the develepor team don't know about what you just show to us.
The Town Center stands proudly at the Center of our Town.
That’s the kind of insight I come here for
And in Aoe1, the Government Center stands proudly at the Center of our Government.
@@T-West Yes Sire the Ancient Greeks Had Democracy but All Medieval Nations are Ruled by Kings... Even Romans Had Senate
*tik-tok*
Another kinda related fact: for some reason, TCs take double damage from Capped and Siege Rams than other buildings. I guess it has something to do with the TC consisting of multiple buildings?
Oh, I never noticed that.
@@T-West I was playing a campaign and a capped ram with siege engineers was doing almost 400 damage to my TC and I was like WHAT :D so I went to the editor and tried it...
Could it be due to the splash damage of rams? The annexes may be taking some of the additional splash damage when attacking the TC?
That means with attack ground you should be able to damage TCs more with onagers if you aim right at the center.
@@meneldal Not sure how that works, will have to look into it.
Me in 2012: "I thought I knew a lot about AoE 2 but then I found this Zero Empires guy and man I've learned so much!"
2016: "Zero Empires teaches the basics. Spirit of the Law's channel is where the deeper mechanics trivia is explored."
2020: *T-West*
Did anyone ask: no
Is this interesting: yes
Is this video amazing as you and your channel: *hell yes*
2:45 - just click on tc and than click on tc while holding shift - no need for spamming
You are not a RTS player, if you don't spam clicks! xD
@@Robert-vk7je well I played aoe2 for long time and I still spam clicks when I have to build for example castle but I am attacked and I know I will finish it :D
but when shift-que started to be a big thing when you basically can shift-click villagers whole life for another 10 minutes I started to use it so much that I can't go back :D
@@9KillBill9 what? if you shift-click a lot a building the vills keep constructing while attacked? don't think so.
@@tupacpalomeque I didnt say this :D read again :D
to be clear the first right click tells your villagers either drop off or repair the TC, depending on if they have resources in personal inventory or not.
then shift right clicking tells them to do the same thing again, but they will always have nothing in inventory, or be still executing the first repair order.
2:05 CELTS EAT TC, nice one
@Lê Thanh Truyền Ja
@Lê Thanh Truyền We Vietnamese dont like games to last too long, long live the Hoang
Another consequence of this system that could be considered a bug is that when you place a castle or other tall building to the side of a TC, so that their sides are touching by one tile and the castle is "in front" of the TC, the side buildings of the TC are rendered in front of the castle as that part is "in front" of the castle. Always wondered why that happened and now it makes sense.
It annoys me seeing players put the back side of the tc up against stone/gold. you have to think of the 2x2 like a mining camp. better to have the back adjacent to wood and the front sides to stone/gold so vils can mine in the walkable area
The amount of effort you put in these videos... is incredible. Love your content, hope your channel gets to the point it deserves.
wow i always though the double repair cost was balance mechanic, not an ops didn't expect it to work that way but now is a feature
I Loved this game years ago as a young child. I don't play anymore, but i still love watching T-West Videos
Great video! I thought you were going to show it happening in Daut's game on KotD3 last weekend, was watching on Nili stream and he talked about this (not so in depth, of course). It was the first time I heard about it, nice to see you explaining it so thoroughly
This multiple building system in a town centre also makes sense when it comes to garrisoned units firing arrows even when murder holes is not researched. Each building in the town centre acts as defence for the other buildings.
Didn't actually think about that, though I once turned the unit markers on in scenario editor (Ctrl+A) so all units like trees, cliffs and even projectiles had a shape marking their position. The TCs were actually divided into 1 square marker for the stack side, two rectangles for the sheltered walkable flanks and one largersquare for the shelterless area. The TC arrows were always fired from the distant square if the enemy was under the TC. Even weirder, when you spotted a TC from the front unwalkable side and didn't spot any other part of the TC, the opposite side - the shelterless walkable area - would get revealed, but TC would disappear once it's out of sight.
I did not know repairing TCs costs twice the wood and not half,! Makes sense why the dark age TC dropping is so strong.
also why it isn't really recommended to try and repair your tc unless you are waiting for feudal age to come in, or you believe you have a chance at beating the enemy tc in the tc war. Usually its better to just leave it and rebuild once it goes down - even considering the extra stone cost, as you start with 200 for free and wood is more important in dark age.
@@Real_MisterSir Ya, I've seen vids. Best recovery when they don't fight it but ignore it. Maybe I should just start doing it since I suck so bad anyway XD
I recall seeing some Sudden Death games on T90's channel where people actually won because the trebuchets hit repair villagers, buying them a few extra seconds. That, folks, is what we call taking one for the team.
I have been playing for decades but never noticed this, always used to think Vills have gone bonkers again.
Amazing how a 20 year old game still has (for the majority) undiscovered yet quite important stuff.
bruh i didnt even realise that at all... I noticed the weird movements of repair vills but THIS .... EUREKA!
Another effect of the annex is that you building a TC counts as a different building than its base. For most buildings you can number it's unbuilt base and it will stay numbered upon completion, but not the TC. I have no idea how the annex affects this, but the TC is the only building that will lose its number upon completion
Thank you @T-West! Very informative! This exact thing happened to me yesterday. Going to disable one-click garrison right away as the only way of repairing my TC is using the repair hotkey.
1:22 "Click the building or boat to repair."
>what about repairing siege?
Yeahhhh, siege. Screw you--you just wrecked our home!
Why don't you and sotl collab for a project...
Imagine every youtuber who does these kind of videos collabing on one big video. Now imagine if the devs also go in on that since they were already with SotL in a small interview.
i want to see them playing against each other
Yes
Proest tip.
I read this as Protest tip
It's literally impossible to no like your work on AoE as a fan and player of this game! You are a second SotL, but with your own unicity of course. Please keep up doing what you love! :D
i....didn't know that each tc part/body/section is considered a different building.
awesome video there's so much i learned in the spam of almost 5mins
I'm almost 100% sure you t-west would make a good programming teacher :)
T-West: *uploads a video*
Immediately me: isn't something that this boy can't do?
I would have three follow up questions:
1 - If a villager is task to drop resources and shift-clicked again to the town center, does he/she remain still? or start repairing?
2 - Is there any other building that use the annex system? Or just the TC?
3 - Is this system the reason mangonels do so much damage to TCs?
I know that i could check (1) by myself... but probably I will forget about it in one hour xDD
Love your videos!!
1 - Haven't tested, but I think this should work.
2 - Gates.
3 - I don't know if this affects the amount of damage Mangonels do to TCs. I think they just have some bonus damage against buildings that gets applied.
@@T-West 2) aaaaaah, is that why tower hopping works/worked?
@@AngDavies Oh, not sure if that's related. You can tower hop using a wall corner and a resource such as a Gold Mine, it doesn't necessarily require a Gate.
Are farms annex buildings these days? If not, how does the new “explore farms tile by tile” behaviour work?
@@Vigilon I'll make a video about Farms in the future.
I reckon my earlier comment might have influenced you to make this video. Very interesting video, there was certainly a lot of information that I didn't know. Keep it up!
I had this exact same issue during a ranked game a while ago - tc under mangonel siege and I pick vils and use the repair hotkey thinking it was a better idea than right clicking the tc due to resource dropping, and my vils bunched up in the center and died
As another comment above mentioned, rightclick, then shit rightclick will drop off the recources and then start repairing.
ahh that is why i can't repair tc when 10 trebs are attacking it.
Did spirit of the law get a new channel
Cause this shit is great
Love it man gotta check out more of your content
Hey T-West! Another fantastic video!!
I know and appreciate that you give every comment a heart so I thought I'd ask my comment here: I was playing the other day when I think that a monk converted an enemy knight without my telling it to. It is entirely possible I had a misclick (quite likely given my level of play), but I was wondering if monks have any sense of self-preservation according to the code as I had no memory of telling it to do the conversion nor of making any knights but suddenly I had one under my control.
Thanks for the fantastic content!
I think if a unit attacks a Monk, then the Monk "retaliates" by attempting to convert it.
@@T-West And here I thought they were completely defenseless when they are just mostly defenseless! Thanks!!
Not exactly related but I'm wondering how much control the Genie engine gives you in tasking units towards certain areas. Specifically, I'm wondering if it'd be possible to create a mod that would add Empire Earth-style airplanes that would, upon being tasked towards a site to attack, would roll down a runway, fly towards the target and possibly circle around in the air for a certain amount of time before returning to the runway. I know that the game has the ability to task units automatically to some degree as villagers are automatically tasked towards resources and aggressive military units are automatically tasked to kill enemy units, although it seems like this specific challenge would require a much more complicated series of tasks.
That's something with which I've never experimented.
I have one question that kept haunting me throughout whole video - what about repair speed? Would it make a difference if we had 4 villagers and sent each to different part vs sending all four to one part?
After all when reapiring, subsequent vills aren't as efficient speed-wise.
Oh, I don't think that matters, but I've never explicitly tested that.
You are quickly becoming a great aoe youtuber! Can you do some civilization reviews for aoe 2?
I don't think I'll do civilization overviews. I might do strategy overviews instead at some point (and perhaps cover how different civs have slightly different things they can do while executing build orders).
I love Twest
This begs the question: if you build a ballsy tower/castle directly adjacent to an enemy TC, do you need murder holes to attack the TC? My guess would be that you can't attack it without murder holes, since the right click attack is probably treated similarly as the right click repair for villagers.
Good question. I don't think you can attack it, but I've never tested it.
THIS GUY
IS GOOD
Is it possible that sometimes villagers auto repair TC ? 🤔
Especially after the town bell is off
Not that I'm aware of.
@@T-West I think they do. Whenever I ungarrison my villagers after attack I keep searching for the villagers who were building but instead they start repairing the TC. Not 100% sure though will have check it out
it seems weird that TCs need the 1 stone in bank.
A change in the conquerors expansion, I imagine.
... given that apparently TCS just cost 275 wood in AoK.
that's why it's so expensive to repair your TC when suffering a douche. Nice video
@T-West love the video. My friends and I have noticed there is a repair bug when you task villagers to repair buildings particularly castles when some of them repair and some of them stand idle. Is this something you've noticed?
Not that I've seen. With TCs I would expect that's from dropping off resources, haven't heard about Castles before.
Love the video. This game continues to surprise me!
I was about to scream about how they made this system just for one building. but then I remembered that Gates probably work similarly and that they were probably the primary reason for the implementation and ES was just like: phew, now what else could we do with this system.
And I had been playing AOE II for the last 15 years without noticing this once. 😬😬
didnt even know people ever use the repair hotkey since you have to click twice as opposed to only one if you right click.
plus the downside of the video suggested, it's just stupid to use the hotkey..
You can actually use it to keep repairers at the top 2x2 square so they wouldn't obstruct the outer rim of TC you need to keep clean if you want other villargers gathering resourses to drop off stuff without any delay.
Kinda like box formation - useless for original purpose, useful in other ways.
Repair hotkey still is somewhat good for transport ships, rams and siege towers
A TC requires flat ground to place, unlike most other buildings. Do you think that’s because TCs are annex buildings? I imagine the different parts might be rendered at different elevations and it would look wonky.
I think so, but would need to look into it.
It would be neat if there were more annex buildings. Like how could it be if there was some sort of forward fort made out of a couple tower structures and a front field?
Well, Gates are annex buildings! :)
@@T-West Woo!
@@miguelinileugim For some reason i kinda would´ve want the Market to be an annex building. 3x3 and a T shaped walkable area. It allways looks like it has something to that.
@@jericohellsangel594 Ohh yes that's a pretty great idea! I mean it's literally a market so why doesn't it have stalls or something lol
wow.. had no idea about any of this. Thx very much!
I thought I stumbled onto a super old spirit of the law video where his voice was completely different haha
I was wondering, what happens if you attack ground the edge of a TC with mangonels.
Does the mangonel do the same damage but with extra range or it just misses completely?
If you attack ground and hit the edge of the TC, then it does full damage (the primary projectile does full damage, and the secondary projectiles do 0 damage).
@@T-West is it worth it?
@@joaquinriosrodriguez7316 I would always right-click the TC with the Mangonel. You're out of range anyway, and the secondary projectiles do 1 damage if they impact on a direct shot, but 0 damage if they impact on an Attack Ground.
might be worth it to hit other targets, but routing extra units to support your mangos might be worth more.
There is Always something new to learn in a 25 year old game
Funny to think the TC increased repair cost could be considered a "bug" rather than an intended feature **Laughs in Bethesda**
That was interesting, I never use the repair button, so I never noticed. I don't quite understand the 1 stone requirement for repairing however, what is the reason? Some bug in the code?
Not entirely sure, but I think that it stems from some of the annex buildings costing Stone while others don't. TCs didn't cost Stone in AoK when that was first released and were later changed to have a Stone cost, and this likely was overlooked when Ensemble implemented the change. It might be worth it to look back at how the original TC works in the AoK data.
@@T-West Yup, that was exactly why I was confused about this! Thanks for the answer :)
can we shotbox to Spirit of the Law here?
The Commerce age thing on aoe3 de is legit.. I saw gamerzakh playing the tutorials as British and he advanced to commerce age.. And british have longbowmen in aoe3de.. They dis not have it on aoe3.. Now i really want this with my favourite unit
I'm pretty sure there were Longbowmen for the British in the original Aoe3.
Never mind.. I did not play the game properly
Nicely done, really informative vid
The Relics of Athalen scenario is nice but it has many new mod units like Xiochan Halberdier and Gwindian Knight and Yellonese Swordsman.. They are completely different from generic units
whut
@@Gunth0r yes they look different.. and you need mod to play it.. the walls are like stronghold.. very high and the castles have reskins... we will have a wizard hero too.. he shoots orbs.. in a mission we will travel in a cave and we have to destroy every furious the monkey boy we see.. too much fun..
Commander!!YOu should play relics of athalen before pacifist battles please
\
And we have staircases as well
In 1 mission we play as byzantines.. others as celts
I will be looking forward to mass onagers :P
Didn't TC repairing cost stone before reaching Feudal Age? Also does cheaper building cost comes with lower repair price, for example britons?
Regardless, amazing video!
There was a bug at one point in the HD Edition where TCs cost 50 Stone to repair in the Dark Age.
I don't remember the repair cost for the Britons off the top of my head. I think the Persians and Byzantines benefit from getting more "HP per resource", since they have HP bonuses but the same repair cost.
@@T-West Thanks for the head ups, thought it was some kind of balance against TC drops.
Can you repair the back part of the TC with some villagers, and ay the same time repair from the outside with other villagers?
Yes, just assign different Villagers by clicking on different parts of the TC.
@@T-West Awesome
Does any other building or mechanic use the annex system, or is this unique to the TC?
Gates are also annex units.
Hows that possible lol, on that map i built a wall around the entire island, nobody was able to attack me or get inside, giving me free room to build up an army and head out. I always build walls around my main base and shut it off, the AI also only seems to use 1 open hole to enter your base, so you can use it as a choke point with towers or castles.
Does it cost more than 15 stone to repair a Stone Gate? Since it is also made up of annex buildings.
I don't think so... but I've never paid attention to that.
Do the separate buildings add up to a certain HP, or does just one single entity own the HP attribute?
BTW. You should probably work at Microsoft for AOE2DE ;)
All of the Town Center units have 2,400 Hit Points. I believe that value is supposed to be synchronized among the annex units.
I was wondering, is there a cost difference between repairing a Persian TC from half to full compared to another civ's TC from half to full?
I don't think so.
10 villagers hammering the ground to stop fire on the roof behind them! just AoE2 Things!
Can you right click the TC (to drop off resources) and then shift right click to queue repair before the villagers dropped the resources?
I think that works.
Can you do another video of Barbarossa brawl? The A.I. has become difficult to defeat after the new update.
Might give it another go at some point, but I haven't really thought about it much since it first came out.
Really good video thanks.
I wonder if selecting an annex unit to repair affects the repair cost.
I don't think it does, but I never actually paid attention to this specifically.
One question still remains... Why do you need this stone available to be able to repair your TC? Again the annex building system?
Proly cause tc cost stone
Not exactly sure how it works, but all of the annex buildings cost 275 Wood, while only some of them cost 100 Stone. I guess it's some weird logic involving those costs.
@@T-West I don´t want to imagine that you´d have to fix a specific part of the annex building to not use up stone... that would be frustrating.
love these videos
Is the TC the only building with the annex function or are there any other buildings which consists of more than one piece?
Gates are also annex units.
@@T-West Oh, interesting. So you have two pieces of wall and a piece of gate at the center?
@@khankhomrad8855 And different "center" units using a "Transform Unit" so it can change between closed and open.
When is new pacificst video coming
Hopefully soon, still working on it.
Is the repair rate also different than that of other buildings?
I don't think so.
I always build 3 TC's in Castle Age lol
you and every boomer in Aoe 2 xD sometimes i build 4 in CA.
Does spam clicking repair it any faster/slower?
No, that doesn't affect the repair rate.
Is the TC the only annexed building, or are there others?
Gates
@@T-West Ahh yeah, that makes sense :)
No way, i can't believe dis!!! Why would they do this to repair the TC, and WHYYYY do vilagers kill all the sheep at once when we're not looking??!! xD
Love, "celts eat tc" :D
How is Attack Damage affected by this
I don't believe it is.
I'm not sure if the developers of the game know this
they do cause they at some point had to fix a bug where TCs would take 4x damage from mangonels (and other area damage units) due to all 4 annex parts getting hit :D
How... how did you even figure this out? Like what was the first clue?
The first clue was when Villagers ran to the center of the TC only to be hit by Mangonel fire ;)
thx learned a lot XD
525 likes 0 dislikes NOICE if you keep this contect you will be fusion between Sotl and Viper 😃😃😃
Very good
omg. why game why. i use the repair hotkey.
Dude I don't know anything about this game.
They are not repairing the town center
They just hit the ground with hammer and flames just go out
How else would you repair things?
Idk start farming?
Yes....I got a heart
Oh!
"have atleast 1 stone".
It was actually just a positive amount of Stone, 0.5 was enough to allow repairs even when the UI rounded the displayed number to 0.
@@T-West not anymore right?
@@battleforevermore Right.
👍👍👍
CELTS EAT TC
Whaaaaaaaaat?!