Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Rated Map Pack / Ladders and official CS news > Polls, and General discuss > RCB Gold 2013 F4
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1v1/Team Game Changes
Big changes from RCB 2013 v3:
Uber Units available at 13 minutes:
Designed to be super units of the 4 buys you can get at the beginning of 2011.
Noob prevention:
If someone spawns ~16 paladins in a minute it removes the Paladin off the spawn but they can spawn them again if they want by moving it back.
Bug fixes:
Further freezing prevention:
Legendary RCB Gold Civ king amounts:
Aztecs - 3 Kings (5 total) No more elite unit to start.
Britons - 0 Additional Kings (2 total)
Byzantines - 1 king (3 total) Get more bombard tower hp in mid after 100 secs.
Celts - 3 Kings (5 total)
Chinese - 2 Kings (4 total)
Franks - 3 Kings (5 total)
Goths - 3 Kings (5 total), + tower upgrades (techs + hp)
Huns - 2 Kings (4 total), + tower upgrades (techs + hp) Get slightly more hp but not as much as other civs
Japanese - 2 Kings (4 total)
Koreans: -40 pop, -1000 stone, -1 king Get more stone than in 2011 v4
Mayans - 1 King (3 total)
Mongols - 1 king (3 total)
Persians - 0 Additional Kings (2 total), 4 castles max, -40 pop, -1100 stone for 25 mins
Saracens - 1 King (3 total)
Spanish - 1 King (3 total)
Teutons - 2 Kings (4 total)
Turks - 1 King (3 total)
Vikings - 3 Kings (5 total)
Turks no longer get a population or kill penalty. Brits no longer get a kill penalty.
Note about how to translate this page to Spanish.
Why the 2011 map needed to be remade:
I set out to stop freezing and promote balance in addition to make everything on the map have more purpose. In addition, I wanted to increase the player base for RCB by making a better, more fun, map overall. All the games of RCB freezing just felt like such a waste of time but now here I am wasting more of my time so you guys don’t have to.
In the past I’ve gone through many versions of RCB gold (like 4-5) and some of you have been mad at me for doing so. Trust me when I say I never wanted to piss you guys off and only wanted to do what was best for the map. I mean it wasn’t for quite some time that I remade the map instead of just editing 2011 because it would benefit the RCB community (see more details below). I'm really just trying to make things better in RCB gold. Yes, at times, I've added unnecessary things taken from previous versions of RCB to see how well they’d work hoping to make the map have more interesting game play. However, I believe I’ve cut down on a lot of those things and now this will be the last update I release. This is why it’s called Legendary RCB Gold; so it can be one of the best maps out there once and for all and hopefully the freezing problem will be decreased. After this update I believe I’ve done everything practical to lessen freezing and promote the best game play possible.
More details on why it needed to be remade:
1) All of the editing of the map over the years has left various defects on the map which has the potential for it to freeze. This is why in this release I actually redid everything again as a precautionary measure.
2) Units frequently get stuck leaving bases going through the gates and in bases. Also, there just isn’t that much room to build in the 2011 map adding to the units getting stuck issue since building must be so compact. To fix this I expanded the width in the front of the base and placed two gates there. In addition I expanded the main base and put the bombards and a few wall pieces alongside the pyramid to compensate for the increased width. Units getting stuck has the potential to create lag and thereby freeze the game as well.
3) Relatively pointless super store island since you can’t get around the player(s) next to you without them dying. So I increased the size of the whole map to leave just enough room for a transport ship to go along the edge of the map undetected behind the respawn island.
4) Unfair bottom store. Big disadvantage for p8 in terms of buying castle(s) compared to p1. In terms of speed between two good players this could be a determining factor in who wins at the “cross.”
Why it’s important to promote balance in the map:
As I stated above, I wanted to increase the player base for RCB by making a better, more fun, map overall. More fair => more fun and harder to win.
Also, myself and many other people believe RCB is a unique map where its design is intended so you have a chance, going random civs, no matter who is next to you. This is why it was important to fix the king amounts in this version to make them more fair compared to 2011.
Furthermore, it was important to facilitate some changes in the map to account for civ differences. CBA enables all techs for this to happen. However, RCB cherishes the uniqueness of civilizations and to do such a thing as enable all techs would tarnish the good name of RCB being one of the best maps. Since all civs aren’t equal and you can get really screwed over in the beginning (e.g. Koreans vs archer civ, You vs Persians…) this is why the so called beginning “helper” things exist in the map (undead bombard, auto-balance and uber units). Personally, I believe they don’t help that much and if the player next to you is good they’ll still beat you overall. However, to increase the vast player base for the map and make it more fun they exist. The map calls for a more skilled beginning but now facilitates ability for players to have an opportunity to catch up.
I agree that some of the time feeding is stopped by players but early in the game where it's rampant it's best to give people something to let them fend for themselves. Also, not to mention the game would be more fun for the person feeding if they were given something to stop said feeding and have a decent chance at winning.
Stuff to fix:
Nothing atm.
I'm almost 100% it's error free with the exception of the anti-delete but like I said you can never really be 100% sure. I've even had it error in 2011 v4 as p1 and p6.
Update: Going through and killing all buildings systematically doesn't invoke a false trigger. In addition, I've programmed some redundancy into the triggers for lag situations if it's false triggering in lag. It shouldn't be having any issues still but the only way coupled with me looking over the triggers and testing them systematically is to have it rated to be tested by the players. I'm not infallible. I believe it's error free and logic tells me so but I could be wrong.
Bugs to be fixed:
Things to be changed:
Going to wait a month or so to see if there's any more things to change/bugs to fix.
Unless more people agree with this I won't do it because there isn't any room on the top store and in order to add an additional one I'd need to change like 10 other things. Also, in a previous version I had Henry V at 4 kings, which imo is better than El Cid since he's a cav unit and can move faster, and people didn't like it.
Going to probably remove uber archers and villager for three kings that needs imperial.
Edit: Decided to remove uber archers for sure and already did. Still discussing villager.
-boat would be nice if it was cheaper; usually when a ship is needed you want to spend most on nevski etc, whether its weaker to go with price adjustment or not IMO.
-Ive heard some complaints simply that the stores are difficult to get used to. Mostly I think this is irrelevant as ppl will learn, but to help and to make it easier it could help if the units at the top store were in order from least to most kings.
-a single martel at the right super store might be a good idea to help for offense when you buy beli/will/theo. it seems practically impossible to beat someone if they are spawning martel and know how to play. if there was at least 1 martel in the store for 1 king with some extra hp (at least) it would help a lot to take down razes or units when they block with martels. it would also work well strategically for defending vs beli etc.. basically adds the possibility to use it strategically either way
then you could give one (or two) king bonus to pyramid destroyer
then you could give one (or two) king bonus to pyramid destroyer
Stronger bombard in base:
Defense against Persians and Koreans mainly. Also, depending on the unit most bombards take 2-3 hits to kill a single hero unit from the top store. The lowest base hp for a unit on the top store is 320 (Khan), which is why I gave it 320. Also, not to mention there are quite a few additional ways to kill someones pyramid now (e.g. uber units at 13 min so everyone can select frankish in addition to archers of the eyes/paladins in the beginning) so more defense doesn't hurt.
I do like your idea of an additional king if you kill someone but I could see it leading to complaints because more or less it just helps the person winning continue their win. What do other people think?
Current version is test 7. Should probably be the last one.
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