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Post by Lynn Fri 4 Dec - 23:07

08/12/19 v1b2 patch notes :

-The mirror towers have been replaced by shang heavy elephants that can not attack their enemies enclosed in fortifications (kill them to unlock composite archers).

-To prevent players from deleting their enemies forests with wall foundation, all the stone has been removed except the 5 stone mines closer to the persian bases.

09/24/19 v1c patch notes :

- For the 2v2, macedonian's archery range are disabled and Hoplites are prohibited, killing heavy elephants will unlock Hoplites.

I will upload a new 2v2 file then I will rework this one to be 1v1 by removing yellow, brown and their respective king gazellas. (done 09/25/19)

12/10/19 v1E patch notes for all versions :

- King gazella removed due to randomness factor when we prefer having the tame lion roaming.

- To balance the 3 fishes out on the red side, Red now has 3 gazellas at the same spot as the 3 inner Blue's fishes and Blue has 3 gazellas at the same spot as the 3 outer Red's fishes (The tame lion can't attack the gazellas).

- The single pine trees around the river have been slightly enhanced with 2 other tree types.

- The red side ruin has been replaced at the same area as the blue side one.

03/04/20 : V1F patch notes for all versions :

- Dead trees added.

- The macedonian starting area now looks better with a design of fresh grass patches,3 berries and 4 gazellas around the town center.

- On the macedonian side, a crater design with a stone mine inside has been added.

03/08/20 : V1G patch notes for all versions :

- +2 stone mines in the craters, -2 stone mines on the persian side replaced by 2 gold mines. (equalizing 3 stone mines on each side).

03/26/20 : V1H patch notes for 2v2 ONLY /!\ :

- Brown and yellow are now Romans, their prohibited technologies : Dock, Market, Iron age, they still can make farms and from stone age since their market is being destroyed at the beginning of the game.

- The unlockable unit for Yellow and Brown is now priests, they still can make 1 priest die but if 2 die they lose unless they unlocked it.

- Grey and Teal Elephants are now Carthaginian.

04/10/20 : V1i patch notes for 2v2 ONLY :

- Prohibited technologies are now properly written for Brown and Yellow ,they cant build Government centers and Temple.

-The brown and Yellow's restricted unit is now Broad swords but they can have up to 20 Broad swords death before losing unless they killed the opposite corner Carthaginian Elephants, It could open interesting door on new strategies such as the choice between using the 20 broad swords card and following with hoplites or keeping the Roman short swordsmen flow.

04/11/20 : V1J Patch notes for all versions :

-Persians can now build temple.
-The corner spectating units are now 1 temple 4 houses and 4 Hero Jason enclosed in Shang walls, the water is removed allowing some converting strategies.
-In 2v2, Romans can now build market but not temple and government center, allowing them to make chariots and to upgrade wheel to balance the fact they can't build multiple town centers.
-Roman stone down to 0 again due to market slingers come back.
-Improved hints.
- +5 Fishes along the river.

1v1:

Red :
As long as Blue remains , Red can only have 1 Priest death.
As long as Yellow remains , Red can't have Composite bowman death.

Blue :
As long as Red remains , Blue can only have 1 Priest death.
As long as Brown remains , Blue can't have Composite bowman death.

2v2:

Red & Brown team :
As long as Blue remains , Red can only have 1 Priest death.
As long as Yellow remains , Brown can only have 30 Broad swordsmen deaths.
As long as Green remains , Red can't have Composite bowman death.
As long as Grey remains , Brown can't have Improved bowman death.

Blue & Yellow team :
As long as Red remains , Blue can only have 1 Priest death.
As long as Brown remains , Yellow can only have 30 Broad swordsmen deaths.
As long as Orange remains , Blue can't have Composite bowman death.
As long as Teal remains , Yellow can't have Improved bowman death.

04/13/20 Version 1K patch notes for all versions :

-Each corner computer can now recreate up to 1 special unit if you tribute them resources :
South and North: Greek's Iron high Short swordsman.
West and East: Yamato's Iron high Scout.

-The West and East corners have been added to 1v1.

-Each corner now counts It's unit building, 2 Jason hero and 2 town centers protected by fortifications with a tile for their special unit to spawn.

04/20/20 Version 1K2 patch notes for all versions :

- Glitch fixing: since town centers make AI over produce units upon attack, town centers have been replaced by 6 houses.

- The 2 Hero Jason have been replaced by 1 Elephant archer, the Elephant archer is only at north and south corner, the west and east Jason are just removed.(as an unique unit the Elephant archer is better than Jason and players know better Its stats).

05/20/20 Version 1L patch notes for all versions :

- The forest glade has been replaced by a gold mine forest with a little cliff next to the stone crater on which you can't go but can build, +1 Gazella and 7 berries next to the cliff.

06/03/20 Version 1M2 patch notes for all versions :

- Elephant glitch fixing : Sometimes elephants were attacking each other when they hit a villager around the other elephant, resulting to a their death a the loss of the food : there is now only 1 elephant next to the ruin placed without rotation or anything, normally this bug should be thus fixed.

- 3 gazelles have been added around the Persian town center.

- More breathing, less units collision : some single trees have been removed in the middle of the map, around the river.

- Design enhancing : The forest around the ruin is looking better, the ruin is in the inner side of the forest, towards the Persian base.

06/19/20 v1P patch notes for all versions :

- Design enhancing: The forests can't be deleted by houses anymore and count more wood, the gold is next to the forest and not inside anymore. (10 hours of design enhancing)

- + 8 berries in the Persian's starting area.

- The Greek Short swords converts are now Babylonian Long swords, In the 1v1 the Yamato scouts converts are still the same.

- 2v2 only : Yellow & Brown are now Greek,
Disabled technologies for Yellow and Brown: Dock,Market(destroyed as the game starts,Governement center(1 preplaced),Temple(1 preplaced),Siege
workshop,Academy. They start the game with 0 resources to prevent all tributing strategies but with +4 villagers & 4 houses, They also start the game with a Dock, a Temple and a government center on a new puzzle at the map corner.
The corner Bot has a stable, a siege workshop, a dock and 3 houses, instead of being a Yamato recreating 1 scouts, It's a Iron age Shang recreating 1 Stone thrower & 1 camel, the Shangs Bot start the game with infinite gold.

06/25/20 v1R patch notes for all versions :

-In the 1v1 the slots 7 & 8 are shang and can be used for spectating as they have a blind and lame priest on a cliff.

- 1 mid map-berry field out of 3 has been removed from each side, it's now a small swamp with 7 fishes.

- there was a bit more wood and +2 berries on the red side starting point so the blue side now has +2 berries and a bit more wood.

-The Babylonian computer now has infinite gold to buff their long swords, so the long sword will cost approximately 50 food ( bothering to convert this unit that was 25% more expansive than a broad sword and 25% more powerful vs melees but weaker vs archers was not that worth).The Babylonian computer now also has a heavy transport to land the chariots and will upgrade scythe chariot with a stable if you tribute it 1200 wood. -2 houses.

In the 2v2 :

-The Yellow and Brown markets aren't destroyed at the gamer start anymore, instead there is a new market puzzle on the new swamparea allowing you to get combo upgrades from the tool age depending on your strategy.

- Brown & Yellow now start the game with -5 villagers in their village but start the game with 4 fishing ships. +2 fishes on the Temple puzzle.

- Slots 7&8 can NOT be used to spectate by miming actively the computers action since they would discover the market puzzle. Use slots 5&6 + miming.

- Brown & Yellow granaries are now prohibited technologies.

06/26/20 v1R2 for all versions :

- Keeping 1600 wood in bank was too expensive to get your 4 chariots become scythe, Babylonian bots now start the game with 600 base wood so it costs you only 800 wood to get the scythe upgrade.

06/30/20 v1R3 for all versions :

- History of the scenario making updated.

- Persians now start the game with 10 stone, The Blue player side is impossible to wall without stone, this should give a bit more balance.

09/06/20 v1S for all versions :

- The Greek's convert-bot puzzle is now Macedonian and is recreating 1 Hoplite & 1 Stone thrower (still has infinite gold). The second layer of walls are now medium Babylonian walls.

- In the 1v1 version, the 2v2 Greek's corner puzzle has been added, replacing the Yamato scouts. The Greek government center is now Macedonian, in addition the bot will upgrade Aristocracy if it has enough resources. The Greek temple is now Blue to east and Red to west. Each convert bots have a trading ship and start the game with infinite stone as well as gold.

-In the 1v1 version, The spectator slots are now 3 & 4 instead of 7 & 8.

v1S5 :

-In the 1v1, a tile of shallow allows the priests to pass at east an west puzzles.

- 6 tiles of fortification at the persian convert puzzles have been replaced by small walls since the long swords were hidden behind fortifications on blue side.

v1T2 for 1v1 : (09/08/20) On the temple puzzle area,fixed shallow and place a different colour of fortification tile so the players know where to break when they don't have vision on the shallow tile.

09/09/20 v1T3 for 1v1 only:
- closing the walls at the temple puzzle since the lion can impact it, and the buildings need to be more protected, keep in mind that units can spawn through.

10/22/20 v1T3 for 2v2 only:
- To simplify the market puzzle, the tower and the house to destroy have been replaced by red or blue small walls with 200hp which leads to discover the market at min 5:00.

11/25/20 v1U for all versions:
- The Ormazd bots wincon is now to kill 10 Composite archers instead of 1

12/04/20:v1U2 for 1v1 only:

-Trading ships removes since they were trading the wood necessary for the bots to upgrade scythe.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Tue 14 Sep - 11:28

09/14/21: v1V for all versions:

- Now 11 composite bowmen to kill instead of 10.
- Blue and Red can now choose the Greek civilization. (If so, their Ormazd side switches to Shang)
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Thu 16 Sep - 5:58

09/16/21 v1V2 for all versions:

- fixed: academies for greek are now properly unavailable, greek hoplites are obviously too strong, greeks need to find their power somewhere else.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Fri 17 Sep - 8:26

09/17/21 v1V3 for 1v1 only:

- Fortification now protect the docks to avoid the lion taking it down just right away.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Thu 4 Nov - 16:04

11/04/2021 v1W2 for all  versions:

- Blue and Red can now choose between 7 civilizations: Persian, Greek, Choson , Minoan, Roman, Yamato or Palmyran.

- Blue and red now blind pick their civilization by launching a pre-game on a fogged map, then they build houses to choose their civilization and reveal by resigning on the 2nd minute.

- Ormazds now recreate a war Elephant and a chariot if possible.

As usual depending on the civilization picked the Ormazd civilization changes :

                 Own-ormazd       Enemy Ormazd    

Persian :        Babylonian              -
Greek :          Shang                  -
Choson :         Greek                 +1Level
Minoan :         Greek                 +2Levels
Roman :          Greek                 +1Category  
Yamato :         Babylonian            +1Category
Palmyran :       Greek                 +1Category +1Level / All Macedonians switched to Persian    
 

Level: greek - Shang - Babylonian - Roman - Choson
Category : Egyptian - Palmyran - Sumerian - Phoenician
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Sat 6 Nov - 1:31

11/06/21 v1W3 for all versions

- Civilization balance adjustment with the theorical bonus explained at the end of this note.

- Removal of Categories for a better linear understanding.

- Zeus now upgrades Catapult and Engineering when he is Persian.

                 Own-ormazd       Enemy Ormazd    

Persian :        Babylonian               -
Greek :          Babylonian               -
Choson :         Greek                  +1Level
Minoan :         Greek                  +4Levels
Roman :          Roman                 +5Levels
Yamato :         Shang                  +5Levels
Palmyran :       Greek                  +7Levels / All Macedonians switched to Persian    


Levels: greek - Shang - Babylonian - Roman - Choson - Egyptian - Palmyran - Sumerian - Phoenician - Persian - Carthaginian

BONUS ( Not a patch note only the theory explained) :

pers vs greek : +tool bonus 40% +best unit's counter 80% +easier composite obj 30% +Map control 40% -weak to flanks 70% -eco malus 70% -micro gap 70% +1Level convers 10% = -0.1
pers vs choson : +tool bonus 30% +best unit's counter 30% +easier composite obj 10% +Map control 10% -weak to flanks 80% -eco malus 70% -micro gap 70% +3Level convers 70% = -0.7
pers vs  mino : +tool bonus 30% -easier composite obj 30% -Map control 70% -weak to flanks 90% -eco malus 80% -micro gap 90% +4Level convers 90% = -2.4
pers vs Roman : +best unit's counter 80% -Map control 50% -weak to flanks 70% -eco malus 90% -micro gap 70% +1Category convers 100% = -1
pers vs yamato : +best unit's counter 100% +Map control 30% -weak to flanks 30% -eco malus 90% -micro gap 90% +1Category convers 100% = +0.2
pers vs palm : +tool bonus 80% -best unit's counter 30% +easier composite obj 20% -Map control 80% -micro gap 70% -eco malus 90% -weak to flanks 100% +1/+1Category convers 100% = -1.7

Persian total score : -3.9 +4 Early tool advantage adjustment: +0.1

greek vs pers : +0.1
greek vs choson : -micro gap 30% +2Level convers 40% = +0.1
greek vs mino : -best unit's counter 80% -easier composite obj 70% -micro gap 50% -Map control 40% -eco malus 10% +3Level convers 70% = -1.8
greek vs roman : +best unit's counter 80% -tool bonus 40% +Map control 20% -eco malus 20% -micro gap 30% +1Category convers 100% = +0.9
greek vs yamato : -tool bonus 40% -easier composite obj 20% +best unit's counter 30% -micro gap 50% +Map control 20% -eco malus 10% +1Category convers 100% = +0.7
greek vs palm : +tool bonus 30% -best unit's counter 40% -easier composite obj 10% -micro gap 30% -Map control 50% -eco malus 20% -weak to flanks 50% +1/+1Category convers 100% = -0.6

Greek total score : -0.6 -6 Early tool advantage adjustment: -6.6

choson vs pers : +0.7
choson vs greek :-0.1
choson vs minoan : -best unit's counter 30% -easier composite obj 30% -Map control 20% -eco malus 10% -micro gap 30% +2Level convers 40% = -0.8
choson vs roman : -tool bonus 40% +best unit's counter 80% +Map control 40% -eco malus 20% -micro gap 30% +1Category convers 100% = +0.7
choson vs yamato : -tool bonus 40% -easier composite obj 20% +best unit's counter 70% -micro gap 70% +Map control 30% -eco malus 10% +1Category convers 100% = +0.6
choson vs palm : +tool bonus 30% -best unit's counter 20% -easier composite obj 10% -micro gap 30% -Map control 30% -eco malus 20% -weak to flanks 30% +1/+1Category convers 100% = 0

Choson total score : +1.1

Mino vs pers : +2.4
mino vs greek : +1.8
mino vs choson : +0.8
mino vs roman : -tool bonus 40% +best unit's counter 100% +easier composite obj 70% +Map control 50% -eco malus 10% +1Category convers 100% = +2.5
mino vs yamato : -tool bonus 40% +best unit's counter 100% +easier composite obj 50% +Map control 70% -micro gap 10% +1Category convers 100% = +2.7
mino vs palm : +tool bonus 30% -best unit's counter 30% +easier composite obj 10% -micro gap 30% -Map control 30% -eco malus 10% -weak to flanks 20% +1/+1Category convers 90% = +0.1

Minoan total score : +10.3 -6 Early tool advantage adjustment: 4.3

roman vs pers : +1
roman vs greek : -0.9
roman vs choson : -0.7
roman vs minoan : -2.7
roman vs yamato : -best unit's counter 80% -easier composite obj 50% -micro gap 70% -Map control 80% -weak to flanks 30% = -3.1
roman vs palm : +tool bonus 80% -best unit's counter 90% -easier composite obj 10% -micro gap 90% -Map control 90% -weak to flanks 50% = -2.5

Roman total score : -8.9 +6 Early tool advantage adjustment: -2.9  

yamato vs pers: -0.2
yamato vs greek: -0.7
yamato vs choson: -0.6
yamato vs minoan: -2.7
yamato vs roman : +3.1
yamato vs palm: +tool bonus 80% -best unit's counter 100% -easier composite obj 10% -micro gap 50% -Map control 90% +1/+1Category convers 10% = -1.6

Yamato total score: +0.5 +4 Early tool advantage adjustment: +4.5

Palm vs pers: +1.7
Palm vs greek: +0.6
Palm vs choson: 0
Palm vs mino: -0.1
Palm vs roman: +2.5
Palm vs yamato: +1.6

Palmyran total score: +6.3 -6 Early tool advantage adjustment: +0.3
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Tue 9 Nov - 21:29

11/09/21 v1X for all  versions

-                 Own-ormazd       Enemy Ormazd    

Persian :        Babylonian               -
Greek :          Babylonian               -
Choson :         Greek                 +1Level   / Switches own Zeus to Sumerian
Minoan :         Greek                 +4Levels  / Switches own Zeus to Persian
Roman :          Roman                 +5Levels  / Switches own Zeus to Carthaginian
Yamato :         Shang                  +5Levels
Palmyran :       Greek                  +7Levels / All Macedonians switched to Persian    

- Yellow & Brown can now choose between Greek or Minoan.

- Greek have Zeus base Sumerian and Minoan Zeus base Choson.

- Market puzzle reshaped to fit 2 trading ships and a tower instead of the small wall ( Since greeks have Zeus base sumerian they will be able to reach the market normally while Minoan wont) (due to the fact Sumerian don't have 250HP trading ships)

- Dead trees at market puzzle replaced by 5 berries on shallows.

- Zeus now upgrades Phalanx in the 2v2 only.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Thu 11 Nov - 17:27

11/11/21 v1X2 for 1v1 only

- Fixed the fortifications protecting the Zeus buildings that had been forgotten on v1X.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Fri 12 Nov - 2:41

12/11/21 v1x3 for 1v1 only

- Fixed the bot names and the different color single fortification at Zeus corners.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Sat 13 Nov - 18:05

11/13/21 v1X4 for 1v1 only

- Fixed spectators Iron age.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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Post by Lynn Thu 27 Jan - 13:25

01/27/22 v1Y for all versions:

- Shallow tile giving the possibility for the priests coming from the Zeus temple to pass fixed.
- Ormazd levels reworked with the possibility to build up to 5 barracks per player during the blind pick in order to buff the general convertions opening a plenty more strategies for your own personalized gameplay.
- +2 Ormazd levels: Minoan and Macedonian.
- Design of the Blue and Red lakes slightly retouched.
- Design of the marshes at Zeus temples improved.
- 3/4 of the base Ormazd's convertion chariots replaced by +1 elephant archer, +1 camel and +1 composite bowman.
Lynn
Lynn
Admin

AoE Personality :
- He agressively holds the positions that seem to give him the most bonuses.
- He tends to invade his opponent's territory.
- He has a good ranged units microgestion.
- His favorite maps are The holy forest and Hill.
Title Title : Yeti
Level Level : 76
Age : 29

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