Age of Empires II (2013)

Age of Empires II (2013)

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Firetower and bridges
Hey guys, there are 2 empty possible field in the building menu to build and I think Firetower and bridge would be great. What do you think about it?
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Showing 1-12 of 12 comments
gagman Apr 29, 2014 @ 2:21pm 
imo, all hidden units & special buildings should be able in the normal game.
But its all about the balance.
Narg of Ypres Apr 29, 2014 @ 2:42pm 
Thumbs Down for bridge, I don't think it is useful at all, sorry D;

But Firetowers... the idea is good, but it would have to be available only for a few civs (You can't imagine Kelts, Mayans or Vikings with Firetowers, can you??)

Or maybe, it could be an unique tower for Byzantine, replacing their bombard tower. Since the Eastern Roman Empire was known for using it.
aguswings Apr 29, 2014 @ 8:06pm 
Originally posted by Dr'Kar | Narg - Surtur:
Thumbs Down for bridge, I don't think it is useful at all, sorry D;

But Firetowers... the idea is good, but it would have to be available only for a few civs (You can't imagine Kelts, Mayans or Vikings with Firetowers, can you??)

Or maybe, it could be an unique tower for Byzantine, replacing their bombard tower. Since the Eastern Roman Empire was known for using it.

Good suggestion, bro
Akira Nagasaki Apr 30, 2014 @ 3:51am 
the thing is, there are 2 empty fields in the building menu.
Narg of Ypres Apr 30, 2014 @ 6:14am 
Doesn't matter bro, if they want to make more than two buildings, they would just have to create another page!! Number of empty fields doesn't mean they need to fill them, they can create an unlimited number of pages for new buildings, the problem is: What buildings? How to balance them? What will they link to ? (stables create Cavalry, Archery create archers, this new buildings would create what?) There are a lot of things to consider before simply adding new buildings.
Hi, I know these posts are from a while ago, but i thought i'd find if it was talked about before starting a new thread.

I think the idea of bridges should have a longer discussion further than "thumbs down for the bridge, not usefil at all"

how is it not useful? how many games have there been where the shallows get walled up and then you have to use clunky transport ships to slowly move an army accross a reletivly small line of water. or go right into the guantlet of defenses? Bridges would be totally useful and totally change the gameplay of many map types.
-now i dont know how exactly it would function as game mechanics, like it doesn't exist so maybe it's difficult to program that into the AOe2 system. you know what i mean,?., or what the appropriate cost/ strength of bridges should be, wooden, or stone. etc... but it would absolutely add a new level to "river" maps.

gagman Feb 2, 2016 @ 8:11pm 
bridges are possible to build (i did it already by modding) but its not possible to use them as bridges to build / walk over water (even if you build them with an ship - which would be possible)
Devang Feb 2, 2016 @ 8:12pm 
Bridges are not possible due to the game engine, if I recall correctly. I might be wrong.

Edit - What The Gagman said.
Last edited by Devang; Feb 2, 2016 @ 8:13pm
AromaticTreeRoots Feb 2, 2016 @ 11:59pm 
ok i figured thats why it's not there.. thats odd tho, that there is the special "bridge" peices u can use in editor, seems odd that it can't be placed IN-game, recognizing specific locations to build it-and have it work, in game.(you know, like walls and buildings cant be built over certain things, restrictions exist,)- as in, it would restrict your ability to build it unless it was in a specific location where it could work correctly.
Cause i know even in the editor, ive had problems in the past with placing a bridge and it not working.(being able to have units walk on it.)

thanks.
Last edited by AromaticTreeRoots; Feb 3, 2016 @ 12:00am
AromaticTreeRoots Feb 3, 2016 @ 11:02am 
Originally posted by Roberto (BR):
You actually can "a kind off" build a bridge. Make a trigger with "Place Foundation" effect, and then select any bridge. Then your villagers will can build it.
You can use that in an area, such a river, in when you pass there, select something and pay resources to buy a bridge.

I saw this in another thread.^^^^^^ about buildings roads/bridges.. but I don't know, about spanning the same conversation over two threads,

but also i thought about it some more, and it seems like it could be possible to make bridges?

-TC's and farms can be walked through. so it's possible buildings can be walked through.(like a bridge would need to be.)
-Docks are very restrictive to where they can be built-- to where they can only be used. And would be very similar to the kind of restrictions a bridge would need.
-Docks do not change the terrain under them when they are destroyed.(like most buildings do.) So when a bridge is destroyed, it would remain water udner it.

====So my point here is that, I know there is a bridge in the editor as, ill call it a "static object" but it looks like the right "ingredients" are there to make it a constructable/destructable building in-game, in multiplayer games. (((ingedients, as in the attributes of other constructable/destructable buildings in-game, that a combination of those attribues would be what a bridge needs, rather than inventing a whole new attribute in the AOE2 Engine)))

So maybe the question is, coulda bridge be built ONTO a bridge, rather than shore line? -->so could bridges be built in sections(like walls, to be adujsted to specific length needed), or would it have to be 1 specific size of segemnt.

and then obviously the bonus questions of, how/if ships could pass through? but thats not nearly as game-changing as a buildable bridge.

thanks.

EDIT:: so, another idea that uses something that is already part of the game system;
-like how walls have 2 types of art, and they react to what theyre next to, like the end peices are tall standing blocks, and the middle peices are shorter, you know what i mean?
anyway,
-so for the bridges, the bridge building is all one building that just shows 2 different types of art depending on where it is (just like walls do) if it connects to shoreline, some sort of ramp. if theres a middle peice, it spans between the two ramp-sides. etc.... does that make sense what im trying to describe?
===so this goes back to the question of, if villagers on land, build the first peice of bridge, can they strand on the bridge peice, and build a "middle" section, then stand on that middle section, and build the third peice of the bridge that connects to the shore on the other side of the river??

thanks.
Last edited by AromaticTreeRoots; Feb 3, 2016 @ 3:37pm
FlipperTime Feb 25, 2016 @ 1:48pm 
Thumbs up for both!!!

I think the bridges should be built similarly (not equally, of course) to a wall: section by section (as breadstep just said). & as well, if a bridge would be "makeable", it should be subject to destruction. Also, it should have a really short vision range.

About the towers, if would be nice to have another "unique building" apart from the Portuguese "Feitoria".
Last edited by FlipperTime; Mar 2, 2016 @ 9:21pm
TriRem Feb 25, 2016 @ 9:08pm 
Originally posted by breadstep:
ok i figured thats why it's not there.. thats odd tho, that there is the special "bridge" peices u can use in editor, seems odd that it can't be placed IN-game, recognizing specific locations to build it-and have it work, in game.(you know, like walls and buildings cant be built over certain things, restrictions exist,)- as in, it would restrict your ability to build it unless it was in a specific location where it could work correctly.
Cause i know even in the editor, ive had problems in the past with placing a bridge and it not working.(being able to have units walk on it.)

thanks.
The problem is that the game loads the terrains once, at the start of the game, and you can't change terrains limitations in game. Bridges create a new water terrain underneath them that is walkable but where ships can't go, it's a land terrain that looks like water.

In game, if you build a bridge the bridge water terrain won't be created and it will still be unwalkable water underneath. It might work if you save and reload but the game engine isn't optimized for that.
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Date Posted: Apr 29, 2014 @ 12:47pm
Posts: 12