Explore units, stats and more

Overview

AoE 4 Explorer

An useful visualization and UI to explore units, their stats and abilities and all possible upgrades and technologies for Age Of Empires 4.

Setup

yarn install && yarn serve

Stack

  • TypeScript
  • SolidJs for low level fine grained reactivity, should be very familiar to anyone who has used React
  • Tailwind CSS for styling
  • Vite for development workflow

Age Of Empires 4 © Microsoft Corporation. Aoe4world Explorer was created under Microsoft's "Game Content Usage Rules" using assets from Age Of Empires 4, and it is not endorsed by or affiliated with Microsoft.

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Comments
  • Changed 'attack speed' to 'attack interval' to avoid confusion

    Changed 'attack speed' to 'attack interval' to avoid confusion

    Tweaked names on 'attack speed' to 'attack interval' to deal with the confusing reversed terminology. Coz "Attack speed decreased" sounds like a nerf, but it's a buff coz the time between attacks is decreased, so interval is decreased, speed increased. Every single patch note review somebody stumbles over it.

    There's also a fix for a buff that was accidentally called a nerf. And Bonus damage now with appropriate + prefix.


    Perhaps even rename 'ATTACK SPEED' to 'ATTACK INTERVAL' on the main explorer as well. But that's optional.

    At mentioned before, there is confusing terminology about this throughout. Like "Attack speed bonus +20%", is also a buff, it increases the speed by 20%, thus reduces the interval in seconds. So for bonuses it's the reverse. (I also don't know if it's New attack interval = Old attack interval * 0.8 or New attack rate = Old attack rate * 1.2, where attack rate = 1 / attack interval. It's probably the later, but who knows how it's actually coded.)

    Even the 'reload time' implementation isn't consistent, see Reload Drills vs Crossbow Stirrups.

    opened by Taloth 2
  • Sort technologies by uniqueness and building

    Sort technologies by uniqueness and building

    i.e. when viewing a unit first show unique upgrades that specifically apply to that unit, then civ bonuses and then the more generic blacksmith upgrades. Ideally those are additionally sorted by age/cost.

    opened by robertvanhoesel 0
  • Add strong/weak vs

    Add strong/weak vs

    Probably through some hard coded class counters similar to modifiers. I.e.

    counters: [
      [["light","ranged"],["cavalry"]],
      [["cavalry"],["light","melee"]],
      [["defensive","structure"],["siege"]]
    

    Or possibly even manually curated counters.

    opened by robertvanhoesel 0
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