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Author |
File Description |
jlpember |
Posted on 10/31/06 @ 02:19 AM (updated 09/15/07)
File Details |
Game Version: |
TWC |
Screenshot:
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AOE3MODS Combination 2.01
Now compatible with v1.04 update and includes a new installer. Beware, the new installer takes longer because it backs up all modified folders.
Nearly all scenarios have been removed from the mod pack. There are some new scenarios included in a version 2 scenario packs available for the Single Player Scenarios.
Updates in this new version of AOE3MODS include:
Both Versions:
- Introduced new civilian Mayor Unit.
- The mayor can build the factory that had previously been a function of the settler.
- The number of factories will now be limited to 8.
- Sounds for many new units have been updated (or added if they did not exist)
- Sniper range has been reduced to 50 (build limit now = 30)
- Sniper’s Tower & Sniper’s Hut have had range reduced to 50
- Goliath range has been reduced to 60.
- Artillery Balloon build limit reduced to 10.
- Made Fixed Great Cannon available in the editor
- Made Fixed Great Bombard available in the editor
- Made Fixed Cannon available in the editor
- Made Fixed Rocket available in the editor
- Made Fixed Falconet available in the editor
- Made Fixed Culverin available in the editor
- Made stone walls available in the editor
TWC Only:
- The mayor can build a Hardware Store (generates gold).
- The mayor can build a Grocer (generates gold).
- The mayor can build a Bakery (generates food).
- The mayor can build a barn (Farm Storage) (generates food).
- Pawnee mercenaries now replaced by Arapaho and Tuscarora.
Many thanks to Tatanka and dragon50 for there input to these changes.
These modifications have not been tested in mult-player games but the inclusion of an installer will make switching between the standard game and a moded game easy, for those who regularly play multi-player. The installer will backup all files to be modified and copy the changed files to the correct locations. The original files can be replaced by clicking the remove button.
A more complete list if mods include (common mods):
- Play as the US
- The US get single unique Cavalry unit for hand and ranged combat
- The US get a unique explorer
- The US get a Trooper in age 2, with upgrades in ages 3, 4 & 5.
- The US get a Frontiersman in age 3, with upgrades in in ages 4 & 5.
- The guard and patrol commands have been enabled for most units
- Standard artillery units have been reduced in population count.
- A Artillery Balloon Transport can be trained in age 3. It can transport a single artillery unit and it has an attack capability of its own.
- A Stun Balloon can be trained in age 3 – it explodes with a wide affect but damage is not great.
- An Exploding Wagon can be trained in age 3.
- A Goliath artillery unit (based on Fixed Gun) can be trained in age 4.
- All infantry have a population count of 0.
- A Infantry Balloon Transport can be trained in age 2. It can carry up to 10 infantry or civilian units and has defensive capabilities of its own.
- A Troop Carrier can be trained in age 2. It can carry up to 20 infantry units only and has a defensive capability of its own.
- A Stagecoach can be trained in age 2. It can carry up to 20 infantry or civilian units.
- A Sniper unit is available (to all civs except native americans) from the barracks.
- A Partisan unit can be trained in age 2.
- A partisan can lay Anti-Personnel Mines.
- The explorer can build a Cherokee War Hut to train cherokee mercenary units.
- Train the Cherokee Archer
- Train the Cherokee Rifleman
- Train the Cherokee Mounted Rifleman
- Train the Cherokee Mounted Axeman
- Cherokee War Hut units get Upgrades in ages 3 and 4.
- The war hut is also a defensive building with a reasonably powerful ranged attack but no unique upgrades.
- Docks can produce Super Monitors in age 5
- Docks can train an unlimited number of privateers.
- Docks can train fireships. (Build limit = 10 units)
- The base limit of monitors increased to 4.
- The base limit of frigates increased to 4.
- The base limit of fluyts increased to 6.
- The base limit of galleons increased to 6.
- The base limit of galleys increased to 8.
- Docks can hold ships.
- The Mayor can build factories in age 4.
- Field Hospitals can train Surgeons, which have population count of 0.
- Field hospitals can hold units
- The hit points for forts have been increased significantly.
- Forts can hold units
- Settlers can be trained from houses for everybody except the Ottomans (not Sioux or Iroquois in TWC)
- Settlers can be trained from the mill
- The hit points for outposts have been doubled
- Outposts and Blockhouses can hold units.
- Settlers can be trained from the plantation
- The Tuscarora Mounted Warrior mercenary unit is available to the Iroquois.
- The Arapaho Mounted Warrior mercenary unit is available to the Sioux.
- All cavalry have a population count of 1.
- The Ottomans can train Spahi units in the stable.
- Outposts and the Russian blockhouses can train mercenary units (standard game only).
- Russian town center does not generate settlers in blocks
- Town Center can train a Builder unit. (Build limit = 10, not available to natives cives in TWC).
- Town Center can train a Mayor in age 3. (Build limit = 1, not available to natives cives in TWC).
- The Builder unit can build the Fort in age 3.
- The Builder unit can build most military buildings faster than a settler.
- The Builder unit can gather faster than a settler but cannot build economic buildings.
- The Builder unit can build Field Hospitals in age 3. (Build limit = 4)
- The Builder unit can build a Sniper's Hut or Tower in age 3. (Build limit = 8)
- The Builder unit can build a jail in age 2. (Build limit = 8)
- A Sheriff can be trained from the jail or a fort (to enable AI use)
- A Bounty Hunter can be trained from the jail or a fort (to enable AI use)
- Town Centers can hold military units
- The hit points for walls have been doubled
- The hit points have been doubled and range and damage increased
- Many of the HC buildings and some props have been made available in the editor. Only complete buildings have been included (i.e. no buildings with backs missing etc.)
- Most new buildings will perform a function similar to an existing building.
- The Command Post can train units.
- The Fort Wall Stable and Fort Wall Barracks can train units.
- An Exploding Weapons Cache that operates like a mine has been added. It does more damage than a mine and is not stealthy.
TWC only Mods:
- The US uniquely get the Gatling Gun without revolution in age 4.
- A partisan can plant a High Explosive Device (Bomb).
- The partisan is a stealth unit
- For Native Americans Civs, a settler can also build Cherokee War Huts.
- An Arapaho Sharpshooter mercenary sniper unit can be trained by the Sioux
- A Tuscarora Pathfinder mercenary sniper unit can be trained by the Iroquois
- Settlers can be trained from the farm
- The Mayor can build a barn Farm Storage in age 4.
- The Mayor can build a Grocer in age 4.
- The Mayor can build a Hardware Store in age 4.
- The Mayor can build a Bakery in age 4.
- The fort can train Petards
- Mercenary Incan Huaminca can be trained in the Nobles Hut
- Russian blockhouses get the Partisan, Sniper, Balloon Troop Carrier and Stagecoach Troop Carrier like the barracks.
- A mercenary Incan Bolas Warrior can be trained by the Aztecs
- The General Store has been made available
- A sherif unit that can convert guardians can be trained from the Jail.
- The US uniquely get the Ironclad in Age 5 to replace the Super Monitor.
- The Aztecs can build an Outpost.
- The Aztecs can train a Spy with stealth and powerful all round attack.
- The Sioux can train a Spy with stealth and she can kill in one stroke.
- The Iroquois can train a Saboteur, similar to a partisan and able to lay mines and plant bombs.
- The Iroquois, Sioux and Aztec settlers can build a Cherokee War Hut as well as the War Chief.
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Pages: « First « 1 2 3 [4] 5 6 7 8 9 10 11 12 13 14 15 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Williams |
Posted on 01/30/07 @ 04:10 PM
Edit: actually describe the mod instead of GRREEEAAATTTT!!!
[Edited on 02/05/07 @ 04:06 PM]
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nacht |
Posted on 02/01/07 @ 10:28 PM
ever since i downloaded this mod im experiencing CRC mismatches, how do i remove your mod. i have already uninstalled the game and re installed but aparanetly its still here. how do i get rid of the mod so i can play multiplayer again |
jlpember
File Author |
Posted on 02/02/07 @ 02:22 AM
Execute AOE3MODS_vc1.exe and select 'Remove ALL Modifications'. |
Felix Hermansson |
Posted on 02/02/07 @ 04:44 PM
The AI problems some people experienced stem from compatibility problems between the Draugur AI and the modded game files. You'd need a specifically written AI script to properly use new units.
And Williams, the problem you mentioned about the demo is caused by missing definitions in the demo itself. Once again, you'd need a specifically written AI script for that (e.g. the AI that comes with the demo).[Edited on 02/03/07 @ 05:30 AM]
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jlpember
File Author |
Posted on 02/02/07 @ 08:12 PM
To clarify: At this time, there are no known incompatibilities between the AOE3MODS and the Draugur AI scripts.[Edited on 02/04/07 @ 01:18 PM]
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dragon50 |
Posted on 02/03/07 @ 03:55 PM
This mod is great. Uber great. My only regret is that the snipers have a wee bit too much range, as does the Goliath. And in your screen, you show silver goliaths and super monitors. Mine are just plain old mossy green, like the fixed gun. Btw, one weird thing about the Goliath is, how does the weight of a pair of horses hold up a Goliath? There is nothing behind the 2 wheels. If you could make a death video for the Goliath, it would be of it falling backwards and sending the horses flying, instead of just fading away. My most important, and only, complaint is this: Take -2000 off of a sniper's attack against cannon. It isn't fair to have 10 Imperial cannon get wiped out by 5 snipers. If you can't change anything else, least of all giving the Sheriff Holme's voice, and stop making the US cavalry scream like Custer when it dies, and changing the barrel color of the Goliaths+the super monitor, and making US les Englishy, meaning less commondament, less emainosaur, and less of all the English voices; we have a big list of US voices. Just try making one of said list of changes. |
jlpember
File Author |
Posted on 02/03/07 @ 05:59 PM
Dragon50: Thank you. Your comments are extremely helpful. Not only because they coincide with some of my own thoughts, but because you have given me some other things to think about. I cannot promise to act on all of them but you will certainly see some changes in line with your suggestions.
Re colors, that will actually depend on the lighting set that is selected. I cannot remember which one I used to set up the image.
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Tatanka |
Posted on 02/05/07 @ 09:20 PM
first, thx for your mod. all is great except:
- the sniper
- the sniper tower
and the big gun.
i don't like the sniper, because their shot is too powerful, and they can kill a unit at a too long range. same thing for the sniper tower.
btw: sioux and pawnees were enemies (lol) |
jlpember
File Author |
Posted on 02/05/07 @ 10:30 PM
Tatanka: Thanks for the info re Pawnee and the Sioux. Any suggestions as to which tribe would make good mercenaries for the Sioux and the Iroquois.
I created the sniper because I wanted a unit capable of a single shot kill, as would be the case of a real sniper. His range in the next release will be reduced though, as will that of the Goliath and the Sniper’s Tower. These units may be powerful but they also have weaknesses. The sniper is a very weak unit and the tower and gun cannot defend themselves when units attack from close range.
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dragon50 |
Posted on 02/06/07 @ 09:32 AM
Everyone uses seige against the Goliath because they used seige against the Fixed Gun. That means only cannon can destroy it. Kinda annoying. Instead of hitting the cannon, rifles should hit the crewman. Just a few thoughts... |
Pages: « First « 1 2 3 [4] 5 6 7 8 9 10 11 12 13 14 15 » Last » |
HGDL v0.8.2 |
Rating |
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4.4 | Breakdown |
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Playability | 4.4 | Creativity | 3.7 | Art and Sound | 3.5 | Installation/Instructions | 3.6 | Story/Description | 3.0 |
Statistics |
Downloads: | 9,707 |
Favorites: [] | 2 |
Size: | 11.03 MB |
Added: | 10/31/06 |
Updated: | 09/15/07 |
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