Campaign Civilizations v4.0a (formerly Maltese Civilization mod)
Posted on 05/02/09 @ 01:39 PM (updated 08/27/09
PLEASE NOTE: Due to ongoing health issues since 2012, I'm not around much, and I haven't had the time or energy to devote to modding...which includes doing more with this mod (although I would like to continue it at some point). If you have questions/issues, email is better at the moment, and I will help you if I can. Otherwise, enjoy...and happy modding!
CAMPAIGN CIVILIZATIONS v4.0a ReadMe
(formerly Maltese Civilization mod)
Mod by narchibald84
Flags by Lord Tahattus
Unit Upgrades mod by Xentelian
Post-Game Revolution Flags mod by CptGralFrancisco
TAD Building Rotator mod by Elvarg_Flame
Knight Templar portrait (c)2008 Les Still
Thanks to bobtheboy, stripe1000, Bloodcrypt and
Ken Musante for suggestions and bug fixes
REQUIREMENTS: Age of Empires III + The Warchiefs expansion + The Asian Dynasties expansion + all OFFICIAL patches (up to TAD 1.02)
Thanks for downloading my mod. I got the idea for a Knights of St. John mod after playing Act 1 of the original Age of Empires III campaign, and discovering that the Maltese civilization wasn't playable in skirmish mode; playing later campaigns made me want to have an American mod as well. I've endeavoured to make the Maltese and American civilizations as historically accurate as possible within the confines of the games, and I must say I'm rather pleased with what I've accomplished. I hope you like it as much as I do.
In addition to adding the Maltese and American civilizations, this mod also includes Xentelian's Unit Upgrades modpack, CptGralFrancisco's Post-Game Revolution Flags modpack, and the TAD Building Rotator modpack by Elvarg_Flame. Finally, I've corrected some spelling errors in the techtreey.xml file; increased the number and realism of names available for ships, forts, AI explorers, and explorer/war dogs (in the randomnamesy.xml file); modified the names of some unique units to better reflect their native spelling; and fixed various in-program bugs. Please note that most of the changes introduced in this mod do NOT affect the campaigns from Age of Empires III. Rather, it uses material FROM the campaigns to create entirely NEW civilizations--the Maltese and the Americans. I had originally attempted to modify the campaign civilizations themselves, but encountered too many difficulties due to certain techs and units being locked in the campaign.
This mod makes the Maltese civilization from Act 1 of the original Age of Empires III campaign fully playable in skirmish. You have a real explorer (Morgan Black from the campaign, complete with Oberhau attack; you can even unlock his flagship "St. Elmo" as a home city shipment), full home city (135 home city shipment cards available), and all standard ages available (Nomad through Imperial). Half of the politicians are unique to the Maltese (including the Knight Commander, Swiss Guard, Prior, and Grand Master), and many of the others modified.
Also, while I have endeavoured to keep the Spanish "feel" ES gave the Maltese, this mod has units which are more appropriate to the Maltese/Knights of St. John civilization. The Rodelero has been replaced with the Man-at-Arms, the Lancer replaced with the Knight (one of Malta's Royal Guard units), and a new ranged infantry unit (the Carabinier) added. All units (including the Hoop Thrower, another Royal Guard unit) now have upgrades; the Crossbowmen have their Royal Guard and Imperial upgrades unlocked through a home-city shipment card available at age 40. Further, all nine European civilizations now have both Coastal and Imperial upgrades for naval units.
Other features of this mod include sound for all units, a proper post-game flag (full credit goes to Lord Tahattus for the excellent workmanship), a new "light set" for the home city so that water looks blue instead of brown (this is, after all, on the Mediterranean--NOT the Red River), and the Auberge, a new building unique to the Maltese, which combines features of both the Saloon and the Asian Consulate (neither of which is available to the Maltese), allowing the player to ally with certain European civilizations to gain a bonus plus free units, and train mercenaries (which vary depending on the ally you choose) beginning in the Fortress Age. Units trained at the Auberge have a unique Maltese Cross "decal" underneath when selected.
This mod adds an American civilization which is fully playable in skirmish, combining elements from Acts 2 and 3 of the original Age of Empires III campaign, Act 1 of the Warchiefs campaign. You have a real explorer (George Washington from the campaign), full home city (145 shipment cards available), and all standard ages available (Nomad through Imperial). Half of the politicians are unique to the Maltese (including the Puritan, the Director, and Presidents Lincoln and Grant) and many of the others modified.
One difficulty I faced in adding the Americans was their presence in three different Age campaigns with two different home cities (Boston as John Black's Mercenaries and the Black Family Estate, and St. Louis as the Falcon Railroad Company), plus being featured as a Revolution option under Washington. So, in order to establish a suitable "feel" for the civilization, I considered the eight base civilizations present in Age of Empires III, and decided that of these, the nationalities most responsible for the establishment and growth of the United States as a country were the English, Germans, Spanish, and Dutch (in order of importance). I hope that you can see aspects of each of these civilizations in the Americans.
In the end, I decided to use the home city from John Black's Mercenaries. I have renamed the homecity, however, to Philadelphia (an early capital of the United States), and tried to add authenticity by naming each of the five home city buildings after real locations in Philadelphia. Similarly, the military units and upgrades have names which ring of revolutionary and civil war battles in American history--patriot militia, foot guard grenadiers, partisan dragoons, casemate ironclads. You'll also notice that, in place of Imperial upgrades, the United States has Union upgrades. (Unfortunately, I was unable to change the name of Age V without causing problems...so you'll still advance to Imperial Age.) The Skirmisher has been replaed by the Army Ranger (looks like a Caçador, but can stealth), the Culverin with the Gatling Gun, and the Monitor with the Ironclad. Due to its association with voyages of exploration, I've removed the Caravel, and enabled the Flat-bottomed Boat as an alterate means of transport with (I hope!) a ranged attack that increases as more units are garrisoned inside. Also, considering their importance in the settlement of the American West, I have enabled cows (instead of sheep) at the Livestock Pen. (I tried to have Americans build a barn instead...but ES didn't include all the necessary files.)
At some point, I would like to add a Revolt option. The difference from other Revolutions, however, is that you would have no choice as to what you became when you revolted--you would automatically become the Confederates. This tech would then enable Confederate upgrades (effectively "Imperial", but having a different name), although otherwise it would behave the same as a normal Revolt. At present, however, this has proved impossible; not only do I lack the flag files, but I'm not sure if it's even possible to have the Revolt tech work properly without two options...in fact, I have heard that it is impossible to have more than eight revolutionary leaders, and I'd rather not remove any.
New with this version:
...fixed bug: Pilgrims can now build Farmhouses.
...fixed bug: American home city U.S. Cavalry, mortar, cannon, petard and l'Expédition Particulière shipments can now be sent again in the Imperial Age.
...fixed bug: American settlers can no longer build banks when you advance in Age using The Director.
...Explorer Washington's Swashbuckler attack now does 150 damage (up from 100) in an area of 3.5 (up from 3), with 3x bonus against Guardians (up from 0). This brings it more in line with Explorer Morgan's Oberhau attack, while still acknowledging the difference between weapons; as a Knight, Morgan would have used a broadsword (or similar), while by Washington's time officers carried sabers (much lighter, and only one sharp edge instead of two).
...Mining camps now increase gather rate by 1.25 (down from 1.5) and miners shipped from the home city now cost 100W per miner. Also, miner build limit changed to 4 in Colonial Age, 8 in Industrial Age. Miners will still be the best gathering units in the game (but by 0.05 instead of 0.30), but will hopefully be more balanced.
...Sheriff Holme (from Texas Rangers tech) now trains Rangers instead of Desperados
THIS MOD MUST BE REINSTALLED AFTER YOU UPDATE YOUR GAME WITH TAD PATCH 1.02!
If you have previously installed any version of the Maltese Civilization mod, you do NOT need to overwrite the savegame file "sp_Valletta_homecity.xml".
If you have previously installed any version of the Campaign Civilizations mod, you do NOT need to overwrite the savegame files "sp_Philadelphia_homecity.xml" or "sp_Valletta_homecity.xml". You may, however, need to re-unlock some Philadelphia home city customizations, as their source data has been changed in v1.3.
* Go to the "C:\Program Files\Microsoft Games\Age of Empires III" directory, and make backups of the following folders: Art, Data, Sound, RM, RM2, RM3, Startup.
* Copy the following folders *from* the ZIP file *to* the Age of Empires III program directory: Art, Data, Sound, RM, RM2, RM3, and Startup. Click "Yes to All" in the "Confirm Replace" dialog box that comes up.
* Copy "sp_Philadelphia_homecity.xml" and "sp_Valletta_homecity.xml" into the "My Documents\My Games\Age of Empires 3\Savegame" folder.
Assuming these instructions have been followed EXACTLY, you are now ready to play. When you run Age of Empires III, you should see the new homecities of Philadelphia and Valletta listed in the "Manage Home Cities" dialog box.
* Delete "sp_Philadelphia_homecity.xml" and "sp_Valletta_homecity.xml" from the "My Documents\My Games\Age of Empires 3\Savegame" folder.
* Delete the following folders from the Age of Empires III program directory: Art, Data, Sound, RM, RM2, RM3, and Startup.
* Move the backup copies you made of the ORIGINAL "Art", "Data", "Sound", "RM", "RM2", "RM3" and "Startup" folders into the Age of Empires III program directory.
Assuming installation AND uninstallation instructions were followed EXACTLY, the mod has now been removed.
NOTE: Directory names are the default names used by Age of Empires III during a typical installation. If you specified different directory names during installation of Age of Empires III, modify the above paths as appropriate.
* The new home city makes the "Select Home City" and "Delete Home City" dialog boxes act oddly; specifically, the selection window "jumps" over Philadelphia as you scroll, and while Philadelphia is set as your home city it will not show up in the five cities automatically displayed when you enter the dialog box (but will show up if you scroll down). I'm not sure why this happens, and would welcome any suggestions to fix this annoying issue. Aside from being annoying, however, it does NOT affect gameplay (all home cities work as normal).
* The fourth mercenary unlocked when Malta allies with the Langue of Aragón is the Dunkirk Privateer. It trains at the Dock instead of at the Auberge.
* The Knight and Ranger have the icon/portrait of the Elmeti and Caçador, respectively. I'm still working on this.
* All Maltese units (except Morgan Black and Alain Magnan) use Spanish voices. I hope to eventually have all units (except Morgan Black) use Maltese or Latin voices instead.
* Maltese upgrade techs in the barracks occasionally shift one box to the right when the "Genoese Crossbowman" home city card is used. This does not actually affect gameplay (as all upgrades still work as normal), it just looks weird. At present, I don't know how to fix it.
* The Maltese home city manufacturing plant appears to have a wall partially obscuring the vent fan. Apparently this is NOT fixable.
Also, please note the following:
* IF YOU USE THIS MOD, YOU CANNOT PLAY ON ESO. This isn't just an issue with this mod...ALL mods that affect data.bar, proto.xml, techtree.xml, etc., cause mismatch errors when you attempt to log on to ESO.
* If you have other mods installed, I would recommend removing them BEFORE installing this mod. I did *NOT* have any other mods installed when I created this mod, and canNOT guarantee what will happen if you try to mix it with other mods (this includes the AgeSanctuary Fan Patch).
If you have any questions, suggestions, etc., or just want to tell me what you think of the mod, you can reach me at nlterrace(at)hotmail(dot)com or leave comments below.
Enjoy...and please rate/comment!
|Pages:  2 3 4 5 6 7 » Last » |
|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
Does it require both expansions? I know it says TWC + TAD, but I wasn't sure if that meant "both", or "either/or".
Both expansions are required. TWC is needed as the mod uses some home city shipment cards from that expansion, while TAD is needed because the mod changes the protoy.xml, techtreey.xml, stringtabley.xml, and randomnamesy.xml files.
If there's sufficient interest I could potentially make version(s) that would work without TAD and/or without TWC, but that would be quite a bit more work and I'm not planning to at the moment (as I would need to uninstall parts of the program to test it).
Is there AI for this mod? (Can you make a Maltese opponent?)
I have a little suggestion: Is there any way to remove the Star from under the Knights? Because otherwise they are exactly the same as Elmeti...
Also, when Glorious improvements shipments is recieved in church, "Corselet" improvement says that it improves hitpoints but reduces speed of heavy infantry, such as pikeman, musketeers, and RODELEROS- (should be Men-at arms instead)
Otherwise, very cool mod, i wish that AI could play as Malta as well.
[Edited on 05/06/09 @ 10:35 PM]
Thanks for pointing out those issues. The Corselet tech still worked on Men-at-Arms, even though they weren't listed since the Corselet affects AbstractHeavyInfantry, not specific units. I have now added a new Corselet tech for Malta to the techtreey file with its own entry in stringtabley indicating that it affects Carabinieri, Men-at-Arms, and Pikemen (as these are the three heavy infantry units Malta has access to).
As for the knights, I'm not entirely sure why they had a star under them; I used mercenary templates for both carabinieri (Highlander) and the knight (Elmeti), and for some reason the Elmeti template brought a star with it and the Highlander template didn't. Regardless, the star is now removed. Also, I have adjusted the animation file for Knights so that they don't look quite so similar to Elmeti anymore; now they have Elmeti riders on Alain Magnan horses, which pleases me much more anyway. I'm still going to use the Elmeti icon and portrait for the Knights, though (at least at present), as it's the closest picture available until I get time to make a new one.
Finally, with regards to the AI. To the best of my knowledge, the answer is no, as it is impossible to give an AI to a mod European civilization (e.g., Malta) without replacing one of the eight base European civilizations the game came with...and even this is iffy now that personality files are hardwired into the exe's for the program.
The fixes to the Corselet and Knights will show up in v1.1, which should be up within the next couple of days.
[Edited on 05/07/09 @ 03:37 AM]
(I now understand why AI cannot possibly be put in, but I really still am bummed out by this.)
(I like the fact that you replaced the Rodelero, added Carabiniers and replaced lancers with Knights, this made it much more original and different from the Spanish Civ)
Art and Sound: 3: I would really like if most of the units did not have spanish voices, but I completely understand you could not put them in. I feel that you put a lot of work into this mod
(Insert Installation/Instructions analysis here)
(Insert Story/Description analysis here)
Additional Comments: thanks for updating... one more question. If i download v1.1, will my valletta home city get replaced, or will it still be there with all my previous data?
IMPORTANT: do you think you could make a version compatible with the "repair walls" ability mod? because I really would like that... it's fine if you can't
- this is the repair walls mod
[Edited on 05/07/09 @ 11:00 PM]
First, thanks for the rating!
With v1.1, the only change I recall making that would directly affect your homecity savefile is turning HCRoyalDecreeSPC into HCRoyalDecreeMaltese. Hence, if you download v1.1 and do *not* overwrite your savegame, you will lose HCRoyalDecreeSPC (assuming you unlocked the card) and need to "repurchase" its new equivalent, HCRoyalDecreeMaltese. Other than that, leaving your savegame from v1.0 alone should have no adverse effect.
As for the repair walls mod, it does look interesting. I cannot, however, simply make a mod that's "compatible" with it as both involve changes to protoy.xml, techtreey.xml, abilities.xml, and powers.xml. What I *can* do is ask the creator of that mod whether I may incorporate it into mine.
I am doing some "self-modding" with this mod because I don't want horse artillery/petards/spies/swashbuckler enabled. I have two questions.
First: Even though I put in the new Art folder, the Knights still look like Elmeti. I did not put in Data or Sound.
Also, is there anyway for me to enable fireships but not horseartillery/petards/spies/swashbuckler?
P.S. In version 1.2, I strongly recommend taking out the 200 Coin from the politician that gives 1 Fort wagon and 200 Coin. Already, that is by far the best politician, and it is even more totally imbalanced if a further 200 coin is added.
P.P.S.: I just uninstalled your mod, for personal reasons, although it is great, and my campaign stats and homecities were all deleted. Of course, this is no problem since cheats can restore this quickly, although it is drudgery, but I thought you might look into it...
[Edited on 05/08/09 @ 08:40 PM]
I'm not sure what you're looking at, but none of the politicians give a fort wagon + 200 coin. The closest I can find to this are the Knight Commander (age II, gives 1 Outpost Wagon + 200 coin) and the Engineer (age IV, gives 1 Fort Wagon + 2 Mortars). Which are you referring to?
The reason why your knights are still looking like Elmeti is because you only installed the Art folder and nothing else. Without the modified files in the Data folder to tell the game where to look for the new animations, the appearance remains unchanged.
As for keeping fireships but no horse artillery, spies, petards or swashbuckler, send me an email and I'll see what I can do for you.
[Edited on 05/08/09 @ 11:20 PM]
I'm baffled as to why your campaign stats/homecities disappeared when you uninstalled the mod. A player's status in the campaign is reflected in specific files in the directory "My Documents\My Games\Age of Empires 3\Savegame" beginning with the words "HomeCity_", as in
Did you accidentally delete ALL files in the "My Documents\My Games\Age of Empires 3\Savegame" folder by mistake? If so, check your computer's Recycle Bin for files beginning with "HomeCity_" and restore them, and you should have your campaign stats/home cities back again.
If uninstalling the mod removed ALL of your home cities, then I am sure that this is what happened. In that case, also check your Recycle Bin for files starting with "sp_" (as those are your home city files), and restore all of them except "sp_Valletta_homecity.xml" (the home city file from the mod).
Considering how easily this accident could occur, I will modify the uninstallation instructions for future. Thanks for your comments.
[Edited on 05/12/09 @ 02:32 PM]
|Pages:  2 3 4 5 6 7 » Last » |
|Art and Sound||4.2|