(updated 08/27/09) Age of Empires 3 Heaven :: Campaign Civilizations v4.0a (formerly Maltese Civilization mod)
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Downloads Home » Modpacks » Campaign Civilizations v4.0a (formerly Maltese Civilization mod)

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Campaign Civilizations v4.0a (formerly Maltese Civilization mod)

Author File Description
narchibald84
File Details
Game Version: AoE3+TWC+TAD
Screenshot:
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.


*MALTESE*
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.


*AMERICANS*
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.

Installation Guide:
* 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.

Uninstallation Guide:
* 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.

-------------------------------

Known Issues:
* 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!


narchibald84
AuthorReviews   ( All | Comments Only | Reviews Only )
bobtheboy
Rating
5.0
Breakdown
Playability5.0
Creativity5.0
Art and Sound3.0
Installation/Instructions5.0
Story/Description5.0
Playability: 5
(I now understand why AI cannot possibly be put in, but I really still am bummed out by this.)

Creativity: 5
(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

Installation/Instructions: 5
(Insert Installation/Instructions analysis here)

Story/Description: 5
(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

http://aoe3.heavengames.com/downloads/showfile.php?fileid=2305
- this is the repair walls mod

[Edited on 05/07/09 @ 11:00 PM]

stripe1000
Rating
5.0
Breakdown
Playability5.0
Creativity5.0
Art and Sound5.0
Installation/Instructions5.0
Story/Description5.0
Playability: 5
(Insert Playability analysis here)

Creativity: 5
(Insert Creativity analysis here)

Art and Sound: 5
(Insert Art and Sound analysis here)

Installation/Instructions: 5
(Insert Installation/Instructions analysis here)

Story/Description: 5
(Insert Story/Description analysis here)

Additional Comments: Great work. Loving it. Only bug I've found is that the crossbow lvl 40 tech does not seem to allow the upgrades as noted in its description. but that does not take away from the modpack at all.
Arkantoz Jr
Rating
4.0
Breakdown
Playability4.0
Creativity5.0
Art and Sound5.0
Installation/Instructions5.0
Story/Description5.0
Playability: 4
It works well, tho there are a few bugs, but that's not the reason for the low mark.

Creativity: 5
Your idea was awesome. I give you a 5.

Art and Sound: 5
Can't fault you here, so have a 5.

Installation/Instructions: 5
The instructions are easy to follow as long as you can read.

Story/Description: 5
Very good description

[Edited on 09/21/09 @ 12:59 PM]

winties_inc
Rating
5.0
Breakdown
Playability5.0
Creativity5.0
Art and Sound4.0
Installation/Instructions5.0
Story/Description5.0
Playability: 5
This mod worked just like the game. There were no obvious issues in play. Shame about the AI not being able to play, but I would definitely pick that over replacing a different civ.

Creativity: 5
Great idea.

Art and Sound: 4
I had an older version of this but have updated it since then, but haven't played it yet. There is (was?) a big grey patch under Auberge units, which looks (looked?) really tacky.

Using the Chinese consulate for the Auberge wasn't very creative or historically accurate, but skins clearly aren't your strong point

Installation/Instructions: 5
Easy to install.

Story/Description: 5
N/A

Additional Comments:
I found this much better than jpember's North American Theater (NAT) mod. Firstly, not replacing civs is great. Also concentrating on two civs instead of four gives more refined gameplay, and means the civs are actually better fitted into the original game. Civs like Canada (not an independent country until 1867) and the Confederacy (1861-1865) were out of place.

To stop that comparison, your mod meshed perfectly and was really entertaining. Congratulations, and I hope you continue making many more civilization mods. Here is a suggestion: the Norwegians. Despite not really being great New World explorers (apart from Leif Erikkson), they would be an interesting civ to base on the Russians (without the Strelets). It would basically just be a more civilised version of them (no offence to Russians. I'm only talking about the ones in the game.)
Charger24
Rating
5.0
Breakdown
Playability5.0
Creativity5.0
Art and Sound4.0
Installation/Instructions5.0
Story/Description5.0
Playability: 5
By far the best mod I have downloaded. I have played several games as the U.S. and the Maltese, and haven't had any major issues. Maltese can be a tad OP, though.

Creativity: 5
Very cool, innovative mod. I appreciated having Washington and Black as my explorers, rather than the Bandierantes card. New HC cards were nice as well.

Art and Sound: 4
Fantastic modding work. The Knights and Army Rangers are perfectly executed and look beautiful. Only reason for a 4 is the existence of white rectangles under the Auberge units. No big deal though.

Installation/Instructions: 5
Well-written readme; easy to install.

Story/Description: 5
N/A

Additional Comments:
Mandatory download for anyone who likes to play AOE3 skirmishes. The USA and Maltese civs look great and brilliantly coded. Thanks narchibald84 for all your hard work on this mod.
Smorley
Rating
5.0
Breakdown
Playability5.0
Creativity5.0
Art and Sound4.0
Installation/Instructions5.0
Story/Description5.0
Playability: 5
I have to say the is one of the best mods I've played. It's complete, professional, and it still feels like age of empires unlike most mods that feel like the need to change game.

Creativity: 5
Even though you used the civs from the campaign that were simply just handicapped versions of Spain and Britain, you managed to make them unique and still remain similar to the campaign.

Art and Sound: 4
This is only one that is less then perfect. A lot of the new units share models with older ones but you still tried and you gave all your units proper sounds. That's hard to come by in mods.

Installation/Instructions: 5
I followed the instructions and everything worked out okay.

Story/Description: 5
You managed to blend the campaign civs with their historical counterparts and succeeded. I like all the new things that you added like units, shipments, and politicians that tell you who these civs are.

Additional Comments:
Great job. I hope to see more.

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Rating
4.8
Breakdown
Playability4.8
Creativity5.0
Art and Sound4.2
Installation/Instructions5.0
Story/Description5.0
Statistics
Downloads:7,743
Favorites: [Who?]6
Size:7.48 MB
Added:05/02/09
Updated:08/27/09