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Modpacks » Improvement Mod *old post, check the new one*
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Improvement Mod *old post, check the new one*
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Author |
File Description |
MandosRex (id: mandosrex) |
Posted on 05/08/11 @ 09:58 AM (updated 10/08/11)
File Details |
Game Version: |
AoE3+TWC+TAD |
Screenshot:
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New version of the 'Improvement Mod' is found here: http://aoe3.heavengames.com/downloads/showfile.php?fileid=3222 |
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MandosRex (id: mandosrex)
File Author |
Posted on 05/31/11 @ 05:05 PM
flag barrier...???
ooooh, flag bearer...
you must understand that not everything should be completely accessible, some things must be unlocked, or require a certain sacrifice to get them.
as for it's flag, i tried to make the flag like the civs' flag, but i failed... maybe someone can help me?
edit: just uploaded a new version, and for those who wanna know whats new...
- made Revolution more expensive and researches slower now (also adds more stuff now)
- Revolution now enables the Fire Ship (rams anything on water, then explodes dealing lots of damage)
........
even newer version...
- Europeans cannot Revolt with Washington anymore
- (asians) each time you choose an European ally you get a Flag Bearer
........
even newer version... well just check it out...[Edited on 06/06/11 @ 06:42 AM]
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MandosRex (id: mandosrex)
File Author |
Posted on 06/08/11 @ 08:26 AM
aLEN my friend... how are you?
i have another little job for you, if you accept...?
can you make the European and Asian AI train Mortar units?
now Mortar units can also attack ground units, so the AI can play with them as with any other unit.
i think its some code somewhere blocking them to train Mortars, Hand Mortars and Morutarus.
i will look into it too but i don't know if i can succeed...
edit: yeah, no big deal. i found out and modified it my self. i also made it possible for the AI to ship mortars and other mortar units, and to use consulate cards which ship mortars and other units, because those where restricted too.
as i said at the beginning before even starting to look in the AI file, there where restrictions for mortar units so the AI won't use them. the one you gave me is just one of a few.
i've also kinda remade how euro mortars do damage... they where a little too over powered...[Edited on 06/08/11 @ 07:21 PM]
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aLEN |
Posted on 06/08/11 @ 04:31 PM
hi Mandos , sure, why not but i can tell you right now; i play aoe3 for a long time and i newer see AI use them . I seriously doubt the AI main file has anything with that.....its something else .
EDIT ; wait , i might got something..
kbUnitPickSetPreferenceFactor(gLandUnitPicker, cUnitTypexpRam, 0.0); // Avoid units the AI cannot handle properly
kbUnitPickSetPreferenceFactor(gLandUnitPicker, cUnitTypexpPetard, 0.0);
kbUnitPickSetPreferenceFactor(gLandUnitPicker, cUnitTypeMortar, 0.0);
EDIT 2; yeah , it was kinda easy , next time make sure it is harder :D :D[Edited on 06/08/11 @ 08:44 PM]
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ilovetribes |
Posted on 06/10/11 @ 12:07 PM
hey, nice mod the best for aoe
thx.
by the way can u try improve a little the war chiefs civis, example a pray that make vilages make more resorces(like 10%more with 25 vilages, that give 0.004% per vilage) someting like that, because it looks like the tribal civis are losing some space agains the euro(factories)or asians civis.
thx for your time.[Edited on 06/10/11 @ 12:12 PM]
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MandosRex (id: mandosrex)
File Author |
Posted on 06/11/11 @ 11:58 AM
all civs can get the Civilized Government improvement which makes Town Centers to increasing gathering speed of all nearby villagers, something like that Asian wonder...
you might say that Natives are loosing ground over the other civs, but it's not really like that. there are some minor changes that i haven't write in the description, like increasing the Ram's attack to do more damage to the advanced European and Asian walls, or like increasing the War Chiefs attack, and in this new update i also made the Council's Hut generate coin like the Dutch bank (not French or British bank which makes coin more slowly), and some other minor but important things.
there is a thing i could do... make ageing up for Natives less expensive, but i really don't think that's necessary. |
ilovetribes |
Posted on 06/11/11 @ 03:41 PM
ohh i didn't notice that changes in native civis, my apologies for the inconvenient.[Edited on 06/11/11 @ 04:04 PM]
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aLEN |
Posted on 06/16/11 @ 05:43 AM
yoo Mandos , i was wondering can you help me with "castramentation" ( 2-nd fort ) card ? I am trying to make AI use that card for second Fort but i am kinda stuck , can you help ? |
MandosRex (id: mandosrex)
File Author |
Posted on 06/16/11 @ 06:51 AM
yes well, in this new version i made the AI use that card, but after they ship the fort they don't build it, it just stands there.
BUT, if their fort gets destroyed, then they use the second fort wagon and they build another fort, which i still think it's pretty good.
i didn't find the codes which say how many forts to build, but just now i had an idea...
what if you make a code like the one for the university and the other new buildings, telling only the euro AI that they need 2 forts in age 4.
i dunno if it will work, because it might fight with the real fort codes... but i will try it and see.
but euros with 2 forts... i already made them build 2 factories, and this worked. but building 2 forts, i think this will really overpower them and the native and asian civs will have no chance against them... plus, as i said, if their fort gets destroyed they build another, so...
edit: as i said, i don't know... for me the AI is good as it is, but i did searched and didn't find it.[Edited on 06/16/11 @ 08:21 AM]
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aLEN |
Posted on 06/16/11 @ 07:09 AM
writing new code to build fort ( like baker , bank or so ) is easy but i don't want that - don't want a buildable forts in game by any unit ( and that go for factory's too ) . Can you please e-mail me with a line for 2nd fort , i am really stuck with it ( and i am also tired of reading a 5mb txt files :D ) ?
alenone(at)live(dot)com
edit ; i don't worry for two forts because i give each nation a small siege extra bonus damage ( for balance of course because now euro and jap civ use mortars )
edit ; ohh , i see i didn't delete few lines .[Edited on 06/16/11 @ 09:41 AM]
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Sanpedrocactus |
Posted on 06/16/11 @ 01:51 PM
mondosrex, I'm looking for a way to increase the total population in your mod (beyond 300). I understand many people wouldn't want it, but can you or someone else here tell me how to adjust this? (It'd be cool if this was somehow a basic setting in the game itself--oh well.)Your mod kicks all kinds of @$$ by the way. |
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HGDL v0.8.2 |
Rating |
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5.0 | Breakdown |
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Playability | 5.0 | Creativity | 5.0 | Art and Sound | 5.0 | Installation/Instructions | 5.0 | Story/Description | 5.0 |
Statistics |
Downloads: | 5,506 |
Favorites: [] | 15 |
Size: | 236.00 Bytes |
Added: | 05/08/11 |
Updated: | 10/08/11 |
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