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Modpacks » Improvement Mod v5.4 *check blog for news* (patcher + works with Steam)
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Improvement Mod v5.4 *check blog for news* (patcher + works with Steam)
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Author |
File Description |
MandosRex (id: mandosrex) |
Posted on 10/08/11 @ 04:49 AM (updated 08/28/13)
File Details |
Game Version: |
AoE3+TWC+TAD |
Screenshot:
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~~~ ATTENTION! ~~~
For a newer version of this mod check out the featured blog:
http://impmod.blogspot.ro/
Every version of this mod should be installed on a fresh, unmodified version of 'Age of Empires 3 The Asian Dynasties' (must also include 'The War Chiefs' and all games must be updated to the latest versions, v1.03 for TAD)! Mostly recommended only if you have any kind of errors or other problems.
If you have problems with missing models, sounds or buildings icons then try to re-install 'The War Chiefs'. It has some installation glitches.
And if that doesn't work then find out how to fix it at the end of this description.
If you have problems with resources not being displayed correctly in the UI please go to "Options" and press the "Restore Defaults" button, and if the game crashes on startup try making it run in Windows XP compatibility mode.
Please do not 'update' the mod with any rip-offs or other modifications from mods 'designed' to work with this one.
Select the directory where the game is installed, default location is:
/Program Files/Microsoft Games/Age Of Empires III/
If you plan on installing the mod over the Steam version, use this path for the installer:
/Steam/steamapps/common/Age of Empires 3/bin/
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This mod started out as a 'Buildings Mod', with the objective to add more nice and useful buildings to the game, but many more improvements where needed and many ideas where coming so the 'Improvement Mod' was born.
For now, this mod tries to upgrade the game with small, big and necessary tweaks, changes and adds to make the gameplay more interesting, fun and challenging. All known bugs from the original game have been fixed.
More great things to come!
Requirements: This mod is only for TAD but requires AOE3+TWC+TAD 1.03
Changes:
Recent updates...
Version 5.4
- tweaked the AI military
- added a new USA HomeCity
- added moving wakes for all naval units
- fixed ships space blocks, which results in better formations, better maneuvering for canoes and overall more realistic naval battles
- Aging Up changes
-- starting with Age3, Minutemen, Warriors, Irregulars and Peasants get damage and HP bonuses with every age
-- the Colonial Age (Age2) now costs 800 Food and 200 Wood; more changes are planed for Age1 and Age2
-- each Age increases villager limit by 10, made possible by the increased max pop (see below)
- fixed ranged cavalry melee attacks; enemy units must be very close for the ranged cavalry to switch to melee
- improved mercenaries distribution on Asian maps
- the Winked Knight can now only be obtained through the German Command Centers card
- improved/tweaked/updated the "Blood, Ice and Steel" campaign, scenarios and cutscenes
- added butterflies to berries and cherry orchards...
- melee cavalry now fight more dynamic and realistic
- European Houses can now train and manage livestock like Livestock Pens
- the Livestock Pen is now the East European food producing building, replacing the Bakery
- all newly created European Home Cities now get the Royal Decree card for free
- added the Miner as Mercenary on American and Asian maps
- fixed some units with area attack damaging buildings (if you happen to notice melee units damaging buildings with their melee attack, let me know...)
- added a new resource for all Europeans, Fame, which has the following characteristics...
-- there is a small continous trickle of Fame for all Europeans
-- it can be gathered from Town Centers by Envoys; Aging Up rewards Fame
-- it can be used on Church and Royal Decree techs
-- it can be used on special cards, and can be exchanged for Shipments at the Capitol
- fixed AI building more than one set of walls
- units are (a little) less likely to get run over by trade units
- Natives can now train Scouts from the Town Center from the beginning of the game
- the Fort can now train armies similar to the Consulate ones; the cost of the army will be cheaper than the overall cost of all units from the army
- changed livestock units for some European and Native civs
- Natives now have WarChief pets enabled form the beginning of the game
- important changes made to Revolution!; after revolting...
-- you can still train 10 Settlers
-- military units can be trained in blocks of 10, instead of 5 (also added this to the Native Confederacy Support tech)
-- you get a new infinite Factory card, although Factory build limit is 3
-- Outpost build limit is increased by 4
- added European Brigades to the Native Embassy for all Native civs
- artillery can't fire from point blank anymore, which makes them incredibly vulnerable to melee attacks, so protect your artillery!
- all European politicians are unlocked from level 10 (wasn't fair before)
- added the Lancer to the Dutch (the Spanish Lancer is still better)
- changed how European Minutemen and Asian Irregulars work, now they are infinite but you can call out a new group only after the previous group got to 1 HP
- added the Black Powder Boat to all Native civs
- added historical names to Town Centers for all civs
- further improved all Revolution civs; Revolution is now a very viable option
- added the Sowar to the Ottomans (the Indian Sowar is cheaper to upgrade)
- enabled another AoE2 lost feature, height bonus attack damage, which means that units which are on higher ground, like hills, do slightly more damage to units that are on lower ground
-- the bonus is very small but its there
-- the higher the ground the bigger the bonus
-- if you thought this was already enabled you are mistaken
- improved and tweaked all vanilla and TWC campaign scenarios and most cutscenes
- added Hotkeys for all the new units and buildings added by the mod
- further improved civ bonuses, each European civ is now more unique (read each civ's description for more info)
- fixed the Japanese Monks' healing animation
- increased maximum population capacity to 300
-- House, Village, Longhouse, etc. build limit increased to sustain the increased population; Teepee's now sustain 5 pop
-- you start with 200 max pop and each Age adds another 20 pop to the limit; the Chinese and British get 40 free pop in the Imperial Age
-- you can achieve 300 pop only by researching the Reformed Government tech and by building all available Town Centers
-- the Reformed Government tech now also makes villagers to use no population space
- when advancing to the Imperial Age, Europeans can chose a main political party, each party researches for free a powerful Imperial Age upgrade
-- The Liberal Party researches for free Immigrants
-- The Conservative Party researches for free Aristocracy (Peerage and Spyglass)
- all map native units upgrades are now researched for free once you reach the required Age
- added map territorial Control Flags, capture them to generate more experience points
- Longbowman upgrades and all Mortar, Hand Mortar and Morutaru upgrades now increase maximum attack range (balanced the Mortar a bit more by decreasing its max range and having it re-increased with upgrades)
- added water treasures on American maps (similar to the ones on Asian maps)
- Asian War Tents can now heal nearby units (mini Field Hospitals)
- when destroyed, defensive buildings (Outposts, Castles, Warhuts, etc.) spawn a few Levy units (Minutemen, Warriors, Irregulars)
Version 5.2
- Europeans get an infinite tech at the Capitol which can be used to sell Export for home city shipments, as you use this tech it gets more expensive 3 times
- fixed Canoe sounds
- State Religion now increases healing speed of Healers
- added the Independent Government tech to the Revolution civs, replaces Civilized Government
- added the Dove (female assassin) as mercenary
- added the 7 Dove Assassins card to the USA, British and Russians
- the Spy can now score critical hits
- added the Sapper to the Revolution civs, can build military buildings
- added the Saker to the Spanish, Indians and Knights of St. John, first European Age2 cannon
- to unlock the Saker and Monitor, Asian players need to ally with an European (or US) nation
- you can have only 20 chests of coin at a time from the Treasury (spamming issues)
- fixed a long standing bug with archers flaming arrows
- Warrior Priests, Generals, Shoguns and Mansabdars can now score critical hits
- the Skull Knight now has a melee attack against buildings
- the Oneida Rider now has a torch as main weapon
- added hoof walking sounds to all horses (if you notice missing ones please let me know)
- added the Baron (coin production unit) to the British (removed Bank)
- renamed "Colonial Age" to "Expansion Age" and "Fortress Age" to "Enlightenment Age" (fits Natives and Asians better)
- improved the Renegade Spanish cards, now also sends Conquistadors and Sakers
- enabled map specific mercenaries for Natives at the Native Embassy
- added new animations for the Halberdier (awesome)
- added more units on trade routes (?)
- added the Fishery (water building) to all civs (buildable by Fishing Boats)
- the Portuguese Covered Wagons can now train Settlers
- the Mortar now has a melee attack in the fixed Bombard Mode
- improved the Regicide Regent (higher damage and some new skills)
- added the Native Confederacy Support tech to the Council's Hut and High Temple
- fixed some Native projectiles
- improved civs descriptions...
- fixed population additions...
-- Age4 and 5 will give 10 pop each for all civs
-- Chinese Age5 will give 20 pop
-- Independent Government will give 10 pop (revolution)
-- all Revolution civs will have a max pop of 220
-- Civilized Government will give 20 pop to all civs
-- all civs will have a max pop of 240 except for the Chinese who will have 250
- bug fixes...
Version 5.1
- fixed Spy stealth animations (missing)
- fixed Outlaws reload animation (missing)
- fixed Cranequinier hats texture (missing...)
- fixed Japanese Monk, Yumi Archer and Shinobi attack animations
- fixed Grenadier, native and muskter bayonet units melee animations
- switched Yojimbo with Shinobi, Shinobi can now mount and dismount his horse
- improved USA Settlers look and attack animation
- replaced Colonial Militia and Minuteman "hoe" with a shovel
- fixed Outlaws reload animations, Pistolero can now mount and dismount his horse
- bug fixes...
Version 5.0
- Minutemen and Colonial Militia ca now use a "hoe" in melee (increased melee damage)
- fixed Nanib from the India campaign (almost perfect)
- added new unique University tech for the USA (new icons for all techs)
- added new firing animation for archers and gun powder infantry
- added new bored animation for musket bayonet infantry (Musketeers and such)
- moved the Tashunke Prowler to the Native Embassy
- added the Oneida Rider to the Iroquois Native Embassy
- changed and added the Polish Winged Hussar to the German Command Post (also German cavalry cards now affects it)
- added Polish sounds for the Winged Hussar and new sounds for the Hoop Thrower
- War Tents can now train Disciples (Monks can't)
- improved the Stradiot (visual and stats)
- improved the Cavaleiro and Lancer (visual only)
- the Oprichnik now has a grenade attack against buildings
- Hand Mortars now fire high explosive grenades
- improved Mongol Scout, Shogun and Daimyo horses
- added the Cranequinier to the French (mounted crossbowman)
- tons of bug fixes...
Version 4.9.5
- added a new tech for bow/crossbow units to the Arsenal
- visual changes for the Conquistador (for AoE2 fans)
- fixed some Consulate units sounds
- added the Lumber Camp to the Ottoman Home City and Consulate
- the Spanish Treasure Fleet card now sends 2 Treasure Ships that generate coin
- other stuff/bug fixes...
Version 4.9.4
- Portuguese Balloons can now use Spyglass; Spyglass can now see stealth units
- fixed some major Consulate bugs
- breaking an alliance now costs 100 Export
- the Aztec priest now has bonus against mercenaries
- the Settler Wagon is now trainable at Livestock Pens, after getting the card
- getting the Decree card will move the University to Age 2
- improved stealth and gate icons
- added the Poleaxeman to the Russians
- added two new buttons in the UI for quickly selecting your Town Centers and Heroes
- fixed some Consulate units sounds
- added the new Prayer tech to the Church
- added a new hat for european artillery units
- made the Schutter more like a Musketeer, moved him to Age 2
- some Home City cards fixes
- changed "King of the Hill" to "Hold the Fort!", just a rename
- other stuff/bug fixes...
Version 4.9.3
- added two new ship tactics (default mode and anchored mode)
- added new Sioux male villager model
- added unused Chinese models for most soldiers
- added new Aztec Native Scout model
- improved the new Aztec buildings (removed the grass from them)
- added new East and West European skins for the Command Center
- added new East European Outpost skin
- added the University to all Asian civs
- added new AgeUp sound for Natives and a sound for when "Spies" is researched
- changed the Mameluke's horse with a camel (for AoE2 fans)
- changed the Cavaleiro and Marine icons and portraits
- fixed Morutaru models when improved
- bug fixes...
Older stuff...
- Added the early formed United States of America civilization. The US have a mixed technology tree based on more European civilizations. They cannot revolt. Best units: Gatling Gun, Mounted Rifleman. (they have unique language, units, homecity, cards, improvements and explorer, i think this is the best US civ out there so far)
-- To play with the US please go to the 'Select a Home City' menu and select Philadelphia, the US capital.
The US is made as a Western Europe civilization, plus the following unique cards and units:
-- added the Buy Ironclad cards (from 2 to 3 Ironclads per card, and a total of 3 cards)
-- added the Hire Skilled Miners card (can be used twice and ships 5 miners to mine, gather and build plantations, faster than any villager)
-- added the Gatling Gun plus improvements and shipping cards for it (gun texture changes when improved)
-- the US Colonel's (Explorer) special ability is to build War Tents which train Colonial Militia (promote from Major to Colonel using the Promotion card)
-- added the Pilgrims cards (ships 4 or 2 Pilgrims that can be used infinite times)
-- added the Black Powder Wagons cards (you can ship 4 or 6 Wagons)
-- added the Grenadier (light artillery that throws grenades to defeat infantry or buildings)
-- added the Supply Wagons as HC shipments (Coin, Food and Wood)
-- added the Mounted Rifleman (ranged cavalry) + cards
-- added unique Royal Decree improvements
-- the US will always be able to train all 3 Outlaws types
-- modified Settlers
-- the US House can train Minutemen
-- added the Saber (melee cavalry) + cards
-- added custom units upgrades icons
-- added the Rifleman + cards
-- added the Battlefield Construction card
-- added the Marine (ranged infantry) + cards
-- added custom Priest
-- added the Consulate (and 'Export' resource)
- Added 7 new Regicide maps and 46 'day and night cycle' remakes of the original maps. To play the new maps you need to select the 'Custom Maps' option and choose a map from that list. They should all work on multiplayer. (maps taken from Arkantoz Jr and the 'Fan Patch')
- Added the improved and advanced Draugur AI, made by Felix Hermansson. The AI can choose to build walls, train any of the new units (including Mortar units), build any of the new buildings and research the 'Civilized Government' improvement (details bellow).
--The AI will also build two Factories and replace destroyed Forts, and will not spend as many resources on mercenaries and natives as they did before.
- Added the Patrol command to every military unit (infantry, cavalry, artillery, pets and ships).
- Every unit, except for heavy artillery, wagons, and ships, can very slowly auto-heal over time (though horses and men can heal, wood and steel cannot).
- You can now rotate buildings before placing them using the mouse wheel.
- Big explosions, big impacts and big cannons firing will shake the camera, each according to it's proportion.
- Added the ability to capture/convert buildings to every civilization. Only Field Hospitals, Campfires, Cherry Orchards, Mango Groves, Mills, Farms, Rice Paddies, Plantations and War Tents can now be captured. (mod made by Arkantoz Jr)
- Town Centers and walls can slowly auto-repair for free, but can still be repaired manually.
- Defensive buildings (Forts, Outpost, etc.) can now attack nearby enemy defensive and military buildings.
- Added an improved version of the Unit Upgrades Modpack, which changes most European units appearance as they are improved. (mod made by Imperiosus and modified by me)
- Added the Civilized Government improvement to the Town Center (increases maximum population cap by 20 and Town Centers support 20 pop, also increases gathering rate for nearby units; the AI also researches this tech), to every civilization in the game.
-- Advancing to the Imperial Age or Revolting increases the maximum population limit by 10. The Chinese will get +20 pop cap when advacing to age 5 and their maximum population limit is 240.
- added the ability to lock and unlock gates (useful when even allies can capture your buildings...)(mod made by Arkantoz Jr)
- modified and improved all moving and standing formations for all units; ships now move in formation (mod made by... many people, including moi)
- trade units (Travois, Stagecoach, Train, etc.) can damage buildings (walls) and units standing in their way (mod made by Simalex)
- Walls can now be built over trade routes. However, if the part on top of the trade route isn't a gate, then they will take damage and finally be destroyed by the trade units. (mod made by Lord_KiLLMS)
- every Revolutionary leader now enables one specific mercenary (see for yourself which gives what)
- Fire Ships slowly lose HP if they are not near a Dock (no burning thing lasts forever...)
- Mortars and Morutarus can now attack ground units (also increased Hand Mortars attack a little)
- Mortars cannot move while in firing mode anymore, but they have increased area damage
- unique Church and Mosque improvements are now enabled at the University (after you purchase the card of course)
- Resource production buildings (Banks, Lumber Camps and Bakeries) now also act like mini Markets, buying the building's specific resource, but you need a Market for this option to be enabled. Dutch Banks are more advantaged and Treasuries can spawn chests of coin.
- Now only some Age 4 houses have chimney smoke (West European houses have chimney smoke from Age 2), no change for East European, Mediterranean and Asian houses. (reduces later lag)
- Villagers can now fish if the source is near the shore (like in previous AoE games). Villagers fish slower than Fishing Boats though.
- decreased Explorers, War Chiefs and Asian monks hitpoints; they can also garrison inside Town Centers and Forts
- increased pets and guardians attack damage and hitpoints, also lowered movement speed for all guardians
- increased buildings attack range for all archers (including crossbow units and mounted archers)
- made the Hackapell ranged cavalry and the Black Rider melee cavalry (basically changed their skills and stats between them)
- Elephants, European artillery and War Wagons now make footsteps dust
- decreased movement speed for all ships (except Fishing Boats)
- added two new tactics for ships, default and achored mode (stand ground)
- made Ageing Up more expensive for every age and civ; Imperial upgrade for Native Americans is less expensive
- made Revolution more expensive and it's research time is slower now (also adds more stuff)
- Trading Posts don't change according to maps anymore; everyone keeps their specific looking Trading Post on all maps
- Minutemen, Irregulars and Warriors can now garrison inside Town Centers (they become kind of useless when their health drops so why not help the TC attack)
- increased movement speed of Minutemen, Irregulars and Warriors
- added a small bonus damage against artillery to the Fort, Fortified Outpost and Mountain Castle
- increased the Fort, Lookout, Noble's Hut and Agra Fort rate of fire
- increased build limit for all defensive buildings by 2 (Outposts, Castles, Towers, etc.)
- added two new buttons in the UI for quickly selecting your Town Centers and Heroes
- increased the Culverin's rate of fire
- added a special ranged attack to the Spy
- decreased building speed for some buildings
- added fixed flags (mod made by Lord Tahattus)
- made the Petard a little more expensive (not exaggerated)
- increased walls HP (again, not exaggerated)
- added fort walls (details bellow)
- added new soundtracks
Europeans
- Explorers can now build Outposts
- replaced the Saloon with the Command Post (has ranged attack and can be built from age 3)
- added the University (improvement building) to all European civs
- added the Bank (coin production building) to the French and British (weaker than the Dutch Bank which produces coin faster)
- added the Lumber Camp (wood production building) to the Spanish, Portuguese and Ottomans
- added the Bakery (food production building) to the Germans and Russians
- added the build limit of resource production buildings to 2 per game (the Dutch can use cards or improvements to rise the build limit of Banks)
- added the Outpost to the Russians
- changed icon of the Ransom Explorer (now matches the portrait)
- added the Fortified Walls improvement (adds fort walls and increases walls HP)(mod made by Lord_KiLLMS)
- remade the Dance Halls card, now affects the Command Post (upgrades Command Post to Command Center, which has Boneguards, elite Circle of Ossus units and etc.)
- decreased the amount of HP the Knighthood improvement adds (from 1000 to 700)
- added the Guard Pikemen improvement to all necessary civs (increases Pikeman attack and HP)
- added the Guard Crossbowman improvement to all necessary civs (increases Crossbowman attack and HP)
- added the Hoop Thrower as mercenary (Knight of Malta that throws flaming hoops)
- Revolution now enables the Black Powder Wagon at the Fort (rams into enemy units and buildings, then explodes dealing lots of damage)
- added the Flag Bearer to all Revolutionary leaders (reconnaissance unit with a good line of sight and can also receive homecity shipments)
- added the Boneguard Rifleman and the Boneguard Swordsman as mercenaries (enabled only by the Command Center card)
- replaced the Spanish Mayan cards with new Conquistador cards (the cards will also upgrade them)
- added the Extensive Fortifications card to the Germans
- only the French and the Spanish are now able to build Native Embassies (buildable by the Explorer)
- replaced the Bandeirantes card from the Portuguese with a new card that ships a General (can train Riflemen and increase the hitpoints of nearby units)
- added the Extensive Fortifications card to the Russians
- added 2 and 4 Settlers cards to the Russians
- added the Azap to the Ottomans (melee infantry)
- replaced the Hussar from the Ottomans with the Spahi (they have the same basic configuration)
- the USA and the French can build Barracks from the Colonial Age (this is a balance tweak)
- replaced the Heavy Cannon from the Russians with the Great Cannon (Li'l Bombard)(it has the Rocket's same basic configuration)(other European civs can't train the Li'l Bombard as mercenary any more, except from the Home City, but the Asians can still train them)
- added the Schutter to the Dutch (ranged infantry)
- replaced the Hussar from the Portuguese with the Cavalaria (they have the same basic configuration)
- Revolution now enables the Fire Ship (rams anything on water, then explodes dealing lots of damage)
- Europeans cannot Revolt with Washington anymore (because, as long as you can play with the US, the revolt has been done already...)
- the Dutch can train Skirmishers from Age 2
- European villagers cannot build Trading Posts anymore (only Explorers can; doesn't affect Asian or Native villagers)
- replaced Roger's Rangers tech with a new tech that ships 25 Schutters to the British (they can train Skirmishers now; the consulate Roger's Rangers remains the same)
- the Dutch Church Stadholders tech now ships Schutters instead of Musketeers
- made custom walls for the Mediterranean and East-European civs (very nice!:D)
- decreased the Caravel's attack damage (it was too big)
- added a General card to the Germans (can fight and build War Tents)
- added custom Fortified Outpost skin for the Mediterranean civs
- added the Coutelier to the French (throwing knifes infantry)
- added the Halberdier to the British
- added the Guard Longbowmen tech to the British without the use of the HC card, that card will only unlock the Imperial Longbowmen tech
- added the Poleaxeman to the Germans and Russians (hand infantry)
- added the Cranequinier to the French (mounted crossbowman)
Native Americans
- added the Stronghold (defensive building) to the Aztecs
- added the Lookout (defensive building) to the Sioux
- added the High Temple (improvement building) to the Aztecs
- added the Council's Hut (improvement and coin generation building) to the Sioux and Iroquois
- added the Campfire (healing building) to all Native civs
- enabled the Native Embassy from the beginning of the game for all Native civs
- added native wooden walls to the Sioux
- replaced the wooden walls of the Aztecs with the native wooden walls
- rearranged the Settler building grid for all native civs
- added the Strong Walls improvement to all native civs (increases walls HP)
- added the Town Guard improvement to all native civs (increases Lookout and Stronghold attack and hitpoints)
- added the Treasury to the Aztecs (coin production building)
- added the Ram to the Sioux and Aztecs (trains at the Native Embassy)
- added the Guard Tower (defensive building) to the Iroquois
- modified the Command Skill card from the Sioux, now it also ships the War Leader (can train Wakina Rifles and increase the hitpoints of nearby units)
- every native civ will start with a Discovery Travois and a Healer
- decreased Canoes garrison limit (it was and it still is pretty unrealistic...)
- all Natives can train Scouts and Conquistadors at the Native Embassy
- the Native Embassy's look is the new Native Trading Post look for every map
- the Advanced Scouts card enables Scouts at the Native Embassy
- the Tlaloc Canoe can now train the Aztec Warhut units
- the Sioux will always start with a Lookout built
- the Sioux and Iroquois healer can now dance at the Firepit
Asians
- added the Asian Tower to all Asian civs
- replaced the Asian Tower building models, now matching the Asian civs
- enabled the Dojo (military building) from the beginning of the game for the Japanese (but build limit is now 2 instead of 3)
- added the Weapons Cache (military building) to the Chinese
- added the Petard to the Chinese (trains at the Weapons Cache)
- added the Fortified Walls improvement to all Asian civs (adds fort walls and increases walls HP)(mod made by Lord_KiLLMS)
- added the Town Guard improvement to all Asian civs (increases Asian Tower attack and hitpoints)
- added the Spies improvement to all Asian civs (you can see everything your enemies can see)
- added the Fire Ship to the Indians and Japanese (rams anything on the water and explodes)
- added the Hoop Thrower as mercenary (Knight of Malta that throws flaming hoops)
- replaced the Petards card from the British Consulate deck, with a new card that ships a Hot Air Balloon (the Chinese can train their own Petards and the others can train Fire Ships, so...)
- added the Gunners's Quadrant and the Trunion improvements to the Chinese (improves at the Weapons Cache)
- Cherry Orchads and Mango Groves now spawn one Villager when built
- the Chinese will also be able to train Great Cannons after they ally with the Russians and command a Factory (but they don't have access to the unit's Imperial upgrade)
- added the War Tent to the Chinese and Japanese (it has the Teepee's basic configuration)
- each time you choose an European ally you get a Flag Bearer (and each Flag Bearer speaks the language of the civ from which it came, but they will not be able to receive shipments)
- the Japanese can get Schutters (heavy ranged infantry) if they ally with the Dutch
- made all Elephants occupy 1 less pop; 2 less pop for Mansabdar Elephants
- the Indians can get Spahis if they ally with the Ottomans
- added the Fune to the Indians (fits better)
- increased the Agra Fort's attack damage, also added damage increasing to the Fortified Agra Fort tech (it didn't had it before)
- the Chinese will now have a Mongol Scout from the beginning of the game
- added the Sohei to the Japanese (pikeman infantry)
- added the Yamabushi to the Zen Natives (club infantry)
- added the Urumi to the Indian Barracks
- added 4 Surgeons card to the Indians and Chinese
- the Japanese can ally with the U.S.A. for units and techs
- the Portuguese Consulate can now send Cassadores
- added the University to all Asian civs (moved techs from the Town Center)
Campaigns
- all the non-civs changes made to the game are also present in the campaigns
- added the Rodelero to Knights of St. John from the 'Blood' campaign
- added some cards to Knights of St. John from the 'Blood' campaign
- added the Saloon to John Black's Mercenaries from the 'Ice' campaign
- replaced the US from the 'Steel' campaign with the US made for this mod
- added the Saloon to Black Family Estate from the 'Fire and Shadow' campaigns
- added the Guard Tower to Black Family estate from the 'Fire and Shadow' campaigns
- fixed the home city from the 'India' campaign
- the Tower is buildable in all Asian campaigns
- fixed Knights of St. John Church model
- Jaegers will always be trainable in the 'Ice' campaign at the Saloon
- replaced the 'Steel' campaign US flag with the one from AoE3 (it's more appropriate for the period of time in which the campaign takes place)
*in the 'Steel' campaign, 'Hold the Fort' mission, the trade units will destroy the northern fort walls, also please keep in mind that other modifications from the mod might affect some scenarios in negative ways*
Plus
- you can zoom in and out more, also disabled intro cinematics
- fixed and added many animations for many new and old units
- fixed Native Villager and Tomahawk attack effects
- fixed Oprichnik walk animation
- added specific Ottoman sails for Ottoman ships
- fixed some balloon problems and incompatibilities
- the Native Blowgunner/Ambusher can now go stealth
- fixed the Yamashiro card
- fixed the 1 Flatland Castle card
- fixed Dutch Consulate Arsenal skin
- new custom skins for the University
- fixed Consulate Ironclad sounds
- fixed Silk Road Trading Post sounds
- fixed Fire Junk sounds
- fixed Rocket and Heavy Cannon death anims
- fixed Highlander weapon
- fixed Jat Lancer portrait
- fixed Regicide Castle sounds
- fixed Oprichnik weapon (it was invisible before)
- the russian 'National Redoubt' card now affects Strelets (also added build anims)
- fixed Cherry Orchad and Mango Grove destruction effects
- fixed destruction ruble for all Wonders
- Flaming Arrows now change their look after being improved (was disabled before)
- changed the reload animation for all infantry units using rifles
- fixed Cherokee Rifleman animations
- replaced the Dragoon's pistol with a musket (as his portrait shows, he used a musket not a pistol)
- fixed Rifle Rider reload animations
- made custom male settlers for the Ottomans
- replaced the Strelet's animations (they where buggy before)
- fixed Kalmuck sounds
- fixed Dock Rickshaw sounds
- fixed Light Cannon sounds
- Fortified Outposts don't have chimney smoke anymore (they don't even have a chimney...)
- fixed Siege Wrokshop building models
- fixed Discovery Travois sounds
- fixed long standing visual glitch with the Fishing Boats (both European and Native Fishing Boats now have proper human models controlling them)
- fixed Fune portrait
- fixed Revolutionary cards icons
- fixed Chinese Monk bored animation (didn't match before)
- fixed the Hire Li'l Bombards card icon (they are not Heavy Cannons...)
- fixed the Counting Coup card (improves War Chief area damage)
- fixed European healers (Priest, Imam and Missionary) attack sounds
- Asian ships now have more voices (two different voices per civ)
- fixed Russian Consulate shipments (Factory now has the right texture, Blockhouses can be improved and can train Strelets)
- Manor Houses can now be deleted (even Town Centers can be deleted, so why not Manors...)
- added proper building animations and models to all new buildings
- many other little or big things...
Version 5.2
- Europeans get an infinite tech at the Capitol which can be used to sell Export for home city shipments, as you use this tech it gets more expensive 3 times
- fixed Canoe sounds
- State Religion now increases healing speed of Healers
- added the Independent Government tech to the Revolution civs, replaces Civilized Government- added the Dove (female assassin) as mercenary
- added the 7 Dove Assassins card to the USA, British and Russians
- the Spy can now score critical hits
- added the Sapper to the Revolution civs, can build military buildings
- added the Saker to the Spanish, Indians and Knights of St. John, first European Age2 cannon
- to unlock the Saker and Monitor, Asian players need to ally with an European (or US) nation
- you can have only 20 chests of coin at a time from the Treasury (spamming issues)
- fixed a long standing bug with archers flaming arrows
- Warrior Priests, Generals, Shoguns and Mansabdars can now score critical hits
- the Skull Knight now has a melee attack against buildings
- the Oneida Rider now has a torch as main weapon
- added hoof walking sounds to all horses (if you notice missing ones please let me know)
- added the Baron (coin production unit) to the British (removed Bank)
- renamed "Colonial Age" to "Expansion Age" and "Fortress Age" to "Enlightenment Age" (fits Natives and Asians better)
- improved the Renegade Spanish cards, now also sends Conquistadors and Sakers
- enabled map specific mercenaries for Natives at the Native Embassy
- added new animations for the Halberdier (awesome)
- added more units on trade routes (?)
- added the Fishery (water building) to all civs (buildable by Fishing Boats)
- the Portuguese Covered Wagons can now train Settlers
- the Mortar now has a melee attack in the fixed Bombard Mode
- improved the Regicide Regent (higher damage and some new skills)
- added the Native Confederacy Support tech to the Council's Hut and High Temple
- fixed some Native projectiles
- improved civs descriptions...
- fixed population additions...
-- Age4 and 5 will give 10 pop each for all civs
-- Chinese Age5 will give 20 pop
-- Independent Government will give 10 pop (revolution)
-- all Revolution civs will have a max pop of 220
-- Civilized Government will give 20 pop to all civs
-- all civs will have a max pop of 240 except for the Chinese who will have 250
- bug fixes...
Version 5.1
- fixed Spy stealth animations (missing)
- fixed Outlaws reload animation (missing)
- fixed Cranequinier hats texture (missing...)
- fixed Japanese Monk, Yumi Archer and Shinobi attack animations
- fixed Grenadier, native and muskter bayonet units melee animations
- switched Yojimbo with Shinobi, Shinobi can now mount and dismount his horse
- improved USA Settlers look and attack animation
- replaced Colonial Militia and Minuteman "hoe" with a shovel
- fixed Outlaws reload animations, Pistolero can now mount and dismount his horse
- bug fixes...
Version 5.0
- Minutemen and Colonial Militia ca now use a "hoe" in melee (increased melee damage)
- fixed Nanib from the India campaign (almost perfect)
- added new unique University tech for the USA (new icons for all techs)
- added new firing animation for archers and gun powder infantry
- added new bored animation for musket bayonet infantry (Musketeers and such)
- moved the Tashunke Prowler to the Native Embassy
- added the Oneida Rider to the Iroquois Native Embassy
- changed and added the Polish Winged Hussar to the German Command Post (also German cavalry cards now affects it)
- added Polish sounds for the Winged Hussar and new sounds for the Hoop Thrower
- War Tents can now train Disciples (Monks can't)
- improved the Stradiot (visual and stats)
- improved the Cavaleiro and Lancer (visual only)
- the Oprichnik now has a grenade attack against buildings
- Hand Mortars now fire high explosive grenades
- improved Mongol Scout, Shogun and Daimyo horses
- added the Cranequinier to the French (mounted crossbowman)
- tons of bug fixes...
Version 4.9.5
- added a new tech for bow/crossbow units to the Arsenal
- visual changes for the Conquistador (for AoE2 fans)
- fixed some Consulate units sounds
- added the Lumber Camp to the Ottoman Home City and Consulate
- the Spanish Treasure Fleet card now sends 2 Treasure Ships that generate coin
- other stuff/bug fixes...
Version 4.9.4
- Portuguese Balloons can now use Spyglass; Spyglass can now see stealth units
- fixed some major Consulate bugs
- breaking an alliance now costs 100 Export
- the Aztec priest now has bonus against mercenaries
- the Settler Wagon is now trainable at Livestock Pens, after getting the card
- getting the Decree card will move the University to Age 2
- improved stealth and gate icons
- added the Poleaxeman to the Russians
- added two new buttons in the UI for quickly selecting your Town Centers and Heroes
- fixed some Consulate units sounds
- added the new Prayer tech to the Church
- added a new hat for european artillery units
- made the Schutter more like a Musketeer, moved him to Age 2
- some Home City cards fixes
- changed "King of the Hill" to "Hold the Fort!", just a rename
- other stuff/bug fixes...
Version 4.9.3
- added two new ship tactics (default mode and anchored mode)
- added new Sioux male villager model
- added unused Chinese models for most soldiers
- added new Aztec Native Scout model
- improved the new Aztec buildings (removed the grass from them)
- added new East and West European skins for the Command Center
- added new East European Outpost skin
- added the University to all Asian civs
- added new AgeUp sound for Natives and a sound for when "Spies" is researched
- changed the Mameluke's horse with a camel (for AoE2 fans)
- changed the Cavaleiro and Marine icons and portraits
- fixed Morutaru models when improved
- bug fixes...
Known Problems
- the Bakery doesn't have destruction animations
- the Lookout doesn't have destruction animations
- the Post Office doesn't have destruction animations
NOTES
- If you find any more problems, bugs or glitches please leave any information in the comments section.
- This mod works perfect on LAN, as long as the other players have the same version of the mod of course.
Special thanks to aLEN, GhosttSkiiehh, Sanpedrocactus, Arkantoz, WotTA and everyone else!
Notice that some units or buildings present in this mod are taken from the Napoleonic Era or War of the Triple Alliance mods.
Un/Installation
- make sure you have the latest versions of all 3 games (v1.03 for TAD), get the latest patches from the game's official website or use the game's updater
- make a backup of the 'data' and 'AI3' folders from your AoE3 directory
- copy everything from inside the 'improvement_mod' folder to your AoE3 directory (messages to replace files should appear), and everything from inside the 'usa_civ' folder to 'My Documents'
- to remove this mod, delete the 'data' and 'AI3' folders from your AoE3 directory and restore the backups (some modifications might still be present, to completely remove the mod reinstall the game)
For more updates, information and comments, head to the mod's blog at:
http://impmod.blogspot.com/
For the latest patches go to:
http://www.agecommunity.com/
Screenshots *they are very old, but i am too lazy to make new ones:)*
http://img713.imageshack.us/g/screen11h.jpg
Video preview of the mod here:
http://www.youtube.com/watch?v=5kwrWCkecRw
-----------------------------------------------
ENB, optional graphics mod!
If you want up-to-date and more 'realistic' graphics then download the ENBSeries mod for Age of Empires 3, modified by Don Omar.
Higher end systems recommended, with Shader Model 2.0 or better!
You can download the optional mod from here:
http://www.mediafire.com/?aqg8sr0p7lq3lv6
Copy everything from inside the 'enb_aoe3' folder to your AoE3 directory and run the game.
Press SHIFT + F12 to disable or enable the mod in-game!
To remove the ENBSeries mod go to your AoE3 directory and delete 'd3d9.dll' and 'enbseries.ini'.
-----------------------------------------------
HOW TO FIX 'THE WAR CHIEFS' CONTENT NOT APPEARING IN 'THE ASIAN DYNASTIES'!
As some of you know, TWC has some installation problems and does not register completely in the Windows registry.
I have made a registry file which fixes this problem, no matter of the Windows version.
The file needs to know the exact install location of your game, the default one is:
C:\Program Files\Microsoft Games\Age of Empires III
If you have the game installed in this location then just go ahead and double click the file, then select 'Yes' when asked.
If you have the game installed in a different place then you will have to edit the file your self, very simple.
Just right click the file and click 'Edit'. Notepad will be opened and besides other things you will have this line:
"SetupPath"="C:\\Program Files\\Microsoft Games\\Age of Empires III\\"
Replace this with your install path for AoE3, for example:
"SetupPath"="D:\\Games\\Age of Empires III\\"
Save it and run the file selecting 'Yes' when asked.
You can download the file from here:
http://www.mediafire.com/?qxrn74s8svjib1a |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 [12] 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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MandosRex (id: mandosrex)
File Author |
Posted on 11/22/11 @ 11:30 AM
well, a... the sense is that i DID add USA to the game...
i guessed you found it...
go to 'Select a Home City' and there it is...
'Philadelphia' as i recently renamed it from 'St. Louis' because the US from Skirmish is not the US from the campaigns. as i already said hundred of times already, the one from Skirmish is like an early one with Washington as the leader and the one from the 'Steel' campaign is a more recent one, with a different flag and the capital at 'St. Louis'.
i also said the AI can't play with the US, but human players can...[Edited on 11/23/11 @ 04:27 PM]
|
Lord Baalberith |
Posted on 11/23/11 @ 04:12 PM
I love the America civ. Everything works just great. The Chinese seem more than a tad over-powered though.
Any chance you could ever stick the Knights of St. John in there? |
MandosRex (id: mandosrex)
File Author |
Posted on 11/23/11 @ 04:25 PM
well Lord Baalberith, i did added Malta at one time, but there wasn't enough custom material to make a new, different civ. just names and flags don't do it for me, sorry... |
talkinrock |
Posted on 11/23/11 @ 04:32 PM
Hi there Mandos! I have never used your mod before, but always wanted to; I was just having too much fun with WotTA and NE... Anyway, I just installed your mod on a (fresh) copy of the Asian Dynasties, and I'm having some trouble.
First off, one of them doesn't relate to your mod at all, but I was wondering if you might know how to solve this problem: I attempted to place my home cities from my previous installation of the Asian Dynasties back into the new "savegame" folder, but when I run the game, it is telling me to create all new home cities, and that my previous ones (that I put in the fresh, new folder) are nonexistent... Can you offer any support or advice to help me use my old home cities again?
Additionally, I thought I remember somewhere in the description of this mod that you added new cards, so by me adding old home cities that don't have those cards in their file text, I wouldn't have those new cards available, correct? And could this be causing the problem with my nonexistent HCs?
Now, for my next question: When I ran the (modded) game for the first time after the fresh installation, as I said, no home cities were available; not even the USA... So, I closed the game, checked the "savegame" folder, and the St. Louis HC was, in fact, in there, to my surprise. So, I re-ran the game, and even after I ran it again and again, there was still no USA home city. So, just for sh*ts and giggles, Iwent to the "create new home city" tab, and still, no USA civ was available for me to create. So, now I'm stuck with none of my old home cities, plus not even your fantastically designed (new) USA one. Do you think you can please help me? Thanks a million, Mandosrex!
P.S. - One last note: In addition to the "actual" St. Louis HC file in the savegame folder, there is one called "sp_St. Louis DM_homecity". What is that one, and what does the "DM" part mean?
Thanks again! |
talkinrock |
Posted on 11/23/11 @ 04:42 PM
Also, what changes have been made from 4.6.6 to 4.6.7? And do you please think that you might be able to fit in a changelog of some sort in the description (at least for the latest 3-5 versions)? Thanks a ton, Mandosrex! |
MandosRex (id: mandosrex)
File Author |
Posted on 11/23/11 @ 05:05 PM
talkinrock, a... from where do i start...
i see that you have many problems, and you are having a hard time trying to fix them, so why not re-install the game all together...?
new cards do not affect your current or old home cities. home city files only tell you what you have in your deck, not your entire home city card tree. you can add new cards in old home cities without a problem.
i have my doubts about you not having any civ when you go to 'Select a Home City', even if the game prompts you to create a new civ upon starting the game, you can still choose the old home cities from the 'Select a Home City' menu. so this is very awkward.
the US will not appear in the 'Create a New Home City' menu, only in the 'Select a Home City' one. this is because the US is not replacing any existing civ like other mods do when they add new civs, and you can't add it to that menu.
and another thing, if you installed the latest version of this mod, the current one, you should also find 'sp_Philadelphia_homecity' and 'sp_Philadelphia DM_homecity', these are the new US home cities.
the ones with DM in their names are home cities made for the Deathmatch mode, because you can't create a US civ the normal way, i had to add one file for Deathmatch also.
and it's no surprise St. Louis was there, the new installer makes everything right, if it doesn't work it's not the mod's fault.
you can see even in this comments page, Lord Baalberith telling me everything works fine.
as i already said, and i strongly recommend it, try re-installing the game, also make sure TWC installs properly, you can find a fix in my description if it doesn't.
keeping the description up-to-date and making a change log for every version is kinda hard...
i can tell you some changes i remember to have made in the last version... a, some balloon fixes, a little blowgunner fix, a little fort attack buff, and... this is what i remember...
i have a kinda bad memory to be honest...
anyway, i can tell you what 'big' things the next version will have: a little bonus to the lumber camp's look, artillery units will have more space between them while moving (they where a bit crowded before) and a remade formation for the Stand Ground command.
so, re-install the mod, see if the problems persist, and if they do, look for me on skype or yahoo to figure this out.
i have helped a lot of people this way so don't worry, we will get to the bottom of this.
skype id: mandos-rex
yahoo id: mandos_rex[Edited on 11/23/11 @ 06:04 PM]
|
talkinrock |
Posted on 11/23/11 @ 07:24 PM
Thanks for the tips! I reinstalled the game, and then the mod, and the Philidelphia city showed up (finally). Also, when I said St. Louis, that was because I hadn't installed the latest version yet...
Additionally, I have a few questions/recommendations...
Here we go:
First off, could you please add some more mercenaries to the USA home city? I feel that having just the outlaw units isn't really enough; could you possibly add others? The ones I feel would fit best would be Black Rider, Hessian Jaegers, Highlanders, Fusiliers, Swiss Pikeman (because of the Central European and Scottish/Irish aid to the U.S. during the Revolutionary War...) Manchu Cavalry Archers, Ninjas, Petards, and upgraded Flamethrowers (because of the Chinese working on the U.S. Railroad), and lastly some upgraded Native units. I feel the best native units would be either Cree or Cherokee rifleman, Huron Mantlets, Tomahawks, Commanche Horse Archers, Apache Cavalry, and Seminole Bowmen.
Now, you obviously cannot add all of these mercenaries, but some variety between the European, Chinese, and Native ones would be quite nice. Also, if some of these mercenary cards could be infinite and/or team ones, that would be awesome! I know there are some cards that are (both) infinite and team, so if one or two mercenary cards were both, that would be about right...
Secondly, this is more of a question, but is the Ironclad card in the USA home city a mercenary card, or can the USA build Ironclads?
Next (another idea), for the USA, if they could build miners from their town center (obviously for an increased price), that would be real nice. And another idea, relating to miners, but also kind of different, though: What about creating a building similar to the Bank, but ONLY for the Americans, called a "Mining Shaft". This buidling would have a few purposes. First, it would (obviously) slowly generate coin. Also, when placed near a mine, it generates even more coin. So, basically, it doesn't have to be placed near a mine, but you want to... However, I'm not sure if this would create problems, as I don't mod, but I'm not sure how the building would know if the mine it was originally placed near got "used up". What I mean is this: Let's say you placed the Mining Shaft near a mine. Later on, some villagers used up the mine, and then how would the building know to stop the bonus that it gets when placed near a mine? I don't know if what I was saying made any sense to you, so please tell me if it didn't. Anyway, the Mining Shaft would also be able to train Miners (just like the Home Center should), as well as Black Powder Carts and/or Petards. Lastly, the building should have techs for coin gathering, upgrading artillery, as well as techs for the Mining Shaft building itself (For example, one tech could give the building an attack either equal to, or around that of a Grenadier's, while another tech could improve the coin generation rate of the building. Other ones could be available, as well...).
Does this sound like a good addition to the Americans? Also, something I forgot to mention is that ONLY miners could build these buildings.
Finally, another recommendation I have is this: For the Asian civs, they don't really have a building equivalent to the European "Church". I mean, in terms of names, they have the Monastery, but in reality, that building is pretty much an Asian Saloon.
So, I was thinking that for China and Japan, they would have "Buddhist Temples" (or a similar name; one that sounds more Chinese or Japanese, though...). Also, India would have a "Hindu Temple" (again, it could also have a name similar, but more "Indian sounding"...). These buildings would have a few purposes: For China, they could train Buddhist Monks and Tibetan Lamas, each with special abilities (more on that in a minute...). Japan would have Zen Monks and Priestesses, while India would have Brahmans and Yogis.
Buddhist Monks would have 3 abilities: Nature Friendship, a powerful "Hand Combat Ability", and, of course, a Heal ability. They should have HP similar to that of Priests, but have attack, bonuses, resistances, and speed similar to that of Chinese Disciples (except they don't have the "critical" abilty). You can train a maximum of 8 of these... (Is this reasonable?)
Tibetan Lamas, on the other hand, can train a maximum of eight "Panther" animal units, which are good against Treasure Guardians and villagers. They also boost surrounding units' HP, and have a special ability which allows them to kill any visible unit on the map (except artillery and special units). This would be called "Karma". They should be almost exactly like priests, except their hand attack should be like that of a Disciple's, this time WITH the critical ability. They should also have a medium strength, somewhat short-distance ranged attack using a bow. (You should be able to train a maximum of 5-7 of these
Zen Monks should be fast moving units, with high HP and defense, but very little hand attack. They can heal, boost surrounding units' speed, and have the "Karma" ability. You should be able to train a maximum of 10 of these.
Priestesses should be units with fast speed, medium HP, low defense, and medium hand attack (using a "tanto" blade, as many Zen Priestesses did; some were also assassins, which might come as a surprise to a lot of people...). They should also have a quick, accurate, medium-strength, and fairly short distance ranged attack using a throwing knife. They should be able to heal, have the Nature Friendship ability, and also have Stealth. You should be able to train a maximum of 8 of these units.
Brahmans would be the most similar to priests, in terms of stats: Their attack would be low (but somewhat higher than priests), their speed should be medium, HP would be medium, and defense should be low. They have the heal ability, Nature Friendship, and also a slowly-recharging "Ceasefire" ability, which temproarily stops ALL fighting on the map. They also boost surrounding units' HP. You should be able to train a maxmum of 8-12 of these.
Yogis are very, very fast units and they boost surrounding units' speed a significant amount. Yogis should run, like scouts and Aztecs do, but just slightly faster...). They have a low hand attack, medium HP, and low defense. They have a HUGE bonus (like 4-6 times) versus villagers. However, since their attack is low to begin with (like only 5 attack points), the high bonus doesn't do much anyway... They cannot heal, however they have various abilities: First, they have the "Spyglass ability", except it's called the "Eye of Ganesha" and it lasts for a longer time than the Spyglass ability does. Second of all, they are able to gather food faster than normal gatherers, and they can build basic buidlings (ONLY houses, temples, and economic buidlings...). Finally, they can stun and slightly damage a group of enemies from afar for about 5-10 seconds, with a "Strike of Rama" ability.
If any of these units seem overpowered, give me your ideas on how you, as the modder, think they can be improved. I'd very much appreciate your constructive criticism, just to let you know...
The last idea I have is for the Asian Temples: In terms of techs, each temple should have a few similar ones (mostly that decrease unit training time), but also some unique ones, as well.
For example, China would have one called "Mongolian Traditions" or something like that, which increases unit and building LOS, as well as slightly increasing unit speed (including artillery). They could also have one called "Spice Trading" which increases Export and coin gathering rate a bit (India should also have this one, but not Japan).
Japan should have a "Karate", which increases ALL villager stats, especially speed and hand attack. Also, they should have a "Buddhist Purification" tech (or "Christianity Eradification"; whichever suits your taste...), which increases unit HP and decreases train time (of ALL units).
India should have the "Spice Trading Tech", as well as "Yoga Teaching", which significantly increases ALL units speed and attack, but slightly decreases HP.
So, those are my ideas (sorry for having so damn many), and please feel free to comment or criticize... just do it politely please. lol :P |
talkinrock |
Posted on 11/23/11 @ 07:32 PM
Also, you should only be able to train a max of 4 or 5 Yogis, and when I said "Christianity Eradification", I mean to say "Eradication" instead... |
MandosRex (id: mandosrex)
File Author |
Posted on 11/23/11 @ 08:52 PM
wow... a lot to read... well...
i will try to add more merc cards, i didn't until now because i am not really friendly toward mercs, i think they are kinda useless... anyway, i will add more merc cards to the US.
the ironclads are not really merc cards... the europeans get privateurs and the US get ironclads. that's that.
the miners idea... a...
listen, i know you come to my mod after playing all those other big, popular mods like NE and WotTA, but mine is not like theirs.
i don't like to unnecessary complicate stuff and create all those 'mind blowing breakthroughs' which give back too little to counter the effort of making them.
i like the keep stuff simple and to the point, true to the game's feel. i like to take that feel and improve it, not completely change it.
yes, it would be possible to make such a building without any of the problems you told me, it would work almost perfect. but it will completely ruin the fragile balance in the game...
now moving on...
i won't create new churches for the asians because many of their wonders serve as churches...
as for asian monks. well the asian explorers are also monks and they are veeeery over powered compared to the euro and native explorers, so i don't see a need for new monks.
i don't know from where you came with these ideas, but i fear they are from the big mods.
i don't know for sure because i don't play them, too buggy for me.
sorry to disappoint you, but except for the merc cards, none of your ideas seem fit for my mod...
don't think that i am going for easy modifications, my mod includes MANY new and complicated modifications, but i simply don't see the real use and purpose of most of your ideas.
as i said, they are too hard to make and they give back too little.
you did gave me an interesting idea. the indians and chinese need some kind of a stealth unit, because they are the only ones without one, i think.
euros have the spy, natives have some stealth soldiers and the scout, japanese have ninjas, but china and india has none. correct me if i am wrong.
now see, useful units i like to add, but weird complicated units without a real purpose, not so much.
i am opened to ideas, as i always am, but i need something else, something really useful and nice.[Edited on 11/23/11 @ 08:55 PM]
|
helloyou824 |
Posted on 11/24/11 @ 12:25 PM
Playability: 4
(Insert Playability analysis here)
Creativity: 5
(Insert Creativity analysis here)
Art and Sound: 5
(Insert Art and Sound analysis here)
Installation/Instructions: 4
(Insert Installation/Instructions analysis here)
Story/Description: 4
(Insert Story/Description analysis here)
Additional Comments:
grt job.. |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 [12] 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 » Last » |
HGDL v0.8.2 |
Rating |
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4.6 | Breakdown |
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Playability | 4.6 | Creativity | 4.8 | Art and Sound | 4.8 | Installation/Instructions | 4.4 | Story/Description | 4.5 |
Statistics |
Downloads: | 27,380 |
Favorites: [] | 38 |
Size: | 57.68 MB |
Added: | 10/08/11 |
Updated: | 08/28/13 |
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