» N3O Fan Patch 1.3z2w - A patch that intends to bring balance and spice back into the game
N3O Fan Patch 1.3z2w - A patch that intends to bring balance and spice back into the game
Posted on 07/26/12 @ 07:18 AM (updated 01/18/13
Note: After downloading an updated version of this patch, uninstall your previous one, and reinstall the new one - including reinstalling the files from the "Goes to Program Files" folder.
Update (January 18th, 2013), 1.3z2w
- Dopplesoldners have 230 HP, 20 attack
- Tilly's Discipline brought back to original
- Made improvements to the AI; they now train up to just 90 villagers lategame (Imperial), 85 villagers in Industrial, 80 Villagers in Fortress, 45 in Colonial.
- AI has now direct civ-specific cards which significantly boost their performance. Germany now builds correct units, fewer mercenaries, has many more upgrade cards for Uhlans, and tries to build a more balanced military.
- Corsolet now gives just +20% HP, +25% Armor to Muskets, +20% HP for Pikemen and Halberdiers, -5% for these units
- Cavalry with 6.875 speed brought back to original 6.75 speed.
- Lancers have 6.60 speed, 22 siege attack, 22 attack, 2.75x against Infantry (instead of 24 attack)
- Caballeros gives 0.90x bonus against Infantry (instead of 0.85x)
- Oprichniks have 22 attack, 2.75x against Villagers, 1.83x against AbstractSiege Trooper and Artillery, 0.55x against Flail Elephants and Oprichiniks (which are siege troopers).
- Some final small balances; fixed some numbers behind cards
- AI puts their first factory on Heavy Cannons/Rockets/Great Bombards instead of gold; they need the heavy artillery production early, plus more villagers allows for more flexible use of things.
- Will add a few civ-specific crate and unit shipments to always be included and sent at the proper times by the AI.
Update (January 6th, 2013), 1.3z2v
- Added separate installation instructions for users who have Steam; the installation instructions are greatly improved in clarity.
- AI aims to train 99 villagers lategame (up from 70); if stuck in colonial, they will train up to 70 villagers (up from 45 max), if stuck in Fortress, up to 90 villagers (up from 60), if in Industrial, up to 99 villagers (up from 70), and in Imperial up to 99 villagers (up from 70). This does not include extra fishing boats, which they now build twice as many of, if possible (6 minimum, 16 max).
- Better handling for Furrier, TEAM Furrier, Spice Trade, TEAM Spice Trade added; if these are available, the AI will most likely send them as their first card.
- Fixed Chinese AI bugs; reverted back to original Chinese AI.
- Japanese AI uses a mix of Ashigaru, Yumi and Naginata Riders; testing them to use Yabusame and Samurai to support. Also, the Japanese AI has better decks, and will always ship Heavenly Kami as their first card in regular supremacy games. At the moment, however, they will not normally train Samurai as they used to, because these are not cost effective until lategame; I am still working on the Japanese AI, but training Ashigaru/Yumi/Nagainata makes them much more competitive.
- AI puts their first factory on gold instead of Heavy Cannons/Rockets/Great Bombards; their second factory goes onto cannon, rather. (This bolsters their economy significantly).
Update (January 4th, 2013), 1.3z2u
- Fixed some very important playability issues with the Russian AI, added better AI handling with Discovery and Colonial Economic Cards.
- Dopplesolders and Consulate Zweihander have their original 230 HP, original siege attack back, but now also have an additional 1.1x bonus against Halberdiers.
- Gatling guns have 2 Area (instead of 3).
- Heavy Cannons, Great Bombards, Rockets and Li'l Bombards now have 31 range (up from 30). Heavy Cannons train now in 125 seconds instead of 128.
- Working on fixing any issues with cards that say they give something they don't.
New Year Special:
Update (January 3rd, 2013), 1.3z2t
- Greatly improved all AI decks (They use lategame shipments, and a great deal of them, and I mean all civs). Also, the Iroquois and Sioux should play much better now, and Japan will use a lot better cards, which will enhance their military greatly. Be sure to play at least against lvl 25 for them to use all of their cards correctly. The AI will now also attempt to send cards at more appropriate times of the game. Also, they should have more food and coin gatherers generally speaking. Deathmatch games should play better as well (they aren't perfect, and even though I have found out how to fix their bases, I haven't applied it too much because they wouldn't build military buildings as fast, and, as a result, you could rush them quickly and win).
Edit: (October 2nd), 1.3z2a: Corrected errors in the patch notes.
Greetings to all those who read!
It has been a long time since I officially announced the release of the original N3O Fan Patch 1.3, which acted as a base rubric to this version released presently. I have intended to balance the game, bring spice back into the game, without changing the way the game is played.
I have aimed to give a very Vanilla feel to the game, as well as the spice that the War Chiefs Expansion pack had when it came out. This patch lessens the starkness of the counter system by many minor changes. By limiting the effect of minor natives and certain overpowered improvements, for instance, has lead to a much better game-play. Having a reduced effect on cavalry on the battlefield - cavalry are more tactical rather than a necessity, increases the uses to actually think before committing your troops. Naval Warfare has been drastically improved, as in the previous version of the N3O FP 1.3 patch, but it is slightly tweaked since then - slightly weaker warships and slightly faster warships, plus a few new naval upgrades for the Europeans and Asians.
Full installation instructions are included in the download. Patch notes are also included with the download (these are included when you use the TAD Patch Launcher to view and launch specified patches).
To note, I liked several small art files from the well known Improvement Mod, so I have included what I liked best in the download. I only have two custom art files included in the download that I myself have made.
Also, to note, in previous versions, I have also included the Azap for the Ottoman civilization from the Napoleonic Era Mod. Link to the mod's website is here:
The creator of the unit is Matthew Sher. Great thanks with permission to Tilanus Commodor and his gang. Now as to the Azap unit, however, I have greatly modified its statistics.
I have also included a customized, improved version of the Drauger AI, which not only has drastically improved decks but now builds civ-favourable units (with the exception of the German AI, in which there is a bug with allowing it to build civ-specific units). However, the AI (including the German AI) will now ordinarily build much more infantry as well as cavalry, with a few artillery pieces. Also, the AI does not overspam heavy artillery pieces such as heavy cannons, since a build limit has been set on these, whereupon they have been drastically improved.
***THIS AI ONLY WORKS IN USING THIS PATCH. IT USES MATERIAL ONLY AVAILABLE IN THIS PATCH, AND OTHERWISE WILL NOT GIVE YOU A PLAYABLE AI IF YOU TRY IT ON ANY OTHER PATCH THAN MINE. I HAVE ALSO INCLUDED THE ORIGINAL AI IN CASE YOU WANT TO UNINSTALL IT. FULL INSTALLATION INSTRUCTIONS INCLUDED FOR THAT AS WELL.
Official N3O PATCH, FP 1.3 Zelda Version 2w: continuation of Age Sanctuary Fan Patch 1.2, coded by murdilator.
FORWARD: CODER'S NOTE
This patch can be played in Single Player, LAN and Rated Online Games. I have worked a long time on this and hope that you and your friends can enjoy it as much as I do. Although I have listed many changes, they do not change the way Age of Empires III is played. The balance, moderate realism, spice, and diversity brought by this patch should give you a much better overall experience, fixing the longstanding problems with the Iroquois Lategame, the Germans and French civilizations, India, the Aztecs, the Chinese, Spanish Missionaries, Heavy Artillery, Ship Combat, and much more. Enjoy!
Installation Note: This Patch can only be run on v.18 of the TAD Patch Launcher.
Abstract note to Scenario Designers: Since I have changed the Iroquois Infantry cards to just affect Tomahawks, Aenna, Forest Prowlers and Iroquois Warchief (instead of all infantry), I have added three HC techs, SCENInfantry+5%Combat, HCSCENInfantry+5%Damage, and HCSCENInfantry+5%HP, that affect Infantry by +5%, designed specifically for Colesseum-type games.
All Infantry and Cavalry units have their turn rate decreased to 8 (down from 18).
Crossbowmen, Skirmisher, Consulate Roger's Rangers, Consulate Prussian Needle Gunners, Gurkha, Mansabdar Gurkha, Jaeger, Repentant Jaeger, Forest Prowler, Wakina Rifle, Arquebusier, Cherokee Riflemen, Cree Tracker, Klamath Riflemen, Outlaw Rifleman, Repentant Outlaw Riflemen, Longbowmen, Yumi, Wokou Blind Monk and Repentant Wokou Blind Monk speed increased to 4.20 (up from 4.0).
Counter Infantry Rifling Tech: cost reduced to 200 wood, 200 coin (down from 300 wood, 300 coin), but effect reduced to give rifle-armed Skirmisher units +0.75x bonus against Heavy Infantry (down from +1.00x), and a +0.28x bonus against Light Cavalry (down from +0.50x). Indian Enlist Gurkhas Card, Japanese Way of the Bow Card and Chinese Repelling Volley card similarly effected. Abus Guns, however, get +0.75x against Heavy Infantry and +0.33x against Light Cavalry units.
All Hand Cavalry have their Trample Attacks increased to 75% of their regular attack, with four times the caption (the maximum splash damage in one strike).
Hussar cost reduced to 110 food, 80 coin (down from 120 food, 80 coin), Train points to 39 (down from 40), Bounty to 19 (down from 20); Cossack cost reduced to 75 food, 70 coin (down from 75 food, 75 coin), siege attack increased to 17 (up from 15); Uhlan hitpoints increased to 200 (up from 190), cost changed to 55 food, 95 coin (instead of 50 food, 100 coin); Axe Rider cost reduced to 145 food, 40 coin (down from 160 food, 40 coin), train points reduced to 39 (down from 40), bounty decreased to 19 (down from 20); Kanya Horseman cost reduced to 95 food, 65 wood (down from 100 food, 75 wood), train points reduced to 36 (down from 37), bounty reduced to 16 (down from 18); Sowar cost reduced to 80 food, 75 coin (down from 80 food, 80 coin), hitpoints increased to 245 (up from 225), train points reduced to 34 (down from 35), hand attack increased to 22 (up from 20), multiplier against Infantry/Heavy Infantry set to 1.4x/0.72x, siege attack increased to 17. Mansabdar reworked to new stats. Naginata Rider cost reduced to 95 food, 95 coin (down from 100 food, 100 coin), bounty decreased to 19 (down from 20). Consulate versions of these units are also brought up to the same statistics.
Halberdier speed increased to 4.25 (up from 4.0), Colonial Stats removed.
Pikemen, Consulate Tercios, Swiss Pikemen, Repentant Swiss Pikemen, Qiang Pikemen and Puma Spearmen have their hand attack maximum range increased to 2.5 (up from 2.0).
Infantry Breastplate Tech: effect reduced to +10% hand infantry and foot archer hitpoints (down from +15% hand infantry and food archer hitpoints).
Dopplesoldners and Consulate Zweihander now also have a 1.1x hidden bonus against Pikemen units (Pikemen, Halberdiers, Swiss Pikemen, Puma Spearmen, etc.) and an additional hidden 1.1x bonus against Halberdiers.
Cavalry Archers now have 0.30 armor (up from 0.20 armor).
All Ranged Cavalry units have increased hand attack and siege attack. In hand mode, Ranged Cavalry maintain the same damage against Heavy Cavalry, Coyotemen and Artillery.
All Ranged Cavalry units (except Siege Elephants) now have a 0.80x penalty against Rifle Riders (Since Rifle Riders count as Heavy Cavalry, Ranged Cavalry units have 3x against them normally. This reduces their bonus against Rifle Riders to just 2.4x).
Musketeer, Consulate Redcoat, Consulate Guerrieros, Consulate Stadhouter have their ranged attack reduced to 21; Janissary and Consulate Tufanci Corps ranged attack reduced to 20 (down from 21); Ashigaru cost reduced to 80 food, 35 coin (down from 80 food, 40 coin), hitpoints reduced to 165 (down from 170), ranged attack decreased to 23 (down from 24), hand attack increased to 11 (up from 10); Sepoy cost reduced to 85 food, 30 coin (down from 90 food, 30 coin), hitpoints increased to 185 (up from 180), train points to 33 (down from 34), ranged attack reduced to 24 (down from 25), Mansabdar reworked to new stats. Iroquois Tomahawk ranged attack increased to 20 (up from 19), speed increased to 4.25. Also, these above musketeer units now have a 1.1x ranged bonus against cavalry and a 1.1x hidden ranged bonus against Mantlet units.
These above Musketeer units receive a 1.05x hidden multiplier against Hand Infantry upon the player hitting Industrial Age, and European Explorers get +2.0 Range and LOS upon the player hitting Industrial Age.
Advanced Arsenal Military Drummers Tech: effect reduced to give just +8% Infantry speed (down from +10% Infantry speed). It now costs only 100 wood, 100 coin (down from 150 wood, 150 coin).
Grenadier cost reduced to 110 food, 50 coin (down from 120 food, 60 coin), speed increased to 4.20 (up from 4.0), ranged increased to 13 (up from 12), LOS to 15 (up from 14), 1.25x against Heavy Infantry added in ranged mode, ranged multipliers against Cavalry and Light Infantry reduced to 0.60x (up from 0.5x), hand attack increased to 18 (up from 8), 1.5x bonus against Cavalry added in hand mode, 1.2x bonus against Light Infantry (Coyote Runners, Eagle Runner Knights, Bhakti Tiger Claws, etc.) added in hand mode. Likewise, Consulate Young Gardes and other grenadier units are affected. Chakram cost reduced to 95 food, 45 wood (down from 100 food, 50 wood), armor increased to 0.60 (up from 0.50), hand attack increased to 11, ranged penalty against cavalry and light infantry decreased to 0.75x (up from 0.5x), hand penalty against cavalry and light infantry removed (up from 0.5x), siege attack increased to 22 (up from 18); Arsonist hitpoints increased to 320 (up from 250), cost reduced to 285 (down from 300), train points to 47 (down from 50), speed increased to 4.50 (up from 4.0), caption increased from 48 to 63 (caption 2.25x original damage, which is standard for grenadiers), Volley range increased to 15 (up from 12), LOS to 17 (up from 14), 1.35x against infantry added in ranged mode, ranged multipliers against Cavalry and Light Infantry reduced to 0.60x (up from 0.5x), hand attack increased to 32, 1.5x bonus against cavalry added in hand mode, 1.2x multiplier against Light Infantry added in hand mode. Repentant Arsonists are also affected.
Grenadier, Consulate Young Garde and Arsonists now get 0.70x vs. Macehaultins and Mantlet units.
Socket Bayonet tech now affects all Musketeer and Grenadier units.
Abus Guns now have a 0.75x multiplier against Grenadier units.
Hire Indian Arsonists Card: effect increased to deliver 7 Arsonists.
All Consulate Units now receive proper names in Imperial. Also, some Consulate Units are the same as the Special Church Tech counterparts, and get the same bonuses, such as a range boost.
For Asian civs, upon hitting Industrial, Consulate Young Garde recieve Incendiary Grenades Tech (+30% building damage, +1.0 ranged damage area).
Consulate build points reduced to 40 (down from 50).
Advanced Consulate Card: now also gives Consulate +25% HP.
All Brigade Shipments now take 60 seconds to research instead of 90.
Spanish Consulate Army 1: effect increased to give 8 Tercio Pikemen (up from giving 7 Tercio Pikemen).
Portuguese Consulate Army 1: effect increased to give 8 Besteiro Crossbowmen (up from giving 7 Besteiro Crossbowmen).
Dutch Consulate Army 3: effect increased to give 11 Ruyters, 8 Stadhouters and 2 Mortars (up from giving 9 Ruyters and 2 Mortars).
Trading post put to RE 1.03 stats: 200 wood, 2500 HP, 72 train points, 40 build bounty, 80 kill bounty (instead of 250 wood, 3000 HP, 90 train points, 50 bounty and 100 kill bounty).
Outpost Build limit decreased to 6, cost reduced to 215 wood, train points to 48. Build limit increased by +1.0 upon hitting Fortress Age. Outposts also now give a small trickle of 0.07 food, 0.07 wood, and 0.07 coin per second, to help refund the time spent with villagers building the Outposts. Asian Towers are similarly affected.
For Portugal only, Outpost starting build limit increased to 7. Portugal does not get +1.0 Outpost build limit upon hitting Fortress.
Frontier Outpost tech: now also gives Outposts +10% HP in addition to giving +50% ranged damage, and now only takes 40 seconds to research.
Fortified Outpost tech: now gives Outposts +40% HP in addition to what else it gives (instead of +50% HP and what else it gives).
Blockhouses and Warhuts' cost reduced to 215 wood, train points to 45 (down from 250 wood, 50 train points).
Frontier Blockhouse tech: now also gives Blockhouses +10% HP in addition to giving Blockhouses +50% ranged damage, and now only takes 40 seconds to research.
Fortified Blockhouse tech: now gives Blockhouses +40% HP in addition to what else it gives (instead of +50% HP and what else it gives).
Strong Warhuts Tech: now gives Warhuts +50% damage and +30% HP (up from +30% damage and +30% HP), and no takes only 40 seconds to research (down from 60)
Mighty Warhuts Tech: now properly gives Warhuts +50% antiship attack.
Strong Nobles Hut Tech: now takes only 40 seconds to research (down from 60).
Mighty Nobles' Hut Tech: now properly gives Nobles' Huts +50% antiship attack.
Extensive Fortifications card: now gives only +4.0 Outpost and Blockhouse build limit.
Castle cost changed to 200 wood, 80 coin (instead of 200 wood, 100 coin), maximum builder limit increased to 6 (up from 4), range increased to 25 (up from 24), LOS to 33 (up from 32).
Flatland Castle Card: now gives +1.0 Castle build limit.
Hill Castle Tech: now also gives Castles +10% HP in addition to giving Castles +50% ranged damage, and now only takes 40 seconds to research (down from 60).
Colonial Militia card: changed back to normal effects of increasing Town Center damage by 50% and enabling a second Militia.
Asian Sentry and Irregular techs have their costs reduced: 75 food, 75 coin for the first two techs, and 200 food, 200 coin for the large techs (down from 80 food, 80 coin and 300 food, 300 coin). Also, Sentries and Irregulars no longer have a penalty against villagers, and Irregulars have their ranged attack increased to 22 (up from 21).
Firepit Warriors have their build limit increased by +1 upon hitting Fortress Age, +1 upon hitting Industrial Age and +2 upon hitting Imperial Age. This totals 10 build limit (6 originally +4 extra). Also, their ROF is reduced to 1.5 (down from 3.0).
Minutemen, Irregulars, and Firepit Warriors now have 2.0x hand bonus against cavalry, 1.6x hand bonus against Light Infantry, but a hidden 0.50x multipler against Oprichniks and Flail Elephants in Hand Mode (Minutemen already do 2x against these units because they have the 'AbstractSiegeTrooper' flag).
European and Asian Warships have about +35-40% HP, about -40% to -60% speed, turn slower (especially asian ships, matched now with Europeans), +1.0 splash area attack, and Lighter Warships have +6.0 Range and +4.0 LOS. Chinese Fireships have +50% more attack instead of HP boost, in addition with other ship changes. Canoes and Catamarans are now also slower and have slower turn rate. Also, Canoe, Marathan Catamaran and Catamaran cost reduced to 50 wood, bounty to 5, train points to 8 speed to 6.0, siege damage to 30; War Canoe cost reduced to 90 wood, 70 coin, bounty to 16, speed to 5.50, damage reduced to 78 (down from 100), ROF to 2.0 (down from 3.0); Tlaloc Canoe cost reduced to 300 wood, 150 coin, bounty to 45, build limit reduced to 4 (down from 5), siege damage reduced to 110 (down from 200), ROF to 2.0 (down from 3.0), speed reduced to 5.0. Privateers get just -20% speed (to 4.25), and Ironclads now have +82.5% HP (3650 HP), 0.99 ranged armor, 1 build limit, -53% speed (to 3.50), 'Siege Unit' and 'Siege Trooper' Tags added, 135 Bombard attack, 270 caption, 2 Splash radius, 34 range, 38 LOS, and 235 Long Range Bombard attack (up from 200), 470 caption, 0.5x against Docks with Long-ranged attack, (6 Splash Radius in Long Bombard Attack kept) along with other ship changes. Ships now receive a 0.20x multiplier against Ironclads, artillery and buildings receive 0.40x multiplier against Ironclads, and other units receive 0.20x multiplier against Ironclads in their Siege Attack mode. Ironclads are essentially dreadnoughts. (Since Ironclads have the Siege Trooper tag, buildings have 0.50x their attack, meaning that they do 0.20x of their damage). Some specific changes are given below later.
2 Infinite Ironclads Card: effect reduced to deliver 1 Ironclad, costs 500 coin, and now takes 60 seconds to ship. (Down from 2 Ironclads and 40 seconds to ship).
Santander Revolution Politician: now ships 2 Frigates (down from 3 Ironclads) and 1 Factory Wagon.
Portuguese Consulate Ironclad Tech: cost increased to 900 export, but now ships 1 Frigate and 2 Caravels (instead of 700 Export for 1 Ironclad).
Armor Plating Tech no longer affects Ironclads (Balance reasons).
New Tech added: Ironclad Warship. This is available in Imperial Age at the Capitol, (only for Europeans), costs 2000 Coin and 2 Homecity Shipments, Delivers 1 Ironclad and increases Ironclad hitpoints by +20%. It is available only if you have a water homecity gathering point. This can be upgraded even if the enemy has placed a blockade on your homecity.
Town Center Anti-ship attack increased back to 100 (up from 75).
Docks now heal twice as fast (to help with increased Ship HP), and have their anti-ship attack increased to 25 (up from 15).
Fort bombard range increased to 28 (up from 26), and a 0.5x multiplier against ships with the 'AbstractSiegeTrooper' flag added (Galleons, Fluyts, Atakabunes, etc.).
Some Artillery now have increased damage, +1.0 Range and LOS for Light Artillery, +2.0 to +4.0 Range and LOS for Heavy Artillery and a 0.75x penalty against Artillery or greater. Li'l Bombards have slower firing rates; Flying Crow have slightly more damage and have increased range, and slower firing rates. Cannons have a lower damage against ships and buildings. Also, some Artillery, such as the British Rocket and the Culverin, have less damage against ships; the European Mortar and the Japanese Morutaru also have decreased damage vs. ships. Heavy Artillery (Heavy Cannons, Great Bombards, Rockets and Flying Crows) now have a build limit and a 0.80x to 0.90x penalty against Elephants. Rockets and Flying Crows have a 2.0x bonus against infantry; Li'l Bombards now have a 2.0x multiplier against Infantry:
Falconet range increased to 27 (up from 26), LOS to 31 (up from 30), attack to 112 (up from 100), caption to 224 (up from 200), multiplier against buildings reduced to 2.25x (down from 3.0x), multiplier against ships reduced to 2.0x (down from 3.0x). Consulate Falconet brought up to same stats.
Horse Artillery range increased to 27 (up from 26), LOS to 31 (up from 30), multiplier against buildings reduced to 2.25x (down from 3.0x), multiplier against ships reduced to 2.0x (down from 3.0x). Consulate Horse Artillery brought up to same stats.
Heavy Cannon range to 31 (up from 28), LOS to 34 (up from 32), Train points increased to 125 (up from 115), speed decreased to 3.0 (down from 3.50), multiplier against infantry reduced to 2.75x (down from 3.0x), multiplier against buildings reduced to 1.8x, multiplier against ships reduced to 1.45x. Build Limit set to 7. (0.90x against Howdahs and Hand Elephants as well). Consulate Heavy Cannon similarly affected.
Great Bombards now have 31 range (up from 28), 34 LOS (up from 32), Train points increased to 125 (up from 115), speed decreased to 2.80 (down from 3.50), ROF decreased to 7.625 (down from 8.0), minimum range removed, 1.30x against Infantry added, 1.25x multiplier against buildings added, penalty against artillery reduced to 0.45x (up from 0.4x), multipliers against cavalry and light infantry reduced to 0.75x (up from 0.5x). Build Limit set to 6. (0.80x against Howdahs and Hand Elephants as well; 0.45x against Siege Elephants because Siege Elephants count as Artillery). Consulate Great Bombards affected similarly.
Li'l Bombard damage increased to 600 (up from 400), caption to 1245 (up from 800), ROF to 6.0 (up from 4.0), range increased to 31 (up from 28), LOS to 36 (up from 32), and a 1.5x multiplier against infantry added. Build Limit set to 5. (0.80x against Howdahs and Hand Elephants as well). Repentant Li'l Bombards similarly affected.
Rockets now have 31 range (up from 28), 34 LOS (up from 32), a multiplier of 2.0x against Infantry added, 1.5x multiplier against buildings added, and multiplier against ships reduced to 2.0x (down from 3.0x), train points increased to 108 (up from 98). Build Limit set to 7. (0.90x against Howdahs and Hand Elephants as well).
Rocket Shell speed doubled (this means that it hits its Target twice as fast; this is because it was prone to missing moving targets too much).
Flying Crow population count reduced to 6 (down from 7), hitpoints increased to 255 (up from 225), damage increased to 225 (up from 190), caption to 450 (up from 380), Range to 22 (up from 18), LOS to 36 (up from 32), multiplier of 2.0x against Infantry added, and a 0.75x multiplier against Artillery added, 0.5x Penalty against Cavalry and Light Infantry removed. (Do note that Flying Crows upgrade every Age in range, hitpoints and damage). Build Limit set to 6. (0.80x against Howdahs and Hand Elephants, as well; 0.75x against Siege Elephants because Siege Elephants count as Artillery).
2 Great Bombards Card, 2 Infinite Rockets Card, 2 Infinite Flying Crows Card: now each cost 500 coin and take 60 seconds to ship.
Ottoman Brigade: Now sends 20 Tufanci Corps (Janissaries) and 3 Great Bombards (instead of 13 Tufanci Corps and 4 Great Bombards).
1 Falconet card (Fortress Age): effect increased to deliver 1 Falconet and 200 coin.
Gatling gun hitpoints increased to 225, cost increased to 100 wood, 350 coin, bombard attack to 33, caption to 66, multiplier of 1.35x against infantry added, range increased to 28 (up from 26), LOS increased to 30 (up from 26), multiplier against Cavalry and Light Infantry increased to 0.6x (up from 0.5x), multiplier against buildings increased to 0.75x (up from 0.5x).
Flaming Arrow bonus against buildings reduced to 2.0x (down from 3.0x), bonus against ships reduced to 3.0x (down from 5.0x), ROF reduced to 5.25 (down from 6.0).
Light Cannon hitpoints increased to 175, ROF reduced to 5.25 (down from 6.0).
Culverin cost reduced to 100 wood, 375 coin, multiplier against ships reduced to 6.25x (down from 10x). Bounty reduced to 48. Consulate Culverins also affected.
Mortar and Consulate Mortar attack reduced to 470 (down from 500), bonus against ships increased to 0.6x (up from 0.5x), minimum range increased to 8 (up from 4), Obstruction X radius reduced to 0.89, Obstruction Z radius reduced to 0.89 (down from 0.99 X, 0.99 Z). Morutaru attack reduced to 330 (down from 385), bonus against ships increased to 0.6x (up from 0.5x), minimum range increased to 8 (up from 4), speed increased to 2.80 (up from 2.50), Obstruction X radius reduced to 0.89, Obstruction Z radius reduced to 0.89 (down from 0.99 X, 0.99 Z). European Mortars now have a hidden 1.07x multiplier against walls and European Forts, and Morutarus have a 1.14x hidden bonus against walls and European Forts.
All Mantlet Units have +2.0 Range and LOS, increased hand attack, 0.60 armor, 4.0 speed and +25% faster turn rate (turn their shield faster and therefore react faster).
All Artillery (including Flamethrowers and Abus Guns) except Culverins and Mortars now receive a 0.70x multiplier against Mantlet units.
China and India now have access to the 'Heated Shot' tech at the Castle, but for them, it is first available in the Industrial Age. Properly added to Post-Industrial techs.
Heated Shot tech no longer increases Building and Artillery damage against Ironclads, and now gives artillery just +25% damage against ships (down from +50%). It now only cost 100 food, 100 wood (down from 150 food, 150 wood). Asian version of the tech is made likewise.
TEAM Coastal Defenses Card no longer increases Building damage against Ironclads.
Improved Warships Card: effect reduced to give Warships +20% attack and hitpoints.
Water Dance Card: name changed to 'Canoe Fleeting,' effect changed to give the Canoe unit +20% hitpoints and +10% speed (instead of enabling Water Dance at the firepit).
Legendary upgrades enabled for Canoes, War Canoes, and Tlaloc Canoes for the Native American Civs, each costing 1000 wood, 1000 coin. TEAM Cheap Docks card now also affects these techs, halving their wood costs.
Offshore Support Card: effect reduced to give Warships +4.0 Range and LOS and +20% attack (down from +5.0 Range and LOS and +20% attack), and now gives Monitors +4.0 Range in their bombard attack and +10.0 Range in their Long Ranged attack.
European Cannons Card: effect reduced to give Warships +4.0 Range and LOS and +20% attack (down from +5.0 Range and LOS and +20% attack), and now gives Monitors +4.0 Range in their bombard attack and +10.0 Range in their Long Ranged attack.
Apart from the General Ship changes, some ships are specially modified:
All European and Asian Warships are made proportional width and length to their appearance. (This can cause sometimes ships being unable to be trained from the dock if massively crowded. Even your own docks too close together can cause this problem with larger ships. However, the gameplay is improved massively as Canoes cannot literally be inside a Frigate or any other ship before running into the ship inself.)
All galleon-type units have 1.75x bonus against Infantry, and all other ships have 2.0x against infantry in their Broadside Attack Ability.
All caravel-type units gather fish and whales 50% faster. War Canoes gather from fish and whales 50% faster and Tlaloc Canoes gather from fish and whales 100% faster.
Japanese 'Peacetime Fishing' Card: effect reduced to give Warships just +100% fishing and whaling rates (down from +125%).
Monitors have 1700 HP, 6.0 ROF (up from 5.0), 160 bombard attack (up from 80), 400 caption (up from 200), 5x against buildings (down from 10x), 0.35x against Docks (up from 0.1x), 0.50x multiplier added against Forts, Agra Forts, Factories and Town Centers, 3.0x multiplier added against infantry, 0.5x against artillery, and 0.5x against villagers (not against fishing boats; up from 0.2x against villagesr), 400 Long Ranged attack (up from 200), 1000 caption (up from 400), 6 Area (down from 10 Area), with 0.80x added multipler against ships, 0.25x against docks (instead of 0.1x), and otherwise with the same multipliers (Essentially double the attack against units, much more damage against infantry etc., but doing the same damage against buildings and bit more to docks, while doing less against Town centers and Forts).
Galleons have their attack increased to 60, caption to 115 (up from 50 and 96).
Fluyts have their hitpoints increased to 1615, cost increased to 300 wood, 400 coin, (up from 300 wood, 300 coin), bounty to 70 (up from 60).
Frigates, Tekkousens and Fuchuans have 3.50 speed.
Tekkousens now have 3250 HP, 83 bombard attack, 166 caption (down from 90 and 180 caption) and the 'AbstractSiegeTrooper' flag.
Japanese Atakabunes now 3 build limit (down from 5), 2500 HP, 3.85 speed, cost increased to 300 wood, 350 coin (up from 300 wood, 300 coin), 50 bombard attack and 100 caption (up from 35 damage and 70 caption), bounty increased to 65 (up from 60).
Japanese Funes now have 1025 HP, 4.80 speed, cannon attack increased to 50, ROF to 1.25 (up from 40 and 1.0 ROF), and broadside damage increased to 50 (up from 25; this is to make them more unique, different than Caravels).
War Junks now have 4.50 speed, cannon damage increased to 56 (up from 50), caption to 112, and broadside damage increased to 40, caption decreased to 100 (up from 35 and down from 120 caption; this is to make them more unique, different than Caravels).
Chinese Fireships now have their X Obstruction radius reduced to 2.29 (down from 2.99), Y Obstruction radius to 2.49 (down from 2.99), hitpoints decreased to 300 (down from 400), cost increased to 100 wood, 150 coin, build limit reduced to 8 (down from 10), speed reduced to 3.0 (down from 9.0), armor increased to 0.60 (up from 0.50), 750 damage, 1 Maximum range (down from 2), 2 Area (up from 1), 2250 caption, have their 2.5x bonus against buildings removed, and get an additional 0.5x against Docks.
SPC Fireships now have their X Obstruction radius reduced to 2.29 (down from 2.99), Y Obstruction radius to 2.49 (down from 2.99), hitpoints increased to 400, speed reduced 3.0 (down from 9.0), armor increased to 0.60 (up from 0.50), 1350 damage, 1 Maximum range (down from 2), 2 Area and 2700 caption.
Admiralty Card: Now gives Fireships only +4.0 Build Limit (down from +5.0).
Canoe, Catamaran and Marathan Catamaran X Obstruction Radius decreased to 1.79, and Z Obstruction Radius decreased to 1.79, to help some with pathing.
Great White Shark: hitpoints increased to 250 (up from 220), hand attack increased to 98 (up from 75).
Orca: hitpoints increased to 400 (up from 220), hand attack increased to 145 (up from 100), cost increased to 200 food (up from 100), bounty increased to 20 (up from 10).
'Ship Howitzers' tech at the dock is now a prerequisite tech to Imperial Monitors, meaning that you must research it before 'Imperial Monitors' is available for research. It now only costs 200 wood, 400 coin (down from 400 wood, 400 coin).
Imperial Man O' War and Imperial Monitor techs have their cost reduced to 1000 wood, 1000 coin (down from 1500 wood, 1500 coin).
New Tech added: Seasoning. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 800 food, 500 coin, and gives Warships -15% wood cost. 'Seasoning' is now a prerequisite tech to 'Imperial Man-o'-War', 'Exalted Tekkousen' and 'Exalted Fuchuan,' meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.
New Tech added: Copper Bottoms. This is available at the dock only for the Europeans and Asians, first available in Fortress Age, at 100 food, 100 coin, and gives Warships +10% speed. 'Armor Plating' is now a prerequisite tech to 'Copper Bottoms', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.
New Tech added: Sextant. This is available at the dock only for the Europeans and Asians, first available in Colonial Age, at 50 food, 50 wood, and gives Warships +2.5% Speed. It is now properly added to Post-Industrial Techs.
New Tech added: Top Gallants. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 75 wood, 75 coin, and gives Warships +2.5% speed (does not effect Ironclads because Ironclads do not have sails). 'Sextant' is now a prerequisite tech to 'Top Gallants', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.
New Tech added: Longitude Watch. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 100 wood, 100 coin, and gives Monitors +2.0 Bombard Range, and +10.0 LOS. 'Top Gallants' is now a prerequisite tech to 'Longitude Watch', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.
New Tech added: Preserved Foods. This is available at the dock only for the Europeans and Asians, first available in Industrial Age, at 150 food, 150 coin, and gives Warships -15% train points. 'Longitude Watch' is now a prerequisite tech to 'Preserved Foods', meaning that it must be researched before you can research these techs. It is now properly added to Post-Industrial Techs.
New Unit added: Buccaneer Ship. These are available only the the Native American civs, and they give the Native Americans a Galleon unit. They look like Privateer Ships and are available first in the Fortress Age. Buccaneer Ship Stats: 300 wood, 350 coin, 3 build limit, 1700 HP, 0.75 ranged armor, 4.0 Speed, 65 siege damage, 125 caption, 2 area, 26 range, 30 LOS, 40 train points, 65 XP Bounty. They have a Privateer Ship's audio.
New Tech added: Pirate Crews. This is an upgrade for Buccaneer Ships, which costs 350 wood, 350 coin, available first in the Industrial Age to the Native American Civilizations, which gives Buccaneer Ships +40% Hitpoints and +25% attack.
New Tech added: Stolen Cannons. This is an upgrade for Buccaneer Ships, available after 'Pirate Crews,' which costs 200 wood, 200 coin, and is available first in the Industrial Age to the Native American Civilizations. It gives Buccaneer Ships +25% attack and +10% speed. NOTE: This is also a prerequisite tech to Legendary Tlaloc Canoes, meaning that you must research this first as an Aztec Player before you can research 'Legendary Tlaloc Canoe' Tech.
TEAM Cheap Docks Card: now also properly affects the above added techs by reducing their woodcost by -50%. Effected Techs: 'Sextant', 'Copper Bottoms,' 'Top Gallants,' 'Longitude Watch,' 'Preserved Foods,' 'Pirate Crews' and 'Stolen Cannons.'
Admiralty Card: now gives Buccaneer Ships +1.0 Build limit.
The Iroquois now also have access to the Sioux 'Big Dock Flaming Arrows' tech after researching 'Big Dock Rawhide Covers' tech. Properly added to Post-Industrial Techs and Iroquois Old Ways Shipment.
The Sioux now also have access to the Iroquois 'Big Dock Rawhide Covers' tech before researching 'Big Dock Flaming Arrows' tech. Properly added to Post-Industrial Techs and Sioux Old Ways Shipment.
'Big Dock Flaming Arrows' tech: moved to Fortress Age (instead of being available in Colonial).
Iroquois 'Canoes' Card: now gives all Canoes and Catamarans -25% wood cost (instead of just -25% Canoe unit cost).
TEAM Birchbark Canoes Card: effect changed to give TEAM all warships -15% cost. It is now also linked as a team card with the Russian TEAM Cold Ports Card.
European Schooners Card: effect changed to give Fishing Boats -50.0 wood cost (instead of just -30.0) and -25% Dock cost.
Asian Schooners Cards: effect changed to give Fishing Boats -50.0 wood cost (instead of just -20.0) and 1 Dock Rickshaw.
New Tech added: Colonial Government. This is available at the Capitol in Imperial Age, for 1000 coin, makes Town Centers support 20 population and gives +20 Extra Population Cap. The Sioux and Iroquois have the same tech under the name of "Tribal Confederacy," available at the Town Center in Imperial Age; the Aztecs have it as well under the name of "Provincial Government," available at the Town Center in Imperial Age, and the Asians have access to the same tech, at the Town Center, "Colonial Government." Do note that the European/Native/Asian versions of this tech look differently as techs (they have slightly different pictures from each other in the backround). Now properly added to Post-Imperial Techs.
Church/Mosque hitpoints increased to 2000 (up from 1500), train points to 12 (up from 10), and both Churches and Mosques now also support 5 population.
Spy cost decreased to 100 coin, siege increased to 12, cover siege increased to 6 and hidden multiplier against Minor Natives increased to 6x (up from 4x).
Assassins Card: now also gives Spy unit +15.0 LOS, and now gives the Spy unit only +100% siege attack (down from +200%).
Agents Card: now also gives Spy unit +5.0x Damage multiplier against villagers.
All European Royal Guard Techs cost reduced to 800 wood, 800 coin (down from 1000 wood, 1000 coin).
Church Mass Cavalry Tech: cost increased to 500 coin, effect increased to once again -50% cavalry train points (up from 350 coin and -25% cavalry train points).
Ironmonger Card: effect increased to +25% mining (up from +20% mining).
Silversmith Card: effect increased to +25% mining (up from +20% mining).
TEAM Ironmonger Card: effect increased to +20% mining (up from +10%).
TEAM Silversmith Card: effect increased to +20% mining (up from +10%).
TEAM Fish Markets Card: effect increased to +15% fishing and whaling gathering rates (up from +10%).
TEAM Furrier Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).
TEAM Spice Trade Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).
TEAM Sawmills Card: effect increased to give +15% wood gathering rates (up from just +10%).
Capitalism Card: effect increased to 1.50 Coin trickle to match with Distributivism (up from 1.25 Coin Trickle). Consulate Capitalism also increased to new level.
Colbertism Card: effect increased to 1.85 Food trickle to match with Distributivism (up from 1.50 Food Trickle). Consulate Colbertism also increased to new level.
Native Earth Ceremony Tech (first tech): now gives +20% mine and plantation gather rates (up from +10%).
Native Great Feast Tech (first tech): gives +10% hunting in addition to +10% to food gathering (instead of just +10% for Berries, Farms, Mills, and not Hunting).
Sioux Earth Bounty Card: effect changed to give +10% Farm and Plantation gathering rates (instead of 0.65 wood and 0.65 coin trickle).
Riding School Card: now also gives Light Infantry units -40% Train Points.
All Native American Travois Units and Asian Rickshaws' X obstruction radius (unit width) decreased to 0.4900 (down from 0.9900). This includes Iroquois Travois, Discovery Travois, War Hut Travois, Farm Travois, Trading Post Travois, Nobles' Hut Travois, Native Embassy Travois, many miscellaneous wagons, and all Asian Rickshaws. European wagons are not effected. This was done so that these units do not get stuck in farms and plantations; as it was, they had twice the width of an elephant. Even elephants also have some pathing problems through Rice Paddies. (Working to do to all wagons, travoises and rickshaws).
European 'Royal Decree' Church Techs/Related: now auto-upgrade Imperial Status of the units they ship upon hitting Imperial Age. The effected techs/units are these: Roger's Rangers, Stadhouders, French Old Garde, German Polish Winged Hussars Card, Russian Kalmucks, Baskhir Ponies, Portuguese Besteiros and Spanish Quatrefage. All units shipped from these techs/cards recieve Imperial Upgrades and the appropriate names once a player ages to Imperial.
All European 'Royal Decree' Cards now give 1 extra unique tech to their corresponding civilizations: either unit shipment, economic improvement or resource shipment. These new techs are described specifically for each civilization below.
All non-infinite Native Warrior Shipments arrive in 40 seconds instead of 60 seconds.
Aging to Fortress Age now takes 10 less seconds for European and Native American civilizations, plus various Colonial, Fortress and Industrial Age Politicians are improved. Politicians affected: The Naturalist, which now sends 6 Cows and 1 Livestock Pen Wagon (up from 4 Cows); The Viceroy, which sends either 4 Villagers and 4 Grenadiers, 4 Villagers and 4 Dragoons, 4 Villagers and 5 Ulhans or 4 Villagers and 7 Ruyters; The Musketeer, which sends 12 Musketeers (Spain, France, British, Portuguese), 16 Musketeers (Russia) or 10 Skirmishers (Dutch or German) (instead of 10 Musketeers or 8 Skirmishers); The Sergent at Arms (Spanish), which now sends 10 Pikemen (up from 8); The Sergent at Arms (German), which now sends 4 Dopplsoldners (up from 3), The War Minister (Spanish), which sends 12 Rodeleros (up from 10); The Cavalier, which sends either 8 Cossacks, 6 Hussars, 6 Lancers, 8 Uhlans or 11 Ruyters; The Adventurer (Spanish), which now ships 6 Villagers (up from 5). Also, the Imperial 'General' Politician is improved: It gives either 16 Musketeer and 1 Heavy Cannon, 20 Musketeers, and 1 Heavy Cannon (for Russia), 12 Musketeers and 2 Rockets (British), 12 Janissaries and 1 Great Bombard (Ottoman), or 12 Skirmishers and 1 Heavy Cannon (Dutch or German) (Up from 12 Musketeers and 1 Heavy Cannon (even for Russia), 9 Musketeers and 2 Rockets, 10 Janissaries and 1 Great Bombard, and 10 Skirmishers and 1 Heavy Cannon).
Many Industrial Age unit shipments give more units, plus certain Fortress Age and Colonial Age shipments give more units. Livestock shipments also send Livestock Pen Wagons, and some send slightly more livestock. Several Mercenary shipments and Early Native Warrior Shipments are improved in this way as well.
Some Native American Canoe Shipments are improved to match with Warship changes.
All Homecity Shipments come 33% faster upon hitting Imperial Age. The Spanish Consulate Tech and the Chinese 'Confuscious Gift' Card do not benefit from this bonus.
Native Embassy cost increased to 125. Bounty increased to 25, kill bounty to 50.
Native Villagers (Aztec, Sioux, Iroquois) now deplete trees 25% slower. That means for every 1 wood gathered, only 0.80 wood is used up.
Macehualtin cost changed from 40 food, 30 wood, to 45 food, 25 wood.
Temple of Centeotl Support Card: now also provides Macehualtins with +0.28x bonus against Light Cavalry, plus upgrades Counter Infantry Rifling Tech.
Big Button Coatlicue (at the House): now also gives Macehualtins +15% HP in addition to giving 1 Macehualtin for every 2 minutes of the game, up to 30 minutes. It has been added to Post-Industrial Techs, since it upgrades a unit (means it starts upgraded in Deathmatch games).
Jaguar Prowl Knights now have their Colonial Statistics removed, have their cost reduced from 120 food, 30 coin, to 80 food, 50 coin, train points to 35 (down from 38), armor increased to 0.20, speed increased to 4.80 (up from 4.50), bonus against Heavy Infantry reduced to 2.5x (down from 3.0x), bonus against Cavalry increased to 2.5x (up from 2.0x), and bonus against Light Infantry increased to 2.0x (up from 1.6x), bounty reduced to 13 (down from 15).
Jaguar Prowl Knights now have a 0.75x bonus against Grenadiers, Chakrams, Homecity Chakrams, Arsonists, Repentant Arsonists and Consulate Young Gardes.
Scorched Earth Card: now also effects Jaguar Prowl Knights' Cover Siege Attack, increasing Cover Siege by +50%.
Puma Spearmen have their hand attack increased to 11 (up from 10).
Coyote Runner cost reduced to 80 food, 25 wood (down from 85 food, 25 wood), attack reduced to 16, cover to 8, and a 1.25x multiplier against Infantry added, with 0.80x multiplier against Heavy Infantry.
Champion Coyote Runner Tech: now also changes Coyote wood cost to coin in addition to giving increased attack and hitpoints. This makes Coyote Runners 80 food, 25 coin, instead of 85 food, 25 wood, upon researching Champion Coyote Runners.
Champion Arrow Knight Tech: now also gives Arrow Knights +1.75x bonus against Urumi Swordsman. This was done to give the Aztecs an extra reasonable lategame counter to Urumi.
Eagle Runner Knights now have a 3.0x bonus against Hand Cavalry and a 2.0x bonus against Light Cavalry (instead of just 3.0x bonus against Hand Cavalry).
Skull Knight speed increased to 4.25 (up from 4.0), and now have a 1.1x bonus against Heavy Infantry.
Imperial Warrior Politician: now delivers 11 Skull Knights (instead of 8 Skull Knights).
Aztec Warchief now has a 2.0x bonus against Cavalry and 1.6x against Light Infantry.
Colonial Age Chief Politician: now gives 500 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).
Fortress Age Chief Politician: now gives 1000 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).
Industrial Age Chief Politician: now gives 1500 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).
Imperial Age Chief Politician: now gives 2400 food and gives the Warchief the Swashbuckler attack (but no longer gives warchief additional combat bonuses).
New Building added: Great Temple. It is first available in Industrial, for 350 wood, 350 coin, with 5000 hitpoints, and 40 train points, and auto-gathers 5.50 wood per second. (Uses already ingame art files).
Artificial Islands Card: effect reduced to give -30% Warship wood cost (down from -50% Warship wood cost).
Jesuit Smokeless Powder tech now also gives Arrow Knights +35% Siege Damage in addition to giving Gunpowder Units +35% Siege Damage.
Warchief auto-healing rate returned back to normal (from 0.12 to 0.25).
Tomahawk ranged attack increased to 20, speed increased to 4.25 (up from 4.0).
Mantlet cost reduced to 65 wood, 110 coin, armor increased to 0.60, speed to 4.0, turn rate increased to 3.75 (up from 3.0), range increased to 12, LOS to 16, ranged attack increased to 27, 1.25x ranged bonus against Light Cavalry and Eagle Runner Knights added, hand attack increased to 14, Bounty reduced to 18.
Ram cost reduced to 65 food, 90 wood (down from 80 food, 120 wood), train points reduced to 38 (down from 45), speed increased to 4.0 (up from 3.50). Bounty reduced to 16.
Infantry Attack Card: now only affects Aenna, Tomahawks and Forest Prowlers, instead of all infantry.
Infantry Hitpoints Card: now only affects Aenna, Tomahawks and Forest Prowlers, instead of all infantry.
Infantry Combat Card: now only affects Aenna, Tomahawks, Forest Prowlers, instead of all infantry.
Champion Mantlet Tech: now also gives Mantlets +2.0 Range and LOS.
Legendary Ram and Legendary Mantlet Techs' cost reduced to 1000 wood, 1000 coin.
Light Cannon hitpoints increased to 175, ROF reduced to 5.25 (down from 6.0).
Field Cannon Tech: now also gives Light Cannons an additional +0.5x bonus against infantry (to make it 2.5x, up from 2.0x).
Siege Discipline Card: effect changed to increase Ram and Mantlet damage against buildings by 50%, and also gives Light Cannons an additional 1.0x damage bonus against buildings (instead of reduced population count).
Iroquois War Houses Card: content replaced by a new card, Woodland Warrior Training, which gives Aenna, Tomahawks, Forest Prowlers, Kanya Horsemen, Musket Riders and Native Warriors -25% train points. Available in the Colonial Age for the Iroquois.
Iroquois Wood Cutting card: content replaced by a new card, Irrigation: effect changed to give +15% Farm and Plantation gathering rates (instead of all woodcutting upgrades free). Available in Age 3 for Iroquois.
6 Forest Prowler Card: effect increased to deliver 7.
Mixed INFINITE Crates Card: effect changed to deliver 1300 wood.
7 INFINITE Mantlets Card: effect changed to deliver 7 Kanya Horsemen (that can be sent infinite times).
Colonial Warrior Politician now gives 3 Mantlets + 1 Travois (instead of 1 Mantlet + 1 Travois).
Fortress Warrior Politician now gives 5 Mantlets + 1 Travois (instead of 4 Mantlet + 1 Travois).
Industrial Warrior Politician now gives 7 Mantlets + 1 Travois (instead of 5 Mantlets + 1 Travois).
Imperial Warrior Politician now gives 11 Mantlets + 1 Travois (instead of 10 Mantlets + 1 Travois).
Great House Card: now gives Town Centers +67% damage and -35% cost (up from +50% damage and -25% cost).
Kanya Horseman cost changed from 100 food, 75 wood, to 95 food, 65 wood, train points reduced to 36 (down from 37). Bounty reduced to 16 (down from 18).
Musket Rider cost changed from 55 food, 100 coin, to 60 food, 95 coin.
Champion Musket Rider Tech: now also gives Musket Riders +2.0 Range and LOS.
Big Button Warhut Lacrosse Tech reduced to 400 wood, 400 coin, and now gives Tomahawks +0.5x ranged bonus against Cavalry and +0.4x ranged bonus vs Light Infantry. Now also affects the Warchief, giving him +2.0 Range and LOS, and is now available in the Fortress Age.
Big Button Siege Drill Tech: cost reduced to 400 food, 400 wood (down from 500 food, 500 wood), and effect increased to +15% Mantlet, +30% Ram and +15% Light Cannon speed (up from +10%).
Big Button Dock Rawhide Covers Tech: cost reduced to 400 food, 400 wood (down from 500 food, 500 wood).
Big Button Strawberry Festival Tech: cost reduced to 225 wood, 225 coin (down from 250 wood, 250 coin).
Big Button Maple Festival Tech: cost reduced to 225 food, 225 wood (down from 250 food, 250 wood).
Big Button Woodland Dwellers Tech: cost increased to 300 food, 300 coin (down from 250 food, 250 coin), and gives Longhouses a 0.10 wood trickle in addition to giving 1 Huge Crate of Wood for every ten minutes of the game, up to 30 minutes. This Trickle increases by age: Fortress: 0.125 wood, Industrial: 0.15 wood, Imperial: 0.20 wood. Now also added to Post-Industrial Techs.
Big Button Firepit Secret Society Tech reduced to 150 wood, 75 coin, and is now available in Discovery Age. (This is the Warchief Healing Tech, which costed 200 wood, 100 coin, and was available in Colonial Age).
The Sioux 'Big Dock Flaming Arrows' tech has been added to the Iroquois techtree. It is available in Fortress Age after 'Big Dock Rawhide Covers' tech. 'Flaming Arrows' tech has been properly added to Post-Industrial Techs and Iroquois Old Ways Shipment.
New Big Button Tech: Order Of the Prophet. This is available at the firepit in Fortress Age after researching the Firepit 'Secret Society' Tech. It costs 200 wood, 200 coin, and gives the Warchief +100% HP and Attack. 'Order of the Prophet' tech has been properly added to Post- Industrial Techs and Iroquois Old Ways Shipment.
New Big Button Tech: Algonquian Tomahawk Lore. This is available at the firepit in Industrial Age after researching the 'Order of the Prophet' tech. It costs 250 food, 250 wood, 250 coin, gives Tomahawks and Mantlets +15% HP and Attack, and gives the Warchief +15% HP and +15% hand damage. 'Algonquian Tomahawk Lore' tech has been properly added to Post-Industrial Techs and Iroquois Old Ways Shipment.
New Tech: Iroquois Silver Trade. It is available first in the Fortress Age just after 'Earth Gift Ceremony,' and is a prerequisite tech for the Iroquois to 'Excessive Tribute.' It gives villagers an additional +20% gathering at mines and plantations, at a price of 225 food, 225 wood. Properly added to Post- Industrial Techs.
TEAM Furrier Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).
Travois trainpoints reduced from 30 to 22.5. With 25 Dancers, a Travois will train in 10 seconds. Also, Travois gain +2.0 LOS in Colonial Age, and get +20% HP for Fortress Age (180 HP), +30% for Industrial (225 HP) and +50% for Imperial (300 HP), for a total of +100%.
Warchief can now construct Teepees, but builds them 50% slower than other units.
Axe Rider cost decreased to 145 food, 40 coin, train points reduced to 39, bounty decreased to 19 (down from 160 food, 40 coin, 40 train points and 20 bounty).
Dog Soldier bonus against Infantry increased to 2.0x (up from 1.5x), train points reduced to 40 (down from 55). With 25 dancers, they will train in about 14 seconds.
Tashunke Prowler cost reduced to 135 food, 70 coin, (up from 150 food, 70 coin), hitpoints increased to 190 (up from 170), armor increased to 0.20 (up from 0.10). Bounty reduced to 21.
5 Axe Rider Shipment: now takes 40 seconds to ship (down from 60), and costs only 200 food (down from 300).
4 Axe Rider Shipment (Fortress Age): effect increased to give 5 Axe Riders.
Wakina Rifle speed increased to 4.20.
Cetan Bow cost reduced to 65 food, 30 wood (down from 65 food, 35 wood).
Champion Cetan Bow Tech: now also gives Cetan Bows +2.0 Range and LOS.
Big Button Warhut War Drums Tech: now also gives Cetan Bows, War Clubs and Wakina Rifles -5% cost.
Colonial Warrior Politician now delivers 1 War Hut Travois and 2 Cetan Bows (instead of 1 Axe Rider).
Industrial Warrior Politician now delivers 4 Dog Soldiers (instead of 5 Axe Riders).
Imperial Warrior Politician now delivers 7 Dog Soldiers (instead of 10 Axe Riders).
War Club hand attack increased to 12, cover hand attack to 6, and War Clubs now have a 1.1x bonus against walls in their Siege Attack and Cover Siege Attack modes.
Sans Arc Support: effect increased to give 20 War Clubs and +20% Warclub attack damages (instead of giving 16 War Clubs and 5 Cords of Wood).
Big Button Warhut Drums Tech: now also gives Cetan Bows, War Clubs and Wakina Rifles -5% cost (in addition to giving Cetan Bows and War Clubs -33% Train Points and Wakina Rifles -25% Train Points).
Bow Rider returned to original statistics: 100 food, 100 coin, 40 train points, 250 HP, 0.30 armor, 20 ranged attack, 2.25x vs. Heavy Cavalry, 1.8x vs. Coyotemen, 2.0x vs. Artillery.
Elite Bow Rider Tech: returned to original to match original Bow Rider unit (no longer gives +0.50 ranged bonus against Cavalry and +0.50 ranged bonus against Coyotemen).
The Iroquois 'Big Dock Rawhide Covers' tech has been added to the Sioux techtree. It is available in Colonial Age before 'Big Dock Flaming Arrows' tech. The 'Big Dock Flaming Arrows' Tech has been moved to Fortress Age. 'Rawhide Covers' tech has been properly added to Post- Industrial Techs and Sioux Old Ways Shipment.
Marauders Card: now gives Tashunkes +50% Build limit, +0.50x bonus against villagers, and enables Champion and Legendary Techs (this is up from just +50% build limit).
Champion Tashunke Prowlers Tech: turned into a 'shadow' tech. This means that it will auto-upgrade upon hitting Industrial, once Marauders Card has been sent.
Legendary Tashunke Prowlers Tech: turned into a 'shadow' tech. This means that it will auto-upgrade upon hitting Imperial, once Marauders Card has been sent.
Bandit Gang Card: Now upgrades Saloon Wild West Tech. (In order to fit in line with other native-mercenary related shipments).
Bandit Gang Infinite Card: Now upgrades Saloon Wild West Tech. (In order to fit in line with other native-mercenary related shipments).
Longbowmen speed increased to 4.20 (up from 4.0).
Virginia Company: effect increased to -40% manor house cost (up from -35%).
Rockets now have 31 range (up from 28), 34 LOS (up from 32), a multiplier of 2.0x against Infantry added, 1.8x multiplier against buildings added, and multiplier against ships reduced to 2.0x (down from 3.0x), train points increased to 108 (up from 98). Build Limit set to 7. (0.90x against Howdahs and Hand Elephants as well).
Rocket Shell speed doubled (this means that it hits its target twice as fast; this is because it was prone to missing moving targets too much).
Thin Red Line Tech: now gives infantry only -8% speed (up from -25%).
New Tech Added: British Textile Industry. It is first available in Colonial Age, at a cost of 200 food, 200 wood, and grants +20% Plantation and Rice Paddy gather rates. It becomes available at the Church when the British "Royal Decree" Card is sent.
Rogers Rangers Tech: now upgrades Royal Guard Skirmishers and also gives Skirmisher +2.0 Range and LOS. They upgrade to Imperial Status upon a British Player hitting Imperial Age.
Improved Grenades Tech: now gives Grenadiers +67% Siege Damage and +20% Ranged Damage (instead of +87% effective siege damage and +20% range and hand damage).
Dutch have +1 starting wood crate.
TEAM Cheap Markets Card: now makes markets -50% cheaper, and makes TEAM all market upgrades moderately cost less.
Excessive Taxation: now gives Banks +50% gather rate instead of +2.0 Bank Build Limit.
Military Reforms Card: effect changed to give all Military Units +5% speed (instead of giving Halberdiers +20% speed and a 0.75x penalty against Infantry).
New Tech Added: Dutch Sawmills. It is first available in Colonial Age, at a cost of 150 food, 150 coin, and grants +15% Wood chopping gather rates. It becomes available at the Church when the Dutch "Religious Freedom" Card is sent.
Stadhouters Tech: now upgrades Royal Guard musketeers and the Socket Bayonet upgrade. They upgrade to Imperial Status upon a Dutch Player hitting Imperial Age.
TEAM Spice Trade Card: effect increased to +15% hunting and +15% foraging rates (up from +10% hunting and +15% foraging).
Fluyt hitpoints increased to 1615, cost increased to 300 wood, 400 coin, (up from 300 wood, 300 coin), bounty to 70 (up from 60).
Coureur des Bois cost reduced back to 120 food (down from 125), bounty to 12 (down from 13).
Church Code Napoleon: Effect reduced to give just +20% wood cost for buildings (down from +50%), and now also delivers 4 Coureur des Bois.
Church Young Garde: Cost reduced to 450 food (down from 500), plus Grenadiers recieve an addition +10% hitpoints and attack.
Church Middle Garde: Cost reduced to 900 food (down from 1000).
Church Old Garde: Cost reduced to 1800 food (down from 2000), still gives +10% hitpoints and attack, and gives Grenadiers +2.0 Range and LOS. They upgrade to Imperial Status upon a French Player hitting Imperial Age.
New Tech Added: Egyptian Mamelukes. It is first available in Industrial Age, at a cost of 1000 coin, and ships 4 Mamelukes. It becomes available at the Church when the French "Edict of Nantes" Card is sent.
Wilderness Warfare Card: effect reduced to give just +15% Coureur des bois, Native Warrior and Skirmisher hitpoints (down from +20%).
TEAM Sawmills Card: effect increased to give +15% wood gathering rates (up from just +10%).
Cuirassiers have their Colonial Statistics removed, but have their caption reduced to 58 (down from 60).
Thoroughbreds Card: effect changed to give +10% Cavalry Speed, but gives Cuirassiers only +5% Speed (instead of -15% Cuirassier Cost).
Settler Wagon cost reduced to 90 food, 90 wood (down from 100 food, 100 wood).
Dopplesoldners and Consulate Zweihander now also have a 1.1x hidden bonus against Pikemen units (Pikemen, Halberdiers, Swiss Pikemen, Puma Spearmen, etc.) and an additional hidden 1.1x bonus against Halberdiers.
Ulhan cost changed to 55 food, 95 coin (instead of 50 food, 100 coin). Consulate Czapka Ulhans are also affected.
5 Ulhan shipment (Colonial): effect increased to deliver 6 Ulhans.
Wallenstein's Contracts: cost reduced to 500 coin (down from 1000 coin), now gives just -50% Mercenary Shipment cost (instead of -40% Mercenary Shipment cost and -50% mercenary shipment train points), and is available in Colonial Age (instead of in Fortress Age).
New Tech Added: Hungarian Hussars. It is first available in Fortress Age at a cost of 1000 food, and sends 9 Guard Hussars from the Homeland. These auto-upgrade to Imperial Status upon a German Player hitting Imperial. It becomes available at the Church when the German "Royal Decree" Card is sent.
TEAM Hessian Band Card: effect increased to give 7 Jaegers (up from 5).
Solingen Steel Card: effect reduced to -20% Dopplesoldner speed (up from -33% speed), but now only gives Dopplesoldners +40% HP and +50% attack (down from +50% HP and +50% attack).
War Wagons now have their Colonial Statistics removed.
Guard War Wagon Tech: now also gives War Wagons +2.0 Range and LOS.
Cavalry Hitpoints Card: now also affects Hussars, giving them +15% HP. They upgrade to Imperial Status upon a German Player hitting Imperial Age.
Cavalry Combat Card: now also affects Hussars, giving them +15% HP and damage.
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|Author||Comments ( All | Comments Only | Reviews Only )|
I can't but look at this and feel sorry for my self... You put so much work into this, it's really overwhelming, beyond overwhelming...
I dream at having most of this stuff in my mod... But since that's not possible, I'm going to ask you something else.
Can you give me some hints for the AI, or maybe even look at mine and tell me why it's so crap...?
The best AI players I've got are the Native ones, especially the Iroquois. They play superb, but the others, are complete crap most of the time...
They simply move too slow, build an army slow, sometimes almost not at all, they advance in age slow, they suck...
I know the changes I made would be good once they speed up, because as I said, Natives are pretty much perfect, build armies fast, attack often, aging up is still a bit slow though even for them...
They have the resources but don't use them.
I don't want to trouble you with my problems, but if you have some time and if you can, please give me some advise on how to improve my AI and you will have my eternal thanks.
Hey no problem Mando. I'm on a break from Age of Empires III atm, but I will try and install your mod when I reinstall this game, then try it. I have to try an AI with its game version.
I can say about my own experience:
European AI: I did this over a long process. The overall reasons why they (the original drauger AI) suck is that they build too many mercenaries usually, ship mercenaries, build too many cannons to make the game fun, don't build the units proper to their civ, and don't counter with the typical "human" counter to a unit.
Here are the musts, without and reasons or explanations:
1) In the section where he forbids outlaws, add the effective Mercenaries not to be trained: Black Riders, Barbary Corsairs, Highlanders, Jaegers, Swiss Pikemen, Stradiots, Hackapells, Li'l Bombards, Ronin, Landsknekt and Fusiliers. For the Asian section, forbid all Mercenary units.
Thus Europeans will build only Elmeti, Mamelukes, Manchu, and perhaps another I don't remember - anyways these are the best choices.
2) Make two or three favourite units for every civ, and put all the others to a low priority like 0.3 or 0.5. If you don't want them to train them at all, just put 0.0 train priority.
Go to the Civ-Strategy section and reduced the priorities for building artillery and make it higher for Infantry; make many of the AIs have at least 0.3 Bias for Trade and 0.3 bias for Native; keep some Trade bias for the Ottomans and Native Bias for the French and English.
3) Press ctrl-F and type in /2.0
You should see when it comes to wood gathering, /2.0, make it /1.8.
4) Go to the Homecity, I forbid mercenary shipments (which generically start 1 in Fortress and 2 in Industrial) for Europeans, made only 1 Native Warrior shipment (instead of 2). Do this for both the Asians and Europeans.
5) Add a list of favourite Cards. You have to also put on the "get cards" list those pre-requisite cards you want for your AI to have. Also, you can forbid cards, and lower down is a section where Industrial Age Shipments of Pikemen, Longbowmen, ypYumi, ypQiangPikemen, ypChoKoNu, etc. are forbidden. In order for Japan to use "Way of the Bow" Card, you must remove ypYumi from this list.
6) Computer can't used level 40 HC cards, unless you make them available at Lvl 25 or less. However, the AI plays best without most Lvl 40 cards.
7) Make sure you add "forecasts" to the techs you want the comp to research. This will either make them save resources or give them free resources for the tech; I'm not exactly sure. But whatever it does, it makes them get the money for techs and for buildings. I would advice simply copying and pasting "forecasts" and "building plans" and putting in what you like.
8) Add custom cards to decks, such as team cards. The AI likes team cards, but beware about Age 4 Infinite Crate Shipments, because they will keep on sending those even if they should order something else first.
9) Increase the number of cards to be included from the custom selection from 6 to 13.
10) Add custom values for cards as is below this (quite far), as Felix has originally done for Grove Rickshaws. You can study my AI I have included in this patch. I highly advice low values for cards like Sustainable Agriculture before Industrial Age, such as 400, but higher values like 1700 in Industrial or Imperial. Refrigeration and Royal Mint should also be prioritized and come in everyone's deck. Be sure to include Fencing and Riding School cards for every civ, as well as Counter Infantry Rifling-type cards; Infantry and Cavalry combat shipments are imperative.
I have enabled custom cards for each civ; just look at my card section, I found out a new secret, that you have to have in the "i" card section the Civ first, then the card, and in the "card" section, you need the card first, then the Civ.
In the purchase "prerequisite cards" section, you need only the "i" way of putting the Civ first, and letting the card come after; you will understand what I mean when you take a quick peak at my AI.
11) In the protoy and techtree files: Make units like Musketeers get a hidden 1.000001x bonus against AbstractHandInfantry, so that the computer will use them against those. I made my AI more successful by using tricks such as these rather than doing much with changing the AI coding.
12) Press ctrl-F, and type in gTargetSettlerCounts. Then, press enter until you come to this:
xsArraySetInt(gTargetSettlerCounts, cAge1, 20);
xsArraySetInt(gTargetSettlerCounts, cAge2, 45);
xsArraySetInt(gTargetSettlerCounts, cAge3, 60);
xsArraySetInt(gTargetSettlerCounts, cAge4, 70);
xsArraySetInt(gTargetSettlerCounts, cAge5, 70);
These are how many villagers (in population, without fishing boats) the AI intends to keep. French build 0.9x as many, Natives build 1.1x as many. I increase mine, and I suggest you do too, (because you have the Civilized Government tech):
xsArraySetInt(gTargetSettlerCounts, cAge1, 20);
xsArraySetInt(gTargetSettlerCounts, cAge2, 45);
xsArraySetInt(gTargetSettlerCounts, cAge3, 80);
xsArraySetInt(gTargetSettlerCounts, cAge4, 85);
xsArraySetInt(gTargetSettlerCounts, cAge5, 90);
Thus the AI should build more villagers
13) Also, press ctrl-F and find 'Villager'. Keep pressing enter until you come to this:
const int cMaxSettlersPerHuntPlan = 12;
const int cMinSettlersPerHuntPlan = 3; // Must be much less than Max/2 to avoid thrashing
This is called "rule updateFoodBreakdown". Scroll down to "rule updateWoodBreakdown", and reduce the maximum number of gatherers to 18 (down from 20). Also, scroll a little further down and make the wood gathering priority 78:
This is alright, and should reduced the overall wood-gathering. I myself also have worked on their DeathMatch setup.
You can look at my AI and find out things further.
14) I took ideas from other AI mods as well. I "borrowed" some techs from other AI mods as well, named them my own, and enabled them for different ages. The most important change is that I forced them to upgrade their capitol.
15) Deathmatch games play better because I force all civs to build 2 Town Centers, 2 Mills and 2 Plantations, or 2 Farms, or 4 Rice Paddies, and replace the first barracks, stables, warhuts and castles with these; they computer plays much better. I also shorten the times from which new Deathmatch rules come in, and basically, I remove them building houses right away in DM.
16) Its best to begin with Nethery_C's version of the Drauger, because he forces them to build walls, and rebuild them reasonably. I'm not sure how you've done it, but I like his version quite well, so just saying, my AI is based on his work.
17) Put 0.0 training multipliers for useless units like the church Spy and Ninjas.
Now I would say I am happy if I am able to help you, but you have done a monumental work already. There are thousands who want to play Age of Empires III with AOE2 features, and if you have an improved AI, its great all the same.
You can use my AI as a chassis if you like. The one that would be compatible with your version isn't as up to date with my newest version, but I am planning in the future (may be a month of two) on uploading another version separately with many more cards in it.
[Edited on 01/22/13 @ 01:09 PM]
One single question...
In Deathmatch, Age5 should be disabled for everyone, and it is for human players, yet the AI can advance to Age5 somehow...
How can I stop that...?
EDIT: I forgot to answer one thing from the previous questions you asked me: Why the computer Ages too slowly. I have had this problem too, as well as them not gathering resources fast enough, so what I did was set a 20%-30% handicap on my computer opponents ;).
I have had the same problem as you with Deathmatch games, where the computer player advances to Imperial even though they aren't supposed to. To fix this, I usually play Post-Imperial in Deathmatch Games to avoid those Deathmatch bugs :).
However, I have found out how to disable the Asians as least from getting to Age 5. Simply add to the techtreey in the "PostIndustrial" Indian, Japanese and Chinese techs, the WIAgraFort5, WICharminarGate5 tech, etc., to their corresponding techs, and set them to "UNOBTAINABLE". Asian civs have a bug from before allowing them to age to Imperial in Deathmatch games by clicking on a villager and pressing the wonder hotkey, "k". This also forbids the Asians civs from getting any wonders once in Imperial Age (which I also believe was a bug before as well).
Now for Europeans and Native Americans I'm not sure myself. I think also if you look into the consulate techs priority for Deathmatch - the one for Advancing Japan to Imperial has a 0.0 priority. Putting "PoliticianPresidente", "PoliticianGeneralMusketeer", "PoliticianGeneralSkirmisher", "PoliticianGeneralBritish", and "PoliticianGeneralOttoman" to 0.0 priorty might help. Because as far as I understand, the AI is programmed with certain age-up orders, helping it to focus on economy or military based on its strategy, or else it simply chooses based on the highest resource valued shipment to age up with.
For instance, if I modify "The General", to give 16 Musketeers and 1 Heavy Cannon, and give Russia +4 Musketeers and +4 Cossacks, then the computer chooses it over the "El Presidente". If I simply let it be at 12 Musketeers and 1 Heavy Cannon, chances are that the computer chooses the "El Presidente" rather than "The General".
This same theory of cost also affects unit shipments, as the computer will aim for 1) best cards (those you have specially picked for them to send), 2) villager shipments, 3) Crate Shipments, 4) Fort Wagons and Factory Wagons, 5) Mercenaries.
Then it will use the bias of Villager, Crate and Wagon Value: A villager has 165 value x Quantity avail, which means 165 x number of settlers in shipment, generally speaking; Crates have 90 x Quantity avail, or the computer guesses 6 crates for an Age 2 Crate shipment, (even for 600 and 700 resource shipments), 10 for Fortress Age crate shipments (as most have 1000 resources), and 16 for Industrial Age shipments (most have 1600, but this applies then to India's 1300 wood shipment and the Iroquois 500 food, 500 wood, 500 coin shipment).
Forts have 10000 value in the Drauger AI, Factories have 2000; thus in Deathmatch games they send Forts first and Factories second. In my patch, I chaned it to 7000 fort value and 5000 factory value, so that, even though the computer sends their fort first, and establishes a forward base, I can make the factory value higher, forcing them to come before other shipments which I "make" expensive, with a >= Industrial value (Age 4) of 3000, such as Refrigeration and Royal Mint.
Outposts have standard 400 value (iirc), Castles 600; I reduced this to 300, and 450, as I don't like them sending towers when they could send better cards.
This info is right below the "best cards" section, and right above the "card handling" section. Abstract info is also: Discovery Age Shipments, without any units/crates/etc. are worth 200 by standard, Colonial shipments 600 by standard, Fortress Age shipments 900 by standard, Industrial Age shipments 1300 by standard, and Imperial Age shipments 1300 standard (though there are no such things as Imperial Shipments in the game).
Anyways I went a little far. I'd like to correspond further, and when I have more time maybe find out more about this.
EDIT: I realize that I would have to try out your mod to understand fully, or at least familiarize myself with the patch notes. For instance, I didn't realize that Black Riders were a part of the German military, so forgive me in saying that they should be "disabled" from every civ.
If the U.S. uses Outlaws, then allow them to train them, but force them to upgrade some guard upgrades for Units so that they begin to replace outlaws with them.
Also, I'm not sure how far you've come, but the U.S. use pioneers as settlers. Does the U.S. AI have problems playing? If so, find gEconomyUnit (or gEconomicUnit) and find Coureur for the French, and simply copy it and use the same for Pioneers, with cCivAmericans, or whatever name you have used for them in other files.
Another thing: the computer focuses on building 3 units max at a time, and this increases to 4 units in Industrial. Thus Asian civs: they need most of their consulate armies reduced to 0.0 priority (instead of 0.6), so that they can actually concentrate on building regular units, instead of attempting to train their units and try at the same time to build 3 different consulate armies, dependent on which Intervention they side with. As a remaining note, this should be in the top of the Draugur AI, where you can find "number of armies = 3", but I have not experimented with it.
Also: fishing. To increase fishing gatherers, we must find cNumFishingBoats. It should at the present be 8 in the Maxboom in the Drauger AI, with < 8 fishing boats, and some numbers like 0.8 * 3.0 (I don't remember exactly, but something like it). Increase the number to twice that, from 0.8 to 1.6, to double the fishing boats, and get < 16 fishing boats to be built. You could also increase the minimum fish boom to 6 fishing boats the same way (as it is 3 right now, and getting a dock for three fishing boats isn't exactly a worthwhile investment in my opinion).
A problem I face, however, with this is that they build fishing boats, yes, but they all just fish, and none of them go onto whales. I have a theory that in the Gather Priorities, where gGatherHunt, gGatherMill, and gGatherFish are portrayed, that gGatherWhale could also be introduced (Forgive me as these are probably the wrong names for them, but anyways you get the point). Thus they would gather whales, it could be gGatherResourceWhale, 0.5. But would they then gather from mines and plantations if they had the sea? That would have another story bound to it.
The AI is dumb in some tactics, even in economy, as I mentioned above. However, it does work quite well otherwise. We must be careful when we change it, or else we could risk some bad stuff.
Another cool idea would be to make the computer either build a "Lumber Mill" type building, allow players to have an infinite wood trickle, or if you could find out how to put one of their factories on wood, you could simply force them to use more food and coin, thus building mills and plantations earlier in the game.
I find that perhaps a more effective base setup could be done by using tighter spacing (less than 3.0), but that bases would have to be tested over and over again. I have tested a 1.0 spacing, and the computer built their banks, barracks, stables together, but their units could not move out easily. Therefore I kept the original 3.0, because I wasn't ready to work on changing their base setup. It could be possible to give them 3 Barracks, 1 Artillery Foundery and 2 Stables inside their base, but force them to build some outside. That, however, could lead to problems in games where teammates have their bases in that very location.
Town Centers, Forts and Outposts are the only units so far which have handled placing. It would be best to let most building remain this way, but if you wanted to add a building, a "Comp Barracks," that was so long down the row of buildings that it could not be build by humans unless you forbade other buildigns - this could be forced to be used as a forward base operator - to force the AI to build buildings Humans cannot in a forward base location, randomizing it like the fort, so that it works always. Perhaps they could even use a wagon for this.
These are some of my compiled thoughts, many of them tested, many of them just theory.
I hope I have been able to be of service to you.
[Edited on 01/24/13 @ 07:44 AM]
uhm, i wanted to try this out because of the ai, but whenever i try to launch from the TAD launcher i get this error: "The program will have to close due to an Exception. Value cannot be null. Parameter name: Path"
Can i just copy over the files from the "N3O Patch FP 1.3z2w" folder in Documents to the "Age Of Empires III" folder in program files?
Alright, well, I'll go over everything you wrote and see what can be done.
But remember that the AI you will find in any of my released mods is a bit old and not as good as the one I'm working on now.
Good news is the I will release it soon cuz I'm almost done with my latest feature.
Oh, and my US don't have an AI yet, though I made some tests and I think I can make them work pretty good.
Thank you so much for your time.
Edit: I have another problem which I made it by myself...
I made European houses to also act like Livestock Pens, since they were unused, so now houses can train and manage livestock.
Problem is, the AI puts settlers near houses and they just stand idle... Between 2 and 5,6 villagers are idle near houses at all times...
Can I fix this...?
[Edited on 01/24/13 @ 11:04 AM]
Hey no problem SRACon17, questions are always valid, especially with me :).
Firstly, you can install this patch manually without the Patch Launcher.
Now, as you say for your situation, the Patch Launcher doesn't work. Do you have Age of Empires III installed via Steam? If you do, then the Patch Launcher will definitely not work. I have included additional, separate instructions for a Steam Installation. However, the Patch Launcher should always work if you have a CD-installation of the game (an installation not using Steam).
However, if, lets say, you have the game installed by CD, and the Patch Launcher doesn't work, you can actually follow the Steam Instructions, but just revert the files to the Program Files.
Here are, manual installation instructions if you have a CD Installation, without using the Patch Launcher:
(I've just copied and pasted the Steam Installation instructions, but modified it to fit with the program files):
Read-me text created by murdilator. For installation of the N3O Fan Patch,
after the initial download.
***These are the instructions for manual installation of N3O Fan Patch. If you have to install this patch manually, back up your files properly. How to back up is explained below:
The following information is what is needed to successfully be able to launch and play
this N3O Fan Patch 1.3z2w.
1. Make sure your game is up to date with the latest Patch: TAD 1.03/RE 1.03/ES 1.03 (various names for the same patch). (This is recommended, not necessary, but necessary if you wish to uninstall and play online again).
2. Exit Age of Empires III if you are ingame.
3. Click on "start," and go to the folder "My Computer."
4. Go to "Local Disk," then "Program Files (86x)," then to the folder "Microsoft Games."
Continue to go into the folder "Age of Empires III."
5. Once you are inside the folder "Age of Empires III," make a folder on your desktop, and name it "Backup AOE3."
Then select the following folders inside the folder bin: "RM3," "AI3," "data," and the file
"DataPY.bar" (this file is found down a bit), and copy and paste them into the folder "Backup AOE3."
6. Select the Folder next to this readme, called "N3O Patch FP 1.3z2w," go into it, and separately copy the contents of the "data" folder into your "data" folder into your game directory, and say yes to overwrite all, if your computer asks you to overwrite any files:
My Computer/Local Disk/Program Files(86x)/Microsoft Games/Age Of Empires III/data
7. Go back, and copy the new "DataPY.bar" into the "data" folder in the Program Files, and say yes to overwrite file.
My Computer/Local Disk/Program Files(86x)/Microsoft Games/Age Of Empires III/
8. Go inside the the folder "RM3" in N3O Fan Patch, and copy and paste its contents into your
"RM3" folder in your game directory, and say yes to overwrite all, if your computer asks you
to overwrite any files:
My Computer/Local Disk/Program Files(86x)/Microsoft Games/Age Of Empires III/RM3
9. Skip the "Languages" folder. Go back out of the "N3O Patch FP 1.3z2w" folder, and enter
the folder "Steam Languages English." Copy and paste that file into the "data" folder in
your game directory:
My Computer/Local Disk/Program Files(86x)/Microsoft Games/Age Of Empires III/data
It is necessary in order that the new strings will be correctly overridden, and that new maps will have proper names, as well as making politicians and unit shipments say their correct number of units that they ship.
10. After this, go out of the folder "Steam Languages English, and enter the folder, "Goes to Program Files."
In there, you will see such:
11. Inside the folder 'Goes to Program Files', there are four folders: 'Art', 'Data', 'Sound', and 'AI3'. The first three are vital, the fourth, optional, if you want better single player gameplay.
The folder inside 'Art', called 'units', should be copied into the following folder:
My Computer\ProgramFiles(86x)\Microsoft Games\Age of Empires III\Art
It will be a separate folder there and not overwrite anything.
The contents inside the folder 'data' go into a neighboring folder in the Program Files:
My Computer\Program Files(86x)\Microsoft Games\Age of Empires III\data
You will copy into here all of files found in the folder 'data' found in this download.
Should you uninstall this patch, or play either Age of Empires III Vanilla or Age of Empires III: The Warchiefs, you must delete these files. Precise instructions** on how to do this are given in the readme I have included inside the 'data' folder in the file download, which, in part, contains these files.
**Just to dispell some disbelief, if you accidentally launch your game with the Homecity files still installed
after you have uninstalled this patch, simply exit your game, and uninstall them. In other words it doesn't really matter if, if and when you uninstall this patch you first delete these custom files in the folder 'data'
('civs', homecityBritish, homecityDutch, etc., 'tactics' folder), then go on to launch of the patch, or launch of the patch, and delete these files; but in order to play the regular game again, you must delete these files.
'Tactics' folder, for clarification, governs Missionary Unction Aura (which is decreased in this patch), and Outposts giving a resource trickle (added in this patch), as well as some scenario editor units, such as the Experimental Howitzer, 20-lb Unicorn Mortar, and 5-lb Howitzer.
The 'civs' file governs how many starting crates a civilization has, how many villagers they start with, what explorer unit they have, and how fast they receive homecity shipments, etc.
'Homecity' files, such as 'homecityBritish,' simply add correct numbers behind shipments (say a number 2 behind 2 Settlers shipment, and number 6 behind a 6 Musketeers shipment, etc.), govern how many times a shipment can be sent (once, twice, be able to be sent again in Imperial Age, or infinite times), and what cards are available in each of the given civilization's homecities, and which cards are
pre-requisites for other cards. For example, Rum Distillery is a pre-requisite tech for Cigar Roller.
12. The contents of the 'Sound'** folder will go into
My Computer\Program Files(86x)\Microsoft Games\Age of Empires III\Sound
Simply copy and paste them in. These sound files do not need to be uninstalled if you wish to play the original game again.
**The sound files govern unit sounds, as their name implies. I have added these for units that previously did not have sound, such as the Iroquois Discovery Travois, and for some new wagon units, such as the Church Wagon, Livestock Pen Wagon, Native Embassy Travois, Native Embassy Rickshaw, and some scenario editor units, such as the Experimental
Howitzer, Carronade Frigate, Azap (Ottoman Halberdier unit), 20-lb Unicorn Mortar, 5-lb Howitzer, and Fusilier.
13. You are now able to play N3O Fan Patch 1.3z2w in its full extent**.
**By this time, I do hope my instructions have been clear enough for installation and uninstallation, and that you can manage these matters on your own. If not, feel free to write up on the following link:
The contents inside 'AI3' are optional to install if you want to play single player skirmishes against the computer. This is the AI I have vigorously tested against, and it is a modified - and improved version in many ways of the Drauger AI. However it is not perfect and still a bit like a demo version. For installation/uninstallation, I have
included the original AI backup and my Drauger AI.
To install, simply copy and paste the files inside the folder 'AI Drauger' into 'AI3' in
My Computer\Program Files(86x)\Microsoft Games\Age of Empires III\AI3
To uninstall, copy and paste the files inside 'AI Original' into the 'AI3' folder. This only modifies the computer players in The Asian Dynasties, and you can play Vanilla or Warchiefs ordinarily even if you have this AI installed. If you are playing online with this patch, then it is not recommended that you install this, because other players
will have to have the same AI as you do to play with you. The AI may cause problems playing online. However, It works perfectly fine with this patch for LAN games. NOTE THAT USING THIS MODIFIED AI REQUIRES THAT YOU ARE ON N30 FAN PATCH.
Now I hope this is clear :).
Just a note, if you uninstall this patch, remember to do this: when you uninstall the custom RM3 (new and some modified Random Maps for Asian Dynasties included in this patch), you must go into RM3 in Program Files, delete all files in it except the "groupings" folder, and copy and paste from your Backup RM3 folder all the old maps. If you do not do this you will have a CRC mismatch online with other games.
[Edited on 01/24/13 @ 03:43 PM]
Hey again Mando!
I know that same bug occurs with Shrines, and at the present, I'm not sure how to fix your bug with houses/villagers. The thing is that the computer thinks that the huntables and/or herdables have to be eaten, and therefore sends 2 minumum to kill herded animals before a set time is up (something like before 20 minutes, but there is no rule allowing them to harvest livestock later in the game), and they like to have several "hunting plans", with 3 minimum gatherers and 12 maximum gatherers. I have tried the same as you, giving less maximum gatherers so that they wouldn't try and gather deer/sheep at shrines, but that proved fatal to their economy.
Rather, I invested in the idea of forcing some AIs to include cards like Furrier and Spice Trade in their decks, as well as TEAM Furrier, and upgrade their first market techs, such that they gather food faster, and thus "gather" herdables and huntables by shrines, or "gather" imaginary herdables and huntables by shrines.
Now, I do have another idea. Although you may not like it, it could be advisable to add a tech/card enabling houses to act like mini-livestock pens, and not making the AI research it, rather than letting them be so by default, if the problem occurs, of course, only at their own houses.
Another thing, if you want to fix Japan's shrines, double the amount that Huntables and Herdables give shrines, but make the max gatherers 2; or make it 3 Max gatherers with 1.33x huntable and herdable gathering at shrines. Thus you will have indirectly help fix a longstanding problem.
I'm not sure how effective these procedures will work, but they might help these bugs some. In general, I think the AI needs more livestock rules, one for early game (as they already have), one for lategame, and definately better hunting control. Another way would be to increase the priority at gathering at mills, because, in most cases, having the computer keep their villagers constantly at a mill may be faster than sending them around the map to get resources.
Another tip: if you have a building that trickles resources, then the computer bonus affects that building. Thus, on a standard expert computer, they get 50% father gathering and unit training speed. With a 30% handicap, this is 1.5 x 1.3, which equals 1.95, or 95% faster gathering and unit training. Thus, without having as many gatherers, a computer can be somewhat self-sufficient.
I've been testing this with the Dutch, adding the Bank cards, and Adding Tulip Speculation, and they seem to do very well. I put also a higher value on the Dutch and Russian Church cards so that they send them in Fortress Age (Age 3) almost always. In my patch, Tulip Speculate gives +20% Bank autogathering rates, Excessive Taxation +50% Bank autogathering rates (instead of +2.0 Bank build limit), thus 2.75 x 1.7 = 4.675. But with a 50% bonus, thats 4.675 x 1.5, = 7.0125 per second, and an additional 30% is 7.0125 x 1.3 = 9.11625 gold per second per bank. That is far more worth it than the old 2.75 x 1.5, = 4.125 Expert bonus, plus additional banks allow for a better economy.
Also, some nations have what we could call "gathering percents," such as cCivBritish, 0.6 on food, 0.4 on wood and the cCivDutch, 0.2 on food, 0.5 on wood and 0.3 on coin.
I don't like to mess with gathering percents, because I don't really know what it does. In fact, most of what I've done the past year or so has been blind testing. So in other words, I'm just as noob as anyone out there, but willing to try things when I got time :).
Hope this info helped!
wow, thanks murdilator! you're really helpful :)
Oh yeah, I've noticed 2 important things about this problem:
1. There's more villagers idling around houses then I first thought. Not more than 10 though.
2. Because they think that houses give food, they don't build mills anymore... At all.
So how can I increase the priority of gathering at mills as you said?
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