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Downloads Home » Modpacks » Fan Patch 1.3 for Mac

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Fan Patch 1.3 for Mac

Author File Description
iCourt
File Details
Game Version: TAD
THIS IS A MAC OSX DOWNLOAD ONLY. DO NOT TRY TO DOWNLOAD AND INSTALL THIS ON WINDOWS.

The GameRanger Asian Dynasties balance team is happy to introduce Fan Patch 1.3. Together with the support of a large portion of the Mac community we took many of your ideas and considerations and implemented them into this balance and improvement patch.

This was a patch designed to help improve balance and gameplay in the community as Ensemble Studios, and Microsoft no longer support the game any longer. Also do to the loss of support from RTS-Sanctuary, and the fact the official MacSoft patches are no longer in-synch with the Windows copy of the game, we decided to take our patch in a different direction that hopefully improves gameplay.

We have improved maps, small balance issues, graphics, sounds, and even have fixed some bugs that caused the game to crash.

We hope you enjoy it, and best of luck in your games.


General Changes:

* All Hand Cavalry units speed decreased by half in defend mode. This will make late game cav boxes in team games or treaty no longer viable. This was never an issue in 1v1 and shouldn't effect 1v1 balance any.

* Building Rotation is possible to use using the scroll wheel and doesn't require a modification any longer.

Civilization Changes:

Aztec:
* Skull Knights siege reduced to 60 in colonial. Returns to previous stats upon aging.

British:
* Manor LOS -2 and Bounty increased to 75.
* Manor cost changed to 140 wood.
* Manor provides 10 population and build limit set to 20.

Chinese:
* Changdao Swordsman gains +1 area of attack upon researching the Honored upgrade. Upgrade increased to 300 food 300 wood 300 gold.
* Flamethrower turn rate was increased to 6.
* Mandarin Duck Squad cost decreased to 300 food.
* Russian Consulate now provides a -15% reduction time to villagers.
* Russian Consulate Blockhouse cost changed to 150 export.

Dutch:
* +100 Wood Crate at Start

French:
* +1.5 second to train time for Coureur Des Bois.

Germans:
* No Changes

Indians:
* 600 wood crate increased to 700 wood.
* Sowar gain a 1.3 multiplier vs Villagers. (Mansdbar Adjusted)
* Rajput cost decreased to 80 food 40 wood. (Mansdbar Adjusted)
* Ottoman Consulate grants 8 line of sight.

Iroquois:
* Warchief Hitpoints increased to 500.
* Tomahawks Melee Damage increased to 14.
* Musket Riders bonus vs artillery increased to 3.
* +100 Wood Crate at Start

Japanese:
* 5 Yumi Archer card increased to 6 Yumi Archer.
* Spanish Consulate now grants a 1.0 bonus to xp trickle.

Ottomans:
* -2 range to Abus in Colonial. Gains +2 range with Veteran upgrade.
* Millet System cost reduced to 125 food, 125 wood, 125 gold.
* Koprulu Vizers cost redcued to 150 food, 150 wood, 150 gold.
* Abbassid Market cost reduced to 250 food, 250 wood, 250 gold.
* TEAM 600 gold shipment moved to Fortress Age.

Portuguese:
* -100 Food Crate at start.

Russians:
* Suvrov Reforms card grants Stretlets to reform to Musketeers for 300 food.

Sioux:
* Wakina ranged attack decreased 5%.

Spanish:
* Fortress Age Adventurer Politician grants 4 Settlers.

Minor Natives:

Cree:
* Cree Tanning cost increased to 150 food 150 gold.
* Cree Craftsmanship cost increased to 200 wood 200 gold.

Maya:
* Increased multiplier against Cavalry to 5 and against Light Infantry to 4.

Map Changes:

New Maps:
* Silk Road - Lanzshou: Lanzshou sits upon the Silk Road within China directly between the Yellow River and a mountain range. Fight for control of the famous and unprotected Silk Road trade route. This is the Silk Road map with a buildable trade route and a new treasure set. Designed exclusively to be included into the Competitive Map Set.

* Competitive Map Set: Added California, New England, Silk Road - Lanzshou, and Yucatan. Removed Painted Desert, and Silk Road.
* Asian Map Set: Added Himalayas Upper, Korea, Shangri La, and Silk Road - Lanzshou.
* Random Land Map Set: Added Himalayas Upper, Dakota Badlands, Gold Rush, and Silk Road - Lanzshou.
* Standard Map Set: Added Korea, Himalayas Upper, Dakota Badlands, Gold Rush, Prairie Rivers, and Silk Road - Lanzshou.
* All Maps Set: Unknown replaced entirely by New Unknown map, and added Silk Road - Lanzshou.
* Observer Map Set: 1v1 Observer Maps are now native in game. Includes all the Competitive Maps.


* IMPORTANT NOTE:

* If you wish to return player unit colors back to normal, right click Age of Empires III: The Asian Dynasties and follow this path: Contents/Resources/Game Data/data. Delete the file called "playercolors.xml.xmb." This will return your game to default player colors.

* Some Hotkeys may have changed due to the reintroduction of the unit tactic hotkeys. Please be sure to go over your hotkeys before playing.



This patch was developed by the GameRanger balance team. If you need help or questions involving the patch, please send a private message over GameRanger to one of the following account numbers:

iCourt (317899)
Epcot (1277414)
CotF | Cohenski (304166)
{PHX} Alaron (346407)

Coding & Bugs:
iCourt
Neuron

Balance Changes:
iCourt
Neuron
Alaron
Cohenski
Amhaye
El Pistolero

Balance Testing:
iCourt
Alaron
Cohenski
Amhaye
Jane
Tool
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
mandosrex May I ask what bugs that crash the game have you fixed? And how?
iCourt
File Author
A few bugs that caused crashes dealing with hotkeys not functioning correctly with MacSofts translations, some order of operations fixes, graphics fixes, slight animation fixes. These may or may not be problems on the Windows copy of the game. This patch is for Mac OSX.

All bugs were fixed using Xcode, my awesome brain, and emailing of other moddders and former ES employees for help.
iCourt
File Author
Updated the installer on 9/3/2013 to make the Player Colors and Building Rotation optional installs.
murdilator I'm glad you finally got over Age Sanctuary people not supporting better fan patches than theirs. I especially appreciate that you all have decided to make a patch for mac, which is almost totally neglected mod/patch-wise.


That said, many of the changes are good ones, I myself will have to test them into my own game to see if they belong, such as less Abus Gun range. However, if possible, I will confer with my available testers.

A note: it may be good to let Tomahawks get a +0.5x ranged bonus vs cavalry from Lacrosse, and reduce the cost of several big buttons. Also, the texture coords, or texture co-ordinates on Big Buttons refer to a picture of 5x3, a total of 15 Big Buttons. Not all of the Big Button icons are used yet, and you just put in the right texture coordinates and viola, you can use the unused art files. There is one that is for Coyote Runners, about 3 for Warchiefs, 1 for Cannons, 1 for Tepees, etc., that were not used in the original game. I highly advise looking into this, especially if you want to add new big button techs into the game.


I'd advise taking the SPC Ossuary Building, copy it at the end of the file, and add stuff from a bank to it, and make its use a university-type building. If you want, you can use the name and all the techs I had ideas about and add them into your patch (I called mine Observatory, but beware of using University, because the Napoleonic Era (NE) crowd will get angry about their supposed "copyright").


Copying the SPC Cherokee Warhut could double as a Porcelain Tower Building/Universty-type building for the Native Americans. In my own mod, I don't have too many techs for this building (about 9-12 for Iroquois and Sioux), in correspondence to the Observatory (about 30 for each civ), or the Aztec Great Temple (Aztec Factory-type building with special Warrior Priest Upgrades).


About Warriors Priests + Fire Pit: if you increase their build limit, say to 15, then 15 Warrior Priests can dance at the Fire Pit. If 25, then 25 can dance there. As far as I know, 25 is the limit, otherwise the animation glitches up (its coded only to have 25 art-bones in dancers).


A suggestion by Sporting Lisbon in my patch was to give Pikemen 130 HP, 10 attack, with 4x vs cavalry and 3.2x vs Light Infantry. Afterwhich Veteran Pikemen would give +0.10 armor to Pikemen. Also, increasing their maximum hand attack range slightly (though it makes them more vulnerable to musketeers), would give them a great edge over cavalry units. I even tested giving Pikemen 1 area, but I didn't like the results, so I kept the original improved design.


The FP 1.2 team also had ideas about reducing Musketeer ranged damage. So, in my patch, Muskets have 21 ranged damage, 1.1x vs Cavalry. Fortress give them +.05x to +0.1x bonus vs Hand Infantry, correspondingly 21 x1.05 = 22.05, or 21 x 1.1 = 23.1 damage, thus the same. Ashigarus have 23 ranged damage, 1.1x vs cavalry, increased hand attack (11), etc. Janissaries just get 1.1x vs Cavalry, Sepoys have 185 HP, 24 ranged damage, 1.1x vs cavalry, Tomahawks have 20 ranged damage, 1.1x vs Cavalry, +0.4x ranged bonus vs Cavalry from Big War Hut Lacrosse, etc.


Royal Guard upgrades could be 800 wood, 800 coin. This has been suggested many times over and over, but so far, my patch is one of the few that includes it.


Counter Infantry Rifling, after the above Musket Change, could give +0.75x vs Heavy Infantry, and +0.33x vs Light Cavalry, to prevent skirmishers from being the dominant unit on FP games.

Oprichniks could have 55-60 siege damage, but +10% damage vs ordinary units

Halberdiers could have +0.10 armor and 4.25 speed

Samurai could have more hitpoints (+10 to +15%)


Hand Cavalry such as Hussars/Ulhans are a little overpriced. Lategame use often drains players, so I advise 110 food, 80 coin for Hussars, 39 Train Points, and 55 food, 95 coin for Uhlans. Cossacks could be 75 food, 70 coin, because they are rarely used otherwise in Early Supremacy due to their absurdly high coin cost. These changes actually make Cuirassiers less of a problem, because indirectly it makes it easier to counter them.

Rodeleros could have 140 HP, 12 damage, 1.2 vs Hand Infantry, 1.3 Vs Halberdiers, 2.5x vs Cavalry, 2.0 vs Light Infantry - to give Spain an actual use for Tercio Pikemen, and to make Rodeleros very strong early game in a special way, allowing them to actually fight units like Doppelsoldner/Halberdiers. Historically they were vulnerable to cavalry, and used as anti-pike infantry, so it doesn't make sense to use them otherwise.

Doppelsoldners could have 1.1x vs Pikemen/Halberdier units, and even 1.1x vs Hand Infantry, especially after boosting Pike Armor.

Colonial Stats (if any) are really silly after the above changes, so I'd suggest sticking with Fortress Statistics except for problematic units such as Eagle Runner Knights.

Throughbreds could give +10% Cavalry speed but only +5% Cuirassier speed, thus eliminating a cheap heavy cavalry


Coureurs could actually train faster 28 train points, (original 29), I wouldn't advise 30.5, but rather nerf a few of France's other features to allow them to have an economic boost.

Grenadiers should really be a bit cheaper, say 110 food, 50 coin, have +1 volley range (not siege range), and have much better hand attack (say 16-18, with 1.5x vs Cavalry), 0.6x ranged penalty vs. Cavalry, and 1.25x bonus vs Heavy Infantry. After the above changes, they would desparately need this in order to counter Rodeleros/Pikemen/Musketeers, who have high-highpoints as their base. Historically, grenadiers were big men and had advantage in the melee, so this should be evident that hand infantry shouldn't just pwn them so quickly as in previous versions of the game.

For the N3O Patch, I did add civilization attributes, minor ones, note - and these work very well, giving each civilization plenty of replay value.


Here is a link of them:

http://www.n3oclan.com/6396/n3o-fp1-3z3k-new-awesome-features/


You're free to use them if you think they seem fit to your modification.


I'd also advise making Church Upgrade Units become Imperial Status and get some small boost to make them extra special, and a bit less expensive, such that Old Garde are actually a problem to deal with (like give them +2 more range & LOS than other Grenadiers), Spanish Hackapells could get +30% HP, to make them problamatic, Things like Corsolet could give also increased Pike + Musketeer Armor, less speed reduction, say -5%, Thin Red line could give -10% speed (instead of -25%). Code Napoleon could give just +10% to +20% Building Cost (down from +50%). Bestieros could cost 1300 to 1600 wood, but give 13 or 16 Crossbowmen. Quaterfage could give +15% speed to Halberdiers, to negate penalties from Corsolet and make them a problem to deal with. Rogers Rangers could give Skirmishers +2 Range & LOS. Black Watch could give Highlanders +10% speed. Also, some could give more units, and all special one-type unit techs should make their unit type Royal Guard.


These are just a few ideas.


Again I thank you for considering the Mac Community. And thank you for giving time to do this great modification.


Best of regards,



murdilator
iCourt
File Author
"murdilator wrote: I'm glad you finally got over Age Sanctuary people not supporting better fan patches than theirs. I especially appreciate that you all have decided to make a patch for mac, which is almost totally neglected mod/patch-wise."

It wasn't easy. A lot of people were against the 1.3 patch on Mac due to some of the balance changes. There were some glaring imbalances though in 1.2 since it's been played on several years. I'm sure 1.3 will have imbalances as well, it's bound to happen.

"murdilator wrote: That said, many of the changes are good ones, I myself will have to test them into my own game to see if they belong, such as less Abus Gun range. However, if possible, I will confer with my available testers."

This is a continuation of the RTS-Sanctuary Fan Patch 1.2. We balanced off of that patch with a minimalist approach, as much as we could. Opinions do vary greatly on whats "balanced" between players though, so nothing can every be "perfect". Abus Guns are still "broken" in 1.3 but not quite as abusive. Crossbows can now not be hit and run quite as easily. If you are truly looking to fix Abus Guns, there is only one possible way to do so. Remove the siege damage and give them ranged damage. Take all the negative multipliers away and let them have at it. With some slight adjusting to attack/Ranged Resistance it's a totally balanced unit. Tried and tested.

"murdilator wrote: A note: it may be good to let Tomahawks get a +0.5x ranged bonus vs cavalry from Lacrosse, and reduce the cost of several big buttons. Also, the texture coords, or texture co-ordinates on Big Buttons refer to a picture of 5x3, a total of 15 Big Buttons. Not all of the Big Button icons are used yet, and you just put in the right texture coordinates and viola, you can use the unused art files. There is one that is for Coyote Runners, about 3 for Warchiefs, 1 for Cannons, 1 for Tepees, etc., that were not used in the original game. I highly advise looking into this, especially if you want to add new big button techs into the game."

I'd consider those if the change was minimal and we deemed it fitting. For instance we changed the way Fan Patch 1.1 handled Portuguese card swapping to get the infantry upgrades into colonial. We changes the way that was handled so the cards are again in the correct spots when selecting cards.

"murdilator wrote: I'd advise taking the SPC Ossuary Building, copy it at the end of the file, and add stuff from a bank to it, and make its use a university-type building. If you want, you can use the name and all the techs I had ideas about and add them into your patch (I called mine Observatory, but beware of using University, because the Napoleonic Era (NE) crowd will get angry about their supposed "copyright"). "

We went into this with a minimalist approach. We tried to bridge the gaps between Fan Patch 1.1 and Fan Patch 1.2. We looked for a happy medium between the two, while trying not to add anything new. The biggest change I think we did was make units the throw spears/tomahawks throw correct projectiles as opposed to musket balls.


"murdilator wrote: Copying the SPC Cherokee Warhut could double as a Porcelain Tower Building/Universty-type building for the Native Americans. In my own mod, I don't have too many techs for this building (about 9-12 for Iroquois and Sioux), in correspondence to the Observatory (about 30 for each civ), or the Aztec Great Temple (Aztec Factory-type building with special Warrior Priest Upgrades)."

Again we went into this with a minimalist type approach and weren't looking to add new things to the game, rather than just rebalance it.


"murdilator wrote: About Warriors Priests + Fire Pit: if you increase their build limit, say to 15, then 15 Warrior Priests can dance at the Fire Pit. If 25, then 25 can dance there. As far as I know, 25 is the limit, otherwise the animation glitches up (its coded only to have 25 art-bones in dancers)."

Actually there are a lot of bugs with the fire pit when you play off of ESO. Lots of game breaking bugs that can lead to unfair abuse. This is confirmed on both PC and Mac copies of the game. You may PM me on RTS-Sanctuary if you are interested in them, and possibly looking for a fix to the bugs.


"murdilator wrote: A suggestion by Sporting Lisbon in my patch was to give Pikemen 130 HP, 10 attack, with 4x vs cavalry and 3.2x vs Light Infantry. Afterwhich Veteran Pikemen would give +0.10 armor to Pikemen. Also, increasing their maximum hand attack range slightly (though it makes them more vulnerable to musketeers), would give them a great edge over cavalry units. I even tested giving Pikemen 1 area, but I didn't like the results, so I kept the original improved design."

I think Pikemen are fine in my opinion. We tested some changes to them, but they were never an issue and performed fine with micro. Everything went back to Musket type units being really just too good in general. We really wanted to change Musket units too, but we got a lot of backlash from the community so we dropped the idea. Musketeer type unit nerfs would fix a ton of problems in the game, but it's hard to get people to accept that they are too strong, on top of the long testing period we would have to perform.

"murdilator wrote: The [N3O] FP 1.2 team also had ideas about reducing Musketeer ranged damage. So, in my patch, Muskets have 21 ranged damage, 1.1x vs Cavalry. Fortress give them +.05x to +0.1x bonus vs Hand Infantry, correspondingly 21 x1.05 = 22.05, or 21 x 1.1 = 23.1 damage, thus the same. Ashigarus have 23 ranged damage, 1.1x vs cavalry, increased hand attack (11), etc. Janissaries just get 1.1x vs Cavalry, Sepoys have 185 HP, 24 ranged damage, 1.1x vs cavalry, Tomahawks have 20 ranged damage, 1.1x vs Cavalry, +0.4x ranged bonus vs Cavalry from Big War Hut Lacrosse, etc."

I'd have loved to have been able to test the Musket type unit nerfs, but the Mac community is pretty stingy on the changes. They flipped out a bit on us changing the British houses back to 10 population. They don't like changes, let alone complicated ones.

"murdilator wrote: Royal Guard upgrades could be 800 wood, 800 coin. This has been suggested many times over and over, but so far, my patch is one of the few that includes it."

This is probably better pricing for the 10% boost Royal Guard units obtain. It's nothing the team ever looked at as most games rarely make it to that stage and when they do, the extra 800 resources for the Royal Guard upgrades didn't seem to be noticeable for us to consider a change like that.


"murdilator wrote: Counter Infantry Rifling, after the above Musket Change, could give +0.75x vs Heavy Infantry, and +0.33x vs Light Cavalry, to prevent skirmishers from being the dominant unit on FP games."

Ok

"murdilator wrote: Oprichniks could have 55-60 siege damage, but +10% damage vs ordinary units."

I don't think anyone on Mac thinks Oprichniks are really in need of any changes. They are probably one of the only units in the game that functions EXACTLY as it was intended. The only issues I have ever heard about are cavalry boxes in mid/late game team or treaty games.

"murdilator wrote: Halberdiers could have +0.10 armor and 4.25 speed."

I personally suggested both these changes, though not together. They were both rejected due to the challenges of making them balanced for Dutch players. We had already boosted Dutch early game with a +100 wood crate, and we ran into the indirect boost Halberdiers gave Dutch.

"murdilator wrote: Samurai could have more hitpoints (+10 to +15%)."

Samurai are fine statistically as is. There is no reason to boost them what so ever. They aren't used because Ashigaru Musketeers are cheaper and perform the job of killing cavalry well enough that Samurai just won't really ever be used. No real reason to give Japan another overly strong unit. The issue here isn't so much a unit issue, but a game design issue. Ashigaru Musketeers should never have been added to the game. Samurais should have always been Japans main anti-cavalry unit. Especially given the amount of detail that went into their fighting animation. Ensemble or Big Huge Games simply made a poor gameplay decision, and it's nothing that can be fixed in a fan patch, but could be in a full blown modification. This was discussed a ton during testing, as more of a complaint we had with the final product of the game.

"murdilator wrote: Hand Cavalry such as Hussars/Ulhans are a little overpriced. Lategame use often drains players, so I advise 110 food, 80 coin for Hussars, 39 Train Points, and 55 food, 95 coin for Uhlans. Cossacks could be 75 food, 70 coin, because they are rarely used otherwise in Early Supremacy due to their absurdly high coin cost. These changes actually make Cuirassiers less of a problem, because indirectly it makes it easier to counter them."

I don't think that's really a problem either. In real life as warfare progressed cavalry just became less useful. They were really already obsolete well before WWI, no one really knew it then though. That being said, from a game play point of view I don't see an issue with the units costs overall. Cuirassiers are more the issue than other cavalry being too expensive. Cheap Cuirassiers cause imbalances due to their cost effectiveness against their counters, on top of the equal economy and an extra 20 population France has compared to other civilizations.

"murdilator wrote: Rodeleros could have 140 HP, 12 damage, 1.2 vs Hand Infantry, 1.3 Vs Halberdiers, 2.5x vs Cavalry, 2.0 vs Light Infantry - to give Spain an actual use for Tercio Pikemen, and to make Rodeleros very strong early game in a special way, allowing them to actually fight units like Doppelsoldner/Halberdiers. Historically they were vulnerable to cavalry, and used as anti-pike infantry, so it doesn't make sense to use them otherwise."

I agree here historically. I disagree gameplay wise since it's already established what it's role is and strategies are designed to use the unit as is. Again we went from a minimalist perspective. Had I been on the development team, trust me I'd have never allowed "Flaming Arrows" to get past the brain storming session.

"murdilator wrote: Doppelsoldners could have 1.1x vs Pikemen/Halberdier units, and even 1.1x vs Hand Infantry, especially after boosting Pike Armor."

I see where you are coming from again historically, but again… Ensemble made this purely an anti-cavalry unit and thus we kept it.

"murdilator wrote: Colonial Stats (if any) are really silly after the above changes, so I'd suggest sticking with Fortress Statistics except for problematic units such as Eagle Runner Knights."

I take this as reference to the 9% nerf these units had been granted in Fan Patch 1.1. I never really saw it as game changing in most cases. Let alone I don't really notice it.

"murdilator wrote: Throughbreds could give +10% Cavalry speed but only +5% Cuirassier speed, thus eliminating a cheap heavy cavalry."

I think this would be an excellent change personally. No idea what the team of testers I worked with would have thought of it.

"murdilator wrote: Coureurs could actually train faster 28 train points, (original 29), I wouldn't advise 30.5, but rather nerf a few of France's other features to allow them to have an economic boost."

It honestly doesn't change French gameplay much. Feel free to test it. The only real big difference is if you want to play aggressive and rush you age with 13 villagers, where as you go for the more traditional build you age a grand total of 9 seconds later than you currently would on 1.2. I honestly feel if Musket units had a nerf this change could be eliminated.

"murdilator wrote: Grenadiers should really be a bit cheaper, say 110 food, 50 coin, have +1 volley range (not siege range), and have much better hand attack (say 16-18, with 1.5x vs Cavalry), 0.6x ranged penalty vs. Cavalry, and 1.25x bonus vs Heavy Infantry. After the above changes, they would desparately need this in order to counter Rodeleros/Pikemen/Musketeers, who have high-highpoints as their base. Historically, grenadiers were big men and had advantage in the melee, so this should be evident that hand infantry shouldn't just pwn them so quickly as in previous versions of the game."

This unit has been useless since 2004 when they released the beta for AOE3. Everything including villagers counter this unit. I truly believe down in my heart this unit was made specifically for the fact that when you were to use them and win, you could rub it into your opponents face. It's a troll unit at its finest.

"murdilator wrote: For the N3O Patch, I did add civilization attributes, minor ones, note - and these work very well, giving each civilization plenty of replay value.


Here is a link of them:

http://www.n3oclan.com/6396/n3o-fp1-3z3k-new-awesome-features/


You're free to use them if you think they seem fit to your modification."

Ok

"murdilator wrote: I'd also advise making Church Upgrade Units become Imperial Status and get some small boost to make them extra special, and a bit less expensive, such that Old Garde are actually a problem to deal with (like give them +2 more range & LOS than other Grenadiers), Spanish Hackapells could get +30% HP, to make them problamatic, Things like Corsolet could give also increased Pike + Musketeer Armor, less speed reduction, say -5%, Thin Red line could give -10% speed (instead of -25%). Code Napoleon could give just +10% to +20% Building Cost (down from +50%). Bestieros could cost 1300 to 1600 wood, but give 13 or 16 Crossbowmen. Quaterfage could give +15% speed to Halberdiers, to negate penalties from Corsolet and make them a problem to deal with. Rogers Rangers could give Skirmishers +2 Range & LOS. Black Watch could give Highlanders +10% speed. Also, some could give more units, and all special one-type unit techs should make their unit type Royal Guard."

The Mac Balance team did talk a bit about changing a lot of these church techs. Some are way too good, while others are totally useless. Some are also a little to hard to utilize or justify. Unfortunately it came a bit late into the testing and we never had time to test it. There were a couple ideas thrown around, but nothing stuck.

"murdilator wrote: These are just a few ideas.


Again I thank you for considering the Mac Community. And thank you for giving time to do this great modification.


Best of regards,



murdilator"

Thank You

[Edited on 11/19/13 @ 10:02 AM]

nbouteille Just wanted to say a huge thanks for this awesome feature that the building rotator is to me :D
THANK YOU GUYSSSS

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Added:08/24/13
Updated:09/08/13