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Author |
File Description |
murdilator |
Posted on 03/13/21 @ 09:21 AM (updated 04/12/22)
File Details |
Game Version: |
TAD |
These maps I've added just 1 Covered Wagon and 1 Mango Grove Rickshaw. Booming is easier on these maps!
Map are same; only units and resources added. I have also chosen only the most playable maps.
These are for meant for 30 Minute Treaty. Rush could work, as well as FFA or 20 Minute Treaty.
Gates are enabled for the AI on all these maps.
I recommend using these maps in place of the original for all games against my AI.
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April 12, 2022: Added one new map: Ceylon. Fixed Silk Road market to always spawn.
December 25: Added seven new maps: Amazonia, Andes Upper, Bayou, Caribbean, Great Lakes, New Unknown, Unknown.
These Maps are included not part of the map pool "Age Maps".
June 17: Fixed bug with AI not playing always on Himalayas and Himalayas - Upper; install these maps again if you have a previous downloaded version.
Age Honshu properly places Covered Wagon and Mango Grove Rickshaw always.
April 4: Age Honshu properly places Native Settlements while still placing other units.
I found out how to do this from int avoidAll2.
Added Pampas, Plymouth and Rockies
April 5: Age Rockies always places Covered Wagons
April 22: Age Himalayas and Age Himalayas - Upper place Town Center correctly now.
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Map features:
100 XP (Half a Shipment)
500 Export
100 Food, 100 Wood and 100 Gold
+5 TC Build Limit
1 Town Center
1 Covered Wagon
1 Mango Grove Rickshaw
+7 Outpost/Blockhouse Limit
Natives: Some Native & some Asian.
Maps included:
Age:
Deccan
Great Plains
Mongolia
Siberia
Andes
Orinoco
Ozarks
Silk Road
Sonora
Texas
Araucania
Borneo
Carolina
California
Hispaniola
Honshu
Indochina
Saguenay
Yucatan
Himalayas
Himalayas - Upper
New England
Northwest Territory
Yellow River
Painted Desert
Patagonia
Yukon
Pampas
Plymouth
Rockies
In addition, Modify Protounit has allowed the following to work on each map:
- Mango Groves Enabled
- Forts +2 Build Limit (3 Without Cards)
- Outlaws 1 Pop and +100 HP
- Halberdier -10 Gold Cost (60), Ruyters -5 food, -5 gold (25, 70)
- TP -100 Wood Cost (from the Asian Dynasties)
- Cuirassier -25 Base HP and -5 Gold and -5 Food Cost (475 HP, 145, 145)
- Oprichnik -25 Base HP and +30 Food Cost (225 HP; 120, 60), Strelet -5s train time (Instant with Cards)
- Indian Rajputs -20 wood (15), +10 HP (160)
- Mahouts -150 food, -25 wood (250, 225), -5s train time (55), -2 population (5)
- Indian Gurkha -5 gold (45), +10 HP (125), Flail Elephants +1 speed (5)
- Monitor Cost decreased by 200 Gold
- Portuguese start the game with +50 Wood
- Tomahawks -0 food (75), Kanya Horsemen -25 wood, Mantlets -25 wood
- Ashigarus +10 gold (50), +1s train time (34), -1 speed (3.50), Yabusames -20 gold (130)
- Samurai -10 Food and Gold (90, 90), +10 HP (240), -1s train time (44)
- Dog Soldiers -40s train time, Skull Knights -25s train time
- Iroquois Travois -15s train time, Medicine Men -15s train time, Warrior Priests -10s train time
- Heavy Cannons, Great Bombards, Rockets +100 HP, Gatling Guns +50 HP
- Outposts, Warhuts, Nobles Huts, Blockhouses +7 Build limit, Castles +5 Build limit
- Dutch +15 Settler Build Limit (65)
- Axe Riders -40 Food Cost (120)
- Town Centers +5 Build Limit (6 in Colonial, 8 in Fortress)
- +100 HP for Covered Wagons, Fort Wagons, Factory Wagons (350)
Place in My Documents - My Games - Age of Empires III - RM3
Then run Age of Empires III: Asian Dynasties and select "Custom Maps" in Single Player or Online to play.
Shows up as "Age Maps".
Maps made for multiplayer as well as single player.
Please enjoy the maps! |
Author | Comments ( All | Comments Only | Reviews Only ) |
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murdilator
File Author |
Posted on 05/07/21 @ 02:18 PM
The Expert AI on a 40 minute treaty got the following scores:
Russian: 2575
British: 2106
Portuguese: 2096
This was a 2v2 test on Age Andes with Flycatcher.
The AI got 95-99 villagers and 130-150 Military Population (including Church Techs). It got 4 Mills and 2 to 5 Plantations with 1-2 Factories set up (2nd isn't as important as it generates Cannons). It had 1 Layer of wall around its base during the treaty.
This ends the report, and yes, these maps can be used for Comp Stomps with Treaty - No Blockade. |
murdilator
File Author |
Posted on 01/12/23 @ 04:36 AM
Games played on this mode are great for Treaty 20 if you have 50% handicap for human players and 15% for Computer Players on Hard (1.25 x 1.15 = 1.4375 bonus)! For Expert Comp Stomps I advise 10%-20% Handicap bonus for Computer Players and 50% for human players.
Handicap improved creation of building speed, trickle rates, how many resources you get from trees, mines, berries, hunts, fish, and how much faster you get them. It also improved technology research speed! So if you wanted to play a Treaty 30 but with less time to spend on the game, give yourself a bonus along with other human players, and have Treaty 20 instead to save time.
With Hard on 15% bonus, on Age Maps, the AI always gets to Age 5 by 21-22 minutes. |
SeldomPooper |
Posted on 01/08/24 @ 12:54 AM
How do i revert the ashigaru speed ? |
SeldomPooper |
Posted on 01/31/24 @ 11:48 PM
I have been playing Supremacy(not treaty) with Basic and Age maps. Sometimes one of the computer player's units and buildings are missing. |
murdilator
File Author |
Posted on 03/06/24 @ 02:44 AM
And I should fix this for you...
It is known to me that if this occurs, its best to just rehost and try again. Adding starting units sometimes is hard for maps to load in, as is adjusting the spawn radius of explorer units.
I tested a few random ones from the Basic Maps and Age Maps and I did not find it to be the case with them as you said. And besides, a mod won't be done perfectly; not as much as a professional series would be.
Ashigaru Speed - it's something that I put in Age Maps, but not in Basic Maps. It's an online balance thing. If you open the map script, it's in the starting trigger at the top of the script, and you will notice Ashigaru Field 1, -1.
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParam("ProtoUnit", "ypAshigaru");
rmSetTriggerEffectParamInt("PlayerID", i);
rmSetTriggerEffectParamInt("Field", 1);
rmSetTriggerEffectParamInt("Delta", -1);
I think changing it to -0 or to 0 would be make it work; sometimes leaving a field at 0 with something that is modified before interferes with what you want.
Field corresponds to the Modify Protounit Trigger Effect in the Scenario Editor, where 0 is hitpoints, 1 is speed, 3 is train points, etc., depending on the order of where that version of the effect appears in the scenario editor.
Again Ashigaru Speed has to do with balancing, and many games that go late need it to work. The AI doens't use micro on its attack patterns, so normally when I play Japan, it isn't a problem, it just means that you don't mass as many Ashigaru. |
SeldomPooper |
Posted on 03/18/24 @ 09:42 AM
Is there any AI for king of the hill mode ?
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murdilator
File Author |
Posted on 03/27/24 @ 03:51 AM
I know that my AIs don't play King of the Hill competitively, but AssertiveWall has in his Assertive AI for Definitive Edition options to play versus the AI on King of the Hill.
My AIs can play but they won't hold the hill unless you put your army there and try to win like that. The only hope is that the AI allies send their armies to help your armies, or enemy AIs send their troops to counter attack you. |
HGDL v0.8.2 |
Statistics |
Downloads: | 496 |
Favorites: [] | 1 |
Size: | 395.60 KB |
Added: | 03/13/21 |
Updated: | 04/12/22 |
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