Age of Empires III

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23044 downloads

Uploaded:07-08-2011

Unlimited Population Mod(Also No Build Limit Mod)

unlimited_pop.rar | 55.4 KB

as much as you want Coming Soon -May Be making everything stronger and better like maybe overpowered settlers Modded By:desmondlai30 Used:NotePad to Edit

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45798 downloads

Uploaded:09-18-2006

African Colony

africancolony_00011.zip | 361.3 KB

game with 5 Musketeers, which can be used for a variety of functions, such as treasure hunting, destroying fort wagons, preventing attacks, and protecting the colony from small attacks. The map relies upon a great river that can be used to enter enemy territory without detection. made by jrfla2006- rmsbrazil-

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4004 downloads

Uploaded:06-15-2009

Map of Earth

map_of_earth.rar | 5.03 MB

Africa, Asia, Antarctica, pretty much all continents except the west side of the world. i went and i researched where i should be placing the resources to make it more realistic. in this map, each of 8 players will be on a ship in the Indian ocean with enough villagers and people to start a colony and build up a nation at their preferred location. The objective is like playing the game of risk, take over the world! I made this map for fun, and because i found that no one has published such a map. FEEL FREE TO CHANGE IT AND DISTRIBUTE IT AS YOU WILL AND DON'T EVEN CREDIT ME IF YOU DON'T WANT TO.

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116407 downloads

Uploaded:04-04-2007

Age of Empires III Mac Demo 1.0

age_of_empires_iii_trial.zip | 419.64 MB

scenarios, Morgan Black and his descendants help the Aztecs resist conquest by Spanish conquistadors, pit the French against the British, and help Simon Bolivar lead revolutions in South America. For multiplayer action, contend against opponents with persistent Home Cities that gain power and strategic options the more games you play, compete for a spot on dozens of ladders, help organize your clan, or chat after a game. This demo for Age of Empires III includes two missions from the single-player campaign. The demo also includes a single-player skirmish mode where you can play as the British or Spanish empires in the New England and Texas maps. Requirements G4/G5 or Intel processor running at 1.4GHz or faster Mac OS X v10.3.9 or higher 512MB RAM 64 MB Video Card (with support for hardware T & L). 56K dial-up Internet access or LAN for online play

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28541 downloads

Uploaded:06-06-2006

Big Continent

big20continent20v3_00011.zip | 22.49 KB

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4073 downloads

Uploaded:06-27-2010

Survival for Single Player

survival_single_player_by_kevthegreat_0001.zip | 103.59 KB

STORY: A town in the middle of the nowhere is under attack, by beings of unknown origins, they look human, but they aren't. The survivors sent out a search party for food since the blight has destroyed the farmlands and traders have stopped arriving, however, the search party has not been back for a long time... Food supply is dwindling and so is moral. It is your choice, sit around and wait for help that may not come, or search for your own escape route that may not exist. THE GOAL: Survive! (There is a way to win the scenario, I am not telling you how and people who have already played this with me please don't tell them :P) FEATURES Food upkeep - you pay 3 food every 5 seconds for every single population point, you run out of food, your men starve to death. 1hip - All units have only one hip except for certain special units, but don't worry you have the guns! Other Survivors - There may be other survivors outside of the town, however you are sure to find enemies out there too. Repair Cannon - Harvest 275 wood in order to repair a cannon in the town. Single Player Version: The Single Player version has several differences from the original version designed for multiplayer. -Single Player (obviously ^^) -A Hero -Cannon repair require 275 wood instead of 500 -Player two (computer) defends the town SURVIVAL TIPS Be careful with your units as they are irreplaceable, if you are running low on food I recommend killing off some of your weaker units such as villagers. Searching out of town is best when early in the game, after that it's probably best to stay in town By KevTheGreat P.S please do not edit, or claim this map as your own. Other Scenarios by KevTheGreat- [The Race 2] [The Great Colosseum] [Global Wars] [The Race] [Arab Desert] [Arab Desert 2] [Arab Desert 3] [Arab Desert 4] [Arab Desert 4V2] [Arab Desert 7] [Burn em All] [Russia The Epic Begins] [Fort of War] [Survival]

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15974 downloads

Uploaded:06-08-2006

Appalachians

appalachians_0001.zip | 15.8 KB

possibility of defensive play.

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3596 downloads

Uploaded:12-03-2006

Big map and Big fort

large_map_big_fort.zip | 486.76 KB

out there you furthermore you can rush them quickly. Be careful and use strategies to your advantage over the simple AI!

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3530 downloads

Uploaded:02-22-2007

AOE3MODS Scenario Pack

aoescenariopackv2.zip | 3.83 MB

scenarios are included: Siege of Plevna: In the Russo-Turkish war (1768-1774), the Russians took the opportunity to expand their empire. The Ottomans were on a losing streak and to some extent it was just bad luck. They actually fought very well in a number of circumstances. In the Siege of Plevna (or Plenin), they inflicted great losses on the Russians but in the end, it was simply a lack of supplies that brought the Siege to an end. In this scenario, you have the opportunity to get a better result for the Ottoman Empire. Just as in history, you have time to prepare your defenses before the Russians attack but make sure you keep the resources coming in. If you survive the multiple attacks, you will eventually get the upper hand. Battle for Montreal: The battle for Montreal is loosely based on the final conflicts between the British and French in Canada. The Marquis de Vuderuil-Cavagnal is determined to keep Montreal out of British hands. Jeffrey Amherst leads the British and you have to show that the surrender of Montreal was justified. There are 3 trading posts and the games starts with the French controlling 2 of them. Those 2 are located within the walls of the city and to win you have to control all 3. Siege of Lille: In 1708, the allies in the War of Spanish Succession had just started to gain the upper hand and to maintain the initiative; they decide that the capture of Lille, France’s 2nd city. The French had sent Marshal Boufflers to Lille to keep it secure but upon realizing that the city was to be attacked, he sent for reinforcements. You play as Lord Marlborough, allied with the Austrian Prince Eugene. Your job is to capture the city and to win; you must walk Lord Marlborough to the flag post at the center of the citadel. After 10 minutes the map is revealed, so wide scouting is not really needed. In addition, you will receive an experience boost after 20 minutes but your enemies will receive reinforcements. Your enemy will receive more reinforcements as the game progresses. Comanche uprising: The US has just invested in a new fortress to protect one of the farthest most settlements in Texas. This is a good thing as the French are stirring things up with the Comanche and will support them against the US. However, will it be enough to stop the uprising of 3 nearby Comanche settlements? Mission Impossible: If this scenario is approached in the traditional way, it could prove challenging. It is really designed to take advantage of the new balloon units from the Artillery Foundry and Barracks. You play as the US with few food and coin resources available to you at ground level. However, there are plenty of resources in the mountains but you will need to use a balloon to get units up there. The next problem you have is that the game’s primary objective is located behind huge well defended fortress. Again, destroying the fortress is in a traditional way, is an option but use of balloons can help you achieve the primary objective more easily. In addition, the balloons can also help eliminate the Russian and Ottoman opposition. Patriotic War of 1812: This scenario gives you the opportunity to save Moscow, unlike in 1812 when the Russians had to burn it down in retreat from Napoleon and his armies. Unlike then, you will need to use advances in technology to get the upper hand, as the natural resources available to you are limited. Land of Mystery: You start with a number of units on a small island, waiting to board a caravel. From here, you have to select a new location to start a colony. The mystery comes from the fact that movement on this new land is limited to a few passages between plateau topped mountains. Around each corner could be a new treasure item or it could be one of your enemies about to attack. Your first objective is really to collect as many treasures as possible and perhaps one of them will enable you to start producing balloons; they will make movement about this map much easier. The ultimate objective is revealed once you have collected a treasure that will permit the creation of balloons.

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2929 downloads

Uploaded:10-14-2010

The Netherlands map

scenario.zip | 1.91 MB

Pirates. Pretty simple. *INSTALLATION* extract all files to C:Users...DocumentsMy GamesAge of Empires 3Scenario open age of empires 3--> single player--> costum scenario--> Nederl

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1081 downloads

Uploaded:04-09-2007

World War II - The Great Crusade

ww2_the_great_crusade.zip | 141.71 KB

would be fun to do something with a world war 2 theme. Any ways enjoy my scenerio:) Created by Golth1 on Age of Empires III Heaven REVIEW: This creative battle starts with an exciting naval battle. Then you progress to defeat the Germans and French by builing up your military, since you have unlimited resources. I recommend advancing to the imperial age to fully upgrade your men before assaulting the enemy islands. As usual, a strong navy is necessary to transport your soldiers to the enemy base. Watch out for shore defenses! However, once you get on their islands, it\'s fairly easy to defeat the AI. Low points of this scenario include a poorly constructed shore line (the beach is in square tiles), a lack of triggers, and a general lack of direction on what to do. This battle should provide about 15 minutes of fun, but it can last an eternity if the shore defenses keep sinking your ships! Reviewed by Suleyman Eisenhower, AoE3 Files Head Site Administrator

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6977 downloads

Uploaded:08-26-2006

Mountain Pass

mountain20pass1.zip | 17.37 KB

for AOE3, so here is a map that plays like that old standard. Of course walls will not last as long in this game with the various siege options available. This is a map only for 2 team play - FFA play will possibly give you a really screwed up start. Note: I recently released another map, Barrier Ridge, which plays similarly but has a different appearing barrier. Mountain Pass is quite similar except for the appearance of the barrier or mountain range, with slight additions in trade route variation, native placement, and the size and shape are altered slightly. The map is rectangular, with players starting along the more distant ends of the longer dimension, which is 1.8x the shorter dimension (and size varies, like the standard ES maps, by player number). This map is only slightly larger than the standard ES maps, and smaller than the ES \'large\' series. There is a central mountain range which is broken only by a single pass, the only way to gain access to the enemy on the opposite side. The script includes a variety of randomly chosen terrain patterns possible (10 patterns total), each with fauna, treasures, and decorations to fit the theme. The Native Americans also roughly fit the terrain patterns as well, with some \'artistic license\' to give more options for NA combinations. There can be one or two types of natives per map, in varying number and location. There are always at least 2 NA villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number and partly on the pattern randomly selected. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay. There is always one Trade Route on each side of the ridge. Trade Routes randomly vary between a few different layouts of routes, each with a few possible patterns of Trade Post placement. The food resources on each map can vary slightly. There are always a few \'herds\' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Most of the maps have sheep, cows or llamas (but not in the arctic or jungle). Most of the maps patterns have some berries at the start area (and extra on the tropical map). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Occasionally some of the distant mines will be gold mines rather than silver mines, which provide much more coin. Forests are placed fairly and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Treasues or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off. This map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. On maps with increased numbers of NA villages, the opportunity to use larger numbers of native warriors is a lot of fun. The pass through the mountain range allows for the possibility of a defensive stance, walling off the choke point for at least a little while. Note that while walling is an effective way to block the pass, it looks a little funny as the units cannot walk over the adjacent \'glacier\' terrain used to make the impassible barrier

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7572 downloads

Uploaded:01-28-2008

New AoE3 Editor XY (version 3)

n3exy.zip | 422.85 KB

Dynasties\" (TWC, TAD) editor, altogether over 150 editor variations. + News in Version 3: ------------------------ => Cover the map with another terrain, all \"lands\" and waters are selectable and can cover a whole (blank or other) map with the same terrain/water => New unknown \"Misc Objects\" for placing the No-scenario objects (Cheat-units and another) in the editor => New gadgets with Animations, \"Gadget Visible\" commands and Portraits of all versions => Ingame icon menu with ten icon buttons and the possibility to open a unit search icon bar and many other changes for the original version + The most important Editor innovations (known from AoM-NE versions): --------------------------------------------------------------------- => Pitch Editor for change the camera angle (Pitch) without leaving the Editor => Cover terrain with water, all waterbodies selectable => Brush Types \"Rectangular\" and \"Hollow Square\" => Camera Tracks can be saved and loaded => Load a Save Game into the Editor => Menu \"Wall\" for placing Walls/Gates easier => Place Objects: larger Object Picture, Object Names better legible, many new buttons => Set Camera Cut and Show the Cut, altogether 12 cuts saveable! => Open the Console => Unlock Camera for zoom out and in => Playtest scenario as Gaia => Options and History can open => Icon button for \"Find Hero\" and many things more. - Detailed list of contents in the \"N3EXY\" subfolder of AoE3. - Comfortable to install and uninstall Credits to Ykkrosh (for the AoE3ed), Grün and Pharao (for the \"UnlockCamera\" tool) and ES for creating this game.

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6242 downloads

Uploaded:06-24-2006

No-Rush Maps

nr_winter1.zip | 44.66 KB

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13428 downloads

Uploaded:11-01-2005

Larger Maps

larger_maps.zip | 252.56 KB

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9757 downloads

Uploaded:08-02-2007

Unlimited Units Mod

unlimited_units_mod_by_xsnip3rx.rar | 130.76 KB

Empires 3: The Warchiefs, just paste the Program Files folder into your C: or D: drive, whichever one contains the AOE3 install, and you're set!, enjoy Contact me via MSN MEssenger if you have any questions @ xsnip3rx@mythscape.org REVIEW: Finally, an unlimited units mod has come to AoE3 Files! I am no modder, so I can't make one myself. But this is an essential mod for people who want big battles and have powerful computers. You WILL need a nice graphics card to see all those units in combat. But don't forget, your enemies can also make unlimited units. Reviewed by Suleyman Eisenhower

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10201 downloads

Uploaded:05-23-2010

Clifftop fortress

clifftop_forttress_beta.bak | 161.41 KB

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8597 downloads

Uploaded:06-14-2006

Roanoke: Mysteries of the Ones

roanokemysteriesoftheonesfinished1.zip | 9.47 MB

over into her control when all others could not. Now Virginia Dare must figure out who Jod The Ugly really is, how and why he is always just a small step ahead of her, or maybe a small step behind. This vast journey through plains, mountains, caves, ice, snow, rain, dirt, mud, oceans and other anomalies. Virginia is caught in a strange plan, with people she does not even know.. and some she does not like.. The great power of many nations will help Virginia Dare take down whatever this strange plan or happening is that is going on. Trailer http://extra.gamingextremes.us/Roanoke2Trailer.wmv \"That is the trailer of the campaign, it is about the daughter of Eleanore Dare. Virginia Dare is her daughter, she is trying to get a Tupi Cheif Daughter home(not much is told about the Tupi Cheif Daughter so pay attention to any clues) they get to a pirate base on Croatan(the new area of Roanoke started of the first Roanoke campaign) It seems New Roanoke has started laws and set up a government on Croatan, and they fight natives, go through mountains, Enclaves of Samurai, and many other places to stop the strange, and unknown man Jod The Ugly.\"

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4827 downloads

Uploaded:10-21-2006

Modding Tool

aoe3ed.exe | 1.12 MB

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6833 downloads

Uploaded:06-12-2006

Gandalf\'s Isles

gandalfs_isles.zip | 16.85 KB

interesting gameplay.

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7521 downloads

Uploaded:09-18-2006

New World Acropolis

new20world20acropolis1.zip | 48.82 KB

\'Plus\' version described below. Each player starts on a raised hill mostly surrounded by cliffs, for a starting position that is more easily defensible. The start areas are similar to the Acropolis map from AOM if you are familiar with that game, with 2 \'ramps\' or paths from the clifftop to the base level. This map represents an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (19 patterns total), each with fauna, treasures, and decorations to fit the theme. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is just slightly larger that the standard ES maps, such as Carolinas or Great Plains. This map supports FFA play of any player number. The map is of a contiguous land area, with a possibility of some cliffs, and/or a lake, mountains, canyon, or hills in the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers. Trade Routes randomly vary between 6 different types of routes, each with at least 2 possible patterns of Trade Post placement per route. There are 10 possible patterns for the number and location of the Native Villages. There can be as few as 2 villages, or as many as 12 on a map, and this is partly dependent on player number. These will be of one or two types of natives per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. These should always be placed roughly symmetrically as far as the number of villages per team or side of the map. This map is rich in resources. The food resources on each map can vary slightly. There are always 4-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas (the \'tropical\' maps and the \'yukon\' maps do not), and those that do not have herdables have an additional group of huntable animals. Most of the maps patterns have some berries at the start area (but not the snow patterns), and some have some extra berries scattered about the map. For the maps with a lake or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. All maps have 2 silver mines per player in the start hill area. In addition, there are an additional several mines per player farther away. Some of these extra mines will be gold mines rather than silver mines for additional available coin. Forests are placed fairly and all players have a few small clumps of trees in the start area to be sure initial wood access is equal. Treasures or nuggets are keyed to the map type or pattern - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player: one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). This map has an amazing number of randomly chosen variations possible - each of the 19 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In the \'Plus\' version, the only difference is the addition of 2 outpost wagons for each player at the start. Both map scripts are contained in the same zip file. The \'Plus\' version plays only a little differently, allowing a bit more defensive play and reducing the chance that an early rush will succeed. You get to decide whether to use the outpost wagons defensively at your base or to use them to expand and hold territory.

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1697 downloads

Uploaded:01-15-2011

The Circle\'s City v1.1

circle_fort_1.1.rar | 702.58 KB

complete. It is fairly easy if you know what to do. You start with a small encampment south of their fort, with Morgan, some Black Riders and Landsknechts. The main objective is to destroy their Town Center and kill Alain Magnan. These two tasks are not easy, there will be a surprise when you destroy the Town Center halfway. When you drain Alain\'s health halfway, he will attempt to escape to the Frigate that is waiting for him and escape to his last resort, a fort surrounded by walls, guard towers and a fixed gun. There are other surprises, but I\'ll leave them for you to find out smile There are a lot of triggers that makes the gameplay fun -------------------------------------------------------- 1.1 DESCRIPTION -------------------------------------------------------- It\'s the same as 1.0 except for some bug fixes here and there, and the island that Alain escapes to has been changed a bit. Also I added a Christmas tree in the city too :)

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2219 downloads

Uploaded:06-14-2010

Island Base

island_base.zip | 2.42 MB

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8346 downloads

Uploaded:12-26-2006

40 Cards per HC in skirmish.

40_cards_per_hc.zip | 122.03 KB

Games\\Age of Empires III\\data (This is the default folder, yours may be different). **You do not have to place the .xml files into the folder, they are just there for anyone who may wish to see what was changed.**

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3164 downloads

Uploaded:09-02-2006

Glacier

glacier1.zip | 8.13 KB

is rectangular, with players starting along the more distant ends of the longer dimension, which is 1.5x the shorter dimension (and size varies by player number). This map is only slightly larger than most standard ES maps, and smaller than the ES \'large\' series. Players start on a mountainous highland area on opposite sides of a wide glacier. On each side is the usual amount of forest and a few herds of bighorn sheep, elk and/or caribou, but only one silver mine per player. There is one trade route and one or two Nootka villages (dependant on player number) on each side of the map as well. The only extra mines are located on a few exposed mountain tops protruding above the middle of the icefield, and these are gold mines, worth 2.5 times as much coin as the usual silver mines. Treasues or nuggets are placed as a total of 5 per player per map - 2 of the easy ones nearby, and 3 of increased difficulty further off, plus a couple of hard nuggets on the glacial mountain tops. There is random variation in the lighting feature for a little variety, and in some of the huntable animal choice. There are no domestic animals on this map. This map produces extremely fair, balanced maps for 2 team play. Gameplay differs in that it is harder to forward-build than usual due to the presence of the glacier ice, a terrain which limits building. You either have to build on the enemy\'s side of the map or hope to cram in a couple military buildings on the exposed mountain tops - and it is not always possible on every mountain to build up the size of forward base you might be used to. Because of the limited mines on each side, control of the glacial gold mines is crucial. Most players will tower these resources as soon as they can afford to.

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2399 downloads

Uploaded:10-27-2009

A Hard Day's Night

jp_a_hard_days_night.zip | 224.68 KB

file that the Asian Dynasties ("y-pack") expansion is required to play.

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7282 downloads

Uploaded:11-17-2007

AoE3 Patch 1.03 FOR MAC

age31.0.3upen.zip | 15.69 MB

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7157 downloads

Uploaded:09-15-2006

Hispania (portugal and spain )

hispaniamap_00011.zip | 758.05 KB

of great navigations. (At least that\'s what the author says . . . :) ) With little in the way of forest and animals, but with a plethora of gold, it is moderately difficult to establish a good economic founding. Particularly if you play it on the highest difficulty setting . . . The map also does not have natives, as Portugal and Spain historically did not have natives, an interesting adjustment to your standard, run-of-the-mill random map script.

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4225 downloads

Uploaded:08-16-2006

Transcontinental

transcontinental1.zip | 34.39 KB

which you must cross to engage the enemy. The setup is a little like the old AOK map Scandinavia, except that the map is rectangular. The players occupy the more distant ends of the longer dimension, which is 2.4x the shorter dimension (and size varies, like the standard ES maps, by player number). This gives a lot longer distance to the enemy than on standard maps. Player starting positions will randomly vary among 4 starting quadrants, as the direction of the orientation of the rectangle can vary along 2 different axes. The map is significantly larger than the standard ES maps. For example, for 2 players the size is 400 tiles by 960 tiles (Carolina 316 tiles diameter), for 4 players the size is 529 tiles x 1270 tiles (Carolina 447 tiles diameter), for 6 players the size is 615 tiles x 1475 tiles (Carolina 525 tiles diameter), for 8 players the size is 669 tiles x 1606 tiles (Carolina 580 tiles diameter). Of course the difference in map area is more dramatic. Because of the size, players with slow computers or connection problems should attempt playing with larger player numbers at their own risk.

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9148 downloads

Uploaded:06-12-2006

Baja California

baja_california.zip | 11.3 KB

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544 downloads

Uploaded:06-17-2011

Fort Wars 2.4

fort_wars_24.zip | 52.06 KB

expansion) INSTALLATION - Go to My Documents > My Games > Age of Empires 3 > RM - Copy and paste the following files into that folder: Fort Wars 2-4.xs Fort Wars 2-4.xml ======================================================== Hello! Welcome to Fort Wars 2.4! We hope you enjoy this map as much as we did - and get good at it too! For information, updates, and comments, go to the following sites: www.NorseWars.net www.pftq.com/fortwars Great guides and tips can be found at those websites! :) Depending on how many good ideas we may come up with in the future, we may or may not release a newer version. If we do, it won\'t be soon. In the meantime, enjoy 2.4! Fort Wars 2.0 onwards has NO SYNC ERRORS. In fact, it will FIX your sync errors from previous Fort Wars versions! Enjoy! ======================================================== VERSION HISTORY: [2.4] - Edited by pftq - AOE3 1.13, April 27 2011 - Fixed unit stats changed from patch 1.11-13: Dopplesoldner HP with 30HP increase. - A few more balances from patches might exist; primary focus of this release was to just keep current with patches. [3.3] - Edited by pftq - AOE3 TWC 1.06, April 26 2011 - Fixed spawning no longer working, caused by the latest game patches changing a number of Unit IDs. - Fixed unit stats changed from patch 1.04: Dopplesoldner HP with 30HP increase, Bow Rider with 25 less gold. - A few more balances from patches might exist; primary focus of this release was to get FW working again. [3.2] - Edited by pftq - AOE3 TWC 1.02, March 10 2007 - Fixed rare glitch where Portuguese and French players have civ bonus requirements linked together. [2.3] - Editted by pftq - AOE3 patch 1.10, March 10 2007 - Quick adaption of some of the key features from 3.0 and 3.1 of TWC. - Tower Attack Combined with Building Attack. [3.0] - Base Fort Attack (affects upgrades) tripled to give slightly better fort. [3.1] - Building Attack effect doubled. [3.0] - Buyable Towers removed. [3.0] Replaced with Ranged Rockets (+4 Range and no range penalty). - Game starts at Age 1 to avoid extra starting techs. [3.0] - Mortars cost 25 (again). [3.0] - Instructions revised. [3.1] - Computer Players automatically move Alain to help skip instructions. [3.1] - Computer Players automatically spawn infantry units. [3.1] - Computer Players choose a random choice out of the 3 when they reach an award. [3.1] - Skip Instructions fixed (broke when Nomad Age introduced) [3.1] - Island units anti-grouping (ES has autogroup units) effect optimized to reduce load/lag. [3.1] - Hussar moved down with Uhlans. [3.0] - Llama scatters units in center every few minutes. [3.1] - Coin limit on Llama removed and increases indefinitely to 120xp per sec. [3.1] - Spawn triggers converted to XS and combined using kb functions; ingame lag reduced significantly. [3.1] - Nomad fixed gun removed. [3.1] - Nomad 75 coin unit start changed to 50-75 coin units, to add variety. [3.1] - Llamas in Fort Nomad removed. [3.0] - Scatter Bear Special added, which scatters units when the bear dies. [3.1] - Gaining 15000 XP or more in one kill automatically cancels out. [3.1] - 250 kills award changed from 2 range to 3 range for artillery, 1 building upgrade to 2. [3.1] - Highlanders cost raised from 8 to 9. [3.1] - Award text recoded more efficiently. (faster load time) [3.1] - 1500 kills award: Omniscience (Spies), Revolution (All Spawned Units to Highlanders), Blessing of Arkantos [3.1] - Spahi cost raised from 6 to 7. [3.1] - Added return function to automatically move George Crushington and Bolivar away after seeing instructions. [3.1] - 600 kills award changed from 4 oprichniks to 5 oprichniks. [3.1] - Age detection enabled and non-Age1 games automatically end. [3.1] - Ronin gain 500 base HP to reduce vulnerability to Rifler tech. [3.1] - Super Bolas Warrior cost decreased 60 to 50 coin to boost popularity. [3.1] - 800 kills award gives 2 bolas instead of 1. [3.1] - Portuguese bonus changed: ranged infantry get 2/3 attack upgrade every 2 bought; less speed. [3.1] - Fixed Mortar HP - Medic Removed for complications [3.1] - Editted by pftq - AOE3 TWC 1.02, December 26 2006 to March 4 2007 - Dutch merc reverted to Hackepell (was most balanced at that point). - Mortar HP fixed from being doubled. - Iroquois Rams cost lowered from 6 to 5 coin. - Spahi cost raised from 6 to 7. - Russian reinforcements have Lil\' Bombards instead of Great Cannons. - Age detection enabled and non-Age1 games automatically end. - Ronin gain 500 base HP to reduce vulnerability to Rifler tech. - Super Bolas Warrior cost decreased 60 to 50 coin to boost popularity. - 800 kills award gives 2 bolas instead of 1. - Computer Players automatically move Alain to help skip instructions. - Computer Players automatically spawn infantry units. - Computer Players choose a random choice out of the 3 when they reach an award. - Skip Instructions fixed (broke when Nomad Age introduced) - Updated HP stats to those of patch 1.02 - Instructions redone. - \"Revolt\" Special added at 50 coin cost, changes units to Outlaw Musketeers. - 250 kills award changed from 2 range to 3 range for artillery, 1 building upgrade to 2. - Stopped coin from counting when players are dead. - Sioux cutoff bonus message fixed. - French bonus typo fixed. - Nomad 75 coin unit start changed to 50-75 coin units, to add variety. - Scatter Bear Special added, which scatters units when the bear dies. - Base Fort Attack (affects upgrades) tripled to give slightly better fort. - Llama scatters units in center and resets stealth units to default stance every few minutes. - 1500 kills award: Omniscience (Spies), Revolution (All Spawned Units to Fusiliers), Blessing of Arkantos - Gaining 15000 XP or more in one kill automatically cancels out. - Wardogs disabled - Nomad fixed gun removed. - Spawn triggers converted to XS and combined using kb functions; ingame lag reduced significantly. - Highlanders cost raised from 8 to 9. - Portuguese bonus changed: ranged infantry get 2/3 attack upgrade every 2 bought; less speed. - Award text recoded more efficiently. (faster load time) - Store Island triggers optimized for load time. - Island units anti-grouping (ES has autogroup units) effect optimized to reduce load/lag. - Arrowknights removed from spawn. - Fixed bug where French Oprichniks do not receive HP bonus. - Iroquois ram HP +50% base and cost made 3 for 12 coin; cavalry get 50% seige boost instead of 25%. - Aztec Bonus changed to: Spawned Heavy Infantry are faster and have 30% more HP but no Cavalry spawn. - Aztec Merc changed to: Arrow Knights; reinforcements come with Skull Knights. - Replaced 7500XP: Special Duration with RR Worker Special, which changes Spawned Units around Buffalo to RR Workers. - Coin limit on Llama removed and increases indefinitely to 120xp per sec. - 600 kills award changed from 4 oprichniks to 5 oprichniks. - Added return function to automatically move George Crushington and Bolivar away after seeing instructions. - Petards population down to 3 from 5; costchange of 5 coin changed to 3. - Newly discovered arrays put into use and filesize greatly shortened. [3.0] - Editted by pftq - AOE3 TWC 1.01, October 28 2006 to November 24 2006 - Arrow Knights added to level 4 - Techs fixed - Due to ES\'s tech changes, All natives have 100% more base HP than before - Native Awards and prices adjusted accordingly. - Medic Special removed and replaced with buyable healers. - Added Horse Artillery to level 3 - Added Light Cannon to level 3 - Added Gatling Gun to level 2 - Added Petards to replace towers award - Buyable towers and upgrades removed - Petards lowered from 225 base hp to 150. - Hussar moved down with Uhlans. - Tashunke Prowlers added to level 4, gain 1 pop to balance limit. - Sioux get speed upgrades every 50 kills and dog soldiers for a merc, but coin decays 1 per second. - Game starts at Age 1 to avoid extra starting techs. - Surgeons improved healing (+9x). - Cetan Bow unit added to level 2. - Stats fixed according to TWC 1.0 - Stats fixed again according to TWC 1.01 - Aenna added to level 1 - Forest Prowler added to level 3 - Skull Knights added to level 4. - Jaguar Prowler Knights added to level 3. - Award added: Pick a warchief to empower your armies. - Iroquois have buyable Elite Rams as mercs, light cannon and Melee Tomahawks for Reinforcements. - Reinforcements now come every 3-5 minutes, instead of 5-6. - Aztec start with an Aztec Warchief and get 5 arrow knights per reinforcement for artillery. No Los for spawn. Fusilier merc. - Sioux Warchiefs get attack aura. - Sioux get no artillery reinforcements but more mercs. - Warchiefs have 4x stats of HP. - Bow Riders added to level 3. - Musket Riders added to level 3. - Kanya Horseman added to level 1. - Puma Spearman added to level 1. - French gets 1/2 hp upgrade for all cavalry per number of upgrades. - Mortars cost 25 (again). - Llamas in Fort Nomad removed. - Sioux Dogsoldiers get 1.0 more bonus vs infantry. - Skull Knights receive -100 hp base. - Improved autogrouping by ES, which causes units to group together and move on their own, has been countered! - Russian fast-spawn bonus nonexistant in previous versions. Now fixed. - Morale removed due to lack of use. - Iroquois get stronger reinforcements, buyable rams, and hand cavalry have bonus vs buildings. [2.2] - Editted by pftq - AOE3 patch 1.09, October 16 2006 - Oprichnik stats and upgrades fixed. - Random Bonuses: -- George Crushingtons removed. -- Learicorns removed. [2.1] - Editted by pftq - AOE3 patch 1.09, October 9 2006 - Fixed 150 coin and pop cap on Nomad Age. - Costs not reduced until new cost added (avoid free units). - Forbidden units disabled earlier on to avoid being trained. - Nomad bonuses declared earlier. - Reinforcements come at 5-6 minutes instead of 7 then 6-7. - Portuguese also gets more expensive LOS. - Aztec Chief Super Unit replaced with Nootka Warchiefs. - Ronin HP Boosted due to light infantry being stronger in 2.x - Build Limit on towers. - Spawn no longer auto-selects in beginning. - Removed several unit stat imbalances from Age Up techs. - Morale HP boosted from 30% to 45% for 35 seconds instead of 45. - Medic (Heal) Optimized to almost always fully healing. - Random Bonuses: -- Two ronin per reinforcement. -- 50% faster spawn. -- Center Cannon. -- All players get 3 George Crushingtons -- All players get 3 Learicorns -- Longbowmen range and Lancer bonus removed [2.0 from 1.5 Summary] - Editted by pftq - AOE3 patch 1.08, April 12 2006 - August 18 2006 - Updated accordingly to all patches including patch 1.08 - Autoformations removed. NO SYNC ERRORS after game, but island units may randomly move. - Starting the game in Nomad Age gives the map fun random changes each time. (list further below) - Spawn is slightly faster overall. - Starting Music mutable. == CIVILIZATION CHANGES ======== - Revamped civ bonuses to include large main strength and small weakness. - Spanish receive 25% cheaper everything but have a 85 coincap. - British start the game with 1 of each upgrade and two extra Towers but nothing else. - French receive an extra HP upgrade to their Cuirassiers with every 1.5 upgrade made but have 25% less building hp. - Dutch receive 25% faster coin rate and 10 higher coincap (more coin per kill and xp) but 10 less pop. - Portuguese bonus changed to: 3 LOS upgrades with +2 range and 10% attack (tech, here it\'s 1/3 upgrade) for ranged cavalry every 2 upgrades but weakness of -1.5 speed. - Russians get 40% faster spawn and 10 more pop but 20% lower hp on spawn units and their upgrades. - Germans can spawn fast mercenaries at 95 coin but everything is 15% more expensive. - Ottoman gets 20 lower coin requirements for spawning but no artillery spawn. == STAT CHANGES ======== - Counter infantry rifling gives light infantry with firearms more bonus vs hand infantry. - Attack and HP scaled up from 2.2 to 4.0 (4 times normal stats), making upgrades only 7.5% effective - Fort HP scaled from 55000 HP to 25000 HP and set to 7.5% HP upgrades instead of 10%. Repair time from 500 to 400. - Tower hp scaled from 4600 to 1800. - Fort attack now included in scaling and upgrades. - Tower attack remains tripled from supremacy to give instant kill attack (10.0 scale instead of 4.0) - Fort Attack and Tower attack upgrading is still 25%. - BASE OFF REGULAR STATS...Spawned artillery lose 4 range and cost more pop. Heavy Artillery has less HP (little over falconet). - Great Cannons given a 1.0 speed boost to match the speed of regular artillery. - Cannons gain 1 pop (requested by The_Hunter) - Manchus gain 1 coin cost (requested by The_Hunter) - Ronin and Bolas are 1 pop, Great Cannons are 3 pop. - Outpost Wagon base HP increased by 300. == BUYING ======== - Upgrade purchases ramps all unit upgrades. Ramps halved. - Speed upgrades increases upgrade costs by 2 but adds 0.3 to unit speeds. - Cost increases are displayed in purchase texts. - Bolas Warriors made a superunit costing 60 coin, goes up 5 every purchase. Similar to Circe in NW. - Ronin now cost 40 and goes up by 5 every purchase and made similar to Hersir in NW. - Tower upgrades made regular store item. - Tower upgrades give no HP (building HP already does). - Building HP upgrades costs 25+4. - Mortar costs 20 coin instead of 25. - Great Cannons cost 30 +5 coin. - Super Speed costs 40 coin but doesn\'t increase. - Morale Special - 30% HP boost for 45 seconds. 30 coin - Medic - Heals all units but vulnerable for 10 seconds. 40 coin - Removed buying over pop cap. - Reset purchase delay to 5 seconds - no need since mercs bought in groups. - Surgeons removed. - Posts and Explorer Removed. - Fort Repair lowered to 80. - Fort made units cost only 2 coin now. == NOMAD AGE BONUSES (one each time) ======== - 10 speed boost - 75 coin starting units. - No cost increases. - Coin comes 2 times faster. - Reinforcements come every minute. - Spies tech enabled - Super range longbowmen and high bonus lancers vs infantry. - The map is shrunk. - Forts contain Llamas instead of Sheep. == MAP LAYOUT ======== - Unbuildable terrain forming a spikey disk in the center of the map prevent towers from holding onto the llama. - Outlying islands now given cliffs to maximize area (islands look bigger and cleaner). - Swamp environment enhanced to be more like a swamp. - Llama gives 1 coin of XP every 8 seconds to start. Faster every 5 min by 1 second. - Explorer dogs removed for pointlessness. (no Explorer) - No rain or snow due to lag with slower PCs. == AWARDS ======== - Awards changed and re-arranged. Several new awards added. Awards made less powerful to not put the enemy so ahead. - 600 kills now: 4 Oprichniks, 4 Towers, 3 Mortars - 800 Kills now: 2 Ronin, 1 Bolas Warrior, 2 Great Cannons - Added Buyable +1 Special Duration as third 7000XP Award (starts at 20 coin). - Spawnable awards no longer kill existing units due to conflict with German\'s mercenary spawning. - No game enders. == TECHNICAL ======== - Archer attack tech replaced with Guard techs due to giving merc and native archers double upgrades. - Merged all store island buying functions into one to reduce script size and make more efficient (faster load). - Merged various other parts of the script to reduce filesize and loadtime. - Script further optimized for less lag/load time. [1.5] - Editted by pftq - AOE3 patch 1.07, June 26 2006 - Removed Wardogs due to techs causing problems. - Fixed several exploits. - Obfuscated script with a program written by Matei to prevent hacked/editted Fort Wars versions. - Switched 50 coin and 25 coin heavy infantry units. - Super Speed cost goes up by 5. - Speed upgrades decreased to 0.1 delta from 0.5 - Take out 3 ad 5 upgrade awards to speed up load time. Shift 1250kills 5 ronin... award down to 1000 and change to 3 ronin, 3 GC, and 7 lakota - Grenadiers cost 1 more pop, Organ Guns cost 2 more, and cannons cost 3 more pop. - Cannons have 4 less range and 8 less LOS. - Reduced starting lag by spreading it farther apart. [1.4] - Editted by pftq - AOE3 patch 1.06, April 30 2006 - Updated various stats changed in patch 1.06 including costs, such as negative coin costing cavalry archers. [1.3] - Editted by pftq - AOE3 patch 1.05, March 26 2006 - Spanish Swiss Pikes spawn extremely slow below 50 coin and take 3 pop instead of 2. - Dutch receive 30 XP (1 coin) every 9 seconds. - French Cuirassier HP capped at 30 minutes. - Germans receive 25% cheaper units instead of 20%. - Russian bonus changed to 2 Great Cannons per reinforcement and 1000 Fort HP every minute for 30 min. - Super Award displayed at end of instructions to show up when skipping instructions. - Players are told to run the Fort Wars Fix map to avoid out of sync errors. - Wardogs take no pop. Max set at 10. - Crossbowmen removed as too weak. - Rockets removed as too weak. - 800 Kill Award Pop Bonus lowered to 15 to accomodate smaller pop. - Llama now trickles 1 coin worth of XP. - Spawn delay no longer resets when switching from one unit line to two and vice versa. - Fort Repair now set at 90 coin instead of 100. Not 80 cause Mike thinks it\'s sooooo cheap. - Desert Cliff variation removed due to lagginess. - Great Cannon pop raised to 4 to avoid massing. - Abus Guns spawn faster. - Player names with special characters no longer freeze the map. - Reinforcements start at the beginning of the game. - Upgrade messages now display the amount of upgrades you have purchased. - Number of upgrades displayed next to coin cost when pointing at the unit. [1.2] - Editted by pftq - AOE3 patch 1.05, March 5 2006 - Smaller Map - 100 pop cap - Faster Coin: 1.25 kill or 30 xp - Llama LOS only encompasses pit - Load text and tooltip when pointing at map icon - Faster Island response (buys occur instantly) - Cliffs removed - Swamp lake minimized to avoid open cliff edges - Field hospitals enabled and given tower hp - Outpost LOS too big now - lowered to 8 - Slower llama coin trickle compared to gameplay - Player bases are the same size on in any number of players game - Costs fixed that were changed by ES in 1.05 - Manchus removed - Explorers get 50% attack; Portuguese get 30% of their super stats - Oprichniks made super (15 coin a piece) - Mortars made as an XP Award in place of Explorer award (25 coin a piece) - Retrieve Explorer replaces Building HP Award - Building HP made always upgradable - German mercs bought in sets of 3 for 5 coin - Nootka made cost (6 coin) and now have 3/4 less hp instead of 1/2 - Trade Route removed, but Trading posts can still give 40 (2 coin) XP every half min - Tower upgrades ramp up less (3 to 2); slightly more effective attack (3/2x); less hp effect (10% instead of 30) - Culverins added to unit line spawn - Culv pop reset to 4; Great Cannons set to 3 instead of 2, as coin is worth less now. [1.1] - AOE3 patch 1.04, February 5 2006 - Faster Load. - Seven Samurai removed for balance issues. - Fort HP lowered - Upgrades are now 13% - Organ Guns spawn slower and switch ranks with grenadiers which also spawn slower. - Germans have cheap island units and barbary corsair mercenaries. - British get 20 coin instead of 23. - Coin is based off XP and Kills combination: 40 XP or 2 kills - Slower 0 coin unit spawn. - Cheaper healing units. =================== [1.0] - AOE3 patch 1.04, January 28 2006 - Spawn units are now different every game - Abus Gun moved to top of line anti infantry - Cassadores moved in with skirmishers - Trading posts upgraded to include trade routes and better natives - More unique civ bonuses - Attack and HP upgrades less effective - Other upgrades more effective - Upgrades have more ramp - Better Awards - Old super units deemed useless; new one added Super Ronin - Specials Seven Samurai and Super Speed - Added Swamp and Jungle environment, all environments now include cliff variation, cliffs added to mainland as variation ========================================================

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8532 downloads

Uploaded:08-12-2007

Unlimited Count and 40-in-a-deck Mod

unlimited_count_40_card_in_a_deck_mod.zip | 106.09 KB

//kikker916 How To install: Install the Unlimited-Count + 40 Cards mod. Place all the files in the game map: C:Program Files Microsoft Games Age of Empires III data How to delete the mod: delete all homecity files that you have copied in: C:Program Files Microsoft Games Age of Empires III data Have fun. This mod in compatible with other mods. ------------------------------------------------------------ Greets, Kikker916

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583 downloads

Uploaded:05-07-2012

American RMS

american_map_mod_version_2.0.zip | 2.07 MB

England Please give Feedback! Regards Musketeer123

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1164 downloads

Uploaded:11-04-2006

Blue River

blueriver.zip | 5.06 KB

deserted from the Army, built their Camp across the River and want you to leave immediately. Let the weapons speak.

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6730 downloads

Uploaded:09-22-2006

Conquer the Stronghold

conquer20the20stronghold1.zip | 2.16 MB

conquer the Stronghold in order to capture the Inca temple. The French of course are not going to give up the control over the temple. So we have here a classic free for all game with a small twist - you have to capture the Inca temple before the British do. Gameplay -------- Conquer the French Stronghold to the south but watch out from the British (from the east) as they may try to take you out before trying to conquer the stronghold. The French may also conduct raids of their own, so sometimes it may feel like they are both trying to take you out at the same time. The Stronghold has two large fixed guns. You can try to take them out first or capture them, and then use them for your advantage. Your main objective is to capture the Inca temple that is inside the French Stronghold. Once you capture it, you will start a timer and if you keep the Inca temple under your control for 5 minutes, then you would win the game. The same rule is true for the British. You can capture the Inca temple by having at least 3 units next to it where no other enemy units are near. However, the other players can re-capture it from you if they destroy your units. Some units such as cavalry and artillery take less population, allowing for big armies (300+ population cap). The water has a lot of fish and some whale, and the human player (you) gets a free fishing boat with every shipment (medium and easy levels only). You get free Black riders (reinforcements) on regular base (the number of units depends on the difficulty level). You get a large deck with 30 cards, including the Schooner card and hot air balloon. You may get an extra explorer or two during the game. The two AI opponents get initial advantage which makes their score higher at the beginning of the game. However, their advantage is mainly with defensive structures, although the British may get some reinforcements at some point. Note - This is not an historical scenario. Tips ---- There are a few sheep lying around the map, so try to get them first. Water boom strategy is essential in this scenario, although it may not be too safe. Be careful not to destroy the Inca temple, as that will make the Inca people very angry (you are not going to like what happens as a result of that). Rushing the French stronghold early may not be possible, but you can try that with the British. Your two opponents may train some war ships so be prepared to fight against their ships. Difficulty ---------- Included in the download are 3 versions for this map - easy, medium, and hard to feat everyone’s skill. Hard level would even be a challenge for above average players

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3548 downloads

Uploaded:08-30-2006

Icefield

icefield1.zip | 9.48 KB

map is rectangular, with players starting along the more distant ends of the longer dimension, which is 1.5x the shorter dimension (and size varies by player number). This map is slightly larger than most standard ES maps, and smaller than the ES \'large\' series. Players each start on a separate mountaintop protruding from a vast ice sheet. On each player\'s starting area are the usual starting resources - one silver mine, 2 small clumps of trees, a herd of bighorn sheep, and 2 low-level treasures. All other resources are different than usual - all forest, most of the other treasures and most of the fauna are located on the slender rim of land around the ice sheet. All extra mines (gold, not silver - each worth 2.5 times the coin found in a silver mine), and the largest treasures are located on other exposed mountain tops. There is one trade route down the length of each side of the map, and there are a few Nootka villages (dependant on player number) on mountains within the icefield as well. Treasues or nuggets are placed as a total of 5 per player per map - 2 of the easy ones nearby, and 3 of increased difficulty further off, plus a couple of hard nuggets on the icefield mountain tops. There is random variation in the lighting feature for a little variety, and some of the huntable animal herds will vary between bighorn sheep, elk and caribou . There are no domestic animals on this map. This map produces fair, balanced maps for 2 team play. The distance to some the gold mines in the icefield is equal for each team, with some others placed a little randomly; the distance to the Nootka villages can vary a little, but in general the maps are balanced. Gameplay differs in that it is harder to forward-build than usual due to the presence of the sheet of ice, a terrain which limits building. You either have to build on the edges of the map or hope to cram in a couple military buildings on the exposed mountain tops - and it is not always possible on every mountain to build up the size of forward base you might be used to. Because of the limited mines in each player\'s start area, control of the icefield gold mines is crucial. Most players will tower these resources as soon as they can afford to. Other resource gathering is also different on this map due to the position of the forests on the periphery, and the need to expand a little further away from your home base sooner than usual. Around the icefield is an intermittant cliff edge which might afford you a little bit of a defensive position for your resource gatherers, if you choose to utilize it.

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2921 downloads

Uploaded:07-11-2010

Ottoman March

ottoman_march.zip | 443.32 KB

no special triggers or anything except win/lose.

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6883 downloads

Uploaded:09-20-2006

New France

newfrance1.zip | 361.7 KB

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5015 downloads

Uploaded:09-14-2006

French Guyana

french_guyana1.zip | 385.25 KB

tropical climate, most of the time rains, with a landscape full of rocks is subject to attack from heavy artillery. The size of the map also allows for more emotive, challenging and longer game play.

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10735 downloads

Uploaded:02-22-2007

AOE3MODS

aoe3modsvc2_0001.zip | 8.88 MB

scenarios include in a version 2 scenario packs available for the Single Player Scenarios. Updates new to this version of AOE3MODS include: Both Versions: - Introduced new civilian Mayor Unit. - The mayor can build the factory that had previously been a function of the settler. - The number of factories will now be limited to 8. - Sounds for many new units have been updated (or added if they did not exist) - Sniper range has been reduced to 50 (build limit now = 30) - Sniper’s Tower & Sniper’s Hut have had range reduced to 50 - Goliath range has been reduced to 60. - Artillery Balloon build limit reduced to 10. - Made Fixed Great Cannon available in the editor - Made Fixed Great Bombard available in the editor - Made Fixed Cannon available in the editor - Made Fixed Rocket available in the editor - Made Fixed Falconet available in the editor - Made Fixed Culverin available in the editor - Made stone walls available in the editor TWC Only: - The mayor can build a Hardware Store (generates gold). - The mayor can build a Grocer (generates gold). - The mayor can build a Bakery (generates food). - The mayor can build a barn (Farm Storage) (generates food). - Pawnee mercenaries now replaced by Arapaho and Tuscarora. These modifications have not been tested in mult-player games but the inclusion of an installer will make switching between the standard game and a moded game easy, for those who regularly play multi-player. The installer will backup all files to be modified and copy the changed files to the correct locations. The original files can be replaced by clicking the remove button. A more complete list if mods include (common mods): - Play as the US - The US get single unique Cavalry unit for hand and ranged combat - The US get a unique explorer - The US get a Trooper in age 2, with upgrades in ages 3, 4 & 5. - The US get a Frontiersman in age 3, with upgrades in in ages 4 & 5. - The guard and patrol commands have been enabled for most units - Standard artillery units have been reduced in population count. - A Artillery Balloon Transport can be trained in age 3. It can transport a single artillery unit and it has an attack capability of its own. - A Stun Balloon can be trained in age 3 – it explodes with a wide affect but damage is not great. - An Exploding Wagon can be trained in age 3. - A Goliath artillery unit (based on Fixed Gun) can be trained in age 4. - All infantry have a population count of 0. - A Infantry Balloon Transport can be trained in age 2. It can carry up to 10 infantry or civilian units and has defensive capabilities of its own. - A Troop Carrier can be trained in age 2. It can carry up to 20 infantry units only and has a defensive capability of its own. - A Stagecoach can be trained in age 2. It can carry up to 20 infantry or civilian units. - A Sniper unit is available (to all civs except native americans) from the barracks. - A Partisan unit can be trained in age 2. - A partisan can lay Anti-Personnel Mines. - The explorer can build a Cherokee War Hut to train cherokee mercenary units. - Train the Cherokee Archer - Train the Cherokee Rifleman - Train the Cherokee Mounted Rifleman - Train the Cherokee Mounted Axeman - Cherokee War Hut units get Upgrades in ages 3 and 4. - The war hut is also a defensive building with a reasonably powerful ranged attack but no unique upgrades. - Docks can produce Super Monitors in age 5 - Docks can train an unlimited number of privateers. - Docks can train fireships. (Build limit = 10 units) - The base limit of monitors increased to 4. - The base limit of frigates increased to 4. - The base limit of fluyts increased to 6. - The base limit of galleons increased to 6. - The base limit of galleys increased to 8. - Docks can hold ships. - The Mayor can build factories in age 4. - Field Hospitals can train Surgeons, which have population count of 0. - Field hospitals can hold units - The hit points for forts have been increased significantly. - Forts can hold units - Settlers can be trained from houses for everybody except the Ottomans (not Sioux or Iroquois in TWC) - Settlers can be trained from the mill - The hit points for outposts have been doubled - Outposts and Blockhouses can hold units. - Settlers can be trained from the plantation - The Tuscarora Mounted Warrior mercenary unit is available to the Iroquois. - The Arapaho Mounted Warrior mercenary unit is available to the Sioux. - All cavalry have a population count of 1. - The Ottomans can train Spahi units in the stable. - Outposts and the Russian blockhouses can train mercenary units (standard game only). - Russian town center does not generate settlers in blocks - Town Center can train a Builder unit. (Build limit = 10, not available to natives cives in TWC). - Town Center can train a Mayor in age 3. (Build limit = 1, not available to natives cives in TWC). - The Builder unit can build the Fort in age 3. - The Builder unit can build most military buildings faster than a settler. - The Builder unit can gather faster than a settler but cannot build economic buildings. - The Builder unit can build Field Hospitals in age 3. (Build limit = 4) - The Builder unit can build a Sniper's Hut or Tower in age 3. (Build limit = 8) - The Builder unit can build a jail in age 2. (Build limit = 8) - A Sheriff can be trained from the jail or a fort (to enable AI use) - A Bounty Hunter can be trained from the jail or a fort (to enable AI use) - Town Centers can hold military units - The hit points for walls have been doubled - The hit points have been doubled and range and damage increased - Many of the HC buildings and some props have been made available in the editor. Only complete buildings have been included (i.e. no buildings with backs missing etc.) - Most new buildings will perform a function similar to an existing building. - The Command Post can train units. - The Fort Wall Stable and Fort Wall Barracks can train units. - An Exploding Weapons Cache that operates like a mine has been added. It does more damage than a mine and is not stealthy. TWC only Mods: - The US uniquely get the Gatling Gun without revolution in age 4. - A partisan can plant a High Explosive Device (Bomb). - The partisan is a stealth unit - For Native Americans Civs, a settler can also build Cherokee War Huts. - An Arapaho Sharpshooter mercenary sniper unit can be trained by the Sioux - A Tuscarora Pathfinder mercenary sniper unit can be trained by the Iroquois - Settlers can be trained from the farm - The Mayor can build a barn Farm Storage in age 4. - The Mayor can build a Grocer in age 4. - The Mayor can build a Hardware Store in age 4. - The Mayor can build a Bakery in age 4. - The fort can train Petards - Mercenary Incan Huaminca can be trained in the Nobles Hut - Russian blockhouses get the Partisan, Sniper, Balloon Troop Carrier and Stagecoach Troop Carrier like the barracks. - A mercenary Incan Bolas Warrior can be trained by the Aztecs - The General Store has been made available - A sherif unit that can convert guardians can be trained from the Jail. - The US uniquely get the Ironclad in Age 5 to replace the Super Monitor. - The Aztecs can build an Outpost. - The Aztecs can train a Spy with stealth and powerful all round attack. - The Sioux can train a Spy with stealth and she can kill in one stroke. - The Iroquois can train a Saboteur, similar to a partisan and able to lay mines and plant bombs. - The Iroquois, Sioux and Aztec settlers can build a Cherokee War Hut as well as the War Chief.

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1716 downloads

Uploaded:11-23-2006

Hawai Island

hawai_island.zip | 10.27 KB

tribes...the Caribs... and many Turkeys and Sheeps to hunt... and a lot of Gold mines... and also a lot of resources. Have some fun... Feedback appreciated! Dany....

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1082 downloads

Uploaded:11-04-2006

Amazonia Fair Trade

amazonia20fair20trade1.zip | 15.83 KB

sides of the river, a point players have repeatedly complained about.

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6436 downloads

Uploaded:08-23-2006

Barrier Ridge

barrier_ridge_v2.zip | 19.64 KB

for AOE3, so here is my version of a map that plays like that old standard. Of course walls will not last as long in this game with the various siege options available. This is a map only for 2 team play - FFA play will possibly give you a really screwed up start. The map is rectangular, with players starting along the more distant ends of the longer dimension, which is 1.6x the shorter dimension (and size varies, like the standard ES maps, by player number). This map is only slightly larger than the standard ES maps, and smaller than the ES \'large\' series. There is a central mountain ridge which is broken only by a single pass, the only way to gain access to the enemy on the opposite side. The script includes a wide variety of randomly chosen terrain patterns possible (19 patterns total), each with fauna, treasures, and decorations to fit the theme. The Native Americans also roughly fit the terrain patterns as well, with some \'artistic license\' to give more options for NA combinations. There can be one or two types of natives per map, in varying number and location. There are always at least 2 NA villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number and partly on the pattern randomly selected. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay. There is always one Trade Route on each side of the ridge. Trade Routes randomly vary between a few different layouts of routes, each with a few possible patterns of Trade Post placement. The food resources on each map can vary slightly. There are always a few \'herds\' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Most of the maps have sheep, cows or llamas (but not in the arctic or jungle). Most of the maps patterns have some berries at the start area (and extra on the tropical maps). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Occasionally some of the distant mines will be gold mines rather than silver mines, which provide much more coin. Forests are placed fairly and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Treasues or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. On maps with increased numbers of NA villages, the opportunity to use larger numbers of native warriors is a lot of fun. The pass through the mountain ridge allows for the possibility of a defensive stance, walling off the choke point for at least a little while.

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5785 downloads

Uploaded:07-24-2006

Ocean War

oceanwarv1_01.zip | 2.96 KB

route socket you will get the nearby dock and slowly accumulate wood. There are also fish and whales where you can get food and gold. There is 1 per person plus 5 other islands.

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3845 downloads

Uploaded:10-14-2010

Age of Empires The Forgotten Empires Demo

tfe_demo_1.0_final.rar | 21.32 MB

with. Its is for players who love the good old age and it is for players that need something new. - 8 new and 14 old nations included in 6 leagues: The Northern Contract, Southern Confederation, Eurasian Union, Commonwealth, Global Defense League, Asian Pact - all 22 nations are playable - new textures for units, buildings, projectiles and landscape - 4 new useful natives - fixed all known bugs of the orignial game - new GNRC nation choosing system - hundreds of new technologies, buildings and icons - new politicians, sounds and units - new formations and strategies - new possibilities with the GNRC Rule Unit - 18 new maps - new interface with more new tactical information - complete new homecitycards for every new nation - extraordinary new unit and nation abilities

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1019 downloads

Uploaded:05-01-2008

Battle of Gettysburg

gettysburg.zip | 1.83 MB

Gettysburg, and more! Note: Players 2 and 4 MUST be computer players, as they will become neutral to all players, and be resigned as soon as the game starts. Players 1 and 3 are Union Army. Players 5 and 6 are Confederate Army.

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3421 downloads

Uploaded:02-05-2007

Switzerland Civ Mod

swiss_civ.zip | 673.08 KB

Guard Wosjko Longbowman Cossack Cassador(I Think) Cuirassier Pancerny Lancer Falconet Culverin Rakieta Caravel Tabor(produces Settlers, build at Town Centre) Priest ============= Credit goes to irish_legend8

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1006 downloads

Uploaded:12-05-2006

Mountain Route

mountain_route.zip | 7.86 KB

your enemy at the other side of the mountain! A low pitch trigger has been integrated to have the camera angle set at 30 degrees to bring out the topography. The lower lands have several large lakes and a \'great plains\' style terrain. Comanche and Lakota tribes can be found in the low parts of the map. As per usual, put the files into the folder: C:\\... \\My Documents\\My Games\\Age of Empires 3\\RM Then tick the \'custom map\' box when you play on skirmish mode. Note: A side effect of the low (30 deg) pitch is that if you go to the \'options\' screen while you\'re playing, when you go back to the game the camera angle goes back to the default 45 degrees. This map is more fun if you play it at a lower camera angle (you get to use the camera zoom and rotation a lot...!), but if you want to get rid of it all together, ask and I\'ll post instructions. If anything doesn\'t work, or if you have any suggestions for improving this map please post your comments... Have fun with Mountain Route! (Special thanks to monty python for the low pitch camera trigger...)

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4425 downloads

Uploaded:10-21-2006

Unit Upgrades Modpack

age3upgradesjuly1306.exe | 3.03 MB

and copy the units and effects folders into C:\\Program Files\\Microsoft Games\\Age of Empires III\\art subfolder. Matthew Sher and Kastor have continued to enhance this project at www.napoleonic-era.net if you want to see what they are working on.

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2792 downloads

Uploaded:07-14-2006

River Map

river20map2020320levels1.zip | 1.62 MB

water with some land (it’s actually an island). The water has a lot of fish, so water boom strategy is probably the best option, and fishing boats almost never go idle (something I have been asking from Ensemble for some time now). There is also limited land near the town center for buildings. Ships have access to almost every location on the map so they can participate in almost every battle. This unique combination of being able to combine land units and ships in almost every battle makes it a different and interesting game play experience.

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3418 downloads

Uploaded:06-17-2006

River Crossings

river20crossings1.zip | 18.58 KB

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8710 downloads

Uploaded:03-03-2006

Age of Empires III - v1.05 Patch

aoe3_105_english.exe | 13.41 MB

Attack move button and hotkey added - Hispaniola, a new random map has been added - Recorded game playback improved significantly - Added Option for minimized multiplayer chat - Added games list filtering options - Added Option to save games list filter settings CLIENT FIXES - Numerous fixes to attack move command - Numerous balance changes - Numerous changes to home city cards - Deathmatch games now have reveal map on - Deathmatch - Starting crates removed from most maps - Fixed an issue where watching a recorded game overwrote home cities - Playing an old saved single player game should no longer revert your home city to the older state - Ranged Cavalry Caracole now applies to all ranged cavalry - Native American Treaties card now creates the right number of Natives - Added support for removing the larger pause dialog. Add 'hidepopups' to your user.cfg - Added support for modifying custom random map names and text NETWORK AND ESO FIXES - Custom game setup now shows if a game is rated, not rated, no XP - Added , , mouse wheel scroll and double click functionality to numerous spots in ESO - Changing #players will unready everyone - Typing in chat and switching to a different ESO window no longer erases the text - Many Clan chat fixes - Clan change, you may only demote someone that is below your rank, you may only promote someone that is two ranks below you - Two players that do not have their routers properly set up can no longer join the same game. - Fixed numerous issues with joining and creating a clan

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2339 downloads

Uploaded:06-14-2010

The Ancient Age Mod (alpha release)

2010_04_06_taa0.1.1.rar | 21.7 MB

Carthaginians, Celts, Hellenes, Persians and Romans Official Forum: http://www.ne.elpea.net/forum/viewforum.php?f=19 II.Team The Team consists on the one hand of beginners and on the other hand of people with experience in modding. The underlying idea of the team set is to teach beginners one or more aspects of modding with the final aim to integrate them effectively into the project. The project itself is in English. The team works in a closed member area on ne.elpea.net, the Official Napoleonic Era Homepage. Our first release will be an Alpha-Version that contains playable Romans and Hellenes. III. Features Five completely new cultures with new units, among others Tactical Units like Spies, Assassins or Officers, new Economic Units like Scholars, Slaves, female and male citizens. Longer ages show the true advantages and disadvantages of cultures and demand from players more strategic and flexible thinking. We are willed to create a more ambitious 1st and 5th Age. The 'Campaign' feature (similar to 'Revolution') makes it possible to change the usual management of a town to a more intensive organization of a professional army. A new, more realistic counter-system, new random maps, User Interface and Home City Design are other features that we'll try to realize as well. The mod's website is [url="http://www.moddb.com/mods/the-ancient-age"]here.[/url]

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1833 downloads

Uploaded:12-06-2009

The British Isles

england.age3scn.zip | 849.85 KB

the same real world maps that it's predecessor had, I attempted to recreate this one in particular. Although this is my first map I think it turned out quite well. Feel free to criticize it, as I have really haven't spent much time playing with races other than the English. Playable races include: English (British), Scots (British), Welsh (Germans), Irish (British), Normans (French), Dutch (Dutch), Vikings, (Russians), and Norse (Russians). I put a large emphasis on historical and geographical accuracy, as well as gameplay. I would really appreciate comments on how it plays from the perspective of other races besides the English. You may notice that their is not an abundant amount of land resources. This is intentional, as I intended this map to focus mostly on conquest. Keep in mind that his map is VERY large. Thanks.

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871 downloads

Uploaded:12-13-2008

Deep Jungle

deep_jungle.zip | 320.53 KB

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3490 downloads

Uploaded:10-18-2008

The Great Colosseum

the_great_colosseum_by_kevthegreat.zip | 98.34 KB

power in late game seems to decrease dramatically (this will be fixed in the next patch hopefully), therefore I do not recommend using comps for p1-4 unless you have to. To win the game either control all of the territories or destroy all of the enemies' "Tower of Victory" in order to bring them defeat. Control Teal spots to gain cannon spawns, castles for iron troops, monasteries for attack increase, and the fort for income and a mercenary spawn. In addition to this there are four healing spots near the fort. Control all four of the territories of either the castles, teal spots or monasteries to gain a special spawn along with the usual spawn/bonus. P1-4 are human/computer players, p5 is a comp, Post Imperial Age, FFA, Civs do matter. By KevTheGreat P.S please do not edit, or claim this map as your own. My Website Other Scenarios by KevTheGreat- Global Wars

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1444 downloads

Uploaded:10-14-2006

Central America

central20america1.zip | 27.66 KB

which you must cross to engage the enemy. The setup is a little like the old AOK map Scandinavia, except that the map is slightly rectangular, and a little like the ES Yucatan map, but larger with teams well separated. The players occupy the more distant ends of the longer dimension, which is 1.6x the shorter dimension (and size varies, like the standard ES maps, by player number). This gives a slightly longer distance to the enemy than on standard maps. Player starting positions will randomly vary among 4 starting quadrants, as the direction of the orientation of the rectangle can vary along 2 different axes. The map is somewhat larger than the standard ES maps. The terrain is the jungle pattern found on the ES Amazon and Yucatan maps. The cnetral area on the map is a rugged highlands with several passes thru the mountainous area. There is more variation in elevation than on the standard ES maps. The central highlands can influence gameplay by acting as a partial natural barrier (but there is never a complete barrier to land passage across the map). The Native Americans used will vary, and can include Maya, Aztec, Carib and/or Tupi (using some \'artistic license\' to give more options for NA combinations). There can be one or two types of natives per map, in varying number and location. There are always at least 2 NA villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay. Trade Routes randomly vary between 3 different types of routes, each with a few possible patterns and numbers of Trade Post placement. For example, there can be a pair of routes from side-to-side, or a single diagonal route that cuts across the map. This is a rich map. The food resources on each map can vary slightly. There are always several \'herds\' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Cattle are used for the domestic animals, which are present in good numbers. There are extra berries at the start area and some scattered about the map. All of the maps have many fish and whales in the neighboring sea (numbers vary a little and are also scaled per player), which provides a protected place for resource gathering (the enemy would have to send a villager the entire length of the map to put up a dock to get warships into the sea at the opposite end). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Frequently some of the distant mines will be gold mines rather than silver mines, which provide much more coin. Forests are placed fairly and are placed in greater number than on most maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Some extra resources - mines, huntable fauna and cows - are more concetrated in the central highland area. Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off; there are also a few extra treasures placed in the highlands area. This map provides extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Being a larger map, scouting is slower than on the standard maps, and rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. It is much easier to take to the water for fishing on this map due to the lessened effect of a rush and the safe haven noted above. On maps with increased numbers of NA villages, the opportunity to use larger numbers of native warriors is a lot of fun. Sometimes the map allows for the possibility of a defensive stance, walling off or towering choke points around or through cliffs, although the size of the map may make it difficult. For those who have tried and enjoyed the \'plus\' versions of some of my previous custom random map scrips, I have included in the zip file a \'plus\' version of this map as well. This is the exact same map, plus each player getting 2 outpost wagons at the start. The addition of the outpost wagons gives a little more defensive flavor to the map - these can be used at the base to protect your initial economy or moved to the crossings or resource locations to help defend there. Of course for the Russians, the outpost wagons transform into blockhouses and are usable more offensively. This might be considered too much of an advantage for them, so you might want to use this map in single-player only - test it out and see. Consider that the Texas map starts each player with 2 outposts or blockhouses also (though they cannot be placed at will like these). Anyway, I found these a fun variation - hope you will too. Note that the AI will hold these outpost wagons in their town area until the second age, then at some point erect them in their town - the AI does not use these aggressively to hold resources or crossings as a human might. To play this map, the two files (Central America.xs and Central America.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Thanks to ES for making this map possible! Feedback appreciated!

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3357 downloads

Uploaded:09-09-2006

Cerrado

cerrado28beta291.zip | 110.42 KB

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4161 downloads

Uploaded:06-17-2006

Sea to Sea

sea20to20sea1.zip | 346.88 KB

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9336 downloads

Uploaded:10-15-2005

Patch 1.01

aoe3patch10to101.exe | 6.26 MB

playing * Fixed a problem where unplayed dialogue lines made the Campaign scenarios stop working * Fixed a bug on the Postgame screen that allowed players\' names to be edited * Fixed a bug where all players would hear the selection sound for HC cards played * Fixed a bug that kept the ESO connection problem dialog box from closing * Fixed a bug in the Portuguese tech TEAM Early Dragoons that kept some civilizations from training their anti-cavalry units until the Industrial age * Fixed a bug that made abundant resources available in the single-player Campaign * Fixed a bug that did not let the host launch the game once the number of players was reduced below the number that had clicked ready * Tweaked movement code to improve the responsiveness of units * Changed formations so that unit types keep their setting even when grouped with different types NETWORK AND ESO FIXES 1.01 * Fixed a bug in the Unresponsive Player dialog box so that it closes once consensus is reached

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483 downloads

Uploaded:02-09-2012

Sea Battle

new_compressed_zipped_folder.zip | 65.33 KB

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423 downloads

Uploaded:08-31-2010

Global Wars

global_wars_by_kevthegreat.zip | 7.8 MB

features new, old, and perfected. The Storyline of ths game doesn't make much sense, but i still decided to put it in. Five Empires have risen to face the test of time, they compete in a world tournament. Who will win, who will conquer? You control your diplomacy, so be prepare to experiance cold wars, World Wars, and others... Features: *day-night-day cycle *rain events *miniquests for each player *flags of diplomacy *tutorial on the flags *over 550 triggers *over 1200 effects *many more This scenario is in the CSO contest, so please grade well :) P1-5 are human players, p6 is a comp (ivan the terrible), Discovery Age, FFA, Read Hc names for civ order By KevTheGreat P.S please do not edit, or claim this map as your own. My Website Other Scenarios by KevTheGreat- Arab Desert Arab Desert 2 Arab Desert 3 Arab Desert 4 Arab Desert 4V2 Arab Desert 7 Burn em All Russia The Epic Begins Fort of War The Race PATCHES: 6/21/08. 6/22/08. 6/25/08. 6/27/08. 8/21/08 1.10 -fixed minor trigger bugs -added houses -removed 2 wonders from japan -added the victory trigger -other minor things 1.20 french reinforcements come faster -if france revolts they lose reinforcements from the homeland and gain a one reinforcement army (from the people uniting, not the homeland) -heroes that die are removed form the game unlike explorers -heroes now have trigger attacks when injured and/or death -aztec hostages are now not invincible and have no attack (converted to igc) therefore making it harder to do mission -aztec hostage mission rewards have been increased greatly -fixed minor bugs 1.21 -misspellings have been fixed -the loss trigger for france has been added (I don't know y it was missing) -hostages are no longer IGC units -minor faulty triggers have been fixed 1.30 -increased amount of lighting changes, not just 2 settings that change every 15 minutes anymore, now there are 10 lightings that change every 200 seconds -rain occurs more often and are shorter -spanish houses have been fixed to match their culture 1.40 -Gates can now be closed to allied players or opened (your choice) this will prevent entering your city and declaring war on you. However this only applies to preset gates. -Fixed flagsno longer getting "lost" -New music including a custom music file in the download (if you are wondering what the song is trying to say, it basically means religion causes wars) -Intro cinematic is now optional -You can now move around during tutorial cinematic if you didn't want to watch it and some other people did

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2802 downloads

Uploaded:05-30-2010

Extreme Fortification 3.0

extreme_fortifications_3.0_pc.zip | 6.08 MB

Features ===================== 1. The European and Asian civilizations now have buildable fort walls ingame. 2. The Sioux have been granted thier own walls to compensate for the European and Asian fort walls and have thier own unique wall upgrade tech to increase wall HP. 3. New techs and HC cards are available for all civilizations to help balance out theses new walls especially for the Native Americans. All new techs and cards have their own names, icons and descriptions. 4. Walls can be built over a trade route but you must manually upgrade the wall into a gate piece in order for trains and other trade route units to pass though without the effect of it going straight through the wall. Note: Trade units will not damage the wall in anyway, Gate or not. If you upgrade it into a gate the gate will open in order for the trade unit to pass through. :) 5. I've also incorporated a well liked feature from some of my previous mods that enables you to send homecity shipments straight to your Explorer, War Chief or Monk no matter where he may be. This feature can be useful for calling upon reinforcements that arrive straight to the battle. 6. Just as a little bonus, Explorers, War Chiefs and Monks can now be garrisoned inside Town Centers. 7. About 40 bugs from the original code from ES have been fixed. (A list of these fixes can be found below under History) 8. Any new homecities made after the installation of this mod was installed on Age of Empires 3 original or The War Chiefs Expansion will now start at level 10 just like in The Asian Dynasties expansion. 9.Cavalry now move in a wedge formation instead of an inverted wedge formation when in trample mode. 10.Every military unit (including ships) can now patrol an area or guard another unit. ================== Instructions (IMPORTANT!) ================== In order to use this mod to its full extent there are a few things that you will need to know. Once the mod is installed, following the installation instructions below, you must build your walls from left to right around your base like the direction of the arrows below. ^>>>>>>>>>>>>>>>>>> ^...........................................v ^...........................................v ^...........................................v ^................YOUR................v ^...................BASE..............v ^...........................................v ^...........................................v ^...........................................v

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1985 downloads

Uploaded:02-03-2010

Russian War

russian_war.zip | 139.01 KB

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7629 downloads

Uploaded:12-07-2009

Age of Empires III: The Asian Dynasties Patch 1.02

aoe3y102english.exe | 17.35 MB

changed. This should result in better performance when using Navies. · Fixed more out-of-sync bugs. · Double Deck Exploit has been fixed. Balance Changes · Trading Posts: o Cost lowered to 200 wood from 250 wood. o Hit points lowered to 2500 from 3000 o Build points lowered to 72 from 90 o Bounty reduced to 80 from 100 o Build bounty reduced to 40 from 50 · India o Zamburak & Mansabdar Zamburak § Bonus against 'AbstractHeavyCavalry' reduced to x3.5 down from x4.0 § Bonus against 'Abstract CoyoteMan' reduced to x2.5 down from x3.0 o Urumi & Mansabdar Urumi § Received x0.75 multiplier against 'AbstractCavalry' and 'xpCoyoteMan'. § Multiplier against 'AbstractLightCavalry' adjusted accordingly (up to x2.0 from x1.5) o 'Desert Terror' card § Bonus damage for 'AbstractZamburak' against 'AbstractHeavyCavalry' reduced to 0.5 down from 1.0 § Bonus damage for 'AbstractZamburak' against 'AbstractCoyoteMan' reduced to 0.5 down from 1.0 § Bonus damage for 'AbstractZamburak' against 'AbstractHeavyCavalry' using 'BuildingAttack' increased to -0.5 up from -1.0 · Japan o Toshogu Shrine § Bonus to shrines reduced to x1.5 down from x2.33 o Consulate 'Isolation' choice § Reduced bonus damage to 5% down from 10% o Ashigaru Musketeer § Ranged attacks reduced to 24 down from 26 · Germans o 9 Crossbowmen shipment changed to 8 Crossbowmen

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593 downloads

Uploaded:03-13-2008

(AoEII) Retribution

68retribution.scx | 10.08 KB

relics, defeat your enemy, find the whole map etc.

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3404 downloads

Uploaded:01-08-2008

Fort Wars 3.2

fort_wars_32.zip | 43.38 KB

Computer players will not understand the new style of play! Do not attempt to play against computers and complain to me! THIS VERSION IS FOR THE EXPANSION PACK: WARCHIEFS 1.02 ONLY! Download Version 2.# series for the original game! INSTALLATION - Go to My Documents > My Games > Age of Empires 3 > RM2 - Copy and paste the following files into that folder: Fort Wars 3-2.xs Fort Wars 3-2.xml =============================================== Hello! Welcome to Fort Wars 3.2! We hope you enjoy this map as much as we did - and get good at it too! For information, updates, and comments, go to the following sites: www.NorseWars.com www.pftq.com/fortwars Great guides and tips can be found at those websites! :) Depending on how many good ideas we may come up with in the future, we may or may not release a newer version. If we do, it won\'t be soon. In the meantime, enjoy 3.2! Fort Wars 2.0 onwards has NO SYNC ERRORS. In fact, it will FIX your sync errors from previous Fort Wars versions! Enjoy! =============================================== VERSION HISTORY: [3.2] -Editted by pftq - AOE3 TWC 1.02, March 10 2007 - Fixed rare glitch where Portuguese and French players have civ bonus requirements linked together. [3.1] - Editted by pftq - AOE3 TWC 1.02, December 26 2006 to March 4 2007 - Dutch merc reverted to Hackepell (was most balanced at that point). - Mortar HP fixed from being doubled. - Iroquois Rams cost lowered from 6 to 5 coin. - Spahi cost raised from 6 to 7. - Russian reinforcements have Lil\' Bombards instead of Great Cannons. - Age detection enabled and non-Age1 games automatically end. - Ronin gain 500 base HP to reduce vulnerability to Rifler tech. - Super Bolas Warrior cost decreased 60 to 50 coin to boost popularity. - 800 kills award gives 2 bolas instead of 1. - Computer Players automatically move Alain to help skip instructions. - Computer Players automatically spawn infantry units. - Computer Players choose a random choice out of the 3 when they reach an award. - Skip Instructions fixed (broke when Nomad Age introduced) - Updated HP stats to those of patch 1.02 - Instructions redone. - \"Revolt\" Special added at 50 coin cost, changes units to Outlaw Musketeers. - 250 kills award changed from 2 range to 3 range for artillery, 1 building upgrade to 2. - Stopped coin from counting when players are dead. - Sioux cutoff bonus message fixed. - French bonus typo fixed. - Nomad 75 coin unit start changed to 50-75 coin units, to add variety. - Scatter Bear Special added, which scatters units when the bear dies. - Base Fort Attack (affects upgrades) tripled to give slightly better fort. - Llama scatters units in center and resets stealth units to default stance every few minutes. - 1500 kills award: Omniscience (Spies), Revolution (All Spawned Units to Fusiliers), Blessing of Arkantos - Gaining 15000 XP or more in one kill automatically cancels out. - Wardogs disabled - Nomad fixed gun removed. - Spawn triggers converted to XS and combined using kb functions; ingame lag reduced significantly. - Highlanders cost raised from 8 to 9. - Portuguese bonus changed: ranged infantry get 2/3 attack upgrade every 2 bought; less speed. - Award text recoded more efficiently. (faster load time) - Store Island triggers optimized for load time. - Island units anti-grouping (ES has autogroup units) effect optimized to reduce load/lag. - Arrowknights removed from spawn. - Fixed bug where French Oprichniks do not receive HP bonus. - Iroquois ram HP +50% base and cost made 3 for 12 coin; cavalry get 50% seige boost instead of 25%. - Aztec Bonus changed to: Spawned Heavy Infantry are faster and have 30% more HP but no Cavalry spawn. - Aztec Merc changed to: Arrow Knights; reinforcements come with Skull Knights. - Replaced 7500XP: Special Duration with RR Worker Special, which changes Spawned Units around Buffalo to RR Workers. - Coin limit on Llama removed and increases indefinitely to 120xp per sec. - 600 kills award changed from 4 oprichniks to 5 oprichniks. - Added return function to automatically move George Crushington and Bolivar away after seeing instructions. - Petards population down to 3 from 5; costchange of 5 coin changed to 3. - Newly discovered arrays put into use and filesize greatly shortened. [3.0] - Editted by pftq - AOE3 TWC 1.01, October 28 2006 to November 24 2006 - Arrow Knights added to level 4 - Techs fixed - Due to ES\'s tech changes, All natives have 100% more base HP than before - Native Awards and prices adjusted accordingly. - Medic Special removed and replaced with buyable healers. - Added Horse Artillery to level 3 - Added Light Cannon to level 3 - Added Gatling Gun to level 2 - Added Petards to replace towers award - Buyable towers and upgrades removed - Petards lowered from 225 base hp to 150. - Hussar moved down with Uhlans. - Tashunke Prowlers added to level 4, gain 1 pop to balance limit. - Sioux get speed upgrades every 50 kills and dog soldiers for a merc, but coin decays 1 per second. - Game starts at Age 1 to avoid extra starting techs. - Surgeons improved healing (+9x). - Cetan Bow unit added to level 2. - Stats fixed according to TWC 1.0 - Stats fixed again according to TWC 1.01 - Aenna added to level 1 - Forest Prowler added to level 3 - Skull Knights added to level 4. - Jaguar Prowler Knights added to level 3. - Award added: Pick a warchief to empower your armies. - Iroquois have buyable Elite Rams as mercs, light cannon and Melee Tomahawks for Reinforcements. - Reinforcements now come every 3-5 minutes, instead of 5-6. - Aztec start with an Aztec Warchief and get 5 arrow knights per reinforcement for artillery. No Los for spawn. Fusilier merc. - Sioux Warchiefs get attack aura. - Sioux get no artillery reinforcements but more mercs. - Warchiefs have 4x stats of HP. - Bow Riders added to level 3. - Musket Riders added to level 3. - Kanya Horseman added to level 1. - Puma Spearman added to level 1. - French gets 1/2 hp upgrade for all cavalry per number of upgrades. - Mortars cost 25 (again). - Llamas in Fort Nomad removed. - Sioux Dogsoldiers get 1.0 more bonus vs infantry. - Skull Knights receive -100 hp base. - Improved autogrouping by ES, which causes units to group together and move on their own, has been countered! - Russian fast-spawn bonus nonexistant in previous versions. Now fixed. - Morale removed due to lack of use. - Iroquois get stronger reinforcements, buyable rams, and hand cavalry have bonus vs buildings. [2.2] - Editted by pftq - AOE3 patch 1.09, October 16 2006 - Oprichnik stats and upgrades fixed. - Random Bonuses: -- George Crushingtons removed. -- Learicorns removed. [2.1] - Editted by pftq - AOE3 patch 1.09, October 9 2006 - Fixed 150 coin and pop cap on Nomad Age. - Costs not reduced until new cost added (avoid free units). - Forbidden units disabled earlier on to avoid being trained. - Nomad bonuses declared earlier. - Reinforcements come at 5-6 minutes instead of 7 then 6-7. - Portuguese also gets more expensive LOS. - Aztec Chief Super Unit replaced with Nootka Warchiefs. - Ronin HP Boosted due to light infantry being stronger in 2.x - Build Limit on towers. - Spawn no longer auto-selects in beginning. - Removed several unit stat imbalances from Age Up techs. - Morale HP boosted from 30% to 45% for 35 seconds instead of 45. - Medic (Heal) Optimized to almost always fully healing. - Random Bonuses: -- Two ronin per reinforcement. -- 50% faster spawn. -- Center Cannon. -- All players get 3 George Crushingtons -- All players get 3 Learicorns -- Longbowmen range and Lancer bonus removed [2.0 from 1.5 Summary] - Editted by pftq - AOE3 patch 1.08, April 12 2006 - August 18 2006 - Updated accordingly to all patches including patch 1.08 - Autoformations removed. NO SYNC ERRORS after game, but island units may randomly move. - Starting the game in Nomad Age gives the map fun random changes each time. (list further below) - Spawn is slightly faster overall. - Starting Music mutable. == CIVILIZATION CHANGES ======== - Revamped civ bonuses to include large main strength and small weakness. - Spanish receive 25% cheaper everything but have a 85 coincap. - British start the game with 1 of each upgrade and two extra Towers but nothing else. - French receive an extra HP upgrade to their Cuirassiers with every 1.5 upgrade made but have 25% less building hp. - Dutch receive 25% faster coin rate and 10 higher coincap (more coin per kill and xp) but 10 less pop. - Portuguese bonus changed to: 3 LOS upgrades with +2 range and 10% attack (tech, here it\'s 1/3 upgrade) for ranged cavalry every 2 upgrades but weakness of -1.5 speed. - Russians get 40% faster spawn and 10 more pop but 20% lower hp on spawn units and their upgrades. - Germans can spawn fast mercenaries at 95 coin but everything is 15% more expensive. - Ottoman gets 20 lower coin requirements for spawning but no artillery spawn. == STAT CHANGES ======== - Counter infantry rifling gives light infantry with firearms more bonus vs hand infantry. - Attack and HP scaled up from 2.2 to 4.0 (4 times normal stats), making upgrades only 7.5% effective - Fort HP scaled from 55000 HP to 25000 HP and set to 7.5% HP upgrades instead of 10%. Repair time from 500 to 400. - Tower hp scaled from 4600 to 1800. - Fort attack now included in scaling and upgrades. - Tower attack remains tripled from supremacy to give instant kill attack (10.0 scale instead of 4.0) - Fort Attack and Tower attack upgrading is still 25%. - BASE OFF REGULAR STATS...Spawned artillery lose 4 range and cost more pop. Heavy Artillery has less HP (little over falconet). - Great Cannons given a 1.0 speed boost to match the speed of regular artillery. - Cannons gain 1 pop (requested by The_Hunter) - Manchus gain 1 coin cost (requested by The_Hunter) - Ronin and Bolas are 1 pop, Great Cannons are 3 pop. - Outpost Wagon base HP increased by 300. == BUYING ======== - Upgrade purchases ramps all unit upgrades. Ramps halved. - Speed upgrades increases upgrade costs by 2 but adds 0.3 to unit speeds. - Cost increases are displayed in purchase texts. - Bolas Warriors made a superunit costing 60 coin, goes up 5 every purchase. Similar to Circe in NW. - Ronin now cost 40 and goes up by 5 every purchase and made similar to Hersir in NW. - Tower upgrades made regular store item. - Tower upgrades give no HP (building HP already does). - Building HP upgrades costs 25+4. - Mortar costs 20 coin instead of 25. - Great Cannons cost 30 +5 coin. - Super Speed costs 40 coin but doesn\'t increase. - Morale Special - 30% HP boost for 45 seconds. 30 coin - Medic - Heals all units but vulnerable for 10 seconds. 40 coin - Removed buying over pop cap. - Reset purchase delay to 5 seconds - no need since mercs bought in groups. - Surgeons removed. - Posts and Explorer Removed. - Fort Repair lowered to 80. - Fort made units cost only 2 coin now. == NOMAD AGE BONUSES (one each time) ======== - 10 speed boost - 75 coin starting units. - No cost increases. - Coin comes 2 times faster. - Reinforcements come every minute. - Spies tech enabled - Super range longbowmen and high bonus lancers vs infantry. - The map is shrunk. - Forts contain Llamas instead of Sheep. == MAP LAYOUT ======== - Unbuildable terrain forming a spikey disk in the center of the map prevent towers from holding onto the llama. - Outlying islands now given cliffs to maximize area (islands look bigger and cleaner). - Swamp environment enhanced to be more like a swamp. - Llama gives 1 coin of XP every 8 seconds to start. Faster every 5 min by 1 second. - Explorer dogs removed for pointlessness. (no Explorer) - No rain or snow due to lag with slower PCs. == AWARDS ======== - Awards changed and re-arranged. Several new awards added. Awards made less powerful to not put the enemy so ahead. - 600 kills now: 4 Oprichniks, 4 Towers, 3 Mortars - 800 Kills now: 2 Ronin, 1 Bolas Warrior, 2 Great Cannons - Added Buyable +1 Special Duration as third 7000XP Award (starts at 20 coin). - Spawnable awards no longer kill existing units due to conflict with German\'s mercenary spawning. - No game enders. == TECHNICAL ======== - Archer attack tech replaced with Guard techs due to giving merc and native archers double upgrades. - Merged all store island buying functions into one to reduce script size and make more efficient (faster load). - Merged various other parts of the script to reduce filesize and loadtime. - Script further optimized for less lag/load time. [1.5] - Editted by pftq - AOE3 patch 1.07, June 26 2006 - Removed Wardogs due to techs causing problems. - Fixed several exploits. - Obfuscated script with a program written by Matei to prevent hacked/editted Fort Wars versions. - Switched 50 coin and 25 coin heavy infantry units. - Super Speed cost goes up by 5. - Speed upgrades decreased to 0.1 delta from 0.5 - Take out 3 ad 5 upgrade awards to speed up load time. Shift 1250kills 5 ronin... award down to 1000 and change to 3 ronin, 3 GC, and 7 lakota - Grenadiers cost 1 more pop, Organ Guns cost 2 more, and cannons cost 3 more pop. - Cannons have 4 less range and 8 less LOS. - Reduced starting lag by spreading it farther apart. [1.4] - Editted by pftq - AOE3 patch 1.06, April 30 2006 - Updated various stats changed in patch 1.06 including costs, such as negative coin costing cavalry archers. [1.3] - Editted by pftq - AOE3 patch 1.05, March 26 2006 - Spanish Swiss Pikes spawn extremely slow below 50 coin and take 3 pop instead of 2. - Dutch receive 30 XP (1 coin) every 9 seconds. - French Cuirassier HP capped at 30 minutes. - Germans receive 25% cheaper units instead of 20%. - Russian bonus changed to 2 Great Cannons per reinforcement and 1000 Fort HP every minute for 30 min. - Super Award displayed at end of instructions to show up when skipping instructions. - Players are told to run the Fort Wars Fix map to avoid out of sync errors. - Wardogs take no pop. Max set at 10. - Crossbowmen removed as too weak. - Rockets removed as too weak. - 800 Kill Award Pop Bonus lowered to 15 to accomodate smaller pop. - Llama now trickles 1 coin worth of XP. - Spawn delay no longer resets when switching from one unit line to two and vice versa. - Fort Repair now set at 90 coin instead of 100. Not 80 cause Mike thinks it\'s sooooo cheap. - Desert Cliff variation removed due to lagginess. - Great Cannon pop raised to 4 to avoid massing. - Abus Guns spawn faster. - Player names with special characters no longer freeze the map. - Reinforcements start at the beginning of the game. - Upgrade messages now display the amount of upgrades you have purchased. - Number of upgrades displayed next to coin cost when pointing at the unit. [1.2] - Editted by pftq - AOE3 patch 1.05, March 5 2006 - Smaller Map - 100 pop cap - Faster Coin: 1.25 kill or 30 xp - Llama LOS only encompasses pit - Load text and tooltip when pointing at map icon - Faster Island response (buys occur instantly) - Cliffs removed - Swamp lake minimized to avoid open cliff edges - Field hospitals enabled and given tower hp - Outpost LOS too big now - lowered to 8 - Slower llama coin trickle compared to gameplay - Player bases are the same size on in any number of players game - Costs fixed that were changed by ES in 1.05 - Manchus removed - Explorers get 50% attack; Portuguese get 30% of their super stats - Oprichniks made super (15 coin a piece) - Mortars made as an XP Award in place of Explorer award (25 coin a piece) - Retrieve Explorer replaces Building HP Award - Building HP made always upgradable - German mercs bought in sets of 3 for 5 coin - Nootka made cost (6 coin) and now have 3/4 less hp instead of 1/2 - Trade Route removed, but Trading posts can still give 40 (2 coin) XP every half min - Tower upgrades ramp up less (3 to 2); slightly more effective attack (3/2x); less hp effect (10% instead of 30) - Culverins added to unit line spawn - Culv pop reset to 4; Great Cannons set to 3 instead of 2, as coin is worth less now. [1.1] - AOE3 patch 1.04, February 5 2006 - Faster Load. - Seven Samurai removed for balance issues. - Fort HP lowered - Upgrades are now 13% - Organ Guns spawn slower and switch ranks with grenadiers which also spawn slower. - Germans have cheap island units and barbary corsair mercenaries. - British get 20 coin instead of 23. - Coin is based off XP and Kills combination: 40 XP or 2 kills - Slower 0 coin unit spawn. - Cheaper healing units. =================== [1.0] - AOE3 patch 1.04, January 28 2006 - Spawn units are now different every game - Abus Gun moved to top of line anti infantry - Cassadores moved in with skirmishers - Trading posts upgraded to include trade routes and better natives - More unique civ bonuses - Attack and HP upgrades less effective - Other upgrades more effective - Upgrades have more ramp - Better Awards - Old super units deemed useless; new one added Super Ronin - Specials Seven Samurai and Super Speed - Added Swamp and Jungle environment, all environments now include cliff variation, cliffs added to mainland as variation

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26257 downloads

Uploaded:09-04-2007

Age of empires III: The Warchiefs patch 1.04 (English)

aoe3x104english.exe | 19.48 MB

exploit. Fixed some out-of-sync bugs. Added fixes to increase the detection of players using multiplayer hacks, cheats and out-of-sync clients in online gameplay. Fixed the text of some cards, units and techs. New Features Added custom online scenario support for multiplayer games. Certain conditions, triggers and effects are usable while in ESO. Balance Changes Iroquois Starting Travois is not able to transform into Warhuts in Nomad Age or Discovery Age. Starting Travois is now called "Discovery Travois" and is a clone of the current unit that can build everything it can now, EXCEPT Warhuts. Great House card reduces cost of Town Centers by 25% (down from 50%). Damage is reduced to 50% down from by 100%. Kanya Horsemen receive x2 bonus modifier versus Artillery. Musket Rider receive x2.5 bonus modifier versus Artillery. Light Cannon range reduced to 32 from 34. Agrarian Ways card changed to provide no cost (set wood, gold, food to 0) for upgrades of mills and plantations. France Thoroughbreds card provides a 15% reduction in both cost and training time. No longer provides a reduction in population cost for Cuirassiers. Russia Settler Batch trains faster, time reduced by 2 seconds. Aztecs Eagle Runner Knights reduced hand attack and ranged damage by 2 and increased bonus factor versus Heavy Cavalry and Coyote Runners from x2.5 to x3. Coyote Runners increase speed from 6 to 6.25. The Warchief aura bonus multiplier is increased from x2 to x3. Agrarian Ways card changed to provide no cost (set wood, gold, food to 0) for upgrades of mills and plantations. Spanish Rodeleros hand attack reduced by 2 and increased bonus factor versus cavalry from x3.0 to x3.5. Dutch No change. Portuguese Organ Guns improved versus buildings, siege bonus changed from x0.5 to x0.75. Ottoman Abus Gun train faster, time reduced 3 seconds, 42 down from 45. Sioux Dog Soldiers train faster, train points down to 55 from 60. War Club hack armor increased to .20, up from .10. Added 1 starting food crate. Bow Riders reduced in cost. Gold cost was reduced by 25g and bounty changed to 18. Wakina Riflemen attack range reduced by 2 from 20 down to 18. British No change. Germany Improve Dopplesodner unit hitpoints by 30hp. Shipment rate improved from -14% to -10% (1.14 to 1.10) General Changes Town Center wagons now build 33% faster. Train points up to 1.33 from 1.0. Town Centers get a negative bonus versus artillery. Added x.50 factor versus siege. Saloon Outlaws improved - reduce train time by 10 seconds. Cavalry Archer improved by increasing their multiplier versus cavalry. Up to x3.0 from x2.25. Spy multiplier versus natives reduced to 4, down from 6. Improved Hussar, Cossack, Uhlan, Axe Rider, and Kanya Riders ranged resistance armor by 0.10.

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343 downloads

Uploaded:02-14-2007

Unknown Country

unknown_country.zip | 7.86 KB

nearby...also 2 TradeRoutes... one on the westside...and one on the eastside... It has 2 natives Tribes...the Iroquois... and a few animals to hunt...some to capture... also some nuggets...a few Silver mines and gold mines... and finally a lot of resources. Have some fun.... Feedback appreciated!

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747 downloads

Uploaded:01-17-2007

Post-Game Revolution Flags

revolutionflags.zip | 20.59 KB

the file in the main AoEIII directory. Enjoy!

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1213 downloads

Uploaded:11-04-2006

Island Continent

island20continent_00011.zip | 14.37 KB

description.

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2822 downloads

Uploaded:09-27-2006

Snow Dreamer

snowdreamer1.zip | 112.39 KB

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4329 downloads

Uploaded:08-12-2006

Post Imperial Maps

pi20maps1.zip | 149.11 KB

wise emperor or queen sent you off with adequate equipment for doing this colony building and conquering stuff the right way? Here is your chance to try a different kind of colonization in AOE3. This is a new \'style\' of map which adds several advanced \'wagons\' to each map for a different type of gamelplay. All 8 of these maps are based on maps I released earlier - see writeups in the Heaven download section, or the text file within each downloaded zip file for a full description of each base map.

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2610 downloads

Uploaded:08-12-2006

Prairie

prairie011.zip | 51.23 KB

Great Plains map, naturally, but with a number of important differences.

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3482 downloads

Uploaded:07-14-2006

Cats and Mice

catsandmicev1_21.zip | 3.9 KB

team 1\'s units. In order for team 1 to win they must stay alive for half an hour. There is native village per player. Each player on team 1 starts with just a settler wagon while each player on team 2 starts with an explorer and a barracks. The barracks can only produce dopplesoldners but they are much stronger than normal ones. Team 1 can only build 4 buildings houses, outposts, walls and trade posts. Houses are important because when they are built they give the mice a 10 second speed boost that can help a lot.

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7205 downloads

Uploaded:06-24-2006

Battle of Yellow Creek (Reviewed)

battleofyellowcreek1.zip | 119.36 KB

intercepting your force at Yellow Creek. You must defeat them swiftly, so that a seige en forme may begin at Niagra. REVIEW: This is a classic big-battle map with musketeers and cannon. It's quite realistic, but that's where the goodies end. Age of Empires III is renowned for its great physics engine that sends units flying after being hit by cannonballs. That was new in October 2005, and after 14 months there have been many cannon fodder scenarios. This cannon fodder map places you in a large confrontation between British and French forces. Hardly a "confrontation," as all you do is fight fight fight for about 5 minutes. No diplomacy, hardly any items, no triggers whatsoever (not even a win trigger), a non-scripted AI, and useless tactical information plagues this scenario. Who needs tactics when the AI simply charges into your cannons? Reviewed by Suleyman_Eisenhower, FileFront File Reviewer Contact me at legotj7@yahoo.com

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1197 downloads

Uploaded:12-27-2010

The Circle\'s City

the_circles_fort.rar | 699.09 KB

Riders and Landsknechts. The main objective is to destroy their Town Center and kill Alain Magnan. These two tasks are not easy, there will be a surprise when you destroy the Town Center halfway. When you drain Alain\'s health halfway, he will attempt to escape to the Frigate that is waiting for him and escape to his last resort, a fort surrounded by walls, guard towers and a fixed gun. There are other surprises, but I\'ll leave them for you to find out :) There are a lot of triggers that makes the gameplay fun

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3324 downloads

Uploaded:12-09-2010

Improvement Mod v1.4.6

improvement_mod_v1.4.6.zip | 7.01 MB

\'Improvement Mod\' was born. For now, this mod tries to upgrade the game with small and necessary tweaks and adds to make the gameplay more interesting, fun, and challenging. More great things to come! Requirements: This mod is only for The Asian Dynasties but requires AOE3+TWC+TAD 1.03 Changes: - Added the early formed United States of America civilization. The US have a mixed technology tree based on more European civilizations. They cannot revolt. Best units: Gatling Gun, Rifleman. (they have unique language, units, homecity and explorer, i think this is the best US civ out there so far) The US is made as a Western Europe civilization, plus the following unique cards and units: -- added and renamed the Cassador to Rifleman (Portuguese unit improvements will rename it back to Cassador)(also added all Cassador cards) -- added the Manor House (spawns one Settler when is built) -- added the Buy Ironclad cards (from 2 to 4 Ironclads per card, and a total of 3 cards) -- added the Hire Skilled Miners card (can be used twice and ships 5 miners to mine, gather and build plantations, faster than any villager) -- added the Gatling Gun plus improvements and shipping cards for it (gun texture changes when improved) -- the US Colonel\'s (Explorer) special ability is to train Colonial Militia (promote from Major to Colonel using the Promotion card) -- added the Pilgrims card (ships 2 Pilgrims and can be used infinite times) -- added the Black Powder Wagons cards (you can ship 4 or 6 Wagons) -- added the Grenadier (light artillery that throws grenades to defeat infantry or buildings) - Added the improved and advanced Draugur AI, made by Felix Hermansson. The AI can choose to build walls, build any of the new buildings and research the \'Civilized Government\' improvement (details bellow). - You can now rotate buildings before placing them using the mouse wheel. - Added the ability to capture/convert buildings to every civilization. Only Mills, Farms, Rice Paddies and Plantations can now be captured. (mod made by Arkantoz Jr) - Town Centers, Walls and defensive buildings (Outpost, Lookout, etc.) can slowly auto-repair for free, but can still be repaired manually. - Added the Unit Upgrades Modpack skins, which changes most European units appearance as they are improved. (mod made by Imperiosus) - Added the Civilized Government improvement to the Town Center (raises pop cap by 20 and Town Center supports 15 pop), to every civilization in the game. - added the ability to lock and unlock gates (useful when even allies can capture your buildings...)(mod made by Arkantoz Jr) - trade units (Travois, Stagecoach, Train, etc.) can damage buildings (walls) and units standing in their way (mod made by Simalex) - Walls can now be built over trade routes. However, if the part on top of the trade route isn\'t a gate, then they will take damage and finally be destroyed by the trade units. (mod made by Lord_KiLLMS) - every Revolutionary leader now enables one specific mercenary (see for yourself which gives what) - Fire Ships slowly lose HP if they are not near a Dock (no burning thing lasts forever...) - made the Petard a little more expensive (not exaggerated) - increased the Asian Monks HP (not exaggerated) - increased walls HP (again, not exaggerated) - added fort walls (details bellow) Europeans - Explorers can now build Outposts - replaced the Saloon with the Command Post (has ranged attack) - added the University (improvement building) to all European civs - added the Bank (coin production building) to the French and British (weaker than the Dutch Bank which produces coin faster) - added the Lumber Camp (wood production building) to the Spanish, Portuguese and Ottomans - added the Bakery (food production building) to the Germans and Russians - added the build limit of resource production buildings to 2 per game (the Dutch can use cards or improvements to rise the build limit of Banks) - added the Musketeer to the Dutch (because the French and British got banks, it\'s fair that the Dutch get Musketeers) - added the Outpost to the Russians - replaced the Mediterranean civs (Spanish, Portuguese and Ottomans) walls with the Indian walls - changed icon of the Ransom Explorer (now matches the portrait) - added the Fortified Walls improvement (adds fort walls and increases walls HP)(mod made by Lord_KiLLMS) - remade the Dance Halls card, now affects the Command Post (upgrades Command Post to Command Center and etc.) - decreased the amount of HP the Knighthood improvement adds (from 1000 to 700) - added the Pikeman to the Ottomans (because the lack of melee infantry and they fit in well...) - added the Guard Pikemen improvement to all necessary civs (increases Pikeman attack and HP) - added the Guard Crossbowman improvement to all necessary civs (increases Crossbowman attack and HP) - replaced the Barbary Corsair with the Hoop Thrower (Knight of Malta that throws flaming hoops) - added the Black Powder Wagon to all Revolutionary leaders (rams into enemy units and buildings, then explodes dealing lots of damage) - added the Flag Bearer to all Revolutionary leaders (reconnaissance unit with a good line of sight) Native Americans - added the Stronghold (defensive building) to the Aztecs - added the Lookout (defensive building) to the Sioux and Iroquois - added the High Temple (improvement building) to the Aztecs - added the Council\'s Hut (improvement building) to the Sioux and Iroquois - added the Campfire (healing building) to all Native civs - enabled the Native Embassy from the beginning of the game for all Native civs - added native wooden walls to the Sioux - replaced the wooden walls of the Aztecs with the native wooden walls - rearranged the Settler building grid for all native civs - added the Strong Walls improvement to all native civs (increases walls HP) - added the Town Guard improvement to all native civs (increases Lookout and Stronghold attack and hitpoints) - added the Treasury to the Aztecs (coin production building) - added the Ram to the Sioux and Aztecs (trains at the Teepee and Nobles\' Hut) Asians - added the Asian Tower to all Asian civs - replaced the Asian Tower building models, now matching the Asian civs - enabled the Dojo (military building) from the beginning of the game for the Japanese (but build limit is now 2 instead of 3) - added the Weapons Cache (military building) to the Chinese - added the Petard to the Chinese (trains at the Weapons Cache) - added the Fortified Walls improvement to all Asian civs (adds fort walls and increases walls HP)(mod made by Lord_KiLLMS) - added the Town Guard improvement to all Asian civs (increases Asian Tower attack and hitpoints) - added the Spies improvement to all Asian civs (you can see everything your enemies can see) - added the Fire Ship to the Indians and Japanese (rams anything on the water and explodes) - replaced the Barbary Corsair with the Hoop Thrower (Knight of Malta that throws flaming hoops) - changed the Petards card from the British Consulate deck, with a new card that ships a Hot Air Balloon (the Chinese can train their own Petards and the others can train Fire Ships, so...) Plus - fixed Fune portrait - fixed Chinese Monk bored animation (didn\'t match before) - fixed the Hire Li\'l Bombards card icon (they are not Heavy Cannons...) - fixed the Counting Coup card (improves War Chief area damage) - fixed European healers (Priest, Imam and Missionary) attack sounds - Asian ships now have more voices (two different voices per civ) - fixed Russian Consulate shipments (Factory now has the right texture, Blockhouse can be improved and can train Strelets and Heavy Cannons now have the right sounds) - Manor Houses can now be deleted (even Town Centers can be deleted, so why not Manors...) - added proper building animations and models to all new buildings - tweaked and fixed some bugs with previous version... Known Bugs - walls don\'t always auto-repair... we don\'t know for sure what is the problem, but it seems that sometimes they do repair, some times they don\'t... every other building that has auto-repair works perfect though - the Bakery doesn\'t have destruction animations, i could have added the one from the Saloon, but that couldn\'t been right... - the Lookout doesn\'t have destruction animations - it seems that for a strange reason, this mod screws up the campaings... it changes almost every campaing\'s civs to other civs that have nothing to do with the campaing... another unexplained bug of aoe3... NOTE: This mod works perfect on LAN, as long as the other players have the same version of the mod of course. Un/Installation - make a backup of the \'data\' and \'AI3\' folders from your aoe3 folder - copy everything from inside the \'improvement_mod\' folder to your aoe3 folder, and everything from inside the \'usa_civ\' folder to \'My Documents\' - to remove this mod, delete the \'data\' and \'AI3\' folders from your aoe3 folder and restore the backups Screenshots *not every new building is shown in the screens, but i am too lazy to make new ones:D* http://img713.imageshack.us/g/screen11h.jpg

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3630 downloads

Uploaded:11-11-2009

Ford Battlt

ford_battle.rar | 347.35 KB

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529 downloads

Uploaded:04-24-2009

Aztecs

aztec.zip | 1.59 MB

also look out for a fixed gun you can capture to help you against the spanish, enjoy.

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1348 downloads

Uploaded:10-28-2008

D-Day Extreme

dday_extreme.zip | 105.85 KB

scenario include:[list] [*]Computer players get AI [*]Put up a full wall and some forts [*]Lets you have an optional economy if your units die [*]Adds resources to the map [*]Gives Britain a town center [*]Removed lots of ships [*]Makes it so Britain will actually fight [*]Puts the troops in formation and adds the revolutionary gun to every military as well as a few great bombards [/list] To install, put in the my documents/my games/age of empires 3/scenarios/ folder.

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532 downloads

Uploaded:04-27-2007

The East Coast

the_east_coast.zip | 8.64 KB

whales... also 3 medium Hills...with 1 native tribes on top of each of them... The Cherokees.... Also 1 Trade Route...on the west side of the map... and some random Deers to hunt...plus some cows to capture... and some random berrybush to get fruits from... also a fair amount of nuggets...all over the map... and then a few gold mines here and there: and finally a lot of resources... Have some fun.... Feedback appreciated!

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498 downloads

Uploaded:04-22-2007

The New Colony

the_new_colony.zip | 9.09 KB

fishes...and whales... Also 2 small Islands with some stuffs on them... also 4 large forests...and one medium forest to the south of the map... It has 1 large Mountain in the middle and some stuff on it... It has 3 Native Tribes...the Iroquois... and some Deers and a few Turkeys to hunt... also a few Sheeps to capture... and some random berrybush to get fruits from... also a fair amount of nuggets...all over the map... and then a few gold mines here and there: and finally a lot of resources... Have some fun.... Feedback appreciated!

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1567 downloads

Uploaded:02-18-2007

New World Islands

new_world_islands.zip | 10.23 KB

has 5 natives Tribes...the cherokees... and a few animals to hunt... also a lots of nuggets...a few Silver mines: and finally a lot of resources. Build ships and find the island where your enemy is waiting for you....or is he? Have some fun.... Feedback appreciated!

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2643 downloads

Uploaded:12-21-2006

AOE3 Fun Mod

funmod_v0.26.zip | 150.47 KB

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2462 downloads

Uploaded:11-04-2006

Allied Tribes

allied20tribes1.zip | 45.29 KB

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6713 downloads

Uploaded:12-20-2005

AoE3 Patch 1.02 to 1.03

age3102to103english.exe | 9.46 MB

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1741 downloads

Uploaded:06-05-2010

Shipwreck in the Jungle

shipwreck_in_the_jungle.zip | 424.51 KB

survive this unforgiving world. Befriend the Natives on your side of the river, as they know the land... and can help you survive against whatever -- or whoever -- calls this jungle their home.

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811 downloads

Uploaded:05-12-2010

Swamp Canyon

swamp_canyon.zip | 1.23 MB

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1229 downloads

Uploaded:04-12-2010

Battle at Somme River

batlle_at_somme_river_1.zip | 4.59 MB

to say about this scenario, write it. I'm already working on second part of this scenario.

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343 downloads

Uploaded:06-28-2007

The Malta Invasion

malta_invasion.zip | 255.28 KB

in the campaign), Sahin the Falcon has returned to the Ottoman Empire, and is attacking Malta. He has betrayed Morgan! They were friends at the Battle of the Fountain of Youth, but not any more. Now that Alain is dead, captured and killed by the Aztecs after the Fountain of Youth is destroyed, Morgan is the new leader of the kights. Lead him and drive the Ottomans from Malta FOR GOOD. Review: Playability: Sorry to be harsh but this one needs work. It's playable but easy as hell...see balance and map design for more. Balance: There is no balance...you have a massive fortressed area with a zillion workers. Resources POUR in. You can build an army extremely fast and very quickly overwhelm the Ottos. Creativity: Hmmmm not a lot to talk about here...see map design and story for more. Map Design: The layout is ok...but: You start with buildings you wouldn't have for your age...then you also have buildings that you'd never have because you can't go to age 4 or 5. There is no eye candy and no treasures...blue has a basically undefeatble fortress/TC area... Story/Instructions: There is pretty much zero instructions except "drive the Ottos out of Malta"...

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2529 downloads

Uploaded:03-06-2007

Orca Map Pack

maps_0002.zip | 53.69 KB

differ from game to game offering some additional strategic depth to the map and making it more fun to play. [img]http://img155.imageshack.us/img155/4382/allgvjy7.jpg[/img] Windy Isles TWC : This is a migration style map. You start on a small islands with pretty few resources. You have to migrate to the huge main continent which offers plenty of resources a trade route and some native villages. Control of the ocean parts are sometimes crucial to provide save fishing possibilities. This is what makes the map interesting, control sea or land or maybe try to steal both from your enemy, on which to focus will always be a tough strategic decision. [img]http://img254.imageshack.us/img254/5163/allwixp4.jpg[/img] Tower Nomad TWC : On its first appearance this map had a problem -- Ottomans couldn't be played because of a bug. Here is the great news - I was able to work around this bug so that this map is fully playable now. You start without a towncenter and get only a few villagers and your explorer to start with, a tower can be used to have a safe place for your workers and getting shipments. Natives dont have towers available and start without a tower or equivalent, however their explorers who are able to convert treasure guardians should make up for this. You need your explorer to build a TC so you might want to keep an eye on it. This map offers a lot of strategical options since you dont really have to build your TC first and go for some other start. Dry Lands : The first of the new maps. All those many people who have played AOC before coming to AOE3 know the popularity of the arabia map. We wanted to have something with similar gameplay which is yet different for AOE3 also. This is how the devolopment of Dry Lands started. The map is like arabia one which has only relatively few resources which should turn out in fast gameplay and heavy fights for map control, even more important because there is a waterhole in the map middle which offers some of the sparse huntings. Each player has two native settelments of Cherokee and Cheyenne located close to his towncenter which will greatly help if you want to employ a more defensiv strategy on this map. Pandora's Box : Dare I say, this is the best unknown style map ever made! The variety of different maps you can get is enourmous, yet maps are always reasonable fair. Do I have to say more - no I let the map speak for itself with the following screenshots. First you see a selection of maps which I made to show some of the more rare possibilities like Black Forest style or huge Oceans, secondly you see 15 Screenshots made in a row, so that is kind of what you get on average ! Note : If you see only a black ingame background while the new maps are loading this is fine since the images are not yet ready and will be added some time later.

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468 downloads

Uploaded:03-02-2007

The Paraguay War

the_paraguay_war.zip | 7.88 KB

bay with some fishes... It has 2 natives Tribes...the Aztecs... and a few Rhea...some Bighorns...to hunt... Some Sheeps to be captured... also a lots of nuggets...and some random Berries... a few Silver mines: and finally a lot of resources. Have some fun.... Feedback appreciated!

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788 downloads

Uploaded:02-22-2007

The Alamo

the_alamo.zip | 10.37 KB

Tribes...the Comanche... and a few Bisons and Deers to hunt... Some Cows to be captured... also a lots of nuggets... a few Silver mines and gold mines: For the First Time a Few Decoratives Things: and finally a lot of resources. Have some fun.... Feedback appreciated!

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497 downloads

Uploaded:01-27-2007

The 6 Nations

the_6_nations.zip | 8.14 KB

Valleys nearby... It has 6 natives Tribes...the Iroquois... and a few Deers and Mooses...some Sheeps to capture... also some nuggets...a few Silver mines and gold mines... and finally a lot of resources. Have some fun.... Feedback appreciated! Dany....

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1557 downloads

Uploaded:01-23-2007

AOE3MODS Standard Scenario Pack

aoescenariopackv1.zip | 5.7 MB

– as the Dutch, US or British: You face 3 computer players with identical configurations. All have elevated fortress strongholds with powerful fixed cannons for defense. This will be the easiest of the scenarios, because the other players are against each other too. Caribbean adventure: This scenario is only moderately challenging but it is included because the quickest and easiest way to win is using the Hot Air Balloon. As the US, you have your own secure island but the object of this game is to collect treasure. The Spanish, French and Portuguese are allied against you. Things do not get tough until you have to take the treasure from under their noses. Island defense: You play as Colonel Washington, just arrived on a strategically important Island where the new US Government has built a state of the art fortress. Unfortunately, the governor of the Island has failed to man the fortress properly. The Spanish are aware of this and have decided that now would be a good opportunity to obtain a nice new fortress, at the expense of the US government. They have already occupied part of the island and are preparing 3 armies to help with the attack. Oh, you start without a town center or any settlers. Fortress defense: In this scenario, you have 3 players sided against you. You all start with a high resource count to encourage fast progress but they have 3 times what you have, although you have an elevated fortress stronghold. This will present more of a challenge than king of the castle. Save the president: This is similar to fortress defense but, while you have even better defenses, you start at a disadvantage in terms of resources. The game will be challenging but concentrate initially of defense and building resources. A long journey: This may prove to be one of the more challenging of the scenarios, although to start with it may not appear so. As the US you will face 4 French armies, the last of which is located in Napoleon\'s home base. As you eliminate each army in turn, the remaining armies get stronger. When you get to Napoleon\'s home base, the defenses are pretty tough too. Do not be tempted to use the hot air balloons to make an early attack on other armies. They are disabled until you reach the final objective. Brain v Brawn: In this game, you play as Napoleon with the challenge of destroying the 3 Ottoman armies that occupy a well defended settlement. Although you start with more resources than your opponents, they will be getting a little help to get going and always remember those defenses. The arena: At one time this was the most difficult of all scenarios; it may be almost impossible to win in the standard game. This is a free for all conflict, with you as the US against three other players, the Dutch, the Germans and the French. The problem is, you cannot get to their settlements because they are located behind high cliffs, with the only entrance blocked by an impregnable gate. To get at them, you have to build a trading post on the socket outside each opponent\'s gate; this will destroy the gate. Expect the socket to be well defended, just as you find your own is. Land of Plenty: This is another scenario that encourages the strategic use of balloons. You play as the US, responsible for keeping your picturesque community safe from 3 Spanish armies. The resources available to you are limited, but somewhere on the other side of the map is a ‘land of plenty’, safe from the enemy as it is located on a plateau. You have to find it, colonize it and build up sufficient resources to eliminate your opponents, as that will be the only way to ensure the safety of your little community. You start with good defenses and a small number of powerful units to protect against any early attacks. You also have some limited resource generation.

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3655 downloads

Uploaded:01-01-2007

Dead Bodies Staying Mod

dbs_mod.zip | 160.91 KB

found in data folder of AOE3. This mod was created with version 1.09 of AOE3 running on my machine. I don\'t not guarantee the function of this mod generally. Perhaps with other versions of the game also the likeliness of a problem is higher. But I think it\'ll work on any machine whith AOE3 running on it. There are some other problems with performance of the game maybe if there are too many dead bodies on the battlefield but that depends on the used computer and it\'s cofiguration. There are perhaps problems with some units disappearing nevertheless. This mod is only for AOE3 not for the Warchiefs.

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3531 downloads

Uploaded:12-12-2006

Danish Civilisation Mod

danishcivmod.zip | 836.52 KB

Stringtable.xml -Edited Proto.xml -Edited Randomnames.xml -Created homecityDanish.xml -Created sp_homecity_Copenhagen.xml -Added Naval University Building (textures and .xml) -Added Flags and Buttons -Added 3 HC Cards Thanks to Rion for 90% of the information

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1274 downloads

Uploaded:12-11-2006

Islands at war

islands_at_war.zip | 6.72 KB

to hunt... and a few Silver mines... and also a lot of resources. Have some fun... Feedback appreciated!

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1383 downloads

Uploaded:11-27-2006

Pacific Islands

pacific_islands.zip | 9.46 KB

Caribs... and many Deers and Sheeps to hunt... and a few Silver mines... and also a lot of resources. Have some fun... Feedback appreciated! Dany....

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737 downloads

Uploaded:11-15-2006

Tropical Islands

tropical_islands.zip | 12.37 KB

tribes...eigther Nootka or Tupi... and a lot of gold mines...and silver mines... also a lot of resources. Have some fun... Feedback appreciated!

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2105 downloads

Uploaded:11-14-2006

Felix Hermansson\'s TWC Random Map Pack

twc_map_pack.zip | 42.71 KB

little islands dot the map and provide an abundance of treasures and resources, but not much space to build. Players start with an additional caravel, galley or a couple of war canoes. There are only a few native settlements around, which makes them even more valuable allies. King of the Valleys This is no \'King of the Hill\' map, but controlling the center is just as vital here. The players start in valleys with either a Cree or Nootka camp close by and are separated by impassable mountain ranges. The valleys meet at the center of the map where a trade route and some gold mines are waiting to be claimed. Controlling this area is the key to victory! Land Unknown Snow, grass, or sand? Different landscapes, varying resources, and random placement of players, natives, and even trade routes make this large map truly random. There are no oceans, but apart from that, just about everything is possible! Are you ready to go exploring? Rainforest This huge map provides the players with an abundance of resources and treasures, but the dense forest also makes moving around difficult, especially for bigger armies. There is no trade route, but up to six hidden Tupi or Zapotec villages. Players and natives are placed randomly, so scouting is essential here! All four maps have been updated for use with AoE3\'s \'The War Chiefs\' expansion. They play basically the same as before, but some minor adjustments had to be made for the new native civilizations to work properly. Check the readme files of the single maps for more information and installation instructions. I would appreciate any honest feedback, good or bad. Please tell me what you liked, what you disliked, and especially, tell me why. If you have any ideas on how to improve the maps, all the better. I would appreciate it even more if you did not modify these scripts without contacting me first. Please send any comments or questions by e-mail to hoodncloak@hotmail.com. Oh, and add \'Age of Empires\' to the subject and use proper language, otherwise your message will probably be deleted by the spam filter. Have fun! Felix

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1021 downloads

Uploaded:11-13-2006

Battle For Pellenor Fields

battle_of_pellenor_fields.zip | 168.27 KB

after about 5 game minutes, but the AI still works. So he hasn\'t put a Rohan on.

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542 downloads

Uploaded:11-10-2006

Two Rivers - V

tworivers_v.zip | 17.89 KB

released Prairie Rivers, and has been scaled back from my recently released Two Rivers map for play in the original AOE3. This is a rectangular map with two parallel rivers separating the teams, each with 1-4 shallow crossings. This map is somewhat larger than the standard ES maps. This map uses an \'unknown\' format, with 15 different \'terrain patterns\' derived from the original game. There are up to several Native villages at various locations, randomly chosen and fairly placed, always either one or two types of minor Native per map. The Natives used are roughly keyed to the terrains used and can be in many different combinations. The numbers of Native villages present on a map vary from 3 to 12, partly dependant on the number of players, and the village positions can vary greatly (though they are placed evenly). For example, on my New England terrain pattern, you can find Cherokee and/or Iroquois, and also Iroquois and/or Seminole as possible native chances. Or consider the Amazon pattern, with Tupi/Carib, Inca/Tupi, Inca/Maya or Inca/Carib as the 4 possible Native chances. Please realize these are not intended to be historically accurate, just fun! There is always one Trade Route on each side of the map, each with 1 or 2 trade post sockets (player number dependant). There is also a Trade Route with more trade post sockets running the width of the map between the rivers. Mines, huntables, herdables, forest and treasures are pretty standard. All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In general the land between the rivers is \'rich,\' with extra mines, herds, forest and the trade route - also often there are native villages there as well. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, river crossings, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. The use of the Natives should always be considered. There is a posssibility of defensive play at the crossings. Control of the middle land area and the river crossings is an important consideration. And the map is very well suited for coordinated teamwork. To play this map, the two files (Two Rivers-V.xs and Two Rivers-V.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Note that this map will play in the War Chiefs if placed in the corresponding folder: My Documents\\My Games\\Age of Empires 3\\RM2, it just will not have any of the new content. Note: I released the more limited Prairie Rivers version with more minor natives per map, with intended focus on mounted native warfare. This map is otherwise quite similar, just with more variety in game appearance and in minor natives. Note: if you have the War Chiefs, I have made a Two Rivers version for that game with much new content not found in the original. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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665 downloads

Uploaded:11-04-2006

Land Unknown

land_unknown_v21.zip | 11.84 KB

that, just about anything is possible! Are you ready to go exploring?

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688 downloads

Uploaded:11-02-2006

The Texas Canyon

the_texas_canyon.zip | 10.85 KB

River...that separate the map in 2... and 4 Cree natives tribes... also a lot of resources.

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492 downloads

Uploaded:10-30-2006

Saguenay Rivers

saguenay_rivers.zip | 8.55 KB

resources.

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4250 downloads

Uploaded:09-02-2006

Mata Atlantic

atlantic1.zip | 148.29 KB

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3475 downloads

Uploaded:07-07-2006

War!

warv1_51.zip | 7.02 KB

or a Fort. You lose when all your buildings die. You also slowly get resources to help you build stuff. You start in whatever age you choose to start in. If you pick discovery you will be sent to the colonial age. At the top of the map there are some flag bearers. If you bring yours to the gaia ones you will get stuff. There is also a bottom island where you can buy upgrades costing 10000 gold each. Also in the middle of the map there is 1 random Native Tribe per player. This could be any of the native tribes in the game. It works with any number of players team or ffa. Each civilization also has its own bonuses that are listed below.

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9198 downloads

Uploaded:06-30-2006

Siege of Fort Niagara (Reviewed)

siegeoffortniagara1.zip | 714.57 KB

earthen outworks: a glacis, ditch, and a covered way stretching across the peninsula and screening the castle and other buildings within the ramparts. As the British gathered forces at Oswego, the Iroquois formed a military alliance with the British, hoping to weaken the French position in the Ohio. On July 10, 1759, Brigadier General John Prideaux laid siege to Niagara. The defence of the fort was lead by Captain Pierre Pouchot. If Niagara fell, the French would lose their portage route to Lake Erie. REVIEW: This is a very militaristic scenario focused on realisitic combat. Since this scenario is about attacking a fort, powerful siege weapons are necessary. The cannon fire can get very intense and exciting sometimes! Lots of musketfire, cavalry charges, and counterattacks make this scenario a constant battle. Excellent triggers and effects make this map much better than the original Age of Empires III campaign maps. The map is very well balanced (not too hard, but not too easy). This good balance is accomplished through clear objectives and alternate paths to victory. Botolf cleverly designs a way for this scenario to last longer, so you don't "rush" the AI. However, this method can actually bog you down sometimes by making the game too long. There are also several rewarding secondary objectives that can help you out significantly. Unfortunately, you get few reinforcements. Some of the pathways through the map are not well designed. The large numbers of units also require a powerful computer. Overall, this map will be great for those who love large battles and sieges. Don't play it if you like micromanagement, economy, and naval combat. Reviewed by Suleyman_Eisenhower Questions or comments? Contact me at legotj7@yahoo.com

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3578 downloads

Uploaded:06-29-2006

Bob the Brave

bobthebrave1.zip | 378.36 KB

name shall not be mentioned. :)

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766 downloads

Uploaded:10-26-2005

Age of Empires 3 Theatrical Trailer

aoe3_theatrical_trailer.zip | 9.66 MB

detail. The new game picks up where Age of Empires II: Age of Kings left off, placing gamers in the position of a European power determined to explore, colonize and conquer the New World. This time period features stunning scenes, from towering European cathedrals to courageous tribes of Native Americans, and spectacular combat with Industrial Age units like rifled infantry, cavalry and tall ships bristling with cannons.

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32 downloads

Uploaded:08-06-2012

SuperBearModv2 Mac/Windows

superbearmodv2_macwindows.zip | 4.29 MB

towncenter/tradingpost/barracks/arsenal/stable/outpost -Can train soldiers (civ specific now!!) -Can train settlers -Can gather all resources from any source -Gather speed Increased -Trained soldiers (through SuperBear) spawn almost instantly -TownCenter can now train SuperBears!! (limit 5) -Cleaned up code from version 1 !!!Glitch: to gather wood SuperBear needs a settler with him for a reason I cant figure out.

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299 downloads

Uploaded:12-06-2011

Heavy Battle 2

heavy_battle_2.bak | 53.77 KB

le Vendeur. 7 Getting Great Bombard - if Mr. le Vendeur says how to get it.

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325 downloads

Uploaded:08-16-2011

Defiende el fuerte

defiende_el_fuerte.rar | 230.75 KB

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175 downloads

Uploaded:06-26-2011

mud

mud.zip | 55.33 KB

hope you have fun with it

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1353 downloads

Uploaded:08-17-2010

Capture the Flag

capture_the_flag.zip | 260.84 KB

flavors: 2 points and 3 points. Currently only 1 vs. 1, and designed specifically for multiplayer. Details ============= Ok, if you\'ve ever played capture the flag it should be pretty simple. I\'ve also made objectives in game to help explain it to new players. Both players start out with a flag bearer. To take the enemy\'s flag you must walk your flag bearer over to the enemy\'s base and over their flag. Then you have to bring your flag bearer back to your base and walk him over your own flag to capture the enemy\'s flag and earn a point. The enemy can stop you by killing your flag bearer. If this happens, the enemy\'s flag will be returned to their base and your flag bearer will respawn in your base. You can kill the enemy flag bearer to stop them from taking your own flag as well. This eventually leads to epic battles between the two players, while simultaneously trying to sneak your flag bearer over to the enemy\'s flag. I find it quite nerve-racking and exciting to try and protect your little flag bearer as he slowly treks across the map. Both players start out with a basic palisade wall, two town centers, the basic discovery and colonial buildings, and a small army. Both start in the Discovery age and must age up to build more units. To win, you need to capture the flag 2 times or 3 times, depending on which scenario you are using. Which brings me to my next point... I originally just had the 3 point version, but as I was playing it online with someone they pointed out that it was a little too long and I should make a version with only 1 or 2 points. I felt 2 points would make it a little more forgiving to new players so I created the 2 points version. I now find the the 2 point version is much quicker and fun to play. Installation =============== Just extract the contents of the .zip file to My DocumentsMy GamesAge of Empires 3Scenarios Then you can load up the scenario to play online.

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243 downloads

Uploaded:11-24-2009

The Ottoman Attack

the_ottoman_attack.bak | 68.44 KB

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322 downloads

Uploaded:04-08-2009

Forest scenario

27forest.zip | 2.32 MB

ally with native tribes on the map to gain more units, natives can also be freed from stockades scattered across the map. if you check the objectives menu you will find a list of "missing objects". these are things you can find throughout the map such as units, scenes, buildings or things that are out of place. anyway you must detroy all the enemy buildings to win, enjoy!

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1650 downloads

Uploaded:03-17-2009

City Under Seige

city_under_seige.zip | 60.94 KB

http://elitewarriorsofwar.webs.com

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1989 downloads

Uploaded:03-15-2009

Ice Age Map

ice_age.zip | 56.64 KB

protect you. Thanks

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2968 downloads

Uploaded:06-05-2008

D-Day V 1.1

dday.zip | 118.99 KB

Team 2 ( Which is a fair advantage.) Germans. This map is really fun but difficult at the same time. Hint: Use explores to build town centers quickly. Also use galleons to make units when you don't have barracks. Version 1.2 Comming Soon!!

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7677 downloads

Uploaded:01-03-2008

Age of Mythology Patch 1.10

aom10to110.zip | 7.88 MB

overwrite in the renderer that was potentially causing random crashes or out-of-sync errors. - Unit Balance Adjustments (NOTE: Save games from all previous versions will not be affected by the balance changes. Recorded games from all previous versions are still supported and will replay as before): * Odin\'s bonus now grants only +10% hitpoints to Jarls (was +20%). * Thundering Hooves now adds only +10% hitpoints to Jarls (was +20%). * Hoplites cost -10 Food and +5 Gold. This should make them more affordable in the early game. * Set animals do less damage to buildings. * Set animals take longer to convert. * Set\'s bonus now grants only +10% hitpoints to Slingers (was +20%). * Feral now improves animal attack by +25% (was +50%). * Sphinx upgrades now much cheaper. NETWORK AND ESO FIXES - Fixed a bug in the vote dialog that was causing lockups when a player was dropped. - Added better diagnostics for determing connection problems.

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599 downloads

Uploaded:10-13-2007

River Plato

river_plato.zip | 9.89 KB

large map...632x632... It is a land map with a nice river in the middle... There is a lot of fishes...to catch for the food... And 2 small Trade Route...one to the North and one to the South... Plus, 4 native tribes...the Tupis or the Aztecs or the Mayas or the Caribs or the Incas... and also some random Deers...and some turkeys...to hunt... plus some Sheeps to be capture... and added to that...some random berrybush to get fruits from... As for treasures...a fair amount of nuggets...all over the map... a few Silver mines or Gold mines... here and there: plus some decorations... and finally a lot of resources... Have some fun.... Feedback appreciated! Dany.... PS: I managed to get the AoE3 Debugger working and there are no bugs... PS: Many thanks to RF_Gandalf for his precious help... PS: This map was conceived just for 2 players or 4 players... PS: Many Thanks to Ensemble for creating this nice game...

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229 downloads

Uploaded:06-28-2007

Rivertide

rivertide.zip | 277.76 KB

attacked by pirates. The spies are awaiting execution but you must find the settlers fleet. A search party in the north awaits your command. Also, the spies carried news of German Landings in the south and French Colonists near the western border. REVIEW: Playability: This map is certainly playable...fun and different. I did have some difficulties with balance and map design...see those for more. Balance: The trouble with balance that I saw was mostly with the pirates...you could attack them and they never really attacked en masse...you could single them out and snuff them pretty easy. And with all the resources they had...geez there was a literal TON of gold...heheheheh Creativity: Nice job here....a different type of map Map Design: Plenty of eye candy here...the only ding is that the land was very flat with the exception of blues far left base and some of the pirate area...other than that it seemed pretty good. Not being able to build within your own defensive walls made it a bit tough. Story/Instructions: There was story and instructions but it was a bit unclear...I didn't realize that there was another base with forts and a fixed gun 'til after the game was over... Additional Comments: At the end it gave the victorious signal but I had to resign to view the post game...all in all a pretty fun map to play. Worth the dl guys!

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420 downloads

Uploaded:05-02-2007

The Mistassini War

the_mistassini_war.zip | 8.68 KB

Fishes and a few Belugas... Also 1 Trade Route...going from the south to the north... Plus, 6 native tribes... the Cherokees... and some random Deers to hunt...plus some cows to capture... and some random berrybush to get fruits from... also a fair amount of nuggets...all over the map... and then a few silver and gold mines here and there: and finally a lot of resources... Have some fun.... Feedback appreciated!

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452 downloads

Uploaded:04-22-2007

The West Prairies

the_western_prairies.zip | 9.24 KB

Fishes... also 4 super large Hills...with some stuff on top of them... Also 2 Trade Routes...one to the West and one to the East... Plus...It has 4 Native Tribes...the Cherokees... and some Deers and a many Bisons to hunt... and some random berrybush to get fruits from... also a fair amount of nuggets...all over the map... and then a few gold mines here and there: and finally a lot of resources... Have some fun.... Feedback appreciated!

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372 downloads

Uploaded:04-22-2007

The Tulum War

the_tulum_war.zip | 9.55 KB

contain fishes...and whales... also 2 large forests...and a lots of small bunch of Trees... It has 4 medium Moutains...and 2 small Moutains... It has 6 Native Tribes...the Aztecs... and some Capybaras and a few Tapir to hunt... also a few Sheeps to capture... and some random berrybush to get fruits from... also a fair amount of nuggets...all over the map... and then a few gold mines here and there: and finally a lot of resources... Have some fun.... Feedback appreciated!

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467 downloads

Uploaded:03-09-2007

Town of Champlain

town_of_champlain.zip | 8.28 KB

capture nuggets in each of them... It has also 2 small Ponds with some fishes... It has 4 natives Tribes...2 Cherokees tribes and 2 Crees tribes... and a few Deers...some Mooses...to hunt... Some Cows to be captured... also a lots of nuggets... a few Silver mines: and finally a lot of resources. Have some fun.... Feedback appreciated!

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718 downloads

Uploaded:02-14-2007

Playable SPC Civs

twc_spcplayable1.zip | 20.31 KB

and Pirates) as well as attempted to balance the two civs that are incapable of reaching the Imperial age, as well as making sure that all 3 civs start with a default 15-card deck (like all the normal civs), so that even if you chose to reset your civ, you\'ll still have those 15 starting cards. Since the SPC civs don\'t start with explorers, I gave them the Portugese explorer shipment card, and enabled it to be sent in age 1. I also included it into the default decks for all three civs. Since Malta can\'t build plantations, arsenals, or factories (has to reach age IV to build them, which Malta can\'t), I gave them Capitalism (gold trickle) in their starting deck, and have it so that at level 25, they can also get Earth Bounty (gold and wood trickle) and distributiism (wood trickle) as well. In addition, I gave them Germantown farmers card so they can build settler wagons, the Rev deck 4 gatling gun card (I tested it and it works), and a number of other infinite unit shipment cards (including inf 8 highlanders, inf 6 rodeleros, inf fireships and inf team hessians) Boston, while unable to reach Imperial age, is still pretty balanced, but I edited the decks to mainly flesh them out as well as give them the ability to get two factories. Since the generation of HVY artillery is not enabled for them, I gave them the German Infinite 1 hvy cannon and 4 uhlan shipment. I also fleshed out the Merc tree and made it so that they can no longer get Merc armies at level 1 (which would be OP, IMO). The US only required fleshing out of the deck and moving some powerful cards up to where they should be in level requirements. In addition, I also added the possibility for a second factory... basically, one of the Age 4 politicians gives a factory wagon and the other gives a fort wagon, meaning that you can have either 2 forts or two factories. In addition, since none of the SPC civs can train spies, I also gave them the 5 spy (level 0), 10 spy (level 10) and Advanced scouts (level 10) cards, seeing as Advanced scouts are basically equivalent to spies in combat, stealth and detection capabilities, and the card enables the Advanced Scouts to be trained from either your TC or Native Ebassies. For more info and some screenshots, go to this thread: http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=14,31362,,10 I hope you have as much fun playing this as I did making it... I\'m also planning on a full mod, which will disable ESO unfortunately, that includes after-game flag images, and the other three SPC civs that I wasn\'t able to include this time.

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437 downloads

Uploaded:02-14-2007

Unknown Country 3

unknown_country_3.zip | 10.83 KB

very small TradeRoute..... and also 4 small mesas nearby... It has 4 natives Tribes...the Iroquois... and sometimes a Nootka tribe in the middle and a few animals to hunt...some to capture... also some nuggets...a few Silver mines and gold mines... and finally a lot of resources. Have some fun.... Feedback appreciated!

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325 downloads

Uploaded:02-14-2007

Unknown Country 2

unknown_country_2.zip | 9.47 KB

map...) Description: It is a very simple large map...with 5 rms style... It has 1 large lake in the middle of the map... and 4 small mesas nearby... It has 4 natives Tribes...the Aztecs... and a few animals to hunt...some to capture... also some nuggets...a few Silver mines and gold mines... and finally a lot of resources. Have some fun.... Feedback appreciated! Dany.... PS: I managed to get the AoE3 Debugger working and there are no bugs... PS: Many thanks to RF_Gandalf for his precious help... PS: This map was conceived just for 2 players...

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158 downloads

Uploaded:02-05-2007

The Lost War

the_lost_war.zip | 9.44 KB

rivers nearby... It has 4 natives Tribes...the Cherokees... and a few Bisons...some Cows to capture... also some nuggets...a few Silver mines and gold mines... and finally a lot of resources. Have some fun.... Feedback appreciated! Dany....

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708 downloads

Uploaded:01-27-2007

The War For Australia

the_war_for_australia.zip | 171.56 KB

Enjoy! [quote]Objectives: Destroy the enemy's main town centres.[/quote] ============ Installation: Simply copy the file to ageofempires3/scenario folder then play in custom scenario mode. ============

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437 downloads

Uploaded:01-21-2007

Tupi Island

tupi_island.zip | 9.75 KB

valley... and a smaller one nearby... It has 3 natives Tribes...the Tupi... and a few deers and tapirs and capibaras to hunt... some cows to capture... also some nuggets...a few Silver mines and gold mines... and finally a lot of resources. Have some fun.... Feedback appreciated! Dany....

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928 downloads

Uploaded:01-17-2007

Aztecs Country Updated

aztecs_country_updated.zip | 8.78 KB

mountain... and a few small mountains nearby... It has 4 natives Tribes...the Aztecs... and a few deers to hunt... also some nuggets...a few Silver mines and gold mines... and finally a lot of resources. Have some fun.... Feedback appreciated! Dany....

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648 downloads

Uploaded:01-12-2007

Lake Michigan

lake_michigan.zip | 7.78 KB

the middle... It has 4 natives Tribes...the Iroquois... and a few ... mooses and deers to hunt...and some sheeps to capture... also some nuggets...a few Silver mines... and finally a lot of resources. Have some fun.... Feedback appreciated!

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610 downloads

Uploaded:12-03-2006

King Arthur

king_arthtr_2.zip | 45.43 KB

tactics to stop them. -Fixes a known sync error. -Knights are now on foot increasing the gameplays funfactor. -A bigger battle is now enjured. -Fires population have increased -A gag has been fixed.

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620 downloads

Uploaded:11-26-2006

Labrador

labrador.zip | 8.99 KB

tribes...the Iroquois... and many Deers and Caribous to hunt... and some silver mines...and a gold mine. and also a lot of resources. Have some fun... Feedback appreciated! Dany....

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578 downloads

Uploaded:11-20-2006

The Great Desert

the_great_desert.zip | 7.84 KB

comanches... and many Bisons and Pronghorns to hunt... and a lot of silver mines... and also a lot of resources. Have some fun... Feedback appreciated!

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3830 downloads

Uploaded:11-10-2006

Treasure Mountain

treasure_mountain.zip | 414.14 KB

slopes... and 4 Mayas natives tribes... and a lot of gold mines... and a lot of nuggets... also a lot of resources. Have some fun... Feedback appreciated!

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722 downloads

Uploaded:11-04-2006

Cattle Barons

cattle_barons_v21.zip | 6.8 KB

extremely fast and aggressive. - UPDATED January 1

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2693 downloads

Uploaded:11-04-2006

Canyonlands

canyonlands1.zip | 9.16 KB

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1542 downloads

Uploaded:10-31-2006

Cortez : New World Conqueror Campaign

scenario_0002.zip | 516.34 KB

minute scenario Explore Large forest 2 medium to large battles Raid a village Cins I would recommend a fast Computer install mygames/aoeIII/scenarios both file

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599 downloads

Uploaded:10-30-2006

The New Highlands

thenewhighlands.zip | 4.65 KB

disrupted by small Lakes and rambling Hills. Various Animals and Mines are scattered around the area, so you won\'t have a problem to stock up your supplies.

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729 downloads

Uploaded:10-24-2006

Iroquois Country

iroquois_country.zip | 8.2 KB

mines... also a lot of resources.

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756 downloads

Uploaded:10-16-2006

Kansas War

the_kansas_war.zip | 7.86 KB

mines... Also a lot of resources.

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3698 downloads

Uploaded:10-06-2006

Geronimo’s Revenge

geronimo1.zip | 9.67 MB

army of native warriors from surrounding tribes and attacked the Mexican army. He was victorious, and he also managed to kill the Mexican soldiers who slew his family. When the battle was over Geronimo was made war chief of all the Apaches. This is the first chapter of Geronimo’s legacy, and you can now repeat history by leading Geronimo and his warriors to ally with surrounding tribes, recruit large force of native warriors, lead them to battle against the Mexican army, and destroy their base. If you would like to know more about Geronimo and his battle against the Mexicans, then visit the following link and read his story with his own words. http://odur.let.rug.nl/~usa/B/geronimo/geroni6.htm

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2238 downloads

Uploaded:12-25-2005

1453... Conquest of Constantinople

conquest_of_constantinople_0001.zip | 3.83 MB

and find the weak points of the enemy...

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17762 downloads

Uploaded:09-08-2005

Age of Empires III Trial (Reviewed)

aoe3trial.exe | 365.83 MB

skirmish mode and two missions in the single player campaign. In Skirmish mode you can play as the British or the Spanish empires in the New England and Texas maps. REVIEW: Be aware that this demo is outdated. It's still playable (there are several bugs), so there's really no need to download the updated one if you've already downloaded this older version. Reviewed by Suleyman_Eisenhower, Filefront File Reviewer

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137 downloads

Uploaded:09-30-2011

French Revolution Revised

french_revol..zip | 379.75 KB

would have ALOT of troops. then attack the main fortress across the river. However, that is impossible as the forces are just too many, so you've gotta make a new wave and finish the enemy. -------------------------------------------------- There is an area at the bottom, containing lots of gold but with bears, so you might wanna use that. Use of most cannons and monitor ships as well as other ships are banned, The entire scenario begins with a fight, and the town center is guarded with musketeers. The fortress is surrounded with two layers of wall with towers between them, so they'll be shooting at you while you try to breach the walls.

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602 downloads

Uploaded:06-17-2011

Improvement Mod V3.1 *TAD only!*

improvement_mod_v3.1.zip | 10.79 MB

be updated to the latest versions, v1.03 for TAD)! Mostly recommended only if you have any kind of errors or other problems. If you have problems with missing models, sounds or buildings icons then try to re-install \'The War Chiefs\'. It has some installation problems. High or medium video settings are recommended for all visual changes to be properly seen. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ This mod started out as a \'Buildings Mod\', with the objective to add more nice and useful buildings to the game, but many more improvements where needed and many ideas where coming so the \'Improvement Mod\' was born. For now, this mod tries to upgrade the game with small, big and necessary tweaks, changes and adds to make the gameplay more interesting, fun and challenging. More great things to come! Requirements: This mod is only for TAD but requires AOE3+TWC+TAD 1.03 Changes: - Added the early formed United States of America civilization. The US have a mixed technology tree based on more European civilizations. They cannot revolt. Best units: Gatling Gun, Mounted Rifleman. (they have unique language, units, homecity, cards, improvements and explorer, i think this is the best US civ out there so far) The US is made as a Western Europe civilization, plus the following unique cards and units: -- added and renamed the Cassador to Rifleman (Portuguese unit improvements will rename it back to Cassador)(also added all Cassador cards) -- added the Manor House (spawns one Settler when is built) -- added the Buy Ironclad cards (from 2 to 4 Ironclads per card, and a total of 3 cards) -- added the Hire Skilled Miners card (can be used twice and ships 5 miners to mine, gather and build plantations, faster than any villager) -- added the Gatling Gun plus improvements and shipping cards for it (gun texture changes when improved) -- the US Colonel\'s (Explorer) special ability is to train Colonial Militia (promote from Major to Colonel using the Promotion card) -- added the Pilgrims cards (ships 4 or 2 Pilgrims that can be used infinite times) -- added the Black Powder Wagons cards (you can ship 4 or 6 Wagons) -- added the Grenadier (light artillery that throws grenades to defeat infantry or buildings) -- added the Supply Wagons as HC shipments (Coin, Food and Wood + 1 Settler per wagon) -- added the Mounted Rifleman + cards for shipping and improving him (ranged cavalry) -- added unique Royal Decree improvements - Added the improved and advanced Draugur AI, made by Felix Hermansson. The AI can choose to build walls, train any of the new units (including Mortar units), build any of the new buildings and research the \'Civilized Government\' improvement (details bellow). The AI will also build two Factories and replace destroyed Forts, and will not spend as many resources on mercenaries and natives as they did before. - You can now rotate buildings before placing them using the mouse wheel. - Added the ability to capture/convert buildings to every civilization. Only Field Hospitals, Campfires, Cherry Orchards, Mango Groves, Mills, Farms, Rice Paddies, Plantations and War Tents can now be captured. (mod made by Arkantoz Jr) - Town Centers and walls can slowly auto-repair for free, but can still be repaired manually. - Added an improved version of the Unit Upgrades Modpack, which changes most European units appearance as they are improved. (mod made by Imperiosus and modified by me) - Added the Civilized Government improvement to the Town Center (raises pop cap by 20 and Town Centers support 20 pop, also increases gathering rate for nearby units), to every civilization in the game. - added the ability to lock and unlock gates (useful when even allies can capture your buildings...)(mod made by Arkantoz Jr) - modified and improved all moving and standing formations for all units; ships now move in formation (mod made by... many people, including moi) - trade units (Travois, Stagecoach, Train, etc.) can damage buildings (walls) and units standing in their way (mod made by Simalex) - Walls can now be built over trade routes. However, if the part on top of the trade route isn\'t a gate, then they will take damage and finally be destroyed by the trade units. (mod made by Lord_KiLLMS) - every Revolutionary leader now enables one specific mercenary (see for yourself which gives what) - Fire Ships slowly lose HP if they are not near a Dock (no burning thing lasts forever...) - Mortars and Morutarus can now attack ground units (also increased Hand Mortars attack a little) - unique Church and Mosque improvements are now enabled at the University (after you purchase the card of course) - Resource production buildings (Banks, Lumber Camps and Bakeries) now also act like mini Markets, buying the building\'s specific resource, but you need a Market for this option to be enabled. Dutch Banks are more advantaged and Treasuries can spawn chests of coin. - Now only some Age 4 houses have chimney smoke (West European houses have chimney smoke from Age 2), no change for East European, Mediterranean and Asian houses. (reduces later lag) - Villagers can now fish if the source is near the shore (like in previous AoE games). Villagers fish slower than Fishing Boats though. - decreased Explorers, War Chiefs and Asian monks hitpoints; they can also garrison inside Town Centers and Forts - increased pets and guardians attack damage and hitpoints, also lowered movement speed for all guardians - increased buildings attack range for all archers (including crossbow units and mounted archers) - Elephants, European artillery and War Wagons now make footsteps dust - decreased movement speed for all ships (except Fishing Boats) - Cannon based artillery cannot train in blocks anymore - made Ageing Up more expensive for every age - made Revolution more expensive and reaserches slower now (also adds more stuff now) - decreased building speed for most buildings - made the Petard a little more expensive (not exaggerated) - increased walls HP (again, not exaggerated) - added fort walls (details bellow) Europeans - Explorers can now build Outposts - replaced the Saloon with the Command Post (has ranged attack and can be built from age 3) - added the University (improvement building) to all European civs - added the Bank (coin production building) to the French and British (weaker than the Dutch Bank which produces coin faster) - added the Lumber Camp (wood production building) to the Spanish, Portuguese and Ottomans - added the Bakery (food production building) to the Germans and Russians - added the build limit of resource production buildings to 2 per game (the Dutch can use cards or improvements to rise the build limit of Banks) - added the Outpost to the Russians - replaced the Mediterranean civs (Spanish, Portuguese and Ottomans) walls with the Indian walls - changed icon of the Ransom Explorer (now matches the portrait) - added the Fortified Walls improvement (adds fort walls and increases walls HP)(mod made by Lord_KiLLMS) - remade the Dance Halls card, now affects the Command Post (upgrades Command Post to Command Center, which has Boneguards, elite Circle of Ossus units and etc.) - decreased the amount of HP the Knighthood improvement adds (from 1000 to 700) - added the Guard Pikemen improvement to all necessary civs (increases Pikeman attack and HP) - added the Guard Crossbowman improvement to all necessary civs (increases Crossbowman attack and HP) - added the Hoop Thrower as mercenary (Knight of Malta that throws flaming hoops) - Revolution now enables the Black Powder Wagon at the Fort (rams into enemy units and buildings, then explodes dealing lots of damage) - added the Flag Bearer to all Revolutionary leaders (reconnaissance unit with a good line of sight and can also receive homecity shipments) - added the Boneguard Rifleman and the Boneguard Swordsman as mercenaries (enabled only by the Command Center card) - replaced the Spanish Mayan cards with new Conquistador cards (the cards will also upgrade them) - added the Extensive Fortifications card to the Germans - only the French are now able to build Native Embassies (buildable by the Explorer) - replaced the Bandeirantes card from the Portuguese with a new card that ships a General (can fight and train Riflemen) - added the Extensive Fortifications card to the Russians - added 2 and 4 Settlers cards to the Russians - added the Azap to the Ottomans (melee infantry) - replaced the Hussar from the Ottomans with the Spahi (they have the same basic configuration) - the Portuguese and the British can build Barracks from the Colonial Age (this is a balance tweak) - replaced the Heavy Cannon from the Russians with the Great Cannon (Li\'l Bombard)(it has the Rocket\'s same basic configuration)(other European civs can\'t train the Li\'l Bombard as mercenary any more, except from the Home City, but the Asians can still train them) - added the Schutze to the Dutch (they have the Musketeer\'s basic configuration) - replaced the Hussar from the Portuguese with the Cavalaria (they have the same basic configuration) - added the Skirmisher to the British (because the US got Manors and Rockets, it\'s fair that the British get Skirmishers) - Revolution now enables the Fire Ship (rams anything on water, then explodes dealing lots of damage) - Europeans cannot Revolt with Washington anymore (because, as long as you can play with the US, the revolt has been done already...) - the Dutch can train Skirmishers from Age 2 - European villagers cannot build Trading Posts anymore (only Explorers can; doesn\'t affect Asian or Native villagers) - replaced Roger\'s Rangers tech with a new tech that ships 20 Schutzens to the British (they can train Skirmishers now; the consulate Roger\'s Rangers remains the same) Native Americans - added the Stronghold (defensive building) to the Aztecs - added the Lookout (defensive building) to the Sioux - added the High Temple (improvement building) to the Aztecs - added the Council\'s Hut (improvement and coin generation building) to the Sioux and Iroquois - added the Campfire (healing building) to all Native civs - enabled the Native Embassy from the beginning of the game for all Native civs - added native wooden walls to the Sioux - replaced the wooden walls of the Aztecs with the native wooden walls - rearranged the Settler building grid for all native civs - added the Strong Walls improvement to all native civs (increases walls HP) - added the Town Guard improvement to all native civs (increases Lookout and Stronghold attack and hitpoints) - added the Treasury to the Aztecs (coin production building) - added the Ram to the Sioux and Aztecs (trains at the Teepee and Nobles\' Hut) - added the Guard Tower (defensive building) to the Iroquois - modified the Command Skill card from the Sioux, now it also ships the War Leader (can fight and train Wakina Rifles) - every native civ will start with a Discovery Travois and a Healer Asians - added the Asian Tower to all Asian civs - replaced the Asian Tower building models, now matching the Asian civs - enabled the Dojo (military building) from the beginning of the game for the Japanese (but build limit is now 2 instead of 3) - added the Weapons Cache (military building) to the Chinese - added the Petard to the Chinese (trains at the Weapons Cache) - added the Fortified Walls improvement to all Asian civs (adds fort walls and increases walls HP)(mod made by Lord_KiLLMS) - added the Town Guard improvement to all Asian civs (increases Asian Tower attack and hitpoints) - added the Spies improvement to all Asian civs (you can see everything your enemies can see) - added the Fire Ship to the Indians and Japanese (rams anything on the water and explodes) - added the Hoop Thrower as mercenary (Knight of Malta that throws flaming hoops) - replaced the Petards card from the British Consulate deck, with a new card that ships a Hot Air Balloon (the Chinese can train their own Petards and the others can train Fire Ships, so...) - added the Gunners\'s Quadrant and the Trunion improvements to the Chinese (improves at the Weapons Cache) - Cherry Orchads and Mango Groves now spawn one Villager when built - the Chinese will also be able to train Great Cannons after they ally with the Russians and command a Factory (but they don\'t have access to the unit\'s Imperial upgrade) - added the War Tent to the Chinese and Japanese (it has the Teepee\'s basic configuration) - each time you choose an European ally you get a Flag Bearer (and each Flag Bearer speaks the language of the civ from which it came, but they will not be able to receive shipments) - the Japanese can get Schutzens (heavy ranged infantry) if they ally with the Dutch Campaigns - all the non-civs changes made to the game are also present in the campaigns - added the Rodelero to Knights of St. John from the \'Blood\' campaign - added some cards to Knights of St. John from the \'Blood\' campaign - added the Saloon to John Black\'s Mercenaries from the \'Ice\' campaign - replaced the US from the \'Steel\' campaign with the US made for this mod - added the Saloon to Black Family Estate from the \'Fire and Shadow\' campaigns - added the Guard Tower to Black Family estate from the \'Fire and Shadow\' campaigns - fixed the home city from the \'India\' campaign - the Tower is buildable in all Asian campaigns - fixed Knights of St. John Church model Plus - fixed Cherry Orchad and Mango Grove destruction effects - fixed destruction ruble for all Wonders - Flaming Arrows now change their look after being improved (was disabled before) - changed the reload animation for all infantry units with the word \'Rifle\' in their name - fixed Cherokee Rifleman animations - replaced the Dragoon\'s pistol with a musket (as his portrait shows, he used a musket not a pistol) - fixed Rifle Rider reload animations - made the Ottomans look more truly to their origins (modified Settlers and Minuteman) - replaced the Strelet\'s animations (they where buggy before) - fixed Kalmuck sounds - fixed Dock Rickshaw sounds - fixed Light Cannon sounds - Fortified Outposts don\'t have chimney smoke anymore (they don\'t even have a chimney...) - fixed Siege Wrokshop building models - fixed Discovery Travois sounds - fixed long standing visual glitch with the Fishing Boats (both European and Native Fishing Boats now have proper human models controlling them) - fixed Fune portrait - fixed Revolutionary cards icons - fixed Chinese Monk bored animation (didn\'t match before) - fixed the Hire Li\'l Bombards card icon (they are not Heavy Cannons...) - fixed the Counting Coup card (improves War Chief area damage) - fixed European healers (Priest, Imam and Missionary) attack sounds - Asian ships now have more voices (two different voices per civ) - fixed Russian Consulate shipments (Factory now has the right texture, Blockhouses can be improved and can train Strelets) - Manor Houses can now be deleted (even Town Centers can be deleted, so why not Manors...) - added proper building animations and models to all new buildings - many other little or big, important or much needed things... Known Problems - the Bakery doesn\'t have destruction animations, i could have added the one from the Saloon, but that couldn\'t been right... - the Lookout doesn\'t have destruction animations NOTES - If you find any more problems, bugs or glitches please leave any information in the comments section. - This mod works perfect on LAN, as long as the other players have the same version of the mod of course. Special thanks to aLEN, Don Omar, Arkantoz, Napoleonic Era and everyone else! Un/Installation - make sure you have the latest versions of all 3 games (v1.03 for TAD), get the latest patches from the game\'s official website or use the game\'s updater - make a backup of the \'data\' and \'AI3\' folders from your aoe3 folder - copy everything from inside the \'improvement_mod\' folder to your aoe3 folder, and everything from inside the \'usa_civ\' folder to \'My Documents\' - to remove this mod, delete the \'data\' and \'AI3\' folders from your aoe3 folder and restore the backups Screenshots *not every new feature is shown in the screens, but i am too lazy to make new ones:D* http://img713.imageshack.us/g/screen11h.jpg Preview video of the mod here: http://www.youtube.com/watch?v=5kwrWCkecRw FOR UPDATES AND NEW VERSIONS OF THE MOD VISIT AOE3 HEAVEN: http://aoe3.heavengames.com/downloads/updatefile.php?id=3130

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1577 downloads

Uploaded:05-23-2010

Crunkatog's Multiplayer Supremacy Map Pack

crunkatogmultisuppak.zip | 3.94 MB

little scenery and special lighting effects. All maps have high-level decks for each civ, based on the original decks made by Hunter007 and lycan297. Each player starts with the correct explorer/warchief/monk. Multiplayer hosting instructions are found in the deck names, so anyone can download and host the maps properly without delay. Objectives are clear and simple - often all you need to do is smash your enemy, but some maps have strategic twists. REVIEW by Riverwalker: This is specifically for the third one, but I believe it could be generalized to the other 2. Quality/FunFactor: 8 Just as playable as a rated random map. Resources are placed evenly, at appropriate distances and a decent amount. Could get crowded in the water, but that doesn't reduce playability as it could be used strategically if players are smart. Not perfect as it lags more than rated games, but otherwise very nice. A decent "Caribbean"-style map. Balance: 10 The map is shaped perfectly so each team has the same amount of space. Resources seemed to be evenly distributed. Decks may not be even for all civs, but I suspect the difference would not be noticeable to the average player. Creativity: 6 Very cool looking maps, a unique design, but creativity is limited to the style of the map, since they are Supremacy type maps. Map Design: 8 Well placed Town Centers, perfectly shaped islands and the occasional Stonehenge to please the eye. Potential for cramped spacing and unappealing height differences make them less than perfect (but almost) Story/Instructions: 10 No story. Instructions perfectly adequate for this type of map, and not too time-consuming at the start. Additional Comments: The screenshots from the other two make me believe that they are just as well-done as the one I played. A perfect map set for anyone looking for Supremacy-style scenarios.

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985 downloads

Uploaded:05-14-2010

Last Stand

last_stand.zip | 212.48 KB

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974 downloads

Uploaded:04-22-2010

The Battle of Northwest Territory

battle_of_northwest_territory.zip | 544.82 KB

it makes it even more of a challenge. So the British sent Robert. Robert is one of the best soldiers in the British army. He was sent with a squad of men to try and help. Instead they get hit by something unexpected. Requires the Warchiefs expansion pack.

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527 downloads

Uploaded:02-02-2010

The Mohawk

the_mohawk.zip | 119.03 KB

the Iroquois.

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78 downloads

Uploaded:09-07-2009

WWI Knights of the Empire

wwi_knights_of_the_empire.zip | 198.55 KB

frontier. This is not a true story and is only a beta version. There are still a lot of things to do.

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80 downloads

Uploaded:09-07-2009

The Ottoman's Surprise

the_ottoman_suprise_0001.zip | 224 KB

interesting way to destroy the city. Let me make it known that the only way to actually play is to play on Moderate or Hard Difficulty. if you try any other you will see why. This is my first Scenario and feedback will be appreciated. Also please report any bugs you might find. Review by Teutonic Twit: Playability/FunFactor: 8 This scenario is a real sleeper...it starts out like a standard B&D scenario, you know the type, playable but boring...but it's not. No lag, no trigger bugs, but there was the "usual" victory condition bug which required you to Quit to exit. I won it the first time but I took a hell of a beating, had to continually regroup and rethink. Played it a second time, and still had fun. After playing it once you can employ tricks/cheats the author did not intend to be possible but it just makes it easier to win without taking away from playability. It has replay potential just to see if you can do better each replay. Balance: 8 Good balance...you play Russian against Ottoman's. You have volume and quantity the enemy as quality and (spoiler)spamming... You need to really know your counters and employ them while trying to calculate how to counter the spamming. It gets a little easier midway -for awhile- but you better have a plan for the finish cause it can catch you off guard. Creativity: 8 Whether it was intended or not (as mentioned earlier) this scenario is a sleeper. Don't think this will be a cake walk. It starts with a TC cart, explorer and a few settlers and troops which the Guidelines indicates is simply not very creative. But surprise!!!...it goes well pass that...it will catch you looking... Map Design/Item Placement: 8 Definitely not a random map. Very good, but I rated it a 4 because it just didn't rate a perfect 5 IMO, maybe a 4.5/4.6. Just lack that little something special to put it over the top. Maybe a little more eye-candy, can't quite put my finger on it, but it was pretty good. Story/Instructions: 6 Unfortunately I had to scored it down in this category,(per the Guidelines) there is no story, no explanation as to why your force is going up against the enemy, any history as to why/want is occurring. As this is a "new" good designer, it's my opinion he will learn/grow to fill-in the holes to obtain higher scoring scenarios. BUT, on the other hand...it has very good instructions (no grammar and spelling errors) throughout the scenario and requires some out of the box thinking to complete the objectives...good job. Additional Comments: This is a fun scenario, a little easier toward the middle (or when you realize it's not a walk through, and it's good entertainment... I love these kind of scenarios.

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219 downloads

Uploaded:04-17-2009

Fun In The Valley

fun_in_the_valley.zip | 1.44 MB

You can also watch out for more missing objects, though you may have to wait until reinforcements arrive and the enemys stop advancing to search for them.

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626 downloads

Uploaded:02-24-2009

Caribbean Fortress

caribbean_fort_0001.zip | 320.56 KB

ourselves an undeveloped, but nonetheless fun map. it shouldn't take more than twenty minutes. I worked in some triggers that make the ship move at a realistic speed, which is annoying, but it was fun to play around with and looks great. Then I made myself a rather unique fortress- as far as I know, and thought I'd put in an objective to give players something to do- basically, destroy all military in the town. It's simple, but I like it, if I may say so. Check it out! It's a relatively fun map anyways! ;) UPDATE: I added a crummy storyline... lol, it's not too shabby, at least it works. Scarlett begins on a prize ship, and finds a map showing the location of a fort loaded with loot. so, they've no choice but to go there and get this loot. I'll keep updating until I get to a second scenario, then maybe I'll begin a campaign sort of thing, when I'm more experienced... could anyone tell me how to link scenarios? for now you'll have to load the intro, then the actual scenario. Dialogue added. Also, don't try actually playing the 'kingdom of heaven' or 'heaven's graveyard' scenarios, they're just a few random scenarios I thought I'd include. if you want to expand o them go ahead, just make sure you credit me for giving you the scenarios ;) Have more fun, and some time I'll put in another scenario for the possible campaign, and maybe even a readme... how I spoil you all!

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286 downloads

Uploaded:02-24-2009

Strategic Objectives: Death Valley

strategic_objectives_death_valley_v2.zip | 10.67 MB

“Strategic Objectives” series. Special Features “Strategic Objectives” is a scenario that qualifies as a new game type. It allows you to capture neutral buildings that are guarded by guardians (such as Forts and Barracks), and even re-capture them from the enemy and vice versa. Captured buildings give you free military reinforcements periodically. In this scenario players can capture Great Cannons and use them to construct Fixed Guns anywhere on the map. Players can also Teleport their armies behind enemy lines once they ally with the Aztec tribe. During the course of the game players can obtain bonus infantry units that can be upgraded to powerful cavalry by mounting them on captured horses. You will be facing smart and challenging AI that will flank you in different ways including ship attacks and large landing parties (from the sea). The AI will launch multiple attacks simultaneously and attempt to re-capture your buildings from you. Screen Shots Map Overview Death Valley Waterfall Island Story and Objectives This is a fictional story. When the new world was discovered there was one location left where the Aztec still ruled. The Aztec possessed the ability to teleport armies from their Aztec temple to other locations. The Europeans factions who came to the new world were very eager posses this special teleport ability and as a result fighting broke between the European factions. Your objective is to fight the British who have a strong presence in this location and to ally with the Aztec in order to obtain the Teleport ability. Once you obtain it you can teleport your armies behind enemy lines. There are also several guarded military buildings around the area that can be captured with your military. Once you control these buildings you will receive free army reinforcements periodically. However, you will have to move quickly and capture as many buildings as possible before the British capture them. You will then have to continue your assault and capture additional buildings from the British. Your main objective is to destroy the British base and capture all the military buildings in the area. Finally, you will have to capture Waterfall Island to prevent other European armies from landing their forces in this location. Original Music I have included my “Edge of the Universe” composition (from my “Mystic World” CD) as opening music for this scenario. “Mystic World” was released in 1997. For more information see my web site (included in my signature). Game Play Please read the following very carefully. All this information is in the scenario itself via objectives and messages. However, in the heat of the battle it is going to be easy to miss some of that information. It is therefore recommended to pause the game when messages are displayed and to “Page up” and “Page down” to scroll through the messages (while the game is paused). There are several structures around the map such as Forts, Barracks, and Stables, that are guarded by guardians (who are hostile to anyone who passes by) and any of these structures can be captured by any one of the players. In addition to that players can re-capture them from each other. Captured buildings offer free military units periodically (up to 250 population). It is therefore crucial to capture as many of these structures in order to achieve victory. You capture Great Cannons and use your Railroad Worker to upgrade them to Fixed Guns. There are also special free units that you can obtain and upgrade. You can upgrade these units by mounting them on horses you captured. In this scenario Players can Teleport their armies behind enemy lines once they ally with the Aztec. Players can then teleport their armies from around the Aztec temple to their Navajo Tracker. You will have an opportunity to obtain a Navajo Tracker during the game. The Navajo Tracker has the Stealth ability which can allow you to send him deep into enemy territory undetected and then teleport you army to his location. If the Aztec native post is destroyed then you will lose the ability to teleport your armies. To Teleport your army from around the Aztec Temple to the Navajo Tracker, just select the Navajo Tracker and your Explorer at the same time. If your Navajo Tracker is wounded you can then Teleport him to your TC by selecting the Navajo Tracker and your Railroad Worker. Your Navajo Tracker, Railroad Worker, and Explorer have the ability to teleport themselves automatically to your TC when they are critically wounded, and then walk to the field hospital. So make sure they get healed at the field hospital before you send them back to the battle field. There are two ways to build Fixed Guns: 1) Place your Railroad Worker on the top of the captured Great Cannon. 2) Select the Great Cannon and your Explorer. When you construct a fixed gun with your railroad worker your fixed gun and railroad worker will both gain more HP. In addition to that all your fixed guns will gain 5 more range. There are 3 great cannons that can be captured and all 3 of them can be upgraded to fixed guns. This scenario comes with 40+ card decks for the playable civs. It may take 1-2 hours to beat this scenario depending on the difficulty level and the player’s level. Trade Monopoly victory is possible with this scenario but I would recommend going for full annihilation victory. Walkthrough and Tips (Warning – Spoilers) - Send you explorer immediately to capture the Fixed Gun located North West from your TC. - When you capture the fixed gun you will also capture a Railroad Worker. - Assign the railroad worker to a control group and keep him safe. You will need to use him later on to construct fixed guns. - Once you captured the fixed gun and railroad worker you can use them with the explorer to collect surrounding treasures. One of the available treasures near the fixed gun is a missionary that you can use to heal your units. There are some food crates around the fixed fun and your TC. - Send a villager or two to collect these food crates. - Task all your villagers to food and tech up to Colonial. - Once you are in colonial build a barracks and ship military units immediately. - Capture the Factory north of your TC with your explorer and military units (at least 7 military units). The factory is protected by guardians so use your explorer as a meat shield and you won’t lose a single unit. - Collect the gold crates that are next to the factory. - Send your explorer to build native post near the factory. - Capture the 6 horses that are near the native post. Once you build a native post you will receive 6 native warriors. - Mount the 6 native warriors on the 6 horses by placing them on top of the horses. Your native warriors will then be upgraded to powerful dog soldiers. - Collect the wood crates that are next to the native post. - Next you should capture the Fort south of your TC. The Fort is protected by several guardians so train more units before you go to capture it. Once you capture the Fort you will receive two army units from the Fort every minute. - Protect the fort at all cost and don’t let the enemy capture it back from you. By this time you should expect one or more attacks by the enemy. The enemy may try to capture the Fort, Factory and Fixed Gun from you so it would be a good idea to build a few walls around your base. Once you reach Fortress age you should be able to construct Fixed Guns. There is a great cannon south of the Fort that is protected by guardians. - Send army units to kill the guardians and capture the Great Cannon. - build a Fixed Gun anywhere you want by placing your railroad worker on top of the great cannon. It will be a good idea to build the fixed gun right behind the Fort since the Fort is going to be a primary target for the enemy. You can also construct the fixed gun by selecting the great cannon and your explorer. However, if you use your railroad worker instead, your fixed gun will gain 5 extra range. In addition to that your fixed gun and railroad worker will gain extra HP. - Next send some army units to capture the barracks west from your TC. - Capture the great cannon west of the barracks. When you do so you will capture a few white horses. - Collect the crates that are around that area. - Rescue the prisoners that are located east from the barracks. Once you kill all the guardians and destroy the prison a Navajo Tracker and 10 Janissaries will join your force. - Assign your Navajo Tracker to a control group. Later on you will be able to teleport your army to the Navajo Tracker. - Capture the white horses that are in the area. - Mount as many of your Janissaries on the white horses that you captured (place each Janissary next to a horse). When you do so your janissaries will be upgraded to powerful Mamelukes with 2750 HP. Later on you will be able to capture more white horses and mount your remaining janissaries on them. It is therefore a good idea to send your remaining janissaries to your TC until you capture more white horses. - Build a native post near the destroyed prison. By this time the enemy will be attacking repeatedly and you must hold the line. The enemy may also send ships and land forces on your shores flanking you from behind. - Use your Railroad Worker to build a second fixed gun with the second great cannon that you captured. The enemy can capture fixed guns from you so you must place some army units next to the fixed gun to prevent that. It may be also a good idea to build an Outpost next to the fixed gun to prevent its capture. Building walls around the fixed gun may help too. - Next you should capture the Saloon, Artillery Foundry, Church, and Stable. Each one of these buildings will give you free army units periodically. There is also a near by Factory that can be captured as well. There is another great cannon that can be captures near the saloon. - If you are fast enough you will be able to capture it before the enemy does. You will then be able to build a third fixed gun. Once you capture the Saloon, Artillery Foundry, Church, and Stable you will be facing heavy attacks from the enemy. In addition to that the enemy is fortified with a Fixed Gun behind the valley. Attacking this fixed gun too soon may be fatal. - Next you should capture the Aztec temple near the Aztec tribe (to the south west). The enemy may already be allied with the Aztec. If not, then expect the Aztec temple to be controlled by outlaw mercenaries. - Capture the Aztec temple by building a native post there (ally with the Aztec). Now you can teleport your armies from around the Aztec temple to your Navajo Tracker. - Use your Navajo Tracker’s stealth ability and send him behind enemy lines. - You can capture certain enemy’s buildings by teleporting your army from around the Aztec temple by selecting your Navajo Tracker and Explorer. You can then surprise the enemy and gain the advantage. - If your Navajo Tracker is very wounded then teleport him to your TC by selecting your Navajo Tracker and your Railroad Worker. Your Navajo Tracker also has the ability to teleport himself to your TC automatically when he is critically wounded. - Capture more white horses around the Aztec temple area and mount your remaining Janissaries on them. - Capture or destroy the enemy’s fixed gun that is located behind the valley. You should expect fierce resistance. - Next you should capture the Noble Hut and Fort from the enemy. - You may also want to capture the fixed gun behind the enemy’s base (the teleporting ability may be handy for this task). By this time you will get a message that the enemy has received a large reinforcement fleet with a large landing army. The enemy will attempt to land its army on your shores heading to your TC. - Stop the enemy’s fleet before it reaches your shores and destroy it to prevent the enemy from landing its large army force near your base. You will therefore have to build a large fleet to intercept the enemy’s fleet. Building a few outposts along the shoreline may help too. If you capture Waterfall Island to the south east you will then be able to block the enemy’s ships. However, before you can do that you will need to destroy the ships that guard Waterfall Island . You may want to capture the Dock to the east (from the Saloon) and bring several cannons to that location. You will then be able to destroy enemy ships from land. However, the dock is heavily guarded so you will have to commit a large force for that. A 7 minute timer will start after the warning about the incoming invasion. The large invasion fleet will arrive when the timer expires. If you can’t stop the large fleet invasion then you will have to fight a large force that will land on your shores. You can still beat the enemy if this happens but that will be harder to do. Your final objectives are to destroy the enemy’s base as well as its entire fleet. Something fun you may want to try during the game is training several ninjas from your saloon, and sending them in stealth mode to capture unguarded enemy buildings behind enemy lines. Remember that you need at least 7 military units to capture a building. This is just one way to beat the scenario. So feel free to explore other ways too. Scenario Versions This scenario is for TWC . Please make sure to use TWC CD and NOT TAD or some triggers will not work. There are several scenarios versions that allow you to play with different civs and on different difficulty levels. I have made 3 versions of difficulty in order to accommodate players on all levels and to insure that “Balance” is not an issue. The “Normal” version of the scenario is appropriate for most players (Sergeant and above). I have created a scenario launcher for each difficulty level. The following is the list of the “Scenario Launchers” that you can execute: xStrat Obj Valley Launch Easy.age3Xscn xStrat Obj Valley Launch Normal.age3Xscn xStrat Obj Valley Launch Hard.age3Xscn These scenario launchers will allow you to select the civ that you want to play with and launch the appropriate scenario. The 3 different civs you can play with in this scenario are: Spanish, Ottoman, and German.

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1912 downloads

Uploaded:01-06-2009

The Great War Campaign: Preview: The Battle of Verdun

verdun.zip | 6.55 MB

it yet. This is from my "The Great War" Campaign that is going to be finished and released two months from now (Sorry). Check out the thread for my Campaign here: http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,36076,,10 World War One left France in a state of shock--never wanting to join another massive war again. They said this battle was the reason why France pulled out so quickly from World War Two, not even giving a try to mobilize their forces against the Blitzkrieg army. France lost so much men in World War One, that they cannot afford to lose more people in this Second World War and gave in to Hitler. Creating NAZI France and Vichy France. The Battle of Verdun is considered the greatest and lengthiest in world history. Never before or since has there been such a lengthy battle, involving so many men, situated on such a tiny piece of land. The battle, which lasted from 21 February 1916 until 19 December 1916 caused over an estimated 700,000 casualties (dead, wounded and missing). The battlefield was not even a square ten kilometres. From a strategic point of view there can be no justification for these atrocious losses. The battle degenerated into a matter of prestige of two nations literally for the sake of fighting...... France did win this battle.

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1825 downloads

Uploaded:12-27-2008

The Prince's Castle

the_princes_castle.rar | 604.88 KB

own it. Defend your castle from the invadors and show them our wrath.

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3590 downloads

Uploaded:11-08-2008

China

china_0001.zip | 8.23 MB

upon you. You must reconnect China and rebuild its trade routes, construct the Great Wall to protect China from the northern Mongol raiders. This is a HUGE map consisting of Mountains, flat lands, mountain lakes with 3 waterfalls and rivers. Some out of the box thinking is needed to be successfull. To play: copy the entire folder "China" into your scenario folder. Select ChinaChina_intro as your first scenario to play. Start in the west to build the great wall. Be sure to place the wall connectors over the wooden posts. Building the wall is costly and is difficult to place the wall at higher elevations, but with some practice it can be done. Version 2 new upload

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473 downloads

Uploaded:10-15-2008

(AOEII)The Ruffians RPG

the_ruffians_rpg.scx | 19.96 KB

impossible to get into the house, since you BOTH have halfkeys.

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246 downloads

Uploaded:09-27-2008

Jordan Part One

jordanone.zip | 1.18 MB

territory, you always had to be careful. With his supplies dwindling low, he must risk his life to get to the outposts. The two forces are the British Loyalists, the ones loyal to the British cause. The other force are the renegades, opposing Jordan and the others. Jordan, as put before, is in hostile territory. With a small base of the renegades there. There are five leaders of the British Renegades. The first one, they know, is Jekt Unalo. He is responsible for organizing the attacks. Time to answer the call. --- Features: -Convenient camera follow! -Developed storyline! -Balanced gameplay! --- Cons: -There ARE bugs, but I haven't discovered them. I suspect they are minor, but if they interrupt the flow of gameplay, I urge you to let me know, and I will immediately fix them. -THERE IS LAG IN THE BEGINNING PARTS OF THE SCENARIO. FOR EXAMPLE, WHEN YOU GO TO THE FIRST OUTPOST, YOU MUST BE IN " 5 " RANGE OF THE SERGEANT. KEEP WALKING AROUND THE END OF THE PATH AND TO THE SERGEANT TO ACTIVATE. (IT WILL ACTIVATE IN ABOUT FIVE SECONDS). --- Reviews highly appreciated. ALSO PLEASE READ: This is my first scenario. Please cut me some slack. I would truly appreciate it.

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436 downloads

Uploaded:08-27-2008

Cooper: The Village, The Horror

cooper_the_village_the_horror.zip | 23.39 KB

citizens. #1 in the Cooper Series.

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729 downloads

Uploaded:07-02-2008

-Revolutionary War-

internet_post.bak | 44.85 KB

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1529 downloads

Uploaded:05-10-2008

Annihilation Supremacy 2V2

annihilation_supremacy_2v2_v3.zip | 688.04 KB

game play similar to [url=http://aoe3.heavengames.com/downloads/showfile.php?fileid=1587][b]“Strategic Objectives”[/b][/url]. [b][c=blue] This is because there are several military buildings around the map that can be captured and re-captured by any one of the players.[/c][/b] [b]This scenario supports random teams, any combination of team setup as well as FFA setup.[/b] You can also play this scenario with a friend against the computer. [u]This scenario is for TAD+TWC (so you need to have them both).[/u] [u][b]Screen Shots[/u][/b] [url=http://www.moshelevi.com/AOE3/ak_screen245N1.jpg][img]http://www.moshelevi.com/AOE3/ak_screen245TN2.jpg[/img][/url][url=http://www.moshelevi.com/AOE3/ak_screen237NS1.jpg][img]http://www.moshelevi.com/AOE3/ak_screen237TN1.jpg[/img][/url] [b][c=blue]________Map Overview______________Center of the Map________[/c][/b] Please note that in this scenario the Taj Mahal at the center was replaced with a Fort. [b][u] Map Design[/u][/b] Map design by [b]Mahoke[/b] and myself. Mahoke did most of this beautiful map design per my design layout. He did incredible job laying the map foundations very accurately. Mahoke also designed the center of the map. I later on added the outer rings after the map center and foundations were in place. The rest of the work (triggers and cinematic) were done by me. [u][b] Game Play[/b][/u] In the center of the arena there is a Fort that can be captured and re-captured by any one of the players. The Fort gives the player who currently controls it 1200 resources per minute and the ability to train units from it. You also advance to the next age when you capture the center. There are two outer rings around the center of the map with 8 neutral military buildings guarded by guardians. These buildings can be captured and re-captured by any one of the players. Capturing and holding any one of these buildings give players 600 additional resources per minute. Buildings can be captured by 5 military units after all enemy units around the building are killed. Players start in colonial and they advance to the next age every time they capture a new military building. When players loose a military building they go back to the previous age. These buildings consist of Saloons, Artillery Foundries, Castle, Noble Hut, Caravan, and a Corral. Captured buildings allow players to train additional unique units. Players can even train units that are not usually available for their civ when they capture these buildings. For example, the Artillery Foundry allows all players to train a wide variety of cannons. Native and Asian units are also available to all civs from some of these buildings. Each player has a base with one Barracks (30K HP), 3 Outposts (10K HP), Market (5K HP) and a Field Hospital. Players also start with 3 spies and 3 priests. Each base is surrounded with hills and walls (10K HP). Players receive 800 resources per minute from each outpost as long as the outpost is standing. That is your first major income as there are no villagers in this scenario. Military units training time is 3 times faster and unit upgrade is twice faster. Population limit is 220 for all civs and all 14 civs have 120 level Home City with 25 card deck where all cards are military unit cards. The “Objectives” within the scenario explain everything pretty clearly. It is not allowed to delete captured buildings in this scenario. Players who delete any of these buildings will be penalized. [b][u]Playing the Game[/u][/b] Logon to ESO, go to “Browse Games” and Host the game. Select game type “Scenario” and then choose the “Annihilation Supremacy 2V2...” file name from the list of scenarios. [b] You can play this scenario with all 14 civs. All civs have 120 home city level with 25 card deck.[/b] [b][u]Installation Instructions[/u][/b] Copy the scenarios to \"My Documents/My Game/Age of Empires 3/Scenario\" folder. [b][u] Other “Annihilation” Scenarios[/u][/b] [url=http://aoe3.heavengames.com/downloads/showfile.php?fileid=1903][b]“Annihilation” KOTH (FFA)[/b][/url] [b][u]Special thanks[/u][/b] First I want to thank Mahoke who worked with me on this scenario for his beautiful map design. As I said earlier, I could never have done it so well. I would also like to thank Reyk for his map Editor that I used to make the cinematic and screen shots.

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536 downloads

Uploaded:05-01-2008

Civil War City

civilwarcity4.zip | 257.57 KB

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434 downloads

Uploaded:02-27-2008

Grenoble

grenoble.zip | 626.77 KB

damage if you walk near them. You evoluate inside French Alps Mountains, around Grenoble (Winter Olympic Games 1968) where snowed summits and deep valleys have lot of surprises. You are here Player 1. To be Player 2 to 8, try other scenarios stored on my site at http://www.astrobgs.dyndns.org/aoe3_TAD/ More detailed infos with screenshots on that scenario and real geographic names are located on http://www.astrobgs.dyndns.org/aoe3_TAD/Grenoble/ Have fun with this larger 600x600 map.

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194 downloads

Uploaded:12-20-2007

CTF Oasis

ctf_oasis.zip | 235.74 KB

time limit and you win. Hope you like it. REAPER1234

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681 downloads

Uploaded:12-04-2007

Battle for the Virgin Islands I

battle_for_the_virgin_islands_i.zip | 166.98 KB

w/ 2 Fixed Guns per side Start w/ 5000 W 5000 C 5000 F Start w/ 1 Hero per side Start w/ 20 Soldiers and 4 Cannons per side * *Battle starts auto at beginning of scenario in center for control of 1 Trade Post

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232 downloads

Uploaded:11-24-2007

Northwest Passage

nwp_szig.zip | 88.11 KB

help. created by sziggi

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234 downloads

Uploaded:11-11-2007

Strategic Objectives: Two Bays

strat_obj_onln_2bays_ai5.zip | 359.93 KB

AI. Doing so will allow you to choose to play with any of the 11 available civs. It also allows you to choose the AI’s civ. This is a duplicate version of one of the multiplayer versions. This can be a good scenario to practice with for Online games. How to play the Scenario Online This scenario is a 1V1 game (for 2 players). However, on ESO this scenario shows 5 players. Players 3, 4 and 5 are passive computer players. You play against player 2, so just set the civ for you (player 1) and the AI (player 2). There is no need to set the teams. Setting the Difficulty Level You can choose between 5 difficulty levels but you CANNOT set it on ESO (online). This is due to AOE3 bug. In order to set the difficulty level you will need to open the Scenario Editor and set it there. To do so click on “Help and Tools” from the main menu and then click on “Scenario Editor”. From the scenario editor click on the “Scenario Menu” and then click on “Playtest Scenario”. Choose the difficulty level you want from the 5 available levels and click on “Cancel”. Now you can exit to the main menu and logon to ESO. The difficulty level you selected in the Editor will be the level that you will play until you exit AOE3. For average players I would suggest playing with “Easy” or “Moderate” levels since the AI gets some extra units during the game. New Game Type “Strategic Objectives” is a scenario that qualifies as a new game type. It allows to capture neutral buildings that are guarded by guardians (such as Forts and Barracks), and even re-capture them from the AI and vice versa. Captured buildings offer either economic bonus or military bonus (free units). Players can also capture Great Cannons and use them to construct Fixed Guns anywhere on the map. In this scenario Players can Teleport their armies behind enemy lines once they captured a sacred temple (for TWC only). Game Play This map is a bay area with only one narrow land passage between the two players. Players will have to build ships and use naval tactics. There are 20+ neutral structures around the map such as Forts, Barracks, Stables, Mills(with villagers) that are guarded by guardians (who are hostile to anyone who passes by) and any of these structures can be captured by any one of the players. In addition to that players can re-capture them from each other. Since every building offers either economic bonus or military bonus it is crucial to capture as many of these structures in order to achieve victory. There is also one Fixed Gun on top of a hill that can be captured, and 2 Great Cannons that can be captured as well. Once a player captures any one of the Great Cannons he can use it to build a Fixed Gun anywhere on the map after he reaches the Fortress age. In this scenario Players can Teleport their armies behind enemy lines once they captured a sacred temple. You capture the Aztec Temple when you build a native post right next to the temple. You would also need to rescue the Navajo Tracker and his small army from the prison. Once you control the Temple and rescue the Navajo Tracker you can Teleport your army from the Aztec Temple to the Navajo Tracker. If the native post is destroyed then you would loose control of the Aztec Temple . The Navajo Tracker has the Stealth ability which can allow you to send him deep into enemy territory undetected. To Teleport your army from around the Aztec Temple to the Navajo Tracker, just select the Navajo Tracker and your Explorer at the same time. If your Navajo Tracker is wounded you can then Teleport him to your TC by selecting the Navajo Tracker and your Railroad Worker. For more information about the game play and new features see: ”Strategic Objectives: Battle of the Bay” Scenario. Installation Instructions Please note that this scenarios doesn’t mod your game in any way. Copy the Strat Obj Onln 2Bays AI4.age3Xscn” file to \"My Documents/My Game/Age of Empires 3/Scenario\" Special Thanks I want to thank Schildpad (also known as Furby_Killer) for helping me test the various “Strategic Objectives” scenarios and for his important advice. Schildpad’s help and feedback was most valuable. I want to thank pftq for his great “Advanced Effects” that helped me enhance the AI to a new level, and to introduce the “Building Fixed Guns” feature. I also want to thank somme for his brilliant “Villager Second Calculator” which I used for the free units balancing. Thank you, Moshe Levi

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312 downloads

Uploaded:11-08-2007

The Pentagon

the_pentagon_hehe.zip | 179.21 KB

to not. A long time passed. Then Englang found a box with some paper inside. They read the story. And so they deside war against Spain. But they did a trick. They Kidnaped the Warminister of Spain and returned him to there big castle in England. There they hold him!! :( Your mission is to rescue him. Start up a colonie and cross the river. Rescue him, and bring him back to the Town Center. How to install: Unzip, copy files to (usually) C:/your documents/My games/Age of Empires 3/Scenario. How to play: Start game, go to custom map. play. Feel free to edit the map or give Fail rapports on the map. Or tips to make it better. Made by Lord Rune REVIEW FunFactor: 8 I found it was a rather good and easy to play. Balance: 6 It was a bit uneven and there wasnt much of a challange in it as they never attacked you and you could just take them down with ships and the AI never made any units or had much of a eco. Creativity: 6 It is ok but not unique. Item Placement: 6 This was well also quite good but there was not alot of eyecandy. Quality: 8 The storyline is good and the instructions are good. Additional Comments: Northern Marvin i dont know what happend with your but it worked fine for me. you shouldnt of posted such a bad review just before your game wouldnt work. It was a good map but could of had a bit more to do and more of a challange although the fort was quite hard to get into Reviewed by "I am a brain" at Heaven Games

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181742 downloads

Uploaded:10-06-2007

Age of Empires III: The Asian Dynasties Demo

aoe3_tad_demosetup.exe | 612.19 MB

map Honshu, and the King of the Hill game type!

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783 downloads

Uploaded:09-19-2007

Strategic Objectives: Stronghold

xstrat_obj_strong_sioux_normal.zip | 17.76 MB

capture neutral buildings that are guarded by guardians (such as Forts and Barracks), and even re-capture them from the AI and vice versa. Captured buildings offer either economic bonus or military bonus (free units). Players can also capture Great Cannons and use them to construct Fixed Guns anywhere on the map. In this scenario Players can Teleport their armies behind enemy lines once they captured a sacred temple (for TWC only). There is a Stronghold in the center of the map with high walls and many defending units including a powerful Fixed Gun. There are a few buildings inside the Stronghold that can be captured from the guardians. The Inca temple inside the Stronghold provides a special Teleport ability to the player who controls the temple (for TWC only). You capture the Inca Temple when you build a native post right next to the temple and destroy the command post inside the Stronghold. You would then get a Navajo Tracker and you can Teleport your army from around the Inca Temple to the Navajo Tracker. If the native post is destroyed then you would loose control of the Inca Temple. The Navajo Tracker has the Stealth ability which can allow you to send him deep into enemy territory undetected. To Teleport your army from around the Inca Temple to the Navajo Tracker, just select the Navajo Tracker and your Explorer at the same time. If your Navajo Tracker is wounded you can then Teleport him to your TC by selecting the Navajo Tracker and your Railroad Worker. The following is the list of the “Scenario Launchers” that you can execute: TWC xStrat Obj Launch Strong Moderate.age3Xscn xStrat Obj Launch Strong Normal.age3Xscn xStrat Obj Launch Strong Hard.age3Xscn Vanilla Strat Obj Launch Strong Easy.age3scn Strat Obj Launch Strong Moderate.age3scn Strat Obj Launch Strong Normal.age3scn These scenario launchers will allow you to select the civ that you want to play with and launch the appropriate scenario. Do not execute the scenario launchers from the Editor – that won’t work. You can execute them from the single player menu. Scenario Versions I have made several versions with different civs to play with and different difficulty levels. For Vanilla: There are 3 different civ versions and 3 difficulty levels for each civ (Easy, Moderate and Normal). For TWC: There are 5 different civ versions and 3 difficulty levels for each civ (Moderate, Normal , and Hard) “Moderate”, and “Normal” versions are utilizing “Moderate” AI. The “Hard” version utilizes “Hard” AI. No cheating codes are allowed with these scenarios In the event the cheat codes are being used the AI will receive 100 mercenaries with 20,000 HP. So just play the level that fits your level the most. Installation Instructions Please note that these scenarios don’t mod your game in any way. Installation Instructions for AOE 3: TWC Copy all the “Xstrat Obj….age3Xscn” files to \"My Documents/My Game/Age of Empires 3/Scenario\" Copy all the \"HomecityX…….XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/War Chief\" Copy the music file Lord_of_the_Realm.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Installation Instructions for AOE 3: Vanilla Copy all the \"Strat Obj…….age3scn\" to \"My Documents/My Game/Age of Empires 3/Scenario\". Copy all the \"Homecity_……XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/Blood Ice Steel\" Copy the music file Lord_of_the_Realm.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Message for the Reviewers Please review either the “Moderate” or “Normal” versions of the scenario depending on your skill level. The “Hard” version was made only for the contest and the “Easy” version just for practice. Please keep in mind that despite the fact that the AI has more units than the human player, the human player can counter that with superior strategy and tactics, especially with a good use of Fixed Guns. Thank you, Moshe Levi

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348 downloads

Uploaded:09-12-2007

Strategic Objectives: Cryptic Lakes

strat_obj_lakes_spain_normal_0001.zip | 14.47 MB

qualifies as a new game type. It allows to capture neutral buildings that are guarded by guardians (such as Forts and Barracks), and even re-capture them from the AI and vice versa. Captured buildings offer either economic bonus or military bonus (free units). Players can also capture Great Cannons and use them to construct Fixed Guns anywhere on the map. WARNNING This scenario MUST be executed via one of the Scenario Launchers (see list bellow). Executing one of the scenarios directly may cause AOE3 to crash under certain circumstances. This issue has been notified to Ensemble and hopefully it will be resolved in the future. In the meantime please execute only the Scenario Launchers and everything will be working fine. Do NOT execute the “Launcher” from the Editor – That won’t work. Execute the “Launcher” from the Main Menu. Click on “Single Player”, then on “Custom Scenario”, and then look for one of the “Launch” files. The following is the list of the “Scenario Launchers” that you can execute: TWC xStrat Obj Launch Lakes Moderate.age3Xscn xStrat Obj Launch Lakes Normal.age3Xscn xStrat Obj Launch Lakes Hard.age3Xscn Vanilla Strat Obj Launch Lakes Moderate.age3scn Strat Obj Launch Lakes Normal.age3scn These scenario launchers will allow you to select the civ that you want to play with and launch the appropriate scenario. Game Play This map has a few lakes and three narrow land passages between the two players. There are 20+ neutral structures around the map such as Forts, Barracks, Stables, Mills(with villagers) that are guarded by guardians (who are hostile to anyone who passes by) and any of these structures can be captured by any one of the players. In addition to that players can re-capture them from each other. Since every building offers either economic bonus or military bonus it is crucial to capture as many of these structures in order to achieve victory. There is also one Fixed Gun on top of a hill that can be captured, and 2 Great Cannons that can be captured as well. Once a player captures any one of the Great Cannons he can use it to build a Fixed Gun anywhere on the map after he reaches the Fortress age. For more information about the game play and new features see \"Strategic Objectives: Cryptic Lakes\" Scenario. Scenario Versions I have made several versions with different civs to play with and different difficulty levels. For Vanilla: There are 3 different civ versions and 2 difficulty levels for each civ (Moderate and Normal). For TWC: There are 4 different civ versions and 3 difficulty levels for each civ (Moderate, Normal , and Hard) “Moderate”, and “Normal” versions are utilizing “Moderate” AI. The “Hard” version utilizes “Hard” AI. For average players I would suggest to play the “Moderate” version first. Very good players can start with the “Normal” version. No cheating codes are allowed with these scenarios In the event the cheat codes are being used the AI will receive 100 mercenaries with 20,000 HP. So just play the level that fits your level the most. Installation Instructions Please note that these scenarios don’t mod your game in any way. Installation Instructions for AOE 3: TWC Copy all the “Xstrat Obj….age3Xscn” files to \"My Documents/My Game/Age of Empires 3/Scenario\" Copy all the \"HomecityX…….XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/War Chief\" Copy the music file The_Saga_Age.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Installation Instructions for AOE 3: Vanilla Copy all the \"Strat Obj…….age3scn\" to \"My Documents/My Game/Age of Empires 3/Scenario\". Copy all the \"Homecity_……XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/Blood Ice Steel\" Copy the music file The_Saga_Age.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Message for the Reviewers Please review either the “Moderate” or “Normal” versions of the scenario depending on your skill level. The “Hard” version was made only for the contest. Please keep in mind that despite the fact that the AI has more units than the human player, the human player can counter that with superior strategy and tactics, especially with a good use of Fixed Guns. Special Thanks I want to thank Schildpad (also known as Furby_Killer) for helping me test the various “Strategic Objectives” scenarios and for his important advice. Schildpad’s help and feedback was most valuable. I want to thank pftq for his great “Advanced Effects” that helped me enhance the AI to a new level, and to introduce the “Building Fixed Guns” feature. I also want to thank somme for his brilliant “Villager Second Calculator” which I used for the free units balancing, and to kjn for making the screen shots for me. Thank you, Moshe Levi

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826 downloads

Uploaded:09-12-2007

Strategic Objectives: Battle of the Bay

strat_obj_bay_french_normal.zip | 14.43 MB

that qualifies as a new game type. It allows to capture neutral buildings that are guarded by guardians (such as Forts and Barracks), and even re-capture them from the AI and vice versa. Captured buildings offer either economic bonus or military bonus (free units). Players can also capture Great Cannons and use them to construct Fixed Guns anywhere on the map. In this scenario Players can Teleport their armies behind enemy lines once they captured a sacred temple (for TWC only). Scenario Versions The following is the list of the “Scenario Launchers” that you can execute: TWC xStrat Obj Launch Bay Easy.age3Xscn xStrat Obj Launch Bay Moderate.age3Xscn xStrat Obj Launch Bay Normal.age3Xscn xStrat Obj Launch Bay Hard.age3Xscn Vanilla Strat Obj Launch Bay Easy.age3scn Strat Obj Launch Bay Normal.age3scn Strat Obj Launch Bay Hard.age3scn These scenario launchers will allow you to select the civ that you want to play with and launch the appropriate scenario. Do NOT execute the “Launcher” from the Editor – That won’t work. Execute the “Launcher” from the Main Menu. Click on “Single Player”, then on “Custom Scenario”, and then look for one of the “Launch” files. Game Play This map is a bay area with only one narrow land passage between the two players. Players will have to build ships and use naval tactics. There are 20+ neutral structures around the map such as Forts, Barracks, Stables, Mills(with villagers) that are guarded by guardians (who are hostile to anyone who passes by) and any of these structures can be captured by any one of the players. In addition to that players can re-capture them from each other. Since every building offers either economic bonus or military bonus it is crucial to capture as many of these structures in order to achieve victory. There is also one Fixed Gun on top of a hill that can be captured, and 2 Great Cannons that can be captured as well. Once a player captures any one of the Great Cannons he can use it to build a Fixed Gun anywhere on the map after he reaches the Fortress age. In this scenario Players can Teleport their armies behind enemy lines once they captured a sacred temple (for TWC only). You capture the Aztec Temple when you build a native post right next to the temple. You would also need to rescue the Navajo Tracker and his small army from the prison. Once you control the Temple and rescue the Navajo Tracker you can Teleport your army from the Aztec Temple to the Navajo Tracker. If the native post is destroyed then you would loose control of the Aztec Temple . The Navajo Tracker has the Stealth ability which can allow you to send him deep into enemy territory undetected. To Teleport your army from around the Aztec Temple to the Navajo Tracker, just select the Navajo Tracker and your Explorer at the same time. If your Navajo Tracker is wounded you can then Teleport him to your TC by selecting the Navajo Tracker and your Railroad Worker. For more information about the game play and new features see ”Strategic Objectives: Battle of the Bay” Scenario. Scenario Versions I have made several versions with different civs to play with and different difficulty levels. For Vanilla: There are 3 different civ versions and 3 difficulty levels for each civ (Easy, Normal and Hard). For TWC: There are 4 different civ versions and 4 difficulty levels for each civ (Easy, Moderate, Normal , and Hard) “Easy”, “Moderate”, and “Normal” versions are utilizing “Moderate” AI. The “Hard” version utilizes “Hard” AI. For average players I would suggest to play the “Moderate” version first. Very good players can start with the “Normal” version. No cheating codes are allowed with these scenarios In the event the cheat codes are being used the AI will receive 100 mercenaries with 20,000 HP. So just play the level that fits your level the most. Installation Instructions Please note that these scenarios don’t mod your game in any way. Installation Instructions for AOE 3: TWC Copy all the “Xstrat Obj….age3Xscn” files to \"My Documents/My Game/Age of Empires 3/Scenario\" Copy all the \"HomecityX…….XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/War Chief\" Copy the music file Quest_for_the_Unknown.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Installation Instructions for AOE 3: Vanilla Copy all the \"Strat Obj…….age3scn\" to \"My Documents/My Game/Age of Empires 3/Scenario\". Copy all the \"Homecity_……XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/Blood Ice Steel\" Copy the music file Quest_for_the_Unknown.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Message for the Reviewers Please review either the “Moderate” or “Normal” versions of the scenario depending on your skill level. The “Hard” version was made only for the contest and the “Easy” version is just for practice. Please keep in mind that despite the fact that the AI has more units than the human player, the human player can counter that with superior strategy and tactics, especially with a good use of Fixed Guns. Special Thanks I want to thank Schildpad (also known as Furby_Killer) for helping me test the various “Strategic Objectives” scenarios and for his important advice. Schildpad’s help and feedback was most valuable. I want to thank pftq for his great “Advanced Effects” that helped me enhance the AI to a new level, and to introduce the “Building Fixed Guns” feature. I also want to thank somme for his brilliant “Villager Second Calculator” which I used for the free units balancing, and to kjn for making the screen shots for me. Thank you, Moshe Levi

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391 downloads

Uploaded:07-31-2007

Great Plains Total Freedom

great_plains_total_freedom.zip | 205.53 KB

find it too easy. aswell as the option to play reguar aaoe3 using the map and not rpg. also you must install the editor patch for it to work. great plains I. summary II. story III. features IV. gameplay V.examples VI.screenshots I. summary in this installment you are based in the great plains. you start off a lone soldier but you can build up your troops and even make and army. this scenario has inspiration from many places alot from other scenarios that have been made or would have been. also however things like grand theft auto. the idea of freedom to do whatever you like in a huge enviroment. II. story your charaacter wakes up to find himself trapped in the middle of the desert with corpses all around him. he is shocked and realises he must find away to get out. on his travels he will encounter many native tribes and bandits. his main support is the british colonies that have settled there. III. features huge 800x800 map to explore. no storyline players must decide what to do multiple ways to win. -money. collect it anyway. be just a miner to get it or a tycoon -war. gather an army and destroy everyone else -colonise. set up a succesful colony chances to buy properties and make money. the abilty to travel around using a railway system. decide your dimplomacy with the ability to delcare war. IV. gameplay the game will start with just you. you can then wander around the world and do various tasks to earn money. theses may be ones such as clear out a cave or just rob some bandits. V. examples here are some examples of gameplay features. i can enter a native village and the chief will tell me to destroy there enemy native tribe. i can except it but still go into the other tribe without attacking. the other chief would then tell me to attack the first tribe i met. i decide to do what he says and attack the first tribe. then i attack the second tribe anyway for cash. i buy a planation and it stars generating me money which gathers outside. i decide to go off and attack some rebels however since i left it so long it stopped making any money and even worse was attacked by rebels. i quickly get on the train to there then kill the rebels then i go to the mercanary post a hire some to guard it. REVIEW: This is a creative, yet time-consuming scenario which puts you in control of a single character (Beaumont). Just like in the description above, you can do practically anything to get to your objective. There are plenty of triggers. However, some of the pathways to victory (I won\'t indicate which!) are significantly easier than others. You\'ll have to play this scenario through twice to fully enjoy it!

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277 downloads

Uploaded:07-16-2007

River Crossing

river_crossing.zip | 986.88 KB

Manchester. Your scout warns you there is a river to cross and four fixed guns infront of the city. He also sais your calalry reinforcements will only arrive after you control the outer two, but your infintry reinforcements will arrive every minute. Your are to take the city by destroying the forts town centers, ossuries and the capitol. This is my first scenerio i\'ve made recently (my last one was Order 66 v1.01) and i\'m noyt that good with the landscaping. Also, don\'t refrain for pointing out anything that is wrong in this scenerio, it will help me. ~Saden50 P.S. You can edit this file for TWC as long as you give me partial credits.

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620 downloads

Uploaded:06-28-2007

The Revolutionary War - The Carribean

the_revolutionary_warthe_caribbean.zip | 764.56 KB

British, along with their Iroquois allies. However, beware of the pirates that lurk in the area, waiting to sink your ships. And don\'t be surprised if your enemies find a way to get to you without using ships...... Review: Playability: Although highly playable I gave you a ding because there is no victory except an eventual trade monopoly...even though every enemy was completely dead. Balance: The balance was decent as the comp was decently aggressive but not completely overpowering. Tough when your explorer can\'t build a TC. Also red....did absolutely nothing...villagers grab the intial resources then just sat there. Creativity: Creative enough but see map design for more... Map Design: There were elevations and a bit of creativity in that....But I didn\'t like the strands of land you could walk across...it made the comps easy to bottle neck...a couple sets of stone walls with 4 towers and 5 rockets pretty much owned everything that came. Also no eye candy whatsoever. A few treasures... Story/Instructions: A tiny bit of story...sort of...absolutely no primary or secondary objectives with no in game instructions at all. It was more of an RM game.

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905 downloads

Uploaded:06-02-2007

Baja California TWC

baja_california_twc.zip | 11.29 KB

options and strategies for gameplay. This map is simply an update of the map I made for the original game, with natives updated for TWC to Navajo, Apache, Maya or Zapotec. The map is characterized by a long peninsula with a central mountain highlands. This map is rectangular, not round, to better fit in the length of the peninsula. There is a single central trade route with randomly 3 or 4 trade posts running the length of the peninsula. Each player starts with 2 nearby silver mines, a nearby herd of huntable animals and a second herd a little farther off, and 3-4 scattered pairs of sheep or cows. There are no berries in this arid region, and there are only a few other scattered animals to hunt. The best source of additional food is the the abundant fish in the surrounding seas. Additional sources of coin include a few more mines in the central highlands or in the northern part of the map, or the whales which are most abundant in the sea off the southern tip of the peninsula. Note that the mines in the central mountains are different - they are gold mines instead of silver mines, and are worth 5000 instead of 2000 coin. Since none of the Native American tribes incuded in AOE3 or TWC are truely native to this region, I have chosen the Navajo, Apache, Maya and/or Zapotec, as the possible natives for this map. There will always be 1 or 2 types of natives per map, who will be located at the northern and southern ends of the peninsula or along the central mountain highlands. Each map will have a total of 3 to 5 NA villages (2-5 for 2 player games). Teams (or random players in FFA) are lined up on opposite sides of the central highlands, just inland from the coast. The ridge is interrupted by multiple small breaks in the cliffs to allow passageway to the top and other side, and the range ends well short of the map edge in the north and the southern tip of the peninsula. It is possible to wall off your side of the map, but not easily, given the number of gaps and the ridge ends, and the length of the ridge. Scouting is extremely important on this map to be sure you know the location of distant resources and all of the passageways thru the mountains. The relative amount of resources in the sea can lead players to a naval strategy, although that is not necessary. The unique shape of the map leads to the possibility of naval conflict in any game. Player position and location will vary a little randomly. There is full support for the Free-For-All play with any player number. To play this map, the two files (Baja California TWC.xs and Baja California TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. ES has finally given us the ability to provide map descriptions in the startup screen, and I have included this feature. Note this version should not be played in the original AOE3, as it will give problems with the natives not placing properly most of the time. Note that the original AI of the game does not always play the seas well; I recommend using the Draugur AI made by Felix Hermansson available in the AI Download section. It plays as the European civs much better than the original AI, but am not sure how well it plays the new native civs in TWC. I have enjoyed making this very different random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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408 downloads

Uploaded:05-31-2007

New Sweden

new_sweden.zip | 193.83 KB

the impending British threat. Scenario includes 4 objectives to make sure your gaming expierience lasts as long as you want! This is based on a true story so if you think \"There was no place called New Sweden!\" look it up. It was right on the Deleware River on the NJ side. IMPORTANT: THIS SCENARIO REQUIRES AGE OF EMPIRES 3: THE WARCHIEFS expansion. Also be sure to install the latest patch (TWC 1.03 at the moment of this scenario\'s release).

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374 downloads

Uploaded:05-16-2007

The McWilly Fort

fort_willy.zip | 472.88 KB

start in a little camp, a few meters away from the enormous fort. You will be able to build a small colony, so that you can make canons ( if you haven\'t got too much population ). Your settlers don\'t need to gather any wood or food. You will get 500 food, gold, and wood automaticly. Remember that the scenario ain\'t about building a colony, but taking over the fort with the units you get. The enemy will have a lots of lots of lots canons and soldiers, the whole Willy Fort and much more. I can garanty you a challenge. I really hope that you will appreciate my scenario. I\'ve used more than 6 months at it! I would really hope that you guys reply and download the scenario, since I used soooo much time on it... I would also like to thank: kjn, for answering to my endless questions. And you, for downloading... Nortern_Marvin / M@rvïn_The_Conquistador Ohh... Tell me if anything is wrong!! Thanks ;-) created by Northern Marvin at AoE3 Heaven

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351 downloads

Uploaded:05-12-2007

The Treasure of Easter Island

easter.zip | 473.05 KB

Kakulukia at AoE3 Heaven

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1321 downloads

Uploaded:04-22-2007

Colonial Start Maps

colonial_start_maps.zip | 27.92 KB

Discovery Age\" - check it out for some very different opinions), I have created these maps for you to try out the suggested starting conditions. The thread author and others feel that Discovery is too slow and boring, and that you should start in Colonial Age with the units and resources you would ordinarily have by the time you reach Colonial Age. Of course that is a pretty nebulous starting condition and your real position varies from game to game, player to player, civ to civ, and map to map. I have taken three of the standard ES maps for TWC (Saguenay, Yucatan and California) and edited them to include extra starting villagers and starting crates. Each player / each civ will have the usual starting resources PLUS 2 extra starting crates of food, coin and wood, except on the Califronia map I made the resources 3 extra crates of each resource. Also each player will get extra starting villagers - French get 8 Coureurs, Germans get 5 Settler Wagons, and the other Europeans and Native civs get 10 of their usual villagers. This is just for fun and the experience of trying the suggested starting conditions. I have not done any balance testing to adjust the resources between civs, and these may not really be the optimal settings. These settings should allow, however, a variety of options such as a rapid rush (especially for Iroquois with starting Travois and Ottoman with tons of wood) or quickly boat booming. See for yourself if you would like these starting conditions! To play these maps, these 6 files must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play in the original AOE3, as the new terrains and natives will not work. Note that these maps will play on ESO or LAN/Internet or Singleplayer, but that on ESO you will not gain XP for your Homecity. Feedback appreciated!

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767 downloads

Uploaded:04-22-2007

Against the Tide

against_the_tide.zip | 4.61 MB

final showdown between you and the Chromonian Empire. Time to see what you are made of!!! Description: I don't necessarily want to call this a big battle but the beginning has a lot of troops but just for the opening cinematic so it may be a little laggy at first. Your goal here is to destroy the enemy HQ and commanding general. You have to do this while keeping Jordan alive and your 3 outposts from being destroyed. Due to bad weather, your reinforcements will not be able to find the battlefield without the outposts standing. Be Careful! This scenario is somewhat tough. After 15 minutes, the enemy receives an enormous amount of reinforcements so you need to come up with a strategy quickly. You lose when Jordan dies so keep him alive!!! There are several cinematic scenes so enjoy! You may need patch 1.11 to play.

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722 downloads

Uploaded:02-27-2007

The Wild West

the_wild_west.zip | 8.7 KB

bay with some fishes and whales It has 5 natives Tribes...the CHerokees... and a few Deers to hunt... Some Sheeps to be captured... also a lots of nuggets...and some random Berries a few Silver mines: and finally a lot of resources. Have some fun.... Feedback appreciated!

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1628 downloads

Uploaded:02-22-2007

AOE3MODS Scenario Pack

twcscenariopackv2.zip | 5.7 MB

scenarios are included: Rural France (as Germans and as French): There are 2 versions of the same basic scenario. The scene is set in rural northern France at the time of the Franco-Prussian war. France is ruled by Napoleon III and Bismarck has recently established a united Germany. Germany’s use of modern technology made the war bit of a white wash, but most battles were centered on major urban areas. What if more of the fighting took place in rural areas, would Germany have got bogged down like the allies in WWII. When playing as the Germans, you will try to attempt to show that Bismarck’s rapid victories were justified. When playing as the French, you have the opportunity to show that the outcome may have been different. In both cases, this is a simple skirmish; you win if you eliminate all opposing units. Ghost Town: In a lawless environment, local rebels are holding up the every stagecoach that passes through town. As a result, people will just not come to town and the settlement is not developing. There is also an increasing threat from an alliance between the Sioux and the Apache. A US fortress is there to protect against the native attacks and a small supply of resources from a number of trading posts will help man it. However, a federal marshal has arrived with 6 sheriffs to help clean things up and restore life to the town. The initial objective will be to use the sheriffs to convert treasure guardians and build a small army to attack the rebel town to the south. Once the rebel town center is destroyed you will gain a town center and so the real development can begin. While collecting treasures, you will benefit from ‘ageing up’. However, all this is a race against time as an attack from the Sioux and Apache is inevitable. To win, you must destroy all 12 Apache trading posts. Quebec: There are many who would argue that the loss of Quebec to the British was as a result of poor judgment on the part of the Marquis de Montcalm combined with bad luck. You now have the opportunity to replay things and show that James Wolfe was justified in capturing the city. Although he was not much help historically, the Marquis de Vaudruil is there to assist the French and make your challenge that much greater. Also, to make things a little more interesting, if you destroy Chateau Frontenac, you lose - so avoid indiscriminate bombardment of the city. To win, you have to eliminate the armies of Marquis de Montcalm and Marquis de Vaudruil. Caribbean Hideout: The British have been raiding Spanish and Portuguese ships from a secret volcanic island in the Caribbean. Two British collaborators have been captured and have led the enemy to the secret British island. The initial task will be to just stop the enemy from capturing and destroying the hideout. The enemies have brought the collaborators to the Island with them and this gives you an opportunity to repatriate them before they can identify any other secret locations. The enemies have worked hard to persuade them that they should switch loyalties and for now, they will not trust the British. The only way to persuade them to change their minds is to bring the island’s Governor to them. However, you need to be careful, they now fear the British and will attack but you cannot afford to harm them. If they die or the Governor dies, all is lost. Warwick is held near the Spanish Town Center and Bolivar is held near the Portuguese Town Center. Forest Frontier: During the American War of 1812, the Iroquois allied themselves with the British. This is a skirmish that sees Smoke Johnson of the Mohawks and Red jacket of the Seneca come together to fight the US, whose president during this period was James Madison. The terrain is a heavily wooded forest that prevents easy movement between locations. There are small paths in the forest but most rapid movement is made along the banks of a river or via one of the two trade routes. You start with one trading post, which you must not lose, otherwise the game is over. There are 3 other trading posts and you must control them all to win. A friend in need: This is a 2 v 3 scenario. You (as Napoleon) are allied with the Iroquois while your opponents are an alliance of Spain, Portugal and the Sioux. What makes it unusual is that there is no path via land for you to get to your ally. You are well protected behind mountains, with your only vulnerability being via the ocean. This puts your ally severely at risk, with your 3 opponents all able to attack via land. In this scenario, if your ally is eliminated, you will have failed; keep him alive and go on to eliminate your opponents. El Dorado: Buried deep in the rain forest is the legendary lost city of El Dorado. You, as the British, need to find it before the Spanish do. If the Spanish find it, they will simply slaughter the tribes that have protected it secrets and leave the place in ruins. You have the opportunity to establish a new alliance and discover the secrets of El Dorado for Queen Victoria. Mountain Pass: Based loosely on the Franco-Prussian war, you play as the Germans against two French armies. The scene is a mountain pass with a stronghold at each end, one of which you control. On one side of the mountains is a desert like terrain and on the other an ocean. The objective is simple; there are 3 trading posts, control all of them to win. Securing Florida: You play as Spain, having dominated South America; you now have established a presence in Florida and have built a well defended fort to secure your possession. The French, Germans and Dutch will do all they can to stop you. Can your superior defenses hold out long enough for you to build your economy and then your army, so you can eliminate destroy your enemies. Battle for Tenochtitlan: The Spanish conquest and destruction of the Aztecs was not as simple as one may have thought, considering the difference in available technologies. Perhaps the situation could have been different if you were controlling the Aztecs. This scenario gives you the opportunity to find out. Defend the Aztec capital, then eliminate the two town main town centers of the Spanish settlements and the command post at the heart of the fortress.

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685 downloads

Uploaded:01-27-2007

Gandalf\'s Isles TWC

gandalfs_isles_twc.zip | 23.22 KB

not represent any \'known\' region, but while the location is imaginary, the gameplay is different and exciting. What has changed since the original? Several major changes: - new patterns using terrains found in the War Chiefs expansion are added (from the California, NWT, Painted Desert, Andes and Araucania new maps). - new native minor tribes used, and the Iroquois, Aztec and Sioux replaced. - more variability in location of the larger extra island and the trade route found on it. - usually 1-2 more native villages on extra islands - changes in the randomization of forest size and number, in the number of some extra resources, and a few extra treasures - addition of a few \'caches\' of resource crates and one or more shipwrecks containing gold - found on the extra islands scattered about the map; see below. - addition of extra 200 starting wood per player to get out fishing sooner. The map is characterized by each player starting on individual islands completely surrounded by water, with variable starting positions, variable terrains, and great variation in the position of other islands in the sea. Enemy players will not always be directly opposite on the map. The 29 different terrain patterns are not meant to be a representation of any specific island area, just variety for the sake of enjoyment. These terrain patterns have appropriate forests, fauna, Native American types and treasures to match. Each player\'s starting island contains a single Native American village, all of one type, with a few other villages of a different or same type scattered among the other islands (the number is variable but is also related to player number). On the starting island are 2 herds of some type, 2 mines, 3-4 treasures, and a fair amount of forest. In addition to the player\'s starting islands, there are other islands scattered randomly about the map. This random map will always contain a large island with a short trade route and 2 trade posts (or 3 if over 5 players) - this island can be centered or off to one side, depending on player starting locations. The other islands will vary greatly in size and location, and will contain various needed resources. Most important is the silver and gold - there are always a few silver or tin mines and usually a few gold mines (value 5000 coin) scattered about, as well as additional forests, occasional treasures and a few animals. Forest will normall vary a little in amount, and the more \'desert\' areas often will have noticeably less forest than other patterns (but never expect a wood shortage except in prolonged games with serious naval warfare unless you are bottled up on your own island). Other resources also vary a little ranomly in amount or number. The seas are rich in fish and whales, risky to harvest due to the possiblility of enemy warships, but a valuable economic boost if you can collect them. The extra resource caches were inspired by features on the map Dogleg Islands by Jugit - I have adapted his idea to this map and changed it a little. There are stacks of firewood, possible gold caches, and stores of food put away by the native inhabitants - steal them for your own use! These vary in appearance and number by the map\'s terrain pattern and with randomization, and occur only on distant islands. Well, aside from the above details, how does the map play? There is a need for aggressive control of the seas to control resources - the resources on the distant islands as well as the fishing and whaling that will boost your economy. You need to thoroughly explore the seas and islands to see what is available since there is great variation in how and where players and the extra islands are placed, and of course scout to keep track of the enemy. You need to venture off your island to establish bases elsewhere - economic centers as well as military. This map is truly great for teamwork. Coordinated team play to control straits and islands is very useful. Coordinated team landings are better at eliminating an enemy. Of course to play this map having a deck built for a water map is helpful - I recommend considering the Admiralty card, free warships, Rendering Plant, Schooners, Improved War Ships, Advanced Dock, and any specific cards for your civ such as Water Dance. Cards giving free wood are also a great boost to get on the water quickly. I am not sure of the value of the Privateer cards - any thoughts on these? I also like having cards to give Outposts or War Huts - shipping these is a great way to quickly establish a base on the enemy\'s island and subsequently send shipments there. NOTE -This map is much larger than any of the ES-created maps and may give some lag problems for players with slower computers and with greater player numbers. Because of the map size and script complexity, the script will take longer than usual to load. Also note that games on this map take somewhat longer to play due to the size and the need to spread out before launching an assult. There is full support for FFA games in this script. To play this map, the two files (Gandalf\'s Isles TWC.xs and Gandalf\'s Isles TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. I have enjoyed making this unique random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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468 downloads

Uploaded:01-19-2007

Designer\'s Mod for TWC

dmtwc1.02.zip | 6.28 MB

props for Aztec, Iroquois, Sioux and Revolution Home cities. 4) IGC HC models. 5) Revolution Homecity buildings like the market and chapel. 6) Aztec HC skybox and Sioux HC skybox. 7) JMLlighting. (thanks jml, I hope yopu don\'t mind that I put that in here.) 8) You will also get all of the units, buildings, effects, terrains, trees and skyboxes that were in the Designer\'s Mod for AoE3. Full installation guide included in the readme. Credits: Twoqtimes2 for all TWC HC buildings, units and objects. Custergrant for many AoE3 buildings, trees, terrains, effects and lightsets including the fireworks and weather effects. Kastor for helping with the stringtable. Sziggi for his RPG mod that includes the nugget am_Cave, Magic Spring and other assorted units. Twoqtimes2 for the HC skyboxes and repairs and additions of some of the assorted objects. JML for his cool lighting effect. You will find it at the end of the lighting list. jonathan1222 for the HC units ToMyBoy for the HC Buildings Poisonium for the HC water objects, Placeable Trading Post and Stagecoach RiderOfEternity and BigFatZ for the Japanese Ronin units and tents

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337 downloads

Uploaded:01-09-2007

The Last Of The Mohicans (The Ambush).

the_ambush.zip | 1.92 MB

all three men set out to find what it was. --------------------------------------------------------------------------------- Installation: Copy the ambush.age3scn and the ambush.bak file into My Documents\\My Games\\Age of Empires 3\\Scenario and copy The Ambush folder into your C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound ----------------------------------------------------------------------------------

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371 downloads

Uploaded:01-09-2007

The Last Prairies

the_last_prairies.zip | 9.66 KB

be a river running across the map with some fishes or it could be 3 small valleys and each of them has a gold mine in the middle or it could be 3 small ponds... It has 6 natives Tribes...these could be.... 6 Iroquois or 6 Crees or 6 Cherokees or 6 Lakota.... and a few Bisons and Pronghorns to hunt...some Cows to capture... also some berrybush....a few nuggets...a few Silver mines... and finally a lot of resources.

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193 downloads

Uploaded:12-31-2006

Lizzie\'s Way, prolog

lizzies_way_prolog.zip | 55.16 KB

scenario \" could be played on a PC, since the 2 game engines are not even the same, from the little I know. The biggest problem until today with the AoE3 Mac Editor: it can not use any of the sound or music triggers. So all you will get here, is what comes out simply from AoE3, and probably no music at all... You should get only 2 files: - This very read me - \" LizziesWay01sinking.age3scn \", the scenario file. ( Any other files beside these two above, such as .DS_Store are totally useless Macintosh directory files, and not to be considered, and even better... trashed! ) Any comment, especially, since it\'s a kind of test for AoE3 Macintosh, would be much appreciated. aoe3@lezineau.com

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524 downloads

Uploaded:12-27-2006

Lake Thompson

lake_thompson.zip | 10.57 KB

Forests ... and 2 Trade Routes on the map...running from West to East... One on the North side and one on the South side... It has 6 natives Iroquois Tribes... and a few herds of deers to hunt and some Sheeps to capture... There are many nuggets... and also, a few Silver and gold mines... and finally a lot of resources. Have some fun... Feedback appreciated! PS: Dany managed to get the AoE3 Debugger working and there is no bugs... PS: Many thanks to RF_Gandalf for his precious help... PS: This map was conceived just for 2 players...

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1522 downloads

Uploaded:12-23-2006

Mount & Lake

mount_lake.zip | 1.98 MB

swamp +A mountain +A waterfall +4 civ\'s +A large lake +7 triggers +A working bridge +Carolina theme grass and swamp This a beautiful map that makes you want to: take out your fishing pole and go fishing, or hike a rocky mountain to a gleaming waterfall, or get your \"waders\" out and chase alligators through a swamp (DISCLAMER I am not endorsing that ;),get out a musket and go on a treasure hunt (DISCLAIMER bad idea),or get your sword and destroy your neighbors (DISCLAIMER-that ones actually kind of fUN...*hitt-hum* I MEANT an extremely bad idea). Play it as you want to it’s a beautiful map that I hope you like as much as I do Mount&Lake v7 (easy) is the same map but with more possible resources, less enemy soldiers and possible resources, and less outlaws (P.S. this is not a default or blank map with a bunch of nuggets thrown on it. I started with a \"Blank map\" and built everything from scratch. )

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407 downloads

Uploaded:12-23-2006

The Christmass War

the_christmass_war.zip | 11.9 KB

large forest in the middle... It has four small valleys and containing each a native tribe... and 2 Trade Routes on the map...running from North to South... One on the East side and one on the West side... The 6 natives tribes are the Iroquois... and a few Reindeers to hunt and a few herds of Sheeps and cows to capture... The nuggets were replaced by some GiftWood...some GiftCoin...GiftFood... and also, a few Silver and gold mines... and finally a lot of resources. Have some fun... Feedback appreciated! Merry Christmass...and Happy Holidays... Dany.... * Managed to get the AoE3 Debugger working and there is no bugs... * Many thanks to RF_Gandalf for his precious help... * Thanks to Ensemble for this nice Game... * This map was conceived just for 2 players...

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1015 downloads

Uploaded:12-19-2006

Caribbean Dreams

caribbeandreams.zip | 5.04 KB

with Standard Rules.

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517 downloads

Uploaded:12-17-2006

The New Land

the_new_land.zip | 9.46 KB

large Forest on each side of the mountain... and 2 Trade Routes on the map... plus 4 natives tribes...the Iroquois... and many Deers to hunt and a few herds of Sheeps to capture... and also, a few Silver and gold mines... and finally a lot of resources. Have some fun... Feedback appreciated! Dany....

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376 downloads

Uploaded:12-15-2006

The Yucatan war

the_manitoba.zip | 7.43 KB

from South to North on the East side of the map... plus 4 natives tribes...the Aztecs...between those two. and many Deers and Turkeys and Sheeps to hunt... and also, a few Silver and gold mines... and finally a lot of resources. Have some fun... Feedback appreciated! Dany....

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660 downloads

Uploaded:12-10-2006

The Great Fort Wars 4

the_great_fort_wars_4_0001.zip | 134.12 KB

Bombards,Colonial Militia,Gatling Guns,Li\'l Bombards and the Aztec Empire. Forts everywhere. Just Chaos everywhere!!!! Plus:Lead a new Revolution into battle with Captain Fearless looking better than ever. Loads of Action in this scenario.Enjoy the 4th part of the non-stop action packed series \"The Great Fort Wars\". The developer will make a new scenario every second weekend so that you don\'t get bored!!

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1711 downloads

Uploaded:12-09-2006

AOE III Fun-Mod

funmod_v0.23.zip | 150.32 KB

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630 downloads

Uploaded:12-08-2006

The Manitoba

the_great_fort_wars_3_won.zip | 5.57 MB

side and one on the West side. It is a large Prairie with some forests. plus 2 natives tribes...the cree..... and many Deers and Bisons and Sheeps to hunt... and a few Silver and gold mines... and also a lot of resources. Have some fun... Feedback appreciated!

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353 downloads

Uploaded:12-05-2006

River Siete Saltos

river_siete_saltos.zip | 7.57 KB

mountains. plus 2 natives tribes...the Incas or the Aztecs.... and many Pronghorns and Sheeps to hunt... and a few Silver and gold mines... and also a lot of resources. Have some fun... Feedback appreciated! Dany.... - Managed to get the AoE3 Debugger working and there is no bugs... - Many thanks to RF_Gandalf for his precious help -This map is suggested to be played by no more than 4 players:

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54 downloads

Uploaded:12-03-2006

Port Royale

port_royale.zip | 57.66 KB

use the monster truck!

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1352 downloads

Uploaded:12-01-2006

1 Pop Mod

1popall.zip | 495.73 KB

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342 downloads

Uploaded:11-29-2006

The Bayou Land

the_bayou_land.zip | 8.32 KB

to the south. plus 4 natives tribes...the Seminoles... and many Deers and Sheeps to hunt... and a few Silver mines... and also a lot of resources. Have some fun... Feedback appreciated! Dany....

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427 downloads

Uploaded:11-26-2006

Ironclad Expansion Mod

ironclad_expansion_mod.zip | 12.88 KB

will now have random names like any other AoEIII ship. Installation instructions are included with the mod. Enjoy.

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549 downloads

Uploaded:11-20-2006

Ville Marie Islands

ville_marie_islands.zip | 9.38 KB

routes.... plus 4 natives tribes...the Iroquois... and many deers to hunt... and a lot of gold mines...and silver mines... and also a lot of resources. Have some fun... Feedback appreciated!

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1360 downloads

Uploaded:11-11-2006

Winter Wonderland

winter_wonderland.zip | 10.44 KB

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431 downloads

Uploaded:11-05-2006

Gallentine

gallentine20version5.4_00011.zip | 2 MB

force aboard the Troubadour, recruited for colonization their commander Reagon has a secret objective in mind only he knows. With an option of landing sites the game play is set for enemy take down if you guess the objective. Very easy INSTALL, UNINSTALL guides for loading a play of “Gallentine” and then getting back to on-line play. With your new war-ship the “Everready” dominate this water map, protecting the shores of your new home land form enemy landings or running sortie deep in to enemy waters.

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1591 downloads

Uploaded:11-04-2006

King of the Valleys

king_of_the_valleys1.zip | 14.27 KB

ranges. The valleys meet at the center of the map where a trade route and some gold mines are waiting to be claimed. Controlling this area is the key to victory!

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545 downloads

Uploaded:11-04-2006

Thanksgiving

thanksgiving1.zip | 7.18 KB

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677 downloads

Uploaded:11-03-2006

Finger Lake-V

finger_lakev.zip | 11.21 KB

want to play The War Chiefs and be able to use additional variety in Native types, download the previously released version specifically for The War Chiefs. This is a new design, a rectangular map with players starting along the more distant ends of the longer dimension, which is 2x the shorter dimension (and size varies, like the standard ES maps, by player number). There is a long narrow lake, rich in salmon, runnng along the center of the long axis of the map, ending before the map edges. This map is significantly larger than the standard ES maps. There is always one Trade Route on each side of the lake. There are up to several Native villages at various locations, randomly chosen and fairly placed. The Natives will be of one or two types per map (Iroquois/Cherokee, Iroquois/Cree, Cree/Cherokee). Mines, huntables, herdables, forest and treasures are pretty standard. The map is randomly summer, fall or winter ( no berries on the winter map). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. Do you try to control the lake for its rich fishing? Do you try to advance up just one side of the lake quickly or do you try to hold both pathways? Could you send transports the length of the lake for a surprise attack? A standard fast colonial rush is a little difficult given the length of the map. And the map is very well suited for coordinated teamwork. To play this map, the two files (Finger Lake-V.xs and Finger Lake-V.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Enjoy! Feedback appreciated!

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1601 downloads

Uploaded:11-01-2006

Warchiefs Infinite Pop & Build Limit

war_chiefs_infinite.zip | 239.97 KB

from the zip to the same folder and overwrite! Uninstall: Just delete the proto.xml & techtree files and restore your backup! Have Fun! :)

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16137 downloads

Uploaded:10-30-2006

Age of Empires III: The WarChiefs Demo

aoe3_twc_setup.exe | 516.54 MB

or the Germans. The expansion pack will build off of the exciting real-time-strategy gameplay of "Age of Empires III," providing players with the ability to lead one of three proud Native American civilizations, including the Iroquois Confederation, to expand their empire and fight for control of the Americas.

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390 downloads

Uploaded:10-30-2006

The WarBlood Beta

the_warblood_beta.zip | 4.98 KB

units. **This is a test version of the WarBlood.It will be released for the next version. It is good for this version.

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436 downloads

Uploaded:10-30-2006

French border-The Ottoman colonization

french_border.zip | 58.35 KB

to pass.They don\'t have time for that becouse they are very late and they want some of the New World for themself, spacialy now when Americans revolted and there is a lot of space for them.But they didn\'t count on evil band Hessians hwo landed near French border aswell.They\'re now attacking French, but and Ottomans.So be on your guard. Tips and tricks.Since you\'re playing with Ottomans you should put 4 Spahis to defend you from Hessians.Other Spahis should wait till you build your army.Note that French don\'t know that you\'re prepearing for assoult and they won\'t attack you till you attack them. Creator:metal_fan2(ESO2=domag) Harder version coming soon! Balanced mainly with cliffs and ponds. Note that some objects are there only to match the story.

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247 downloads

Uploaded:10-30-2006

Scouring the Amazon V.2

scouring_the_amazon_game_pack.zip | 134.09 KB

british have captured artillery pieces and put them in prisons around the map. destroy the prisons and the gaurds, and the artillery will reinforce your army. Hints/tricks: Don\'t destroy stockades. You\'ll get pissed off at yourself if you do. Start with the western fort. Advance to age 2 and build houses. Task vills on wood and coin. make musks. Attack the eastern fort. attack the northern fort next, and kill the enemy with the reinforcements. (continue making musks) Always keep a strong force of arms before you destroy a fort What\'s new? Marshes AI Harder Enemy reinforcements New ending

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307 downloads

Uploaded:10-30-2006

Traveling California

westcoast_travel.zip | 525.26 KB

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335 downloads

Uploaded:10-27-2006

Fortitude

fortitude20v1.31.zip | 4.24 MB

father Hayben unaccounted for in battle, Fendle came down off Scrimshaw Mt. to set his wrath upon the deserving. With his third cousin Curade De Coop, and his faithful hound Breuart, they make there way into a world unbeknownst to them. Could fame and fortune be the only salvation for this young man consumed by shadow? Control characters though the first four chapter of this saga, making decision depicting Fendle as you see him. From the Mountains of Northern New England, to the Southern Shores of Chatueka, Fendles adventure has just begun, and is in your hands.

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553 downloads

Uploaded:10-21-2006

Pentagoet

the20wild20wild20north20v03.21.zip | 312.93 KB

Albenki Princess and a fathered by a French noble who did train him rigorously. Use Castin\'s unique prospective, allied with the Albenki Confederation and ties to France to protect a resource laden region of Arcadia, for France. HISTORY – of Saint Castin and Pentagoet Pentagoet- Fort Penobscot on the Penobscot bay now Tranquil Castine, the \"Gateway to Down-East\" and home and safe haven of our hero Bernard-Anselme d\'Abbadie de Saint-Castin (fourth baron(1689-1720)). An Indian Metis born and educated in France he comes to Arcadia ensign in the Carignan Regiment in 1670 to Acadia, and established Fort Pentagoet with 14 soldiers rehabilitating Acadia hence forth till 1684. His Mother a true Albenaki princess and his father a French noble, trains him rigorously. He Marries Mathilde Madokawando; daughter to Chief Madokawando and had several Metis daughters all married to Frenchmen. 1674 August 10: Jurriaen Aernoutsz, a Dutch privateer with war license, captured Pentagoet. Its guns turning in on it’s self, destroying the walls and buildings completely. Aernoutsz captures Jacques de Chambly (d-1687) Governor of Acadia. Saint Castin also on account, was tortured by Aernouts later freed by payment of ransom by the Governor of Quebec Again in 1676 the Dutch returned and began to fortify the deserted French Fort. The English at Boston were alarmed and sent three war ships to drive the Dutch home. The English had no desire to occupy this fort.. The nearest English settlement, the premier English fort at Pemaquid, Fort William Henry is submerged in French sympathetic Indian influence and is at constant odds with the trade capital of the region. 1696 There is a Prisoner exchange at Fort Henry, and Negotiators Chief Egeremet and two of his sons are shot to death. Taxous, another chief, manages to escape. Castin with French and Indian forces attack Fort William Henry. After an all night battle the English were allowed to leave yet then suddenly slaughtered. A shift to Port Royal, a theater beyond “Pentagoet” (‘s) telling. June 1707 the Governor, of Port Royal Daniel d\'Auger de Subercase (1661-1732), asked Castin for help in fighting the army of English John March of Newbury who had received a commission to take Fort Royal. One thousand and seventy six English, with four hundred and fifty sailors, are under his command. Against a much smaller French force of three hundred dug in at Port Royal. Unable to breach the Fort, the army returns to Boston.

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744 downloads

Uploaded:10-16-2006

Port Royal

portroyal20v2.11.zip | 277.89 KB

large fort, Fort PortRoyal, for 30 min. Choreographed attacks make for new and different strategies. Also a chance to fight with Boneguard and fireships.

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3416 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (English)

aoe3108english.exe | 16.73 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

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2581 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107english.exe | 15.5 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

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2093 downloads

Uploaded:05-16-2006

Siege and Battle of Vienna - 1683

siege_and_battle_of_vienna_1683.zip | 26.95 MB

Pasha, and try to capture Vienna. In real life, the overconfident man failed (his head was chopped off after losing the battle). However, in this scenario, you will have the opportunity to win the battle! Changes in version 1.1 include the fixing of triggers and the adding of music. Few balance changes were necessary, as the triggers will balance out the game.

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342 downloads

Uploaded:04-20-2006

WWII part 3 Germans Attack the Soviets

ww220gremans20attack20sovits_00011.zip | 237.33 KB

as well as some cavalry .

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1321 downloads

Uploaded:03-03-2006

The Sun Rises on the Ottoman Empire

sun_rise_ottoman_empire_00011.zip | 966.74 KB

abrupt end at the hands of the Mongolians. Various emirates have been spawned by the fall of the Seljuk\'s and the region is up for grabs. At the moment, the Ottoman Turks located in the region of Anatolia are poised to take up a powerful position in the aftermath of the Seljuk downfall... Gameplay ---------- Control a small Ottoman colony in the western region of Anatolia. Your are surrounded by 3 other Turkish Emirates in an all out free for all. Certain units are disabled and can only be accessed by completing objectives and you can not advance beyond the Fortress Age. The terrain and locations of enemy colonies allows for multiple strategies, such as conquering the Black Sea to the north before moving inland. Features ---------- *Day/Night Cycle *Home City customized for the scenario *An opening screen that details your mission *Detailed landscape This is only the first scenario in a campaign that will hopefully be quite lengthy, I hope you enjoy playing it as much as I did making it. Don\'t forget to leave your honest opinions and constructive critcism.

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180 downloads

Uploaded:03-03-2006

Age of Empires III - v1.05 Patch

aoe3105korean.exe | 13.28 MB

Attack move button and hotkey added - Hispaniola, a new random map has been added - Recorded game playback improved significantly - Added Option for minimized multiplayer chat - Added games list filtering options - Added Option to save games list filter settings CLIENT FIXES - Numerous fixes to attack move command - Numerous balance changes - Numerous changes to home city cards - Deathmatch games now have reveal map on - Deathmatch - Starting crates removed from most maps - Fixed an issue where watching a recorded game overwrote home cities - Playing an old saved single player game should no longer revert your home city to the older state - Ranged Cavalry Caracole now applies to all ranged cavalry - Native American Treaties card now creates the right number of Natives - Added support for removing the larger pause dialog. Add \'hidepopups\' to your user.cfg - Added support for modifying custom random map names and text NETWORK AND ESO FIXES - Custom game setup now shows if a game is rated, not rated, no XP - Added , , mouse wheel scroll and double click functionality to numerous spots in ESO - Changing #players will unready everyone - Typing in chat and switching to a different ESO window no longer erases the text - Many Clan chat fixes - Clan change, you may only demote someone that is below your rank, you may only promote someone that is two ranks below you - Two players that do not have their routers properly set up can no longer join the same game. - Fixed numerous issues with joining and creating a clan

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2573 downloads

Uploaded:12-30-2005

Roanoke: The Lost Colony

roanoke2020the20lose20colony1.zip | 2.83 MB

do. Includes 13 playable scenarios plus custom music.

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570 downloads

Uploaded:12-23-2005

The Cave

the20cave1.zip | 497.68 KB

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98 downloads

Uploaded:12-21-2005

Age of Empires III v1.00 to v1.03 Patch (French)

age310to103french.exe | 11.21 MB

Matchmaking -------------------------------------------------------------------------------- NETWORK AND ESO FIXES - Fixed an issue where a game would be cancelled and all players given a \"Failed to join\" message when two routers that could not communicate joined the same game. -------------------------------------------------------------------------------- Patch 1.02 - Hotkeys, Large Maps and numerous bug fixes -------------------------------------------------------------------------------- CLIENT FIXES New hotkey editor added to the game New large map set. 5 new large versions of popular maps have been added. Fixed a sound crash issue. Fixed a bug with sound being choppy Fixed some performance issues with boat battles. Fixed a D3D initialization error when launching the game. Fixed a bug where the auto-patcher text was impossible to read. NETWORK AND ESO FIXES Fixed an bug where disconnecting a player would lock up the game. Switching home cities unchecks all players. Quick search now uses the Standard Map set. Fixed an issue where a user would get in a state that they could not host or join a game. Fixed a number of multiplayer exploits. New ESO privacy. Updated a number of error and user messages. Allow users to turn off enter/left chat messages on ESO. New user.cfg commands to assist with router and direct IP issues. For more assistance on this check http://forum.agecommunity.com/ibb/topics.aspx?forumID=7

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2406 downloads

Uploaded:12-14-2005

Winter Wonderland Map

map_christmas1.zip | 10.44 KB

patch 1.02 before you can play this map.

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158 downloads

Uploaded:10-30-2005

Retail Patch

aoe3patch101to101agerman.exe | 1.06 MB

this one.

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32 downloads

Uploaded:08-06-2012

MrTruckingtonv1 mac/windows

mrtruckingtonmodv1_windowsmac.zip | 4.28 MB

can transport) -Has a RocketLauncher for attack -Can Train more MrTruckingtons -Can Train Settlers

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73 downloads

Uploaded:07-01-2012

2008 WCG H20 replays

41the_demonh2o_.zip | 2.64 MB

thought in some of the close ones thought he would lose them but managed fast army on right time :)

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31 downloads

Uploaded:09-05-2010

Caribbean - Team Combat

team.caribbean.rar | 2.69 MB

Brithish, in a nice Caribbean map... The ways from strach to God, in 1h18m (could take less... But i wouldn\'t miss all that fun of killing settlers).

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389 downloads

Uploaded:06-19-2010

Hard Times - Please Finish This Scenario

hard_times.age3yscn.zip | 47.28 KB

it. Maybe you will just use the idea and make a brand new one, or maybe you will continue where i stopped. Thanks in advance :-)

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1587 downloads

Uploaded:05-13-2010

Revolution

revolution.zip | 873.44 KB

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613 downloads

Uploaded:05-12-2010

Adan

adan.zip | 432.22 KB

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791 downloads

Uploaded:04-06-2010

Good Business

good_business.zip | 31.22 MB

the movie. This is what happens when you have too much time on your hands.

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1343 downloads

Uploaded:03-02-2010

War of Alliances

war_of_alliances.zip | 692.58 KB

making it, and I very welcome constructive criticism. TACTICAL INFORMATION The Spanish and the Portuguese are together on one side of the river, the Spanish resides on the boundary of a rich rainforest, abundant with wood. The Portuguese are the closest to a former mine, with plenty of stone to spare. A Spanish trade caravel has come to give them early advantage. Although the Spanish have no dock, they have already established a sturdy good military base. The Chinese and the British occupy the other bank, with a long range of cliff to protect the river bank, but there is a shallow at the Chinese end the Spanish may take advantage of. Resource-wise the Chinese and Brits are at a disadvantage, so it is best to seize control of the mine on the Portuguese size early, but there may be some surprise for the Chinese as well near the shallows. The British have a good trading complex, the Chinese is the weakest at the beginning, but have access to some good home city shipments, you must rely on British defence at the beginning. There is a Seminole village open to trade on the Spanish side with some of its own defences, BACKGROUND Zhen Wuyang, the descendant of the famous Chinese explorer Zhen He, has been appointed captain of a magnificent fleet to Indonesia to trade with the occupying Portuguese. However, half way a hurricane nearly destroyed the fleet, leaving the remaining ships afloat, but directionless. The fleet survived on the goods that are supposed to be traded to the Portuguese, only to be guided by the winds, in a seemingly endless ocean ... the stock shrank day-by-day, hunger, disease and the endless voyage have driven many to starvation, despair, and in the end, death. After who-knows long time, Zhen Wuyang, and just a few starving soldiers and workers touched ashore from the starting crew of 200 strong, only to find they are on a strange land filled with never seen before animals and plants. Soon, familiar figures appeared – Portuguese soldiers, but without even allowing time for the band of starving Chinese to explain, they opened fire on them. Zhen Wuyang and several workers survived, but at the cost of the last soldiers they have. The men have found a cover point between cliffs to hide from the Portugese. Yet just when they have evaded one beast, another shows up – the British. Appearances can be deceiving. The British does not intend to kill them, but rather to have their cooperation. Zhen discovers James Collington, the British explorer, has been sent on an expeditionary voyage to a place worlds away from Indonesia – a place named “New World”. Yet when they arrived, only to find the Spanish and Portuguese have already set base in the area. Against the powerful Spanish colony the British is far too weak, and am now seeking the cooperation of this unfortunate band of Chinese. So in return for Chinese technologies in explosives, the British are willing to help the Chinese build a fleet to sail back to China. Little does they know, the Portuguese will not just let them go, words from Portugal give orders that the remaining Chinese must be killed, so to lay the blame on the British troops, giving Portugal a perfect excuse to advance on England. The Spanish, eyeing the irksome British development for some time now, are itching to get rid of them. Therefore, the two factions formed a temporary alliance to get rid of the Brits and Chinese. Our heroes are at a great risk indeed...

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1122 downloads

Uploaded:02-03-2010

The Pirate Cave

the_pirate_cave.zip | 207.05 KB

last.

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207 downloads

Uploaded:11-24-2009

The Pirate Cave

the_pirate_cave.bak | 207.22 KB

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358 downloads

Uploaded:11-03-2009

Where the Bad guys go

screen63.jpg | 251.84 KB

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257 downloads

Uploaded:10-15-2009

Survive and Revenge

survive_and_revenge.rar | 294.39 KB

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175 downloads

Uploaded:10-06-2009

The Battle of Bunker Hill

the_battle_of_bunker_hill.zip | 4.18 MB

of securing Bunker Hill to Duncan, Peter, and Colonel William Prescott. NOTE: The readme file is provided in the download. REVIEW by Mister SCP from Heaven Games: Playability: 8 The scenario was good playable and not laggy, until it become 10 (/15) minutes after Brit spawn. They killed the settlement on the hill before the Bunker Hill. But after they did that I noticed that they all keep stand there and don't move to the Bunker Hill (ca. 700 kills). When I got 800 kills It was unplayable due to the lag. The Brits had near my old settlement ca 500 Muskets and there stand even more waiting for a free place. If you upgrade it to TWC it will be surely a doable scenario without a mod is needed. Other things: It was not pretty good that your minuteman lost hp's and also I wasn't able to make 100 skirms while minute mans where alive (pop limit) Additional Note: that black box which covers the resources happens because there is a new resource bar which can only be shown in AOE3 TWC and AOE3 TAD. I had for example this issue Balance: 8 It was a really hard since once you run out of gold (enemy capture mines which are left-over) you had to sell other resources. A good idea were the sheeps in combination with the ?stockpile? to gather enough food. Also pretty good were the balance with settlers. But The enemy had an high advantage throught the fact that the musks hadn't a buildlimit. And because of this high range canons I was not able to take them out when they were produced. Also more unit variation could help a lot (canons with build limit or a few cav units) Creativity: 10 A scenario which gets his own mod is just awesome. This open a lot of possibilties which you have good used. E.g. Train skirms from heroes and a new hc (without deck :( ) Map Design/Quality: 10 A really beatifull map, good combination of terrains and water. The stances looked pretty good. All in All a good 5 Story/Instructions: 10 Nice story and clear instructions you have used. Also the chats in game gave you some feedback and your objectives were logical. I don't really know much about what happened in real history there but as you show it in your scenario it was nice. Additional Comments: I can recommend this scenario for people who don't screw for mods. Before I installed it I have copied the folders and so it was easy to reset the game to orginal files. PS: Really much must happen to bring a sp scenario to lag ;)

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77 downloads

Uploaded:10-06-2009

The Battle of Lexington and Concord

the_battle_of_lexington_and_concord.zip | 1.98 MB

Revolutionary War. REVIEW by Sir_Hans Playability/FunFactor: 8 There was 1 bug so I can give you only a 4 because when you select that you can give them your weapons the user controls doesn't go on. Without that bug everything worked but I couldn't finish the game and I have a good PC which doesn't lag. Balance: 6 It was very easy and I had all the time more units than the game started. Maybe the end was very difficult but I couldn't play it -.- Creativity/Quality: 8 Nice MOD but the scenario wasn't very creative. You could make some features. Map Design/Item Placement: 8 Seems good but some traps to the other city or hills would be better. Story/Instructions: 8 It explains everything and you know what to do but some better camera pitches or anything like that for a better camera would be better.

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306 downloads

Uploaded:05-04-2009

Cattle Drive

cattle_drive.zip | 2.08 MB

hard can it be?

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1000 downloads

Uploaded:04-17-2009

Tribe War

tribe_war.zip | 2.86 MB

natives actually fight with each other and that you can only make an alliance with one, even though it is a really short scenario i think it is still pretty good.

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345 downloads

Uploaded:03-02-2009

Scout Your Enemy

scout_your_enemy.jpg | 85.22 KB

lots of musketeers guarding on the walls. British flags waving in the wind and smoke rising from the outposts and fort center.

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325 downloads

Uploaded:12-09-2008

Economy Scenario

economy.zip | 219.58 KB

99. Military units can not build/made. What little military units you can get are useless since a massive river separates you from your enemy. Docks are forbidden.

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435 downloads

Uploaded:12-06-2008

The Great War: Prequel

greatwar.zip | 9.6 MB

campaign: The Great War. Here it is, the prequel and hopefully you guys will like it. The official releases are on aoe3.heavengames.com. I'll really appreciate it if you guys review this and on aoe3 heavengames. Thanks!

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490 downloads

Uploaded:10-18-2008

Fort of War

fort_of_war_by_kevthegreat.zip | 123.47 KB

can also gain lvls by getting kills, the lvls age u up and u recieve an extra spawn of units. If a base is destroyed u lose that spawn of unit. Losing your headquarters u will lose the game. Rules: Age: Discovery, Civs do not matter execpt for Ports(do not use them), By KevTheGreat P.S Do not edit or call this map your own. Other Scenarios by KevTheGreat: Arab Desert 1 -7, Burn em all 1 & 2, Russia the Epic, and Global Wars. NS: The NS (no stealth) version has been added to the zip file since some people do not like spys and ninjas

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1319 downloads

Uploaded:10-04-2008

British West Indies

british_west_indies_v2.zip | 533.66 KB

Pirate raiders on the island as well as a French Garrison. Your mission is to establish yourself on the island and complete your 6 objectives to obtain the scenario victory. This scenario is highly developed and responds to your actions. Each of the six objectives is very challenging to say the least. The scenario map is very detailed a 100% original creation. Make sure to save your game often as you will need to try different strategies to complete some of your objectives.

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1153 downloads

Uploaded:09-30-2008

CAMPAIGN - Roanoke 4: Tales of Two Shadows, Chapter 2

roanoke4ch2releasev1.1b.zip | 5.53 MB

WILL OVERWRITE THE WARCHIEFS CAMPAIGN!!! !!!TO UNINSTALL, USE THE UNINSTALLATION!!! EDIT: THERE IS A NEW UNINSTALLER, WHICH ACTUALLY WORKS NOW. By Dylan Bales (CaveTown) Story: When Virginia gained the trust of the United States of America, and stopped Jod, all it did was give Ickh(A(as in the word a)-Uk(as in the word buck)) a new idea; he was going to take over the entire country. During this time, he has already been able to break the Northern and Southern colonies from each other. He did so with the evils of slavery and the British. The Southerners wanted slavery, but the Northerners did not; so, they came into a civil war. The Revolutionary war had only been won a few years ago, and this showed the British that the Americans were weak. The British decided to join in, and invade the states that they could. The Northerners and the Southerners hated the British in the beginning of the civil war, but soon the Northerners were losing, and they needed help. They called upon the British, and the British took over and won almost all of the Southern states, until the only place left to run for the Southerners was Florida. “Why is this called Roanoke 4?” you might ask. This is a continuation of my other campaigns in the Roanoke series; this campaign will not end the series, but it will bring it much closer to the end of the series. This is chapter 2 in my Roanoke 4 piece of the series; there will only be one more piece of Roanoke 4 which will have 1 playable scenario, and then comes Roanoke 5 which will have 2 playable scenarios, and finally Roanoke 6 which will have playable 1 scenario. Agreement - For Installation Please do not edit anything in this campaign without first gaining permission to do so from me; I most likely won't mind if you edit stuff, just please ask me first. If you wish to contact me, email me. (CaveTown@hotmail.com) You may also want to make comments on the campaign in it's announcement thread on - aoe3.heavengames.com - at this link http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,35970,0,365 Version Changes V1.1 -Updated Installation -Added Uninstallation -Updated ReadMe V1.1b -Updated Uninstallation -TO PLAY THIS CAMPAIGN, EVERYONE MUST FIRST MAKE SURE THAT THEY HAVE THE WARCHIEFS, AND THAT IT IS UPDATED TO THIS UPDATE - http://aom.zone.com/MGS/ES/loc/patchx104/EN/aoe3x-104-english.exe AGE OF EMPIRES 3 ALSO HAS AN UPDATER WITHIN THE GAME, SO IF YOU DON'T WANT TO DOWNLOAD IT FROM THAT LINK, JUST USE THE GAME'S UPDATER.

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179 downloads

Uploaded:09-19-2008

Turbofrog's Paintball

turbofrogs_paintball_1.zip | 234.24 KB

income of gold. With this gold you can buy various units (all units cost 500 gold and come in squads). To increase your income you can capture the four towers at the edges of the map and the fort in the middle, which is also a very important strategic point. There is a cow hidden in a randomised location in the map which, when brought back to base, grants you 2000 gold, before respawning. .unit counters. Paintballers are good against mounted paintballers. Mounted paintballers are good against gatling guns. Gatling guns are good against paintballers. Ambushers are averall quite good and can use stealth mode. Anti-stealth scouts can see abushers in stealth mode. Paint Grenaders are a devestating force but only are effective in large numbers. ATTENTION, A BUG! There is a bug in the victory conditions that means that the winners have the 'You have abandoned your colony' message come up. Please do not edit the scenario but email me if you know how to fix it. My email is, Turbofrog@hotmail.co.uk

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552 downloads

Uploaded:08-20-2008

The Tapir Witch Chronicles: Immortal Cows

tapir_witches_single_player_v1.zip | 10.06 MB

War Dabottle - Universe at War Sneaky_squirrel - Universe at War FenrisWulf – Command and Conquer 3 Demand – Lord of the Rings: The Middle Earth II Homestarrunner – Warhammer 40000: Dawn of War Japão – Star Wars: Empire at War KoTR – Star Wars: Empire at War Alexander J. – Spellforce 2 Miespuffel - Spellforce 2 Leo P. – Rush for Berlin Scenario: The Tapir Witch Chronicles: Immortal Cows This is a 2V2/FFA Supremacy Single Player for 4 players. This scenario offers many interesting new strategies with unique game play abilities. This scenario is for TAD+TWC (so you need to have them both). New Features 1. Break the Immortal Cow Spell – Capture as many Sacred Cows, Yaks, and Water Buffalos, and send them to your Fire Circle . The Fire Circle will break the Immortal Cow spell and the animals will return to their original human form. These powerful mercenaries will then join your army and fight for you. These powerful mercenaries include: General Custer, Alain, Shogun (that can train stealth warriors), Daiymo (that can train Japanese warriors), Mameluke, Elmeti, Grand Cannon, Heavy Cannon, Black Riders, Swiss Pikemen, and more…. 2. Resources Dropping from the Sky – There are 15 Resource Drop Sites around the map where resources fall into periodically. Control as many of these sites as possible in order to collect more resources than your enemy. 3. Raid Villagers with your Super Ninja unit – Your Super Ninja unit is very powerful and it has special abilities. He has 5000 HP and once he is wounded (50% damage) he Teleports himself automatically to the Fire Circle where he can get healed very fast. Your Ninja is also super fast and you can use him to raid enemy villagers that collect resources at remote drop sites. You can even Teleport your armies to you Ninja (see next feature). 4. Teleport your Armies behind Enemy lines - You can Teleport your armies periodically from your “ Teleport Court ” to your Ninja. Use this ability to attack enemy villagers at remote drop sites, or to conduct surprise attacks from unexpected locations. You can even teleport buildings from the Teleport Court . 5. Capture one or both Churches and receive free Priests and/or Boneguards – These Churches are guarded by Boneguard, but once you capture one or both of them you will receive free priests and later on (once you have 5 priests) you will receive free Boneguards. 6. Discover the Secret Magical way to Defeat the Tapir Witches – Once you defeat your enemies the Tapir Witches will appear. You have to discover the secret magical way to defeat them before they turn your entire army into Cows. There is a 10 minute time limit to defeat the Tapir Witches before the Flying Siege Tapir Witches show up and blow up all the bases. Game Play The main game play is described above in the “New Features” section. For more information about the game play read the “Story” section. This is a 2V2/FFA scenario where any combination of teams can be set up. However, random teams are not supported. Computer players are also supported. In fact the computer players are so good at capturing the cows and converting them into mercenaries that even Moderate level can be challenging. Players start with a fortified base with Fort walls and 4 towers. Each player gets his own Fire Circle next to his town center. The Fire Circle heals units very fast so it is important to use it often. Each player gets constant resources from his home city (every 30 seconds). However, if you lose your town center (and you don’t have any other town centers) then your home city will stop shipping you resources (until you build a new town center). If your starting town center is destroyed then the Fire Circle will be deactivated and it will NOT heal army units any more. There are some resources scattered around the map but not many, so you may not want to train too many villagers. You CANNOT build resource collection buildings such as Mills, Farms, plantations, Banks, and so on. You will have to rely mainly on crate collection from the various resource drop sites. Crates fall from the sky every 90 seconds. There are many Sacred Cows and some Yaks, and Water Buffalos scattered around the map. These animals have huge HP and they are also Immortals (you can’t kill them). Capture as many as you can and send them to your Fire Circle . The Fire Circle will break the “Immortal Cow spell” and the animals will return back to their original human form. These powerful mercenaries will then join your forces. New Sacred Cows, Yaks, and Water Buffalos will constantly appear in the area. If you lose your starting Town Center then the Fire Circle will be deactivated and it will NOT break the spell “Immortal Cow spell” any more. Your Super Ninja unit is very powerful and it has special abilities. He has 5000 HP and once he is wounded (50% damage) he Teleports himself automatically to the Fire Circle where he can get healed very fast. Your Ninja is also super fast and you can use him to raid enemy villagers that collect resources at remote drop sites. Your Ninja will not be able to teleport himself to safety if the Fire Circle is deactivated. You can Teleport your armies periodically (every 60 seconds) from your “ Teleport Court ” to your Ninja. Use this ability to attack enemy villagers at remote drop sites, or to conduct surprise attacks from unexpected locations. You can even teleport buildings from the Teleport Court . There are two Churches that can be captured with 5 army units or more. You receive free Priests and/or Boneguards from these Churches after you captured them. At first they are guarded by Boneguards, so you will have to kill them before you can capture them. Players can capture each other’s churches. Once you capture a church you will receive free priests and later on (once you have 5 priests) you will receive free Boneguards (every 2 minutes). After you defeat your opponents the Tapir Witches will appear with their armies of wild animals. The Tapir Witches will turn your army units into Normal Cows once they are within their line of site. You can shoot at the Tapir Witches from far range but it is impossible to kill them using this conventional method because they have 400,000 HP each. Your objective is then to Discover the Secret Magical way to Defeat the Tapir Witches. You have 10 minutes to defeat them. After 10 minutes Flying Siege Tapir Witches reinforcement will arrive and they will blow up everyone’s buildings. Normal cows (previously your army) have huge HP but they are NOT immortal. If you send normal Cows to your Fire Circle (near your TC) they will then turn into Longbows since their original identity has been lost. Sacred Cows will still be converted to Mercenary units. Once the Tapir Witches appear, resources will NOT fall from the sky any more. Every player gets a Flag Bearer that can be used as a way point for rescued mercenary units. All army units from inside the Fire Circle will follow the Flag Bearer automatically. Explorers are automatically ransomed for the price of 100 gold (I added this feature because the normal random feature doesn’t work for European explorers in custom scenarios). You CANNOT accumulate more than 11,000 of each resource. You can locate your Ninja and your Flag Bearer if you can’t find them. See “Tips” for how to do that. Once the Explorer has 95% damage he will be ransomed for you automatically for the price of 100 gold. Your Explorer will reappear inside the Fire Circle where he can heal fast. Walls are more expensive (50 extra wood per wall connector) so players can’t spam walls. Scenario Versions I have included 4 scenario versions with 3 difficulty levels for each one of them (Easy, Normal, and Hard). Each scenarrio version allows you to play with a different civ. The playbale civs are: China, Japan, India, and Sioux The first 3 are 2V2 scenarios where you have an ally. The Sioux civ version is a FFA game.

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341 downloads

Uploaded:07-26-2008

Calling all shoguns

calling_all_shoguns.zip | 1.88 MB

Japan. This my first scenario i've uploaded so tell me if you like it. I will be making updates on this scenario, like more objectives, triggers and soilders.

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10114 downloads

Uploaded:07-03-2008

Age of Empires III: The Asian Dynasties Patch 1.01a

aoe3y101aenglish.exe | 15.41 MB

reduced to 75.00 (down from 100.00). Ranged attacks’ x1.50 bonus against Abstract Cavalry and Abstract Light Infantry removed for non-Asian TownCenters. All TownCenters should be consistent in not having any bonus against Cavalry or Light Infantry. Crossbowman All ranged attacks’ damage reduced to 16.00 (down from 18.00). All ranged and hand attacks’ x1.25 multiplier against Heavy Infantry added. Ranged Infantry All ranged and hand attacks’ x0.75 multiplier against Abstract Cavalry and Abstract Coyote Man added. All ranged and hand attacks’ multiplier against Abstract Light Cavalry and Eagle Knight increased to x2.00 (up from x1.50) This change affects the following units: Crossbowman, Cassador, Longbowman, Jaeger, Tupi Blackwood Archer, Carib Ambusher, Carib Blowgunner, Incan Bolas Warrior, Klamath Rifleman, Tupi Blackwood Archer, Carib Blowgunner, Cherokee Rifleman, Cree Tracker, Navajo Rifleman, Cherokee Rifleman, Seminole Sharktooth Bowman, Cree Tracker, Renegado, Skirmisher, Strelet, Aenna, Macehualtin, Forest Prowler, Cetan Bow, Wakina Rifle, Arquebrusier, Chu Ko Nu, Iron Troop, Gurkha, Mansabdar Gurkha, Marathan Thuggee, Wokou Monk, and Yumi Archer. Pets Several pets have their stats normalized using the Spanish WarDog as the baseline. Guardians Converted Guardians now have a x0.10 multiplier versus Buildings added. Spy Spies are untrainable until the Colonial Age (up from the Discovery Age). All hand attacks’ damage reduced to 5.00 (down from 10.00). All building siege attacks’ damage reduced to 10 (down from 20.00). All hand attacks’ multiplier against Mercenary increased to x20.00 (up from x10.00) and multiplier against Hero increased to x40.00 (up from x20.00). Church Wood cost reduced to 100.00 (down from 200.00). Hitpoints decreased to 1500.00 (down from 3000.00). Build points reduced to 10.00 (down from 20.00). Bounty XP reduced to 40.00 (down from 80.00). Build Bounty XP reduced to 20.00 (down from 40.00). Mercenaries Mamelukes, Elmetis and Lil’Bombards are untrainable from the Saloon until the Industrial Age (up from Fortress Age). Field Hospitals Hitpoints increased to 1500.00 (up from 250.00). Build points reduced to 10.00 (down from 20.00). Bounty XP reduced to 80.00 (down from 160.00). Build Bounty XP reduced to 40.00 (down from 80.00). Wood cost reduced to 200.00 (down from 400.00). BALANCE CHANGES – CIVILIZATION SPECIFIC CHANGES SPANISH Home City Shipment modifier changed to 0.75 (up from 0.73). Now Spain’s bonus is 25% (down from 27%). Card – 6 Rodeleros Effect decreased to provide 5 Rodeleros (down from 6). Card – 7 Rodeleros Effect decreased to provide 6 Rodeleros (down from 7). Card – 8 Rodeleros Effect decreased to provide 7 Rodeleros (down from 8). Card – 9 Rodeleros Effect decreased to provide 8 Rodeleros (down from 9). Card – 4 Lancers Effect decreased to provide 3 Lancers (down from 4). Card – 5 Lancers Effect decreased to provide 4 Lancers (down from 5). DUTCH Start 6 Settlers (down from 7). 4 Gold crates (up from 3). Banks Bounty XP reduced to 140.00 (down from 280.00). Build Bounty XP reduced to 70.00 (down from 140.00). Card – Stadhouder Effect decreased to provide 50% cost to TownCenters (down from 33% cost). Card – Military Reforms All hand attacks’ –x0.25 multiplier against Abstract Infantry added. Speed effect left unchanged. GERMANS Uhlan Velocity increased to 6.75 (up from 6.50) and Max Velocity increased to 8.75 (up from 8.50). All hand attacks’ x0.75 negative bonus against Abstract Villager removed. Settler Wagon Crate gathering time increased to 20.00 (up from 15.00). BRITISH Politician – Adventurer Age-up effect increased to 7 Longbowmen (up from 2 Pikemen and 5 Longbowmen) Card – Offshore Support Effect decreased to provide +5 range (down from +10 range). Effect added to provide 20% bonus to damage to all War Ships. OTTOMANS Start 3 Wood crates (down from 4). Mosque Ottoman Mosque now has the unique ability to gather XP at a rate of 0.4xp/sec while the building is standing. Millet System Tech cost decreased to 100 Wood (down from 300 Food). Effect reduced to -5 train points (down from -8 train points). Abbassid Market Tech cost decreased to 600 Wood (down from 800 Food). Effect increased to -8 train points (up from -6 train points). Galata Tower District Tech cost decreased to 200 Gold (down from 400 Gold). Koprulu Viziers Tech cost decreased to 250 Wood (down from 500 Food). Effect increased to -5 train points (up from -4 train points). Card – TEAM Silk Road Effect decreased to 15% bonus to crates and trade post income (down from 30% bonus). Card – Offshore Support Effect decreased to provide +5 range (down from +10 range). Effect added to provide 20% bonus to damage to all War Ships. RUSSIANS Strelet Train points decreased to 30.00 (down from 32.00). Musketeer Train points decreased to 23.00 (down from 27.00). Card – Sevastapol Effect decreased to 50% bonus to building speed (down from 85% bonus). PORTUGUESE Cassador Hitpoints increased to 105.00 (up from 85.00). Ranged resistance armor reduced to 0.50 (down from 0.60). All ranged attacks’ damage reduced to 17.00 (down from 26.00). All ranged attacks’ ROF (Rate of Fire) reduced to 3.00 (down from 4.50). Card – Dragoon Combat Effect modified to provide 20% bonus to damage and hitpoints to Dragoons and a 15% bonus to damage and hitpoints to Hussars (modified from only affecting Dragoons). IROQUOIS Fire Pit Attack Dance’s efficiency decreased by 20%. Fertility Dance’s efficiency decreased by 20%. Travois Dance’s efficiency decreased by 20%. Warchief Hitpoints aura decreased to 15% bonus (down from 20%). Crackshot attack’s damage reduced to 60.00 (down from 75.00). Crackshot attack’s damage cap reduced to 120.00 (down from 150.00). Tomahawk All hand attacks’ damage increased to 14.00 (up from 10.00). All hand attacks’ multiplier against Abstract Cavalry decreased to x3.00 (down from x4.00) Aenna Train points decreased to 27.00 (down from 30.00). All ranged attacks’ damage increased to 12.00 (up from 10.00). All ranged and hand attacks’ multiplier against Heavy Infantry increased to x2.00 (up from x1.25). Kanya Horseman Hitpoints increased to 285.00 (up from 270.00). All hand attacks’ damage increased to 27.00 (up from 25.00). All hand attacks’ multiplier against Abstract Artillery decreased to x1.75 (down from x2.00) Forest Prowler All ranged attacks’ damage reduced to 16.00 (down from 17.00). Card – 11 Tomahawks Effect decreased to provide 9 Tomahawks (down from 11 Tomahawks). Card – Conservative Tactics Effect decreased to provide 10% bonus to damage and hitpoints (down from 15%). Card – TEAM Scout Infantry Effect increased to provide 8 Line-of-Sight (up from 4 LOS). No longer provides 10% bonus to Infantry HP. Iroquois War Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Iroquois Raiding Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). SIOUX Start No Wood crates (down from 1). Fire Pit Fertility Dance’s efficiency decreased by 20%. Attack Dance’s efficiency decreased by 20%. Siege Dance’s efficiency decreased by 20%. Warchief Velocity decreased to 7.76 (down from 8.10) and Max Velocity decreased to 9.76 (down from 10.10). Speed aura decreased to 15% bonus (down from 20%). Wakina Rifle Gold cost increased to 40.00 (up from 30.00). Axe Rider All hand attacks’ x0.75 negative bonus against Abstract Light Cavalry added. Card – 7 Pet Wolves Effect decreased to provide 6 Wolves (down from 7). Card – 5 Pet Cougars Effect decreased to provide 4 Cougars (down from 5). Card – 4 Pet Grizzlies Effect decreased to provide 3 Grizzlies (down from 4). Card – 8 Pet Coyotes Effect decreased to provide 6 Coyotes (down from 8). AZTECS Warchief Bounty aura decreased to x2.00 multiplier (down from x3.00). Fire Pit Warrior Priest Dance’s efficiency increased by 25%. Fertility Dance’s efficiency decreased by 20%. Water Dance’s efficiency decreased by 20%. Attack Dance’s efficiency decreased by 20%. Coyote Runner Train points decreased to 27.00 (down from 31.00). Eagle Runner Knight All ranged attacks’ range reduced to 12.00 (down from 14.00). Macehualtin Train points decreased to 23.00 (down from 26.00). All ranged and hand attacks’ multiplier against Heavy Infantry increased to x2.00 (up from x1.50). Jaguar Prowl Knight All hand attacks’ multiplier against Abstract Cavalry decreased to x2.00 (down from x3.00) All hand attacks’ multiplier against Abstract Heavy Infantry increased to x3.00 (up from x2.00) Founder Big Button Tech Cost decreased to 50 Food, 50 Wood, and 50 Gold (down from 500 Wood and 500 Gold). Tribal Chief Upon each age-up now provides an increase in the WarChief’s hitpoints. Colonial Age-up: Warchief Strike Attack improved + 20% increase in hitpoints. Fortress Age-up: Warchief Strike Attack improved + 30% increase in hitpoints. Industrial Age-up: Warchief Strike Attack improved + 40% increase in hitpoints. Imperial Age-up: Warchief Strike Attack improved + 50% increase in hitpoints. Tribal Warrior Balanced the amount of Skull Knights each age-up provides. Colonial Age-up: 2 Skull Knights. Fortress Age-up: 3 Skull Knights. Industrial Age-up: 5 Skull Knights. Imperial Age-up: 8 Skull Knights. Tribal Shaman Upon each age-up now provides a Travois and attack and hitpoints have been rebalanced. Colonial Age-up: Added War Hut Travois and same +10% War Hut and Noble Hut Attack/Hitpoints. Fortress Age-up: Added Noble Hut Travois and adjusted to +10% War Hut and Noble Hut Attack/Hitpoints. Industrial Age-up: Added 2 Noble Hut Travois and adjusted to +10% War Hut and Noble Hut Attack/Hitpoints. Imperial Age-up: Added 2 Noble Hut Travois and adjusted to +20% War Hut and Noble Hut Attack/Hitpoints. Tribal Wise Woman Upon each age-up now provides a Farm Travois and bonuses to plantations and farms have been rebalanced. Colonial Age-up: No change. 10% bonus to Farm and Plantation gather rates. Fortress Age-up: 1 Farm Travois and adjusted to + 10% bonus to Farm and Plantation gather rates. Industrial Age-up: 2 Farm Travois and adjusted to + 10% bonus to Farm and Plantation gather rates. Imperial Age-up: 2 Farm Travois and adjusted to + 20% bonus to Farm and Plantation gather rates. Aztec War Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Aztec Raiding Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Cipactli Worship Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Card – Offshore Support Effect decreased to provide +5 range (down from +10 range). Effect added to provide 20% bonus to damage to all War Ships. Card – Ruthlessness Effect no longer given to Eagle Runner Knights. Effect now provides 50% bonus multiplier to Coyote Runners, Puma Spearmen and Macehualtins against Abstract Villager. INDIANS Start 6 Settlers (up from 5). 1 Food crate (down from 2). Howdah All ranged attacks’ damage reduced to 60.00 (down from 75.00). All ranged and hand attacks’ multiplier against Abstract Heavy Cavalry increased to x2.75 (up from x2.25). All ranged and hand attacks’ multiplier against Abstract Artillery increased to x2.25 (up from x1.75). Flailiphant Ranged resistance armor reduced to 0.50 (down from 0.75). Food/Gold cost modified to 125.00/125.00 (from 100.00/200.00). Hitpoints increased to 325.00 (up from 200.00). Velocity decreased to 4.00 (down from 4.50) and Max Velocity decreased to 6.00 (down from 6.50). All hand attacks’ damage reduced to 5.00 (down from 14.00). All building attacks’ siege damage reduced to 80.00 (down from 150.00). All building attacks’ ROF (Rate of Fire) reduced to 1.50 (down from 3.00). Note: Mansabdar Failiphant also reworked to be double of the new elephant’s stats. Card – Royal Green Jackets Effect modified to also provide a Counter-Infantry Rifling-type bonus of x1.00 against Heavy Infantry. CHINESE Disciples All hand attacks’ damage reduced to 10.00 (down from 12.00). Build limit decreased to 5.00 (down from 7.00). Cannot convert anymore fallen units into other Disciples. Only the Chinese Monk retains this ability. Qiang Pikeman Hitpoints decreased to 105.00 (down from 110.00). All hand attacks’ damage reduced to 7.00 (down from 8.00). All hand attacks’ multiplier against Abstract Cavalry increased to x5.00 (up from x3.00). All building attacks’ siege damage reduced to 30.00 (down from 34.00). Changdao Swordsman All hand attacks’ damage increased to 15.00 (up from 13.00). All hand attacks’ multiplier against Abstract Cavalry increased to x2.25 (up from x2.00). Keshik Hitpoints increased to 110.00 (up from 100.00). All hand attacks’ damage increased to 8.00 (up from 4.00). Hand Mortar Velocity decreased to 3.00 (down from 4.00) and Max Velocity decreased to 4.00 (down from 5.00). All cannon attacks’ damage reduced to 5.00 (down from 20.00). All cannon attacks’ multiplier against Buildings increased to x16.00 (up from x4.00), multiplier against Ships increased to x14.00 (up from x2.00), and multiplier against Abstract Artillery increased to x6.00 (up from x2.00). Card – TEAM 7 Manchu Effect decreased to provide 5 Manchu (down from 7). Card – TEAM 5 Hand Mortars Effect decreased to provide 4 Hand Mortars (down from 5). Card – TEAM 5 Provincial Administration Effect decreased to provide +10 bonus to population (down from +15 bonus). Wonder – White Pagoda Upon each age-up now provides a lower amount of Disciples. Limit of Disciples decreased to 5 (down from 6) Colonial Age-up: 4 Disciples (down from 5). Fortress Age-up: 6 Disciples (down from 12). Industrial Age-up: 10 Disciples (down from 14). Imperial Age-up: 16 Disciples (down from 26). Wonder – Summer Palace Upon each age-up now provides crates of food instead of cavalry units. Colonial Age-up: 400 food (changed from 2 Steppe Riders). Fortress Age-up: 1000 food (changed from 3 Iron Flails). Industrial Age-up: 1500 food (changed from 5 Iron Flails). Imperial Age-up: 2000 food (changed from 10 Iron Flails). Wonder – Porcelain Tower Upon each age-up now provides an improved building that gathers resources, but no crates. Export and XP rates adjusted accordingly. Colonial Age-up: auto-gather rates of 3.00f 2.50w 2.50g and no crates (changed from 2.50f 2.00w 2.00g and 400 Food) Fortress Age-up: auto-gather rates of 4.50f 4.00w 4.00g and no crates (changed from 2.50f 2.00w 2.00g and 1000 Food) Industrial Age-up: auto-gather rates of 6.00f 5.50w 5.50g and no crates (changed from 2.50f 2.00w 2.00g and 1500 Food) Imperial Age-up: auto-gather rates of 6.50f 6.00w 6.00g and no crates (changed from 2.50f 2.00w 2.00g and 2400 Food) JAPANESE Shrine Auto-gather rate for Wood, Food and Coin rate doubled. Wood and Coin rate increased to 0.10 (up from 0.05), Food rate increased to 0.14 (up from 0.07). No change to XP auto-gather rate. Cherry Orchard Initial Food increased to 5000.00 (up from 4500.00). Card – Ashigaru Musketeer Attack Effect decreased to 15% bonus damage (down from 20%). Card – Close Combat Effect changed to 15% bonus hitpoints (from 20% bonus damage). FRENCH No change

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1694 downloads

Uploaded:07-01-2008

AOEIII more exciting but still fair game mod

aoeiii_more_exciting_but_still_fair_game_mod.zip | 294.35 KB

make a more exciting and fair game in AOEIII by changing some main gamerules. If you dont't agree with the rules or want other limit numbers, just email me, but don't forget that I haven't made this mod for crazy games, like: you have unlimited, superfast and superstrong vilagers, or crossbowmen whick can shoot further than 10 miles with the accuracy of 100% and the damage of 10 000, and blah blah... XD but... in case of you want that, well... i can do that and I will email you, but not publish if you don't mind : ) I hope my mod is not too crazy and you will love it I'm not sure that everything's gona work. I tested theese modyfications in gameAOEIII standard edition and skirmish only, however I can not garantee the succes. Enjoy, and have fun! If you have any questions, special requests, or questions, just email me and please write this for the subject of the email: AOE3 MOD 1. My email adress: adawfreemail.hu You can be sure you'll got your answer. The modifications: settler pop count:0 settler build limit:200 instead of 99 settler hitpoints increased with 60% theese above are conclude also the french worker-peaple or who are they called. outpost build limit 30 instead of 7 outpost hit points, attacke range, damage, max contain and builder are increased with 25%, but it has it costs, wood resource need is increased 400 from 250 ;P WarDog speed velocity increased 7 from 5 WarDog hitpoints: 80 WarDog sight of view is much greater WarDog attack is much more effective town center can train surgeons(max:10) settlers and coureurs of all nation (except natives) can build block house(max:6) and fieldhospitals(max:4) the explorer has much more hitpoints and attack strength, and can build fortfrontiers(max:4), fieldhospitals(max:4), blockhosues and army tents(max:20). army tent, which is avaible in the first age, can train crossbowmen, pikemen, muskeeters and also wardogs(max:10) crossbowmen can be trained in the first age war dogs are now avaible for all nations field hospital, which can train surgeons(max:10) surgeons, which can build field hospitals and has no population count you can build 50 houses instead of 20 (the total population is not changed) You can build 3 Capitols instead of 1 theese makes no sense, but you can build a greater and more georgious city in game. walls costs 20% more, but they are twice as strong ->->->->->->->->->->->INSTALLATION ! ! ! ! To use it, just paste the zip archive to: Program Files> Microsoft Games> Age of Empires III> data, and then extract it. Click the Owerwrite-button. If you want to disable this modification, just delete the modificated proto.xml and techtree.xml and then rename the file protoBACKUP.xml to proto.xml and the file techtreeBACKUP.xml to techtree.xml. I'm sorry if i was foggy, so if you failed something or disunderstood me, just email me as I've written above. I did not ripped it from an other person's mod. I did not broke any laws or rules creating this mod. If you want to use it as a resource for your own mod, you have my permission for all, but please tell me ( email: adawfreemail.hu ) , and send or link or show me your finished mod. Thank you all.

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527 downloads

Uploaded:07-01-2008

Normandy-1944

normandy_1944.zip | 66.92 KB

if you hit-and-run, you can win. I have never beaten this, and I have never tried.

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460 downloads

Uploaded:05-02-2008

Civil War City 1v1

civilwarcity1.zip | 223.35 KB

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1176 downloads

Uploaded:05-01-2008

Battle of Gettysburg

gettysburgspecial.zip | 1.83 MB

itself, and more! Objectives are included in the scenario Note:player 2 is gettysburg itself. a computer player should be in that spot, as it will become neutral to all players as soon as the game starts. Players 1,3, and 4 are the Union Army. Player 5,6, and 7 are the Confederate Army.

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2553 downloads

Uploaded:04-02-2008

AoE III: The Asian Dynasties v1.01 Patch (English)

aoe3y101english.exe | 15.41 MB

(down from 100.00). Ranged attacks’ x1.50 bonus against Abstract Cavalry and Abstract Light Infantry removed for non-Asian TownCenters. All TownCenters should be consistent in not having any bonus against Cavalry or Light Infantry. Crossbowman All ranged attacks’ damage reduced to 16.00 (down from 18.00). All ranged and hand attacks’ x1.25 multiplier against Heavy Infantry added. Ranged Infantry All ranged and hand attacks’ x0.75 multiplier against Abstract Cavalry and Abstract Coyote Man added. All ranged and hand attacks’ multiplier against Abstract Light Cavalry and Eagle Knight increased to x2.00 (up from x1.50) This change affects the following units: Crossbowman, Cassador, Longbowman, Jaeger, Tupi Blackwood Archer, Carib Ambusher, Carib Blowgunner, Incan Bolas Warrior, Klamath Rifleman, Tupi Blackwood Archer, Carib Blowgunner, Cherokee Rifleman, Cree Tracker, Navajo Rifleman, Cherokee Rifleman, Seminole Sharktooth Bowman, Cree Tracker, Renegado, Skirmisher, Strelet, Aenna, Macehualtin, Forest Prowler, Cetan Bow, Wakina Rifle, Arquebrusier, Chu Ko Nu, Iron Troop, Gurkha, Mansabdar Gurkha, Marathan Thuggee, Wokou Monk, and Yumi Archer. Pets Several pets have their stats normalized using the Spanish WarDog as the baseline. Guardians Converted Guardians now have a x0.10 multiplier versus Buildings added. Spy Spies are untrainable until the Colonial Age (up from the Discovery Age). All hand attacks’ damage reduced to 5.00 (down from 10.00). All building siege attacks’ damage reduced to 10 (down from 20.00). All hand attacks’ multiplier against Mercenary increased to x20.00 (up from x10.00) and multiplier against Hero increased to x40.00 (up from x20.00). Church Wood cost reduced to 100.00 (down from 200.00). Hitpoints decreased to 1500.00 (down from 3000.00). Build points reduced to 10.00 (down from 20.00). Bounty XP reduced to 40.00 (down from 80.00). Build Bounty XP reduced to 20.00 (down from 40.00). Mercenaries Mamelukes, Elmetis and Lil’Bombards are untrainable from the Saloon until the Industrial Age (up from Fortress Age). Field Hospitals Hitpoints increased to 1500.00 (up from 250.00). Build points reduced to 10.00 (down from 20.00). Bounty XP reduced to 80.00 (down from 160.00). Build Bounty XP reduced to 40.00 (down from 80.00). Wood cost reduced to 200.00 (down from 400.00). BALANCE CHANGES – CIVILIZATION SPECIFIC CHANGES SPANISH Home City Shipment modifier changed to 0.75 (up from 0.73). Now Spain’s bonus is 25% (down from 27%). Card – 6 Rodeleros Effect decreased to provide 5 Rodeleros (down from 6). Card – 7 Rodeleros Effect decreased to provide 6 Rodeleros (down from 7). Card – 8 Rodeleros Effect decreased to provide 7 Rodeleros (down from 8). Card – 9 Rodeleros Effect decreased to provide 8 Rodeleros (down from 9). Card – 4 Lancers Effect decreased to provide 3 Lancers (down from 4). Card – 5 Lancers Effect decreased to provide 4 Lancers (down from 5). DUTCH Start 6 Settlers (down from 7). 4 Gold crates (up from 3). Banks Bounty XP reduced to 140.00 (down from 280.00). Build Bounty XP reduced to 70.00 (down from 140.00). Card – Stadhouder Effect decreased to provide 50% cost to TownCenters (down from 33% cost). Card – Military Reforms All hand attacks’ –x0.25 multiplier against Abstract Infantry added. Speed effect left unchanged. GERMANS Uhlan Velocity increased to 6.75 (up from 6.50) and Max Velocity increased to 8.75 (up from 8.50). All hand attacks’ x0.75 negative bonus against Abstract Villager removed. Settler Wagon Crate gathering time increased to 20.00 (up from 15.00). BRITISH Politician – Adventurer Age-up effect increased to 7 Longbowmen (up from 2 Pikemen and 5 Longbowmen) Card – Offshore Support Effect decreased to provide +5 range (down from +10 range). Effect added to provide 20% bonus to damage to all War Ships. OTTOMANS Start 3 Wood crates (down from 4). Mosque Ottoman Mosque now has the unique ability to gather XP at a rate of 0.4xp/sec while the building is standing. Millet System Tech cost decreased to 100 Wood (down from 300 Food). Effect reduced to -5 train points (down from -8 train points). Abbassid Market Tech cost decreased to 600 Wood (down from 800 Food). Effect increased to -8 train points (up from -6 train points). Galata Tower District Tech cost decreased to 200 Gold (down from 400 Gold). Koprulu Viziers Tech cost decreased to 250 Wood (down from 500 Food). Effect increased to -5 train points (up from -4 train points). Card – TEAM Silk Road Effect decreased to 15% bonus to crates and trade post income (down from 30% bonus). Card – Offshore Support Effect decreased to provide +5 range (down from +10 range). Effect added to provide 20% bonus to damage to all War Ships. RUSSIANS Strelet Train points decreased to 30.00 (down from 32.00). Musketeer Train points decreased to 23.00 (down from 27.00). Card – Sevastapol Effect decreased to 50% bonus to building speed (down from 85% bonus). PORTUGUESE Cassador Hitpoints increased to 105.00 (up from 85.00). Ranged resistance armor reduced to 0.50 (down from 0.60). All ranged attacks’ damage reduced to 17.00 (down from 26.00). All ranged attacks’ ROF (Rate of Fire) reduced to 3.00 (down from 4.50). Card – Dragoon Combat Effect modified to provide 20% bonus to damage and hitpoints to Dragoons and a 15% bonus to damage and hitpoints to Hussars (modified from only affecting Dragoons). IROQUOIS Fire Pit Attack Dance’s efficiency decreased by 20%. Fertility Dance’s efficiency decreased by 20%. Travois Dance’s efficiency decreased by 20%. Warchief Hitpoints aura decreased to 15% bonus (down from 20%). Crackshot attack’s damage reduced to 60.00 (down from 75.00). Crackshot attack’s damage cap reduced to 120.00 (down from 150.00). Tomahawk All hand attacks’ damage increased to 14.00 (up from 10.00). All hand attacks’ multiplier against Abstract Cavalry decreased to x3.00 (down from x4.00) Aenna Train points decreased to 27.00 (down from 30.00). All ranged attacks’ damage increased to 12.00 (up from 10.00). All ranged and hand attacks’ multiplier against Heavy Infantry increased to x2.00 (up from x1.25). Kanya Horseman Hitpoints increased to 285.00 (up from 270.00). All hand attacks’ damage increased to 27.00 (up from 25.00). All hand attacks’ multiplier against Abstract Artillery decreased to x1.75 (down from x2.00) Forest Prowler All ranged attacks’ damage reduced to 16.00 (down from 17.00). Card – 11 Tomahawks Effect decreased to provide 9 Tomahawks (down from 11 Tomahawks). Card – Conservative Tactics Effect decreased to provide 10% bonus to damage and hitpoints (down from 15%). Card – TEAM Scout Infantry Effect increased to provide 8 Line-of-Sight (up from 4 LOS). No longer provides 10% bonus to Infantry HP. Iroquois War Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Iroquois Raiding Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). SIOUX Start No Wood crates (down from 1). Fire Pit Fertility Dance’s efficiency decreased by 20%. Attack Dance’s efficiency decreased by 20%. Siege Dance’s efficiency decreased by 20%. Warchief Velocity decreased to 7.76 (down from 8.10) and Max Velocity decreased to 9.76 (down from 10.10). Speed aura decreased to 15% bonus (down from 20%). Wakina Rifle Gold cost increased to 40.00 (up from 30.00). Axe Rider All hand attacks’ x0.75 negative bonus against Abstract Light Cavalry added. Card – 7 Pet Wolves Effect decreased to provide 6 Wolves (down from 7). Card – 5 Pet Cougars Effect decreased to provide 4 Cougars (down from 5). Card – 4 Pet Grizzlies Effect decreased to provide 3 Grizzlies (down from 4). Card – 8 Pet Coyotes Effect decreased to provide 6 Coyotes (down from 8). AZTECS Warchief Bounty aura decreased to x2.00 multiplier (down from x3.00). Fire Pit Warrior Priest Dance’s efficiency increased by 25%. Fertility Dance’s efficiency decreased by 20%. Water Dance’s efficiency decreased by 20%. Attack Dance’s efficiency decreased by 20%. Coyote Runner Train points decreased to 27.00 (down from 31.00). Eagle Runner Knight All ranged attacks’ range reduced to 12.00 (down from 14.00). Macehualtin Train points decreased to 23.00 (down from 26.00). All ranged and hand attacks’ multiplier against Heavy Infantry increased to x2.00 (up from x1.50). Jaguar Prowl Knight All hand attacks’ multiplier against Abstract Cavalry decreased to x2.00 (down from x3.00) All hand attacks’ multiplier against Abstract Heavy Infantry increased to x3.00 (up from x2.00) Founder Big Button Tech Cost decreased to 50 Food, 50 Wood, and 50 Gold (down from 500 Wood and 500 Gold). Tribal Chief Upon each age-up now provides an increase in the WarChief’s hitpoints. Colonial Age-up: Warchief Strike Attack improved + 20% increase in hitpoints. Fortress Age-up: Warchief Strike Attack improved + 30% increase in hitpoints. Industrial Age-up: Warchief Strike Attack improved + 40% increase in hitpoints. Imperial Age-up: Warchief Strike Attack improved + 50% increase in hitpoints. Tribal Warrior Balanced the amount of Skull Knights each age-up provides. Colonial Age-up: 2 Skull Knights. Fortress Age-up: 3 Skull Knights. Industrial Age-up: 5 Skull Knights. Imperial Age-up: 8 Skull Knights. Tribal Shaman Upon each age-up now provides a Travois and attack and hitpoints have been rebalanced. Colonial Age-up: Added War Hut Travois and same +10% War Hut and Noble Hut Attack/Hitpoints. Fortress Age-up: Added Noble Hut Travois and adjusted to +10% War Hut and Noble Hut Attack/Hitpoints. Industrial Age-up: Added 2 Noble Hut Travois and adjusted to +10% War Hut and Noble Hut Attack/Hitpoints. Imperial Age-up: Added 2 Noble Hut Travois and adjusted to +20% War Hut and Noble Hut Attack/Hitpoints. Tribal Wise Woman Upon each age-up now provides a Farm Travois and bonuses to plantations and farms have been rebalanced. Colonial Age-up: No change. 10% bonus to Farm and Plantation gather rates. Fortress Age-up: 1 Farm Travois and adjusted to + 10% bonus to Farm and Plantation gather rates. Industrial Age-up: 2 Farm Travois and adjusted to + 10% bonus to Farm and Plantation gather rates. Imperial Age-up: 2 Farm Travois and adjusted to + 20% bonus to Farm and Plantation gather rates. Aztec War Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Aztec Raiding Party Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Cipactli Worship Big Button Tech Now unavailable until Fortress Age (up from Colonial Age). Card – Offshore Support Effect decreased to provide +5 range (down from +10 range). Effect added to provide 20% bonus to damage to all War Ships. Card – Ruthlessness Effect no longer given to Eagle Runner Knights. Effect now provides 50% bonus multiplier to Coyote Runners, Puma Spearmen and Macehualtins against Abstract Villager. INDIANS Start 6 Settlers (up from 5). 1 Food crate (down from 2). Howdah All ranged attacks’ damage reduced to 60.00 (down from 75.00). All ranged and hand attacks’ multiplier against Abstract Heavy Cavalry increased to x2.75 (up from x2.25). All ranged and hand attacks’ multiplier against Abstract Artillery increased to x2.25 (up from x1.75). Flailiphant Ranged resistance armor reduced to 0.50 (down from 0.75). Food/Gold cost modified to 125.00/125.00 (from 100.00/200.00). Hitpoints increased to 325.00 (up from 200.00). Velocity decreased to 4.00 (down from 4.50) and Max Velocity decreased to 6.00 (down from 6.50). All hand attacks’ damage reduced to 5.00 (down from 14.00). All building attacks’ siege damage reduced to 80.00 (down from 150.00). All building attacks’ ROF (Rate of Fire) reduced to 1.50 (down from 3.00). Note: Mansabdar Failiphant also reworked to be double of the new elephant’s stats. Card – Royal Green Jackets Effect modified to also provide a Counter-Infantry Rifling-type bonus of x1.00 against Heavy Infantry. CHINESE Disciples All hand attacks’ damage reduced to 10.00 (down from 12.00). Build limit decreased to 5.00 (down from 7.00). Cannot convert anymore fallen units into other Disciples. Only the Chinese Monk retains this ability. Qiang Pikeman Hitpoints decreased to 105.00 (down from 110.00). All hand attacks’ damage reduced to 7.00 (down from 8.00). All hand attacks’ multiplier against Abstract Cavalry increased to x5.00 (up from x3.00). All building attacks’ siege damage reduced to 30.00 (down from 34.00). Changdao Swordsman All hand attacks’ damage increased to 15.00 (up from 13.00). All hand attacks’ multiplier against Abstract Cavalry increased to x2.25 (up from x2.00). Keshik Hitpoints increased to 110.00 (up from 100.00). All hand attacks’ damage increased to 8.00 (up from 4.00). Hand Mortar Velocity decreased to 3.00 (down from 4.00) and Max Velocity decreased to 4.00 (down from 5.00). All cannon attacks’ damage reduced to 5.00 (down from 20.00). All cannon attacks’ multiplier against Buildings increased to x16.00 (up from x4.00), multiplier against Ships increased to x14.00 (up from x2.00), and multiplier against Abstract Artillery increased to x6.00 (up from x2.00). Card – TEAM 7 Manchu Effect decreased to provide 5 Manchu (down from 7). Card – TEAM 5 Hand Mortars Effect decreased to provide 4 Hand Mortars (down from 5). Card – TEAM 5 Provincial Administration Effect decreased to provide +10 bonus to population (down from +15 bonus). Wonder – White Pagoda Upon each age-up now provides a lower amount of Disciples. Limit of Disciples decreased to 5 (down from 6) Colonial Age-up: 4 Disciples (down from 5). Fortress Age-up: 6 Disciples (down from 12). Industrial Age-up: 10 Disciples (down from 14). Imperial Age-up: 16 Disciples (down from 26). Wonder – Summer Palace Upon each age-up now provides crates of food instead of cavalry units. Colonial Age-up: 400 food (changed from 2 Steppe Riders). Fortress Age-up: 1000 food (changed from 3 Iron Flails). Industrial Age-up: 1500 food (changed from 5 Iron Flails). Imperial Age-up: 2000 food (changed from 10 Iron Flails). Wonder – Porcelain Tower Upon each age-up now provides an improved building that gathers resources, but no crates. Export and XP rates adjusted accordingly. Colonial Age-up: auto-gather rates of 3.00f 2.50w 2.50g and no crates (changed from 2.50f 2.00w 2.00g and 400 Food) Fortress Age-up: auto-gather rates of 4.50f 4.00w 4.00g and no crates (changed from 2.50f 2.00w 2.00g and 1000 Food) Industrial Age-up: auto-gather rates of 6.00f 5.50w 5.50g and no crates (changed from 2.50f 2.00w 2.00g and 1500 Food) Imperial Age-up: auto-gather rates of 6.50f 6.00w 6.00g and no crates (changed from 2.50f 2.00w 2.00g and 2400 Food) JAPANESE Shrine Auto-gather rate for Wood, Food and Coin rate doubled. Wood and Coin rate increased to 0.10 (up from 0.05), Food rate increased to 0.14 (up from 0.07). No change to XP auto-gather rate. Cherry Orchard Initial Food increased to 5000.00 (up from 4500.00). Card – Ashigaru Musketeer Attack Effect decreased to 15% bonus damage (down from 20%). Card – Close Combat Effect changed to 15% bonus hitpoints (from 20% bonus damage). FRENCH No change

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397 downloads

Uploaded:03-18-2008

Canada/Iroquois

canada_0001.zip | 296.6 KB

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474 downloads

Uploaded:02-06-2008

Xamo - Generals

xamogenerals.zip | 433.37 KB

level is by kills and there are 4 levels and one extra: One invincible general. Good map concept loaded with eye-candy features. Zipped files have to be added into your scenario files directory: My Documents/My Games/Age of Empires 3/Scenario. Have fun. Xamolxis P.S. This is a multiplayer scenario and can\'t be played in Single Player mode. Please do not rate this map low because you can\'t play it on Single Player into your computer. Thank you. REVIEW: by TrituateXH53 on HeavenGames FunFactor: 10 It is very playable. You have alot of options of units to choose from. It also has replay value, depending on if you want to make it to the highest level. Balance: 10 It is balanced because everyone has an equal chance of winning. It is also not easy or hard, and does not take over an hour to beat. Creativity: 8 Very Original. The only reaon this is a four is beacuase of its originality. Its not bad, but I have seen maps like these alot. But this one is unique in some ways(e.g. the unit choices) Item Placement/Quality: 10 I understand that since there will be a lot of units on the map, that you dont want a lot of lag... thus, there will be not alot of eyecandy:) Story/Instructions: 5 There are Instructions in the cinematic, which is good for people who havent played scenarios like these. There is also stuff in the objectives panel. Additional Comments: I remember in AoM when these maps were always being played. I hope that n00bs dont destroy this:) Anyway, good scenario.

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189 downloads

Uploaded:02-06-2008

Xamo - Race

xamo_race.zip | 112.29 KB

make you wish to win this race. A nice challanging scenario for all kind of fans, no matter the skills and experience. A good intro movie (and objectives) will tell you exactely what you have to do in every race. Please notice that this scenario can be play at home on your PC, but also in multiplayer (when available, ofcourse). Have fun and enjoy 3 months of work ... EDIT: Unfortunately this scenario is bugged. I will try to fix it, because of the complexity and beauty of it. The Editor is still not fixed, and i hope it will be when TAD is launched. Regards, Xamolxis Publisher's note: There is also a long discussion about this scenario on Heaven Games. Find it [url="http://aoe3.heavengames.com/downloads/showfile.php?fileid=617"]here.[/url]

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603 downloads

Uploaded:01-08-2008

Blackcreek Mercenaries Trilogy

blackcreek_mercenaries_trilogy.zip | 2.41 MB

improve it. Alright, so I think I've figured out all the bugs; heaven forgive me if I didn't. I playtested each scenario over four times just to make sure there's no problems. _________________________________________________________________________ So here's an overview of what you just downloaded: This "trilogy" contains Blackcreek Mercenaries parts 1&2, along with the highly anticipated Part 3. Part 1 has been updated to include cinematics, new terrain, and all the bugs should be worked out. (It's possible that part 1 might not work; I've had numerous problems with that file in the past). Part 2 has all kinds of new cinematics and objectives, it's almost like a different map (Extreme Makeover: Age of Empires Edition). Part 3 is a brand new scenario. It's the stunning conlusion to this chapter of Blackcreek Mercenaries. _________________________________________________________________________ Copy all the files to your "documents\my games\age of empires 3\scenario" folder. If you've downloaded any previous versions of Blackcreek Mercenaries, delete the old files first. _________________________________________________________________________ Tips: Here's some important tips Part 1: Be sure to build a market; it'll probably be your best friend. Also, part 1 isn't absolutely required to play part 2 (regarding the storyline, that is). So if for some reason you get bored of part 1, or if part 1 doesn't work, you can just skip to part 2. Part 2: The enemy will probably be constantly attacking you until you reach the third age. Try to advance to the third age as fast as possible, and send military shipments from your home city. There are a couple of allied guards that will help you defend your town. One of the secondary objectives (without giving too much away) requires you to destroy some stockades along the trade route. Be sure to use a small army with some artillary, if possible. Also, doing this objective will distract the enemy, at least for a while. Part 3: There are several river crossings, all of which are guarded by the enemy. The river crossing to the north is the least protected. Also, keep a close eye on your coin levels until you reach the third age; there are no coin mines on the map and your only early source of coin is some crates located elsewhere on the map. Your settlers cost an extra 50 coin (they are effective in combat though) so if you spend too much coin on settlers you might not be able to advance to the third age and you will have lost. _________________________________________________________________________ Here's the set-up for the storyline, for those who haven't downloaded previous Blackcreek Mercenaries: You lead a mercenary organization and you've been hired by the British to get rid of some pirates that took over a south atlantic island military base. Unfortunately, your ship fleet was ambushed en route by the pirates. You'll have to use the few troops that survived to defeat the enemy. _________________________________________________________________________ Thanks everybody for downloading this. Again, thanks goes to "Laid to R3st" for the ideas. And another thanks goes to all yall for having the patience to read this big long text file. P.S. Million bucks goes to the first person who can correctly guess what the "main island" in part 1 was patterned after. (Alright, mabye not a million bucks; just bragging rights) REVIEW: Note: This review is for level three only. FunFactor: 8 The map was fun and interesting to play. Stability: 6 The main problem was lag near the end. Balance: 8 The balance was just right: not too hard but not too easy either. Its only problem was that the British had HUGE forces and a big base. Creativity: 10 It was very creative. The map was original, as was the main idea. Item Placement: 8 Good map. The forked river was a nice addition, as were the bridges. The forests were decent, and the British fortress was quite good. The walls fit together, and the palace was a nice bit of building meshing. Much better than before. Instructions: 8 The story was good and easy-to-follow. Well explained. Good job on learning cines! Additional Comments: You've improved hugely, sawyer. I can't wait to see your update of hole-in-the-foot. Reviewed by randomjack (Heaven Games)

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1693 downloads

Uploaded:12-31-2007

The Asian Dynasties: Napoleonic Era - Demo

ne_demo_01.zip | 18.33 MB

Dynasties to be installed on your computer. Uninstall all other mods before running the setup. This demo version gives you the chance to playtest three of the nine new civilizations in Napoleonic Era: The Prussians, Swedes and Italians. You cannot play multiplayer games, the campaign or run the editor with this demo. To uninstall the demo please run the uninstallation executable. For more information visit: [url]http://ne.elpea.net[/url] The forum for discussing the demo is [url=\"http://www.ne.elpea.net/forum/portal.php\"]here.[/url]

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599 downloads

Uploaded:12-04-2007

Battle for the Virgin Islands II

battle_for_the_virgin_islands_ii.zip | 246.25 KB

w/ Market You are on what is St. Thomas as of today, deep in the mainland, searching for tribesman and treasures to claim for the USA. Of Course, the British are here and searching for the very same thing. The trick is there is a river but it contains bacteria that could poison your men, give them foreign sickness and the worst of all death. This also causes low morale among the men. Find the Famed "Fountain of Youth" battle England, Tribesman, Malaria and Mother Nature herself Can you secure the island for the USA?

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1135 downloads

Uploaded:11-20-2007

AOE3/TWC/TAD Random Civ Generator

aoe3_civ_randomizer_setup.zip | 992.58 KB

Hit the Go button outside the game or use the hotkey (CTRL+ALT+Space) in the game, then paste (CTRL+V) the generated list into the game's chat window. Updated to 1.0.4 Changes: Installer, hotkey editor Enjoy.

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381 downloads

Uploaded:09-27-2007

The Asian Dynasties Fan Site Kit

tad_fsk_092507.zip | 22.05 MB

expansion. The kit contains concept art, icons, renders, desktop wallpaper, and more.

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489 downloads

Uploaded:09-19-2007

Strategic Objectives: Islands

strat_obj_islands_spain_moderate.zip | 13.99 MB

capture neutral buildings that are guarded by guardians (such as Forts and Barracks), and even re-capture them from the AI and vice versa. Captured buildings offer either economic bonus or military bonus (free units). Players can also capture Great Cannons and use them to construct Fixed Guns anywhere on the map. WARNNING This scenario MUST be executed via one of the “Scenario Launcher” scenarios or directly from the Editor. Executing one of the scenarios directly may cause AOE3 to crash under certain circumstances. This issue has been notified to Ensemble and hopefully it will be resolved with the new patch. In the meantime please execute only the “Scenario Launcher” and everything will be working fine. The following is the list of the “Scenario Launchers” that you can execute: TWC xStrat Obj Launch Island Easy.age3Xscn xStrat Obj Launch Island Moderate.age3Xscn xStrat Obj Launch Island Normal.age3Xscn xStrat Obj Launch Island Hard.age3Xscn Vanilla Strat Obj Launch Island Normal.age3scn Strat Obj Launch Island Hard.age3scn These scenario launchers will allow you to select the civ that you want to play with and launch the appropriate scenario. Scenario Versions I have made several versions with different civs to play with and different difficulty levels. For Vanilla: There are 3 different civ versions and 2 difficulty levels for each civ ( Normal and Hard). For TWC: There are 4 different civ versions and 4 difficulty levels for each civ (Easy, Moderate, Normal , and Hard) “Easy”, “Moderate”, and “Normal” versions are utilizing “Moderate” AI. The “Hard” version utilizes “Hard” AI. No cheating codes are allowed with these scenarios In the event the cheat codes are being used the AI will receive 100 mercenaries with 20,000 HP. So just play the level that fits your level the most. Installation Instructions Please note that these scenarios don’t mod your game in any way. Installation Instructions for AOE 3: TWC Copy all the “Xstrat Obj….age3Xscn” files to \"My Documents/My Game/Age of Empires 3/Scenario\" Copy all the \"HomecityX…….XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/War Chief\" Copy the music file Glory.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Installation Instructions for AOE 3: Vanilla Copy all the \"Strat Obj…….age3scn\" to \"My Documents/My Game/Age of Empires 3/Scenario\". Copy all the \"Homecity_……XML\" files to \"Program Files/Microsoft Games/Age of Empires III/Campaign/Blood Ice Steel\" Copy the music file Glory.mp3 to the C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound Message for the Reviewers Please review either the “Moderate” or “Normal” versions of the scenario depending on your skill level. The “Hard” version was made only for the contest and the “Easy” version just for practice. Please keep in mind that despite the fact that the AI has more units than the human player, the human player can counter that with superior strategy and tactics, especially with a good use of Fixed Guns. Thank you, Moshe Levi

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380 downloads

Uploaded:08-24-2007

Regicide Scenario

regicide.zip | 596.71 KB

The enemies also begins the same, although he cannot move his outside his original place. To play, extract the contents of this folder to my documents/my games/age of empires 3/scenario then, in the menu, go to single player/custom scenario, and load regicide. have fun! (c) Commando730 and Regicide. All rights reserved.

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620 downloads

Uploaded:08-15-2007

Ottoman Revolution

ottoman_revolution.rar | 400.64 KB

that he won\'t attack me because he knows he\'ll eventually outboom me. Since he doesn\'t attack, I am free to boom my economy.... until the portuguese player begins to pull ahead! His mortars demolish my fort. Can I snatch a victory through Revolution? You\'ll have watch to find out!

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1904 downloads

Uploaded:08-02-2007

Roanoke 3: History and the Freemasons

roanoke3release_v1.2.zip | 11.35 MB

have survived still struggle to stop Jod and Ickh. This new area of time is confusing to them, great changes of history have been made by Jod and Ickh to help their situation in the future, and to help the Ones("owns"). Their destiny will happen. The Freemasons are also trying to stop them and use Ones("owns") themselves, the Freemasons are only trying to gain power by doing so. The strange people of the ruined Roanoke including Virginia and Brogs struggle to stop Daniel Boone and Jod from stopping them. Created by CaveTown ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ To install, simply use the installation program. This will overwrite The Warchiefs campaign, but you can easily restore the warchiefs campaign by using the Uninstallation program. Both included in this zip. To play, go to the Campaign menu and select the Fire and Shadow campaign. ____ I would like to give thanks to... ` Twoqtimes2 ` RiderofEternity ` And anyone else whom might have helped me along the way of making this campaign. This campaign has taken over a year to make, so I hope the for people to think of it as the best of quality; feel free to tell me whatever you would like to about this campaign, whether you like it or not, or whatever. Thank you :) Please send questions and comments to the forum threads, download section or this email adress: CaveTown@hotmail.com ____ Representing Liquid Fire Studios. Find us and our other projects at http://liquidfirestudios.net/ Enjoy! REVIEW: This review is for the first scenario only. FunFactor: 8 Fun scenario, interesting story. I notice a few issues with the triggers that affected the game play ¨C see comments bellow. Balance: 8 It was challenging at the beginning but then after awhile the AI didn¡¯t present much of a challenge. Creativity: 10 Very creative campaign with a nice story and several scenarios to play with. Your install and uninstall programs are top notch. Item Placement: 8 Map design was nice but I didn¡¯t see much eye candy. Quality: 9 A campaign of the higest quality and dedication. Installation Instructions: 10 Very nice story and clear instructions. Additional Comments: There were some issues with the triggers for the first scenario, Pirates kept spawning at the right side of the map even after I destroyed the Mexican base. In addition to that they were idle (over 50 of them). I suggest adding the condition ¡°Is Alive¡± for the TC, so the pirates stop spawning after the TC is destroyed. I also didn¡¯t get the victory message even after I built the Outpost next to the Mexican base. It is not possible to build the outpost inside the base because the game prohibits from doing so even after the base is destroyed. So I built the outpost as close as I could to the base but the victory message didn¡¯t show up. I looked at the victory trigger and noticed that the radios is too small ¨C 30. I suggest you increase it to 50 or 60 and that should fix the problem. I also noticed that you leave too much for the ¡°AILoadstandard¡±. The AI had long gaps between attacks later on which affected the challenge level. I suggest using a second AI (¡°Age3AI¡±) and add a few smaller attacks in between the large attacks. I also think that it would be nice to have higher home city level with more than 15 cards. Overall it was a fun scenario and I am planning to play the rest of your campaign. I would recommend this campaign to everyone. Congratulations on your achievement. Reviewed by MosheLevi at Heaven Games.

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456 downloads

Uploaded:06-28-2007

French Suicidal Assault

record_game_1.rar | 712.81 KB

vs newbs or anyone rly its just a fun strat. First you much play as french to get the CdB\'s. It won\'t work with anything else. Set all of your CdB\'s on hunts after you unpack the crates. get treasures with your explorer and such and scout out the opponents base with your scout. During this keep spamming CdB\'s and make sure they are going on hunts!! Make one house and by the time you make that you should be able to send one card. Make it the 3 CdB card. Then age up with 14 CdB\'s and a house. Keep spamming CdB\'s. Between the age up you should be able to send another card, make that card Pioneers. Keep spamming CdB\'s. Ok well when you have 20 of them you should be able to send another card, make that card wilderness warfare. Along with those cards make sure you have purchased the market upgrades for villagers and wa-la! you have a bad ass army of CdB\'s!! Make one more house before you attack and keep spamming CdB\'s. The next card you have to send should be the 4 CdB one. You then send your explorer and attack the enemy base. Kill his town center first unless he has an army then kill that. It is a great rush and works well. Good luck with it!\" View the thread [url=\"http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=15,33289,0,10\"]here.[/url]

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341 downloads

Uploaded:06-04-2007

Last Frontier

last_frontier.zip | 477.03 KB

Force being utterly destroyed apart from one last rifle team. The French have held off their attack lately due to a hard winter but now reinforcements have arrived with supplies and are ready to invade..... created by ImperialLord at AoE3 Heaven Games

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638 downloads

Uploaded:06-02-2007

The Spanish War

the_spanish_war.zip | 9.12 KB

Trade Route going on top of it.... Also... 4 small ponds going around the mountain... Plus, 4 native tribes... the AZTECS... and some random RHEAS to hunt...plus some SHEEPS to capture... and some random berrybush to get fruits from... also a fair amount of nuggets...all over the map... and then a few silver and gold mines here and there: plus some decorations... and finally a lot of resources... Have some fun.... Feedback appreciated!

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743 downloads

Uploaded:04-22-2007

Team Archipelago TWC

team_archipelago_twc.zip | 24.08 KB

but while the location is imaginary, the gameplay is different and exciting. It is similar to my previous Gandalf\'s Isles maps, with the major change of having players start on team islands rather than separate islands. There are other minor changes as well. The map is slightly smaller than Gandalf\'s Isles and the map can be either slightly rectangular or circular for slight variation in how the islands are placed, giving differences in spacing between various islands and between islands and the edge of the map - in otherwords, a little larger pockets of water for fishing. The map is characterized by each player starting on team islands completely surrounded by water, with variable starting positions, variable terrains, and great variation in the position of other islands in the sea. There is some variation in team player starting positions and distances apart as well. The enemy team will not always be directly opposite on the map. The 29 different terrain patterns are not meant to be a representation of any specific island area, just variety for the sake of enjoyment. These terrain patterns have appropriate forests, fauna, Native American types and treasures to match. Each team island contains one Native American village per team member, all of one type, with a few other villages of a different or same type scattered among the other islands (the number is variable but is also related to player number). On the starting island are 2-3 herds of some type, 2 mines, and 2-3 treasures per team member, and a few possible sheep, cows or llamas. Each player also starts with a couple extra wood crates to help get a dock and initial fishing ships built. Due to the anticipated naval warfare a large amount of forest is present as well. The seas are rich in fish and whales, risky to harvest due to the possiblility of enemy warships, but a valuable economic boost if you can collect them. In addition to the player\'s large starting islands, there are other islands scattered randomly about the map. This random map will always contain a large island with a short trade route and 2 trade posts (or 3 if over 4 players) - this trade route island can be centered or off to one side, depending on player starting locations. The other islands will vary greatly in size and location, and will contain various needed resources. Most important is the coin - there are always a few silver, copper or tin mines and usually a few gold mines (value 5000 coin) scattered about, as well as additional forests, occasional treasures and a few animals. Forest will normall vary a little in amount, and the more \'desert\' areas often will have noticeably less forest than other patterns (but never expect a wood shortage except in prolonged games with serious naval warfare unless you are bottled up on your own island). Other resources also vary a little randomly in amount or number. There are a few small caches of extra resources and possibly a few wrecked treasure ships scattered about on the extra islands - these caches were inspired by features on the map Dogleg Islands by Jugit - I have adapted his idea to this map and changed it a little. There are stacks of firewood, possible gold caches, and stores of food put away by the native inhabitants - steal them for your own use! These vary in appearance and number by the map\'s terrain pattern and with randomization. Well, aside from the above details, how does the map play? There is a need for aggressive control of the seas to control resources - the resources on the distant islands as well as the fishing and whaling that will boost your economy. You need to thoroughly explore the seas and islands to see what is available since there is great variation in how and where players and the extra islands are placed, and of course scout to keep track of the enemy. You need to venture off your island to establish bases elsewhere - economic centers as well as military. This map is truly great for teamwork. Coordinated team play for defense and to control straits and islands is very useful. Coordinated team landings are better at eliminating an enemy. Of course to play this map having a deck built for a water map is helpful - I recommend considering the Admiralty card, free warships, Rendering Plant, Schooners, Improved War Ships, Advanced Dock, and any specific cards for your civ such as Water Dance. Cards giving free wood are also a great boost to get on the water quickly. I am not sure of the value of the Privateer cards - any thoughts on these? I also like having cards to give Forts, Outposts or War Huts - sending these with your landing force is a great way to quickly establish a base on the enemy\'s island and subsequently send HC shipments there. NOTE -This map is much larger than any of the ES-created maps and may give some lag problems for players with slower computers and with greater player numbers. Because of the map size and script complexity, the script will take longer than usual to load. Also note that games on this map take somewhat longer to play due to the size and the need to spread out before launching an assult. There is full support for FFA games in this script, and of course the \'teams\' in FFA result in one player per island. NOTE-The standard AI plays this map poorly since it is not designed to make assults over water. It is really best for Multiplayer games, since humans can plan their assults better!. If you play this in Singleplayer (which can still be fun, of course), I suggest trying the Draugur AI by Felix Hermansson. It seems to put up a better fight with naval ships than the standard AI, although it also does not send armies to attack your home base. Note that in my experience, Draugur AI does a better job with the European civs than the Native civs on the seas. To play this map, the two files (Team Archipelago TWC.xs and Team Archipelago TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. I have enjoyed making this unique random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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935 downloads

Uploaded:04-04-2007

Strategic Objectives Challenge

strategic_objectives_russo_turkish_wars.zip | 19.97 MB

Objectives Challenge. Have fun!

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7671 downloads

Uploaded:04-03-2007

Age of Empires III patch (Reviewed)

aoe3_1.11.exe | 19.38 MB

also download at Filefront. However, if you want to play multiplayer with someone who does not have the expansion using your original game, you will have to download this patch. In other words, the original and expansion have their own patches. REVIEW: Although this is just a patch, I will give it a review. The bug changes are definitely necessary, especially the fixing of the uhlan bug. Balance changes, however, are quite controversial. Many ottoman gamers are disappointed by the nerfing of abus guns. Some players believe that the Germans and Portuguese have not been boosted enough. Nevertheless, I have played some games online and have seen more players using the Germans and Portuguese.

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614 downloads

Uploaded:03-09-2007

The Autumn War

the_autumn_war.zip | 8.23 KB

group of Trees all around the map... It has also 1 small island in the Bay... also in that bay some fishes...and whales... It has 4 natives Tribes...the Iroquois... and a few Deers...to hunt... also a lots of nuggets... a few Silver and gold mines: and finally a lot of resources. Have some fun.... Feedback appreciated!

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1995 downloads

Uploaded:03-02-2007

The Defense of the Alamo (Reviewed)

the_defense_of_the_alamo.zip | 971.61 KB

another version with a city name of Mexicans and player 1 name of American) and they start off with a lot of cavalry, musketeers, and falconets. you have a small town to the north with some elmetis and villagers who are collecting wood, food and gold. you have to hold the Alamo and when the Mexicans attack you must destroy their forward base. if the church is destroyed then you lose. REVIEW: This is a classic defense scenario where you are outnumbered but your soldiers are designed to counter enemy soldiers. I must mention this at the start: If you do not go to the scenario editor and select the SPANISH team as player controlled, then you will control the wrong side! However, the rest of the scenario is fairly well done. The balance of units is good, with a moderate variety of units. Although there are hardly any triggers, the constant fighting in the fort makes you forget (almost) about other events other than beating the enemy's giant army. The map is Texas literally - though not quite as literal as AoE2's Texas (the body of land surrounded by water that is shaped like Texas). It's the same as the one you get in a normal game, with added buildings. If you want some quick big battles, this is the mission to play. You could also play the second mission in the Act 3 campaign, which is a similar fort-defense map.

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890 downloads

Uploaded:02-16-2007

Gandalf's Random Land Map Plus TWC

gandalfs_random_land_map_plus_twc.zip | 34.43 KB

units for an interesting variation in gameplay. All native civs start with a War Hut Travois, Russians start with a Blockhouse Wagon, and all the rest start with 2 Outpost Wagons. These units help with either defense or map control, or offense if you are so minded. Otherwise this map is identical to the just-released Gandalf's Random Land Map for the War Chiefs – full description below. If you have played the version for the original AOE3, you might ask 'What's new from the original?' Well, the major changes include addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I have completely replaced the Iroquois, Aztec and Lakota in this map), addition of several new terrain patterns with matched fauna, treasures, forests, native types based on the new maps of the War Chiefs game, addition of two new possible trade route patterns, fixing the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement, added more variety to cliffs for some map patterns, more variety in the river feature, with a little less straight rivers and some river patterns now have shores that are buildable for docks, and sometimes a central lake, canyon or cliff area acts as a little more of a partial barrier between teams or sides of the map (but never a complete barrier). See below for full description. This map was originally created to represent an 'unknown' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have 'sub-patterns' with the base terrain pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is slightly larger than the diameter of Carolinas basically to allow the addition of the various terrain features, trade routes and natives. The map is of a contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or creating choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single diagonal route or parellel routes accross the center, or single long route around the periphery of the map with 6 to 12 Trade Posts(depending on player number), or there can be 2 semi-circular routes following the same course (plus a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of natives per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies. The food resources on each map can vary slightly. There are always 3-5 'herds' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not have an additional group of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is generally just out of the starting screen), with an additional several per player further off. There are usually more total mines than on the standard maps. In this version for the War Chiefs, mines can vary in type, with silver, copper, tin and gold mines possible. Silver, tin and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and the amount of forest can vary somewhat, and all players have 2 additional small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from travelling the entire river length, so docks and ships are of limited use. Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 5-6 per player per map - 2 of the easy ones nearby, and 3-4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or 'skins' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any 'map screws' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is an essential factor (since you will not 'know' the map in advance) to find the nearby and distant resources, features and the enemy. This map supports FFA play, and extensive testing on the current version was without problems. Early in the project I encountered instances of Native Villages not placing due to crowding, mainly for 2 player maps, but in more recent testing of the final version it seems to be pretty rare. To play this map, the two files (Gandalf's RLM Plus TWC.xs and Gandalf's RLM Plus TWC.xml) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM2. Please do not place them in the game's install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue 'Custom Map' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is a little larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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594 downloads

Uploaded:02-15-2007

Gandalf\'s Random Land Map - TWC

gandalfs_random_land_map_twc.zip | 33.95 KB

original AOE3, you might ask \'What\'s new from the original?\' Well, the major changes include addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I have completely replaced the Iroquois, Aztec and Lakota in this map), addition of several new terrain patterns with matched fauna, treasures, forests, native types based on the new maps of the War Chiefs game, addition of two new possible trade route patterns, fixing the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement, added more variety to cliffs for some map patterns, more variety in the river feature, with a little less straight rivers and some river patterns now have shores that are buildable for docks, and sometimes a central lake, canyon or cliff area acts as a little more of a partial barrier between teams or sides of the map (but never a complete barrier). See below for full description. This map was originally created to represent an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is slightly larger than the diameter of Carolinas basically to allow the addition of the various terrain features, trade routes and natives. The map is of a contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or creating choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single diagonal route or parellel routes accross the center, or single long route around the periphery of the map with 6 to 12 Trade Posts(depending on player number), or there can be 2 semi-circular routes following the same course (plus a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of natives per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies. The food resources on each map can vary slightly. There are always 3-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not have an additional group of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is generally just out of the starting screen), with an additional several per player further off. There are usually more total mines than on the standard maps. In this version for the War Chiefs, mines can vary in type, with silver, copper, tin and gold mines possible. Silver, tin and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and the amount of forest can vary somewhat, and all players have 2 additional small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from travelling the entire river length, so docks and ships are of limited use. Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 5-6 per player per map - 2 of the easy ones nearby, and 3-4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is an essential factor (since you will not \'know\' the map in advance) to find the nearby and distant resources, features and the enemy. This map supports FFA play, and extensive testing on the current version was without problems. Early in the project I encountered instances of Native Villages not placing due to crowding, mainly for 2 player maps, but in more recent testing of the final version it seems to be pretty rare. To play this map, the two files (Gandalf\'s RLM Plus TWC.xs and Gandalf\'s RLM Plus TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is a little larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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639 downloads

Uploaded:02-14-2007

Unit Upgrades Modpack

age3upgrades.zip | 4.07 MB

problem an adds a highlight for some specials like blue tipped spear to show when cheyenne riders have bonus vs other cavalry. (see Jan. 26 below) *** January 26, 2007 Added some new ideas besides just imperial changes... 23610 anti-bldg guerilla sharktooth (blue tips black bow) 45379 cheyenne fury anti-cav (blue tipped black spear) 45385 apache ranged cavalry raiding anti-vill (blue rifle) 46825 assassins (blue knife) 47196 advanced scouts (aymara changed to miskatonic scout) 43695 anti-artillery battle anger wc siox (golden spear) 44085 anti-bldg town destroyer wc iro (black outfit, white arrow symbol) HCXPAdmiralTromp for 2 x hp fluyt look (gold cannons and dutch sails)

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802 downloads

Uploaded:02-14-2007

Advanced Triggers Set

advancedtriggerset.zip | 51.8 KB

fixed when using > or Triggers do not \"mod\" games. They are saved and carried with scenarios that use them. Therefore, people who view a scenario with these effects/conditions do NOT require them installed. > All effects/conditions, whose standard counterpart works fine online, will also work fine online. Those that have counterparts which normally do not work online (Teleport), will not work online. Also take note if the effect/condition name contains \"MP\" or \"SP\", signifying whether the effect/condition is designed for Multiplayer or Singleplayer. > Of course you will. This is not a mod in the general sense, but rather an add-on to the editor. It will not affect your normal gameplay. -------LIST OF EFFECTS AND CONDITIONS------ These are all the effects/conditions contained in this set: Army Operations - Army Add/Remove Unit - Army Add/Remove Unit of Type - Army Add/Remove Units in Area (Center Unit) - Army Add/Remove Units in Area (Point) - Army Copy From Army - Army Remove Units with HP - Army Remove Units with Percent HP - Army Remove Units by Index - Army Remove All Units (Clear) Change Name in Area - Change Name in Area (center unit) - Change Name in Area (point) Convert in Area - Convert Units in Area (center unit) - Convert Units in Area (point) Copy Units in Area - Copy in Area SP (center unit) - Copy in Area SP (point) - Copy in Area MP (center unit) - Copy in Area MP (point) - Copy/Convert in Area SP (center unit) - Copy/Convert in Area SP (point) - Copy/Convert in Area MP (center unit) - Copy/Convert in Area MP (point) ID Viewer Move to Self in Area - Move to Self in Area (center unit) - Move to Self in Area (point) Near Unit Effects - Army Build Building Near Unit - Army Deploy Near Unit - Army Move Near Unit - Army Teleport Near Unit - Invoke God Power Near Unit - Move From Area To Near Unit - Move Near Unit - Teleport Units to Near Unit - Unit Build Building Near Unit - Unit Create Near Unit Near Point Effects (Optional, Pt File) - Army Build Building Near Point - Army Deploy Near Point - Army Move Near Point - Army Teleport Near Point - Invoke God Power Near Point - Move From Area To Near Point - Move Near Point - Teleport Points to Near Point - Point Build Building Near Point - Point Create Near Point QV Compare Group Set - QV Compare Group (Condition) - QV 1- Start Highest or Lowest - QV 2- Save Highest or Lowest QV Set Army Effects - QV Set Army Num. Units - QV Set Army Current HP - QV Set Army Max HP - QV Set Army Health (Percent HP) - QV Set Army Num. Units with Min. Health - QV Set Army Unit OBJECT ID QV Set Unit Effects - QV Set Unit Current HP - QV Set Unit Max HP - QV Set Unit Health (Percent HP) - QV Set Unit Action Type ID - QV Set Num. Workers on Unit - QV Set Unit OBJECT ID - QV Set Unit (OBJECT ID) in Area (Center Unit) - QV Set Unit (OBJECT ID) in Area (Point) QV Set Units in Area - QV Set Units in Area (Center Unit) - QV Set Units in Area (Point) QV Set Distance to Unit Scatter Effects - Scatter - Random in Area (center unit) - Scatter - Random in Area (point) - Scatter - From Original Location (center unit) - Scatter - From Original Location (point) Teleport Units in Area - Teleport Units in Area (center unit) - Teleport Units in Area (point) To Unit Effects - Army Build Building At Unit - Army Deploy To Unit - Army Teleport To Unit - Invoke God Power At Unit - Move From Area To Unit - QV Invoke God Power At Unit - Teleport Units in Area (center unit) To Unit - Teleport Units in Area (point) To Unit - Teleport Units to Unit - Unit Build Building At Unit - Unit Create At Unit XS Effects/Conditions - XS version of all appliable effects/conditions ---------------------------------------- ABOUT THE EFFECTS/CONDITIONS I do not claim to have \"discovered\" the commands used to achieve this however. The proper credits would perhaps belong to TwentyOneScore, who actually discovered how to use these commands and had done so many times in his maps, nearly 4 years ago (2003). Note that I do not state he discovered the commands themselves; they were listed in Age of Mythology\'s documentations. He discovered how to \"use\" them in triggers. Originally, they were listed for other aspects of the game such as AI and victory conditions. Unfortunately, he did not post many guides (if at all) and primarily created Random Map Scripts; the commands were then forgotten and buried once he left. Still, much effort and many days have been put into this pack to make it function properly. As said before, TwentyOneScore did not post much about this; rather, he only posted a list of these commands and sometimes a few examples (with not clear explanation of the commands themselves). Instead, I myself had to actually \"rediscover\" many of what he probably already knew. This is well illustrated by the fact that the original effects/conditions, for example, selected object ids instead of name ids - in which they would corrupt when units were deleted. More frustrating moments involved actually figuring out how to use and customize kb queries out of close to nothing. It can be said that although TwentyOneScore perhaps was first to use them, I very little reference and in a way, had to start from near scratch. Note that not all effects/conditions here relied upon those commands. Some are in fact created just from me. Such examples include the \"QV Save Highest or Lowest\", which allows one to grab the highest/lowest QV out of a group of _infinite_ number of QVs. The effects stack and comparisons can be reset (start fresh) by a mere button in the effect panel. Another excellent example which I do not believe has been done before, is the ability to preserve unit relative locations when teleporting (or copying). The current Teleport Effect places all units in one spot; enabling \"Retain Unit Positions\" will force it to remember where the unit was, in relative to the center location. Yet another example is the \"Scramble\" effect. This uses just fancy QV math to calculate a random position, in whatever boundaries one chooses (even a radius within each unit itself). Many of the effects/conditions here are also purely of my own trigger work.

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136 downloads

Uploaded:02-05-2007

Flowerbud village demo

fb_demo1.zip | 368.41 KB

to create an imagination of what flower bud village would have looked like if it were a colony in the Americas in 1600. This mod will eventually result in a fully playable flower bud village civ. For the meantime, I will release the units that are being created to be placed in the editor. Feel free to use them in your scenarios or mod them into an already existing civ. Includes: All flowerbud light/ranged inf: Flowerbudeers Pollenators Thorns

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233 downloads

Uploaded:02-05-2007

Ourk vs Amasis - WarChiefs Replay

finalourkvsamagame2.zip | 448.97 KB

[Sioux][/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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95 downloads

Uploaded:02-05-2007

Ourk vs Amasis - WarChiefs Replay

finalourkvsamagame1.zip | 505.24 KB

[Sioux][/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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70 downloads

Uploaded:02-05-2007

Ourk vs Mexico_Rayo_mr - WarChiefs Replay

ourkvsmexicogame2semifinals.zip | 359.25 KB

[i]Mexico_Rayo_mr[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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107 downloads

Uploaded:02-05-2007

Ourk vs Mexico_Rayo_mr - WarChiefs Replay

ourkvsmexicogame1semifinals.zip | 362.63 KB

[i]Mexico_Rayo_mr[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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91 downloads

Uploaded:02-05-2007

Eomer vs Sk1pper - WarChiefs Replay

round_5_sk1pper_vs_eoner.zip | 670.06 KB

[i]Eomer[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper [/i]

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48 downloads

Uploaded:02-05-2007

Ourk vs BladeXtreme - WarChiefs Replay

ourkvsbladegame2.zip | 449.99 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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63 downloads

Uploaded:02-05-2007

Amasis vs iGiul - WarChiefs Replay

round_5_amasis_vs_igiul_2.zip | 339.74 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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58 downloads

Uploaded:02-05-2007

Amasis vs iGiul - WarChiefs Replay

round_5_amasis_vs_igiul_1.zip | 401.8 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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37 downloads

Uploaded:02-05-2007

Sk1pper vs MeXiCo_Rayo_mr - WarChiefs Replay

round_4_sk1pper_vs_mexico_rayo_mr.zip | 675.52 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper [/i]

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94 downloads

Uploaded:02-05-2007

Amasis vs BladeXtreme - WarChiefs Replay

round_4amasis_vs_bladextreme_3.zip | 419.09 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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76 downloads

Uploaded:02-05-2007

Amasis vs BladeXtreme - WarChiefs Replay

round_4amasis_vs_bladextreme_2.zip | 368.38 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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53 downloads

Uploaded:02-05-2007

Amasis vs BladeXtreme - WarChiefs Replay

round_4amasis_vs_bladextreme_1.zip | 401.19 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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27 downloads

Uploaded:02-05-2007

Eomer vs Mextli - WarChiefs Replay

eomer_defeats_mextli_2.zip | 357.52 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer [/i]

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96 downloads

Uploaded:02-05-2007

Eomer vs Mextli - WarChiefs Replay

eomer_defeats_mextli_1.zip | 322.5 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer [/i]

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46 downloads

Uploaded:02-05-2007

Sk1pper vs _H20 - WarChiefs Replay

round_3_sk1pper_vs_h2o.zip | 382.49 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper [/i]

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25 downloads

Uploaded:02-05-2007

iGiuL vs Hero_ - WarChiefs Replay

record_game_222.zip | 325.9 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]iGiuL[/i]

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1 downloads

Uploaded:02-05-2007

BladeXtreme vs Blue_Gaiden - WarChiefs Replay

nt_r3_bladextreme_vs_blue_gaiden_g2_w.zip | 348.16 KB

[i]Blue_Gaiden [Sioux] [/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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46 downloads

Uploaded:02-05-2007

BladeXtreme vs Blue_Gaiden - WarChiefs Replay

nt_r3_bladextreme_vs_blue_gaiden_g1_l.zip | 405.31 KB

[i]Blue_Gaiden [Sioux] [/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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53 downloads

Uploaded:02-05-2007

_VipeR_ vs Saya - WarChiefs Replay

viper_vs_saya_game3.zip | 309.6 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya [/i]

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29 downloads

Uploaded:02-05-2007

_VipeR_ vs Saya - WarChiefs Replay

viper_vs_saya_game2.zip | 288.74 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]_VipeR_ [/i]

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44 downloads

Uploaded:02-05-2007

_VipeR_ vs Saya - WarChiefs Replay

viper_vs_saya_game1.zip | 303.72 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]_VipeR_ [/i]

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27 downloads

Uploaded:02-05-2007

Amasis vs MaXiMuS_ - WarChiefs Replay

iamaximus_amasis.zip | 353.26 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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74 downloads

Uploaded:02-05-2007

Amasis vs MaXiMuS_ - WarChiefs Replay

_amasis_.zip | 353.08 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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2 downloads

Uploaded:02-05-2007

Qazitory vs XypheR - WarChiefs Replay

round3_qazitory_vs_xypher_game_2.zip | 474.62 KB

[i]XypheR[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory [/i]

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25 downloads

Uploaded:02-05-2007

BladeXtreme vs Edi_16 - WarChiefs Replay

round2_bladextreme_vs_edy_16.zip | 344.77 KB

[i]Edi_16[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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352 downloads

Uploaded:02-05-2007

Amasis vs Black_Ice_Spain - WarChiefs Replay

black_ice_spain_amasis.zip | 359 KB

SIoux][/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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98 downloads

Uploaded:02-05-2007

Amasis vs Black_Ice_Spain - WarChiefs Replay

black_ice_spaiamasis.zip | 451.36 KB

SIoux][/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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13 downloads

Uploaded:02-05-2007

Eomer vs Stylo - WarChiefs Replay

eomerdefeatsstylo2.zip | 372.33 KB

[i]Stylo[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer[/i]

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13 downloads

Uploaded:02-05-2007

Eomer vs Stylo - WarChiefs Replay

eomerdefeatsstylo1.zip | 390.35 KB

[i]Stylo[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer[/i]

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48 downloads

Uploaded:02-05-2007

Sk1pper vs NaturePhoenix - WarChiefs Replay

round_2_sk1pper_vs_naturephoenix.zip | 710.52 KB

[i]NaturePhoenix[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper[/i]

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51 downloads

Uploaded:02-05-2007

Finn vs Xeoneq - WarChiefs Replay

finn_vs_xeoneq_round_2.zip | 457.31 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Finn[/i]

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34 downloads

Uploaded:02-05-2007

Blue_Gaiden vs MixOo - WarChiefs Replay

blue_gaiden_defeats_mixoo_game_2.zip | 446.72 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue_Gaiden[/i]

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44 downloads

Uploaded:02-05-2007

Blue_Gaiden vs MixOo - WarChiefs Replay

blue_gaiden_defeats_mixoo_game_1.zip | 403.3 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue_Gaiden[/i]

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1 downloads

Uploaded:02-05-2007

HerO_ vs Ala_Warz- WarChiefs Replay

hero_vs_ala_warz_game2.zip | 399.5 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]HerO_[/i]

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19 downloads

Uploaded:02-05-2007

HerO_ vs Ala_Warz - WarChiefs Replay

hero_vs_ala_warz_game1.zip | 378.04 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]HerO_[/i]

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35 downloads

Uploaded:02-05-2007

HerO_ vs Ala_Warz - WarChiefs Replay

hero_vs_ala_warz_game3.zip | 371.54 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]HerO_[/i]

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1 downloads

Uploaded:02-04-2007

Mexico_Rayo_mr vs Slamer - WarChiefs Replay

slamer_vs_mexicorayo_2.zip | 435.88 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Mexico_Rayo_mr [/i]

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14 downloads

Uploaded:02-04-2007

Mexico_Rayo_mr vs Slamer - WarChiefs Replay

slamer_vs_mexicorayo.zip | 395.46 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Mexico_Rayo_mr [/i]

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11 downloads

Uploaded:02-04-2007

Qazitory vs DarkonFK - WarChiefs Replay

round2_qazitory_vs_darkonfk_game_1.zip | 436.8 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory [/i]

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1 downloads

Uploaded:02-03-2007

MaXiMuS_ vs Mateusfam - WarChiefs Replay

max_vs_mateusfam_2.zip | 433.31 KB

[i]Mateusfam[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]MaXiMuS_ [/i]

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17 downloads

Uploaded:02-03-2007

Lucky_ass vs Blasterboy77 - WarChiefs Replay

lucky_ass_vs_blasterboy77_round_1_game_2.zip | 415.35 KB

[i]Blasterboy77 [Aztec] [/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Lucky_ass [/i]

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33 downloads

Uploaded:02-02-2007

BrUiNz vs DsE_Drunk - WarChiefs Replay

bruinz_vsdse_drunk_3.zip | 440.45 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BrUiNz [/i]

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1 downloads

Uploaded:02-02-2007

BrUiNz vs DsE_Drunk - WarChiefs Replay

bruinz_vsdse_drunk_1.zip | 413.93 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BrUiNz [/i]

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31 downloads

Uploaded:02-02-2007

BladeXtreme vs PyRo_ - WarChiefs Replay

bladextreme_vs_pyro_r1_g2.zip | 404.46 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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38 downloads

Uploaded:02-02-2007

BladeXtreme vs PyRo_ - WarChiefs Replay

bladextreme_vs_pyro_r1_g1.zip | 388.03 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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20 downloads

Uploaded:02-02-2007

Sk1pper vs HoJu - WarChiefs Replay

round_1_sk1pper_vs_hoju.zip | 790.94 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper[/i]

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38 downloads

Uploaded:02-02-2007

NaturePhoenix vs acidsreign - WarChiefs Replay

aufgezeichnete_spiele_2.zip | 411.65 KB

[i]acidsreign [/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]NaturePhoenix[/i]

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51 downloads

Uploaded:02-02-2007

NaturePhoenix vs acidsreign - WarChiefs Replay

aufgezeichnete_spiele_1.zip | 391.54 KB

[i]acidsreign [/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]NaturePhoenix[/i]

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24 downloads

Uploaded:02-01-2007

Eomer vs Mor1d1n - WarChiefs Replay

eomer_defeats_mor1d1n_3_round_1.zip | 343.92 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Mor1d1[/i]

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43 downloads

Uploaded:02-01-2007

Eomer vs Mor1d1n - WarChiefs Replay

eomer_defeats_mor1d1n_round_1.zip | 579.41 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer[/i]

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52 downloads

Uploaded:02-01-2007

Blue Gaiden vs Tibe - WarChiefs Replay

round_1_blue_gaiden_defeats_tibe_game_2.zip | 463.9 KB

[i]Tibe[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue Gaiden [/i]

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53 downloads

Uploaded:02-01-2007

Blue Gaiden vs Tibe - WarChiefs Replay

round_1_blue_gaiden_defeats_tibe_game_1.zip | 409.6 KB

[i]Tibe[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue Gaiden [/i]

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15 downloads

Uploaded:02-01-2007

iGiuL vs Debris - WarChiefs Replay

igiul_debris_2.zip | 504.03 KB

[i]Debris[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]iGiuL[/i]

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44 downloads

Uploaded:02-01-2007

GinPico vs Dr_Jykill - WarChiefs Replay

round_1_ginpico_vs_dr_jykill2.zip | 373.58 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]GinPico[/i]

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16 downloads

Uploaded:02-01-2007

GinPico vs Dr_Jykill - WarChiefs Replay

round_1_ginpico_vs_dr_jykill.zip | 371.57 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]GinPico[/i]

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1 downloads

Uploaded:02-01-2007

Qazitory vs CrEaMy_FR - WarChiefs Replay

round_1_qazitory_vs_creamy_fr_game_1.zip | 464.4 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory[/i]

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1 downloads

Uploaded:02-01-2007

Saya vs Avantgarde - Warchiefs Replay

record_game_1.zip | 406.52 KB

[Iroquois][/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya[/i]

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1 downloads

Uploaded:02-01-2007

Saya vs Avantgarde - Warchiefs Replay

record_game_3.zip | 429.32 KB

[Sioux][/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya[/i]

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20 downloads

Uploaded:02-01-2007

XypheR vs Jordi - WarChiefs Replay

enregistrer_la_partie_2.zip | 432.74 KB

[i]Jordi[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]XypheR[/i]

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34 downloads

Uploaded:02-01-2007

XypheR vs Jordi - WarChiefs Replay

enregistrer_la_partie_1.zip | 429.43 KB

[i]Jordi[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]XypheR[/i]

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353 downloads

Uploaded:01-28-2007

British-French/Ironclad Merger Mod

britishfrenchironclad_expansion_merger_mod.zip | 15.4 KB

names. =============================== Installation Directions =============================== To install the British-French/Ironclad Expansion mod copy the file \'randomnamesx\' into your Age of Empires III folder marked \'data.\' This is generally in the following location: C:\\Program Files\\Microsoft Games\\Age of Empires III\\data You may want to back up your original randomnamesx file first, as installing this will overwrite it. The steps to install this mod are as follows: 1.) Double-click My Computer. 2.) Double-click C:/ (or whatever your main drive is). 3.) Double-click Program Files 4.) Double-click Microsoft Games 5.) Double-click Age of Empires III 6.) Double-click data 7.) Drag randomnamesx into the window.

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1579 downloads

Uploaded:01-27-2007

Glory (Reviewed)

glory_v1.zip | 1.63 MB

rebels around it first. Then use the troops by the river and the new troops you gained access to after destroying the rocket. Get into the Fort and take out the Confederate's Command Post. HINT Destroying the walls around the rivier will make it easier to get through more quickly. On the other hand this will cause troops to die becuase cannons/rebels are shooting at them. use every soldier available. When attacking the fort, attaack the walls in the left corner. This will prevent soldires dieing from heavy cannon fire. (You will not be able to win this map. It ends the same way as the movie. Many of the events/location of items are also the same as the movie. It is still fun if you like the civil war battles.) Installation: Extract the files Glory.age3xscn and Glory.bak into your MyDocuments/myGames/AgeofEMpires3/scenarios To play the map go into your custom scenario area of the game after you pull up the game. There are only a few problems with this map. ONe is that the confederates bear the American Flag. If you have any problems, comments, or complaints, please email me the author at Wesinator44@yahoo.com or post a comment here. *If this file is distributed it needs the authors consent. REVIEW: Glory. What an epic battle. This scenario relives the last battle in the movie with cannons, musketfire, the marshes, and the defensive fortifications. The night fighting was very beautiful (nice muzzle flashes). Using cassadores was a good choice because even though it was rather boring (only one unit type for each army), the cassador's slow reload is more realistic. Too bad cassadores don't have bayonets like in the movie. The unit placement was thoughtful, but the cannons were placed too close to the walls (I could shoot at the cannon behind the wall, destroying it because the AI doesn't know how to shoot through walls). Doing that, I "won" easily. That was a major downside of this map. No winning allowed whatsover, even after you've blown up everything Confederate. Other than that, this is a good scenario for people who have about 15 minutes to play a big battle. If you like econ, this is not the place to go. Reviewed by Suleyman_Eisenhower, Filefront File Reviewer

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883 downloads

Uploaded:01-23-2007

AOE3MODS TWC Scenario Pack

twcscenariopackv1.zip | 3.97 MB

is a straight forward scenario that pits you as the US, allied with the Iroquois, against some rouge Spanish elements that are looking for slaves to experiment on. The experiments take place in 3 buildings that have been hewn out of the mountains and are known as Hells Gates. Your job is simple, destroy the 3 buildings. Brain v Brawn: In this game, you play as Napoleon with the challenge of destroying the 3 Ottoman armies that occupy a well defended settlement. Although you start with more resources than your opponents, they will be getting a little help to get going and always remember those defenses. Badlands: The title is based on an area of land that can support little organic life and has been severely eroded over a number of years. The most famous badlands are located in South Dakota, which is where this scenario is loosely based. The Native American nations have revolted against the poor treatment they have received in reservations and have determined that war is the only option. They have established settlements on one side of the badlands, but it will not be long before they cross the badlands to attack your well resourced settlement. A fort has been built to help protect the settlers but will that be enough. Industrial Might: You do not get any settlers in this game but you are given a substantial resource producing capability with a number of factories. You also have two docks from which to create fishing and whaling boats. Plus, you can create a number of builders that can help with chopping trees. As the US, you face the Iroquois and Sioux who are allied with the Seminoles. With substantial fortifications in place, the technological advantage that the industrialized US has, should guarantee success. But how long will it take you to suppress the natives. Louisiana Purchase: This scenario will make big demands on your processing power and is only recommended for the most powerful of systems. You play as Jefferson and you have to persuade Napoleon that selling his interests in North America would be a wise idea. He thinks he is invulnerable, so you need to make him realize that he does not have the capacity to defend these lands so far from home. Doing so will be tough though, you will have to beat off 3 French armies and 2 Iroquois allied armies. However, as much as it may be tempting to do so, do not destroy Napoleon’s imperial palace when you find it. Arena (twc): This is a War Chiefs version of ‘The Arena’ scenario provided with the standard version of AOE3MODS. It has been significantly updated but the basic principle is the same. To gain access to your opponent’s settlements, you need to control the trading post socket outside the gate of each enemy or find other means of entering the territory. Defenses have been added to make the use of balloons more risky.

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2643 downloads

Uploaded:01-23-2007

AOE3MODSvC1

aoe3modsvc1.zip | 10.13 MB

been removed and are now available as Scenario Packs. Look in the Single Player Download section for AOE3MODS Scenario Packs. Since the last release of either version, the following changes have been made: Both Versions: - Introduced a new building, the Sniper’s Tower. - The builder can again build a jail, which can train bounty hunters and sheriffs - A sheriff unit can be trained from the jail. - The builder units actions have been updated and he now carries a hammer instead of a pick axe. - The look of the sniper and his icons has changed, to help distinguish him a little more from musketeers. - Tactics and behavior of the Infantry and Artillery balloons has been refined. These units will also be attacked by outposts now. - Modified the look of the US troopers, to make them closer to the real thing. - In line with the trooper change, the Frontiersman’s appearance has also changed. - The standard games, as well as expansion pack, now supports a 25 card deck. TWC Only: - The new sheriff unit can convert guardians - The jail is not available to Aztec, Sioux or Iroquois - The sheriff unit is not available to Aztec, Sioux or Iroquois - The Aztecs can now build an Outpost. - The Aztecs can train a Spy with unique characteristics - The Sioux can train a Spy with unique characteristics - The Iroquois can train a Saboteur, similar to a partisan The Draugur AI Script, Version 4.00 by Felix Hermansson has been added to this release. These modifications have not been tested in mult-player games but the inclusion of an installer will make switching between the standard game and a moded game easy, for those who regularly play multi-player. The installer will backup all files to be modified and copy the changed files to the correct locations. The original files can be replaced by clicking the remove button. A more complete list if mods include (common mods): - Play as the US - The US get single unique Cavalry unit for hand and ranged combat - The US get a unique explorer - The US get a Trooper in age 2, with upgrades in ages 3, 4 & 5. - The US get a Frontiersman in age 3, with upgrades in in ages 4 & 5. - The US uniquely get the Ironclad in Age 5. - The guard and patrol commands have been enabled for most units - Standard artillery units have been reduced in population count. - A Artillery Balloon Transport can be trained in age 3. It can transport a single artillery unit and it has an attack capability of its own. - A Stun Balloon can be trained in age 3 – it explodes with a wide affect but damage is not great. - An Exploding Wagon can be trained in age 3. - A Goliath artillery unit (based on Fixed Gun) can be trained in age 4. - All infantry have a population count of 0. - A Infantry Balloon Transport can be trained in age 2. It can carry up to 10 infantry or civilian units and has defensive capabilities of its own. - A Troop Carrier can be trained in age 2. It can carry up to 20 infantry units only and has a defensive capability of its own. - A Stagecoach can be trained in age 2. It can carry up to 20 infantry or civilian units. - A Sniper unit is available (to all civs except native americans) from the barracks. - A Partisan unit can be trained in age 2. - A partisan can lay Anti-Personnel Mines. - A Cherokee War Hut is available to all civs to train cherokee mercenary units. - Train the Cherokee Archer - Train the Cherokee Rifleman - Train the Cherokee Mounted Rifleman - Train the Cherokee Mounted Axeman - Cherokee War Hut units get Upgrades in ages 3 and 4. - The war hut is also a defensive building with a reasonably powerful ranged attack but no unique upgrades. - Docks can produce Super Monitors in age 5, for everybody except the US. The US gets the Ironclad instead. - Docks can train an unlimited number of privateers. - Docks can train fireships. (Build limit = 10 units) - The base limit of monitors increased to 4. - The base limit of frigates increased to 4. - The base limit of fluyts increased to 6. - The base limit of galleons increased to 6. - The base limit of galleys increased to 8. - Docks can hold ships. - Settlers can build factories in age 4. - Field Hospitals can train Surgeons, which have population count of 0. - Field hospitals can hold units - The hit points for forts have been increased significantly. - Forts can hold units - Settlers can be trained from houses for everybody except the Ottomans (not Sioux or Iroquois in TWC) - Settlers can be trained from the mill - The hit points for outposts have been doubled - Outposts and Blockhouses can hold units. - Settlers can be trained from the plantation - The Pawnee Mounted Warrior has been added as a mercenary cavalry unit. - The Bounty Hunter replaces the Comanchero as a mercenary cavalry unit. - All cavalry have a population count of 1. - The Ottomans can train Spahi units in the stable. - Outposts and the Russian blockhouses can train mercenary units (standard game only). - Russian town center does not generate settlers in blocks - Town Center can train a Builder unit. (Build limit = 10, not available to natives cives in TWC). - The Builder unit can build the Fort in age 3. - The Builder unit can build most military buildings faster than a settler. - The Builder unit can gather faster than a settler but cannot build economic buildings. - The Builder unit can build Field Hospitals in age 3. (Build limit = 4) - The Builder unit can build a Sniper\'s Tower in age 3. (Build limit = 8) - The Builder unit can build a jail in age 2. (Build limit = 8) - A Sheriff can be trained from the jail. - A Bounty Hunter can be trained from the jail. - Town Centers can hold military units - The hit points for walls have been doubled - The hit points have been doubled and range and damage increased - Many of the HC buildings and some props have been made available in the editor. Only complete buildings have been included (i.e. no buildings with backs missing etc.) - Most new buildings will perform a function similar to an existing building. - The Command Post can train units. - The Fort Wall Stable and Fort Wall Barracks can train units. - An Exploding Weapons Cache that operates like a mine has been added. It does more damage than a mine and is not stealthy. TWC only Mods: - The US uniquely get the Gatling Gun without revolution in age 4. - A partisan can plant a High Explosive Device (Bomb). - The partisan is a stealth unit - For Native Americans Civs, a settler can also build Cherokee War Huts. - The Sioux and the Iroquios get a Pawnee Mounted Warrior as a mercenary unit. - Settlers can be trained from the farm - The fort can train Petards - Mercenary Incan Huaminca can be trained in the Nobles Hut - Russian blockhouses get the Partisan, Sniper, Balloon Troop Carrier and Stagecoach Troop Carrier like the barracks. - A Pawnee Pathfinder mercenary sniper unit can be trained by the Sioux and Iroquois - A mercenary Incan Bolas Warrior can be trained by the Aztecs - The General Store has been made available - A sherif unit that can convert guardians can be trained from the Jail. - The Aztecs can build an Outpost. - The Aztecs can train a Spy with stealth and powerful all round attack. - The Sioux can train a Spy with stealth and she can kill in one stroke. - The Iroquois can train a Saboteur, similar to a partisan and able to lay mines and plant bombs.

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304 downloads

Uploaded:01-22-2007

Cinematic - The Last Scenario Designer

the_last_scenario_designer.zip | 1.53 MB

designing. You should enjoy this cinematic even if you know nothing about scenario designing! Features stunning eyecandy and cinematography, building mashing, humorous dialog, and more! This cinematic was made to encourage scenario designing and in hope that ES will fix some of the bugs in the editor. Instructions (also included in the Readme) Installation Instructions: Copy \"lsdbattle.mp3\" to the Age of Empires 3 sound folder (Default C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound) Copy the four AGE3SCN files to My Documents\\My Games\\Age of Empires 3\\Scenario Playing Instructions: 1 - Start Age of Empires 3 2 - Click \"Single Player\" then click \"Custom Scenarios\" 3 - Load: \"The Last Scenario Designer\" if you have The Warchiefs Expansion installed AND Shaders set to \"very high\" under \"Help and Tools\" - \"Options\" \"The Last Scenario Designer LD\" if you have The Warchiefs Expansion installed AND you do NOT have Shaders set to \"very high\" under \"Help and Tools\" - \"Options\" or the choice to set it to \"very high\" does not exist \"The Last Scenario Designer NWC\" if you do NOT have The Warchiefs Expansion AND you have Shaders set to \"very high\" under \"Help and Tools\" - \"Options\" \"The Last Scenario Designer LD NWC\" if you do NOT have The Warchiefs Expansion AND you do NOT have Shaders set to \"very high\" under \"Help and Tools\" - \"Options\" or the choice to set it to \"very high\" does not exist

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748 downloads

Uploaded:01-21-2007

TWC Wild West Gold Rush

wildwest.zip | 7.76 KB

not be possible. This is essentially an Inverted Rockies map, where the players all start in a narrow, cirular canyon, with most of the treasures and game being on the central ridge. There are also 4 native villages in the canyon: any combination of Apache, Cheyenne, Comanche, Navajo or even 1 of each. Also, in addition to the two trade routes having 1 trading post point at each end, there is also a middle trading post site. The players also start with 5 miners (unit that has a sort of grenadier type attack and can also gather from any crates or coin source), 1 house and a saloon in addition to the normal starting units and TC. All of the gold mines are in the central ridge, with only 1 silver mine per player in the canyons, making control of the central ridge a priority. This map was inspired by some of the Single player campaigns and Hikaro watching too many cowboy movies when he was a kid. I hope you all enjoy this map as much as I do.

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1050 downloads

Uploaded:01-21-2007

Little Bighorn

little_bighorn_0001.zip | 118.98 KB

and Sitting Bull leading up to and following the Battle of Little Bighorn. Enjoy :)

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1242 downloads

Uploaded:01-17-2007

Norway mod

norge_civ.zip | 552.85 KB

data folder you do this by copying it and then putting it in a another folder. Then you start with installing it. First take the civ,homecityspanish,homecityspanjol,proto,techtree, stringtable and randomnames from the data folder and put them in program files\\Microsoft Games\\Age of Empires III\\data folder. Then you take the folders objects,Units and ui from the art folder in the program files\\Microsoft Games\\Age of Empires III\\art folder. Then you take the files Elghund_snds and Grenader_snds from the sounds folder and put them in the program files\\Microsoft Games\\Age of Empires III\\sounds-folder. Then you take the files sp_sevilla_homecity and the sp_Trondheim_homecity from the savegame folder and put them in my documents\\my games\\Age of Empires III\\savegame - folder. Then your ready to play. UnInstallation: take the files from the data folder wich you copied before installing the game and put them in the Data folder take the Elghund_snds and Grenader_snds files and remove form the program files\\Microsoft Games\\Age of Empires III\\sounds-folder. and remove the units and objects folders from the program files\\Microsoft Games\\Age of Empires III\\Art folder and the Eso and ingame folders from the ui folders in the art folder.

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1134 downloads

Uploaded:01-17-2007

Appalachians TWC

appalchians_twc.zip | 15.94 KB

geographic area not included by ES in the original map set, and 2.) to create an interesting, variable map with the possibility of defensive play. I suspect that there are many who will appreciate the variation in gameplay that this map offers. The update merely replaces Iroquois with Huron, since in the Xpack the Iroquois will not appear in a Native Embassy nor will the Iroquois tech allow Iroquois warriors to be created in a barracks (but are otherwise usable as a minor civ). The map represents the \'Ridge and Valley\' section of the Appalachian Mountains This area, which extends from central Pennsylvania into the northern end of Georgia, is characterized by long \'folded\' parallel ridges, some of which run for hundreds of miles without breaks, and the interspaced valleys. There are some passes or gaps through the mountains carved by streams or rivers. These are generally very steep ridges, heavily wooded, 2500-5000 feet high and not passable except by foot without making some type of road thru the wilderness. During the American colonial period these ridges were a substantial barrier to westward expansion and transportation, and were the scene of significant conflict between the French (with their Native American allies) and the English. The map randomly choses between two basic setups - either a single central ridge flanked by parallel trade routes, or a pair of parallel ridges with a trade route running the length of the central valley. Teams or players are lined up on opposite sides of these central features. The ridges may be interrupted by a \'gap\' or pass, and each ridge ends a few tiles short of the map edge. Each ridge or ridge section, made of cliff terrain, also has a few narrow ramps or passageways to the ridgetops, which can also provide access to the other side of each ridge. It is possible to wall off 1/2 or 1/3 or 2/3 of the map relatively easily (depending on the map features and your chosen walling points), using walls to close off any gaps, ridge ends, and ramp passageways over the ridges. In single player it might be relatively hard to adequately wall off and hold the multiple small choke points, but in a team game it becomes easier by working together to divide up these tasks. You need to pick your walling points carefully - you do not want to exclude NA villages or the trade routes from your claimed section of the map if you can avoid it. Scouting is extremely important on this map to be sure you know the location of all of the passageways thru the mountains. There are 4 different terrain patterns or \'skins\' for this map - taken from the ES maps New England, Carolina, and Great Lakes (both green and snow versions), with appropriate fauna and treasures for each version. Another variable feature regarding map appearance is lighting - there are 2 possibilities for each of these \'skins\'. There are either one or two NA types per map, placed in a variety of fair, symmetric patterns and combinations on the ridges or valleys. The NA will be chosen randomly from Cherokee, Huron, Seminole or Nootka. I am aware that Seminole and Nootka are not really from this geographic area, but I wanted to include additional foot unit types for variety. So when you see either Seminole or Nootka, think Shawnee or Catawba or Lenni Lenape(Delaware) or other tribe involved in Colonial era conflicts in the Appalachians. There is random variation in the number and placement of the Trade Post sockets on the two patterns of Trade Routes. There also is variation in fauna types on the different map variations. The maps contain adequate herdables(cows or sheep), and more-than-adequate silver and forest on each map. Player position and location will vary randomly. In the real world, these Appalachian ridges all run approximately in a NE-SW orientation but for the purposes of variety and gameplay they can also run from the top left to bottom right (NW to SE) on this map. There is full support for the Free-For-All play with any player number. To play this map, the two files (Appalachians TWC.xs and Appalachians TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. I have enjoyed making this very different random map script depicting an area that I am very familiar with. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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77 downloads

Uploaded:01-17-2007

No Control Group Banners

armybanners.zip | 1.46 KB

group banners. You can still use your hotkeys for them and the idle villager banner will still come up when villies or fishing boats are idle, just nothing else.

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439 downloads

Uploaded:01-13-2007

Special Ops ; BaseAssault

special_ops_base_assault.zip | 234.12 KB

fun. This map however contains many unique and fun opertunities. Although victory is still decently easy to achieve it is a little tougher and overall the map balance is much greater. Some of the highlights Beautiful introduction and transition cinema from Shorefront assault. Hotswap through many units while mounting a march. Set up and micro multiple gattling turrets while holding a barricade versus hordes of skrelet resistance. Use the aid of a Rocket Birrage to aid your combat. Fight to the top of a hill to destroy a huge fortress using a diverse army. Overall, a much nicer map to play and a little easier on the eyes. Found playtesting more intresting and look foward to your reviews. Keep the comments and reviews coming so the developer knoww what to work on for the next senerio

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1038 downloads

Uploaded:01-12-2007

Unlimited Count Modification

unlimited_count_mod_for_aoe_3_warchiefs.zip | 145.53 KB

Unlimited Outpost-card Unlimited 1000-coin,wood,food Unlimited This modification has been tested for the WarChiefs however it may work for AOE3. ============================================================== Install the Unlimited-Count mod. Place all the files in the game map: C:\\Program Files\\Microsoft Games\\Age of Empires III\\data Make a back-up before please. delete all homecity files that you have made in: C:\\Program Files\\Microsoft Games\\Age of Empires III\\data

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331 downloads

Uploaded:01-09-2007

The Last Of The Mohicans (The Prelude)

the_prelude.zip | 5.21 MB

the east of Fort Edward (Imperial Legion) and you will soon learn that Colonel Sellus Gravius(Webber) who is in charge there, wants to talk to you... At the beggining of the map your units have no weapons do not panic you will find your gear later in the game. To talk to the respective units move Major Darius or Hawkeye ON TO (zero distance) the units you need to talk, It is suggested moving Darius. Note: 1)Do not let the character \'Sanvyn\' die or else the game will not proceed and you will have to restart it. 2)And do not skip talking to any of the units suggest talking to, coz they are the source of triggers. --------------------------------------------------------------------------------------- Installation: Copy the Prelude.age3scn and the Prelude.bak file into My Documents\\My Games\\Age of Empires 3\\Scenario and copy The Prelude folder into your C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound -------------------------------------------------------------------------------------------------------------- Important Dialogs in the game: Sellus Gravius:I want u to rescue a prisoner name Sanvyn. Sellus Gravius:Talk to the guard at the tent outside the gate. Imperial Guard:The prisoners are being held captive, near the Assemanu shrine. Uncas:Quite they are close by. Uncas:This way follow me. Uncas:Savyn is the next person to be executed so hurry. Uncas:Just beside the shrine there is a path to the south into the forest. Uncas:Follow the path it will lead you directly to the cell of sanvyn, Dovres(Spy) is in front of the cell. Dovres:Here take these weapons and rescue the prisoners, we will escape from the path behind the cell. Sellus Gravius:Go talk to a chief named Merta, talk to the guard outside the gate. Imperial guard:Go talk to Arvel, follow the trade route after you reach the burial ground travel east u will find him there. --------------------------------------------------------------------------------------------------------------- After you rescue \'Sanvyn\' move him to \'sellus Gravius\', not Hawk or Darius. After you rescue \'Rimintil Merta\' move him to \'Merta\', not Hawk or Darius. Once you are at the gold crate move Hawk onto it, then only will it change into gold cart. Move cart to \'Rimintil Merta\' not Hawk or Darius.

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330 downloads

Uploaded:01-07-2007

Reflection Waters #1 Lagoon Resort

reflection_waters_1_lagoon_resort.zip | 780.2 KB

same island. Now you must fight for this island. Only one can win! Can you take the challenge. Download and see. This is mainly made for those who have the high graphics, like Water Reflections. I will updade this if I need to! Please download and review! Enjoy

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456 downloads

Uploaded:01-07-2007

The Beginners Tutorials Programme

aoe3_tutorial_programme.zip | 1.21 MB

that means changing existing stuff (espec. for games) to get a new outlook, other behavior, adapt on individual requirements or to add new features. ---------------------------------------------- Modder\'s first rule: Never touch a non-backup\'ed file! That can\'t be told often enough. A failure in an edited file can ruin the program - if you have no possibility to restore the previous (last running) state, a new installation is required. A backup is nothing else than copying and saving the file(s) to a safe place. ----------------------------------------------- How to backup files As mentioned above, a backup is a safety-copy of the whole program or particular, certain files. It is not needed, to backup the whole program directory - though it\'s easy .. and if you have space abounding on harddisk or perhaps a CD/DVD writing drive. But merely the files you\'re actually going to change need a backup. manually saving the file(s) For this you use the \'copy and paste\' method from Windows. If you\'re unsure how to use, consider to read the appropriate Windows help. You select a file with left mouseclick (or multiple files with Ctrl-leftclick) within Windows Explorer (not Internet Explorer), rightclick -> Copy, go to a separate directory (which you perhaps created before) and place the stuff with rightclick -> Paste. Hint: hotkey for copy is \"Ctrl-c\", for paste \"Ctrl-v\". ---------------------------------------------- The basic modding tools 1) The most important tool is a text editor 2) For deeper modding you need access to the datas in the .bar files. Though there are some other bar readers, a \'must-have\' is AoE3Ed. For download and usage read carefully the whole topic. This tool package comes with an ArchiveViewer, which lets you preview and extract certain files. Hint: when unpacking, the user given path + bar file path is used. It\'s recommanded, to unpack to a work directory, not directly into AoE3\'s. The AoE3Ed FileConverter transforms xmb xml and ddt tga. The link for it is http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=1,23622,,all 3)3) For working on the graphics files (like textures or images) you need an image processing software which is capable to handle .tga (Targa) files. Gimp is a good example http://gimp.org/ ---------------------------------------------- Where are the important files? In a standard installation usually C:\\Program Files\\Microsoft Games\\Age Of Empires 3\\ After a fresh installation, most files are write protected = read-only. If you want to change something, you have to delete the read-only flag: right-click on the file, select \'properties\' and disable the \'read only\' flag. So lets begin start with the proto(x) tutorial

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675 downloads

Uploaded:01-04-2007

The Prelude

doglegislandsqvquick.zip | 18.95 KB

\'Sanvyn\' die or else the game will not proceed and you will have to restart it. 2)And do not skip talking to any of the units suggest talking to, coz they are the source of triggers. --------------------------------------------------------------------- The main characters in this map are: 1)Hawkeye (The Hero of our story) & 2)Major Darius. ------------------------------------------------------------------------------- In this map you will start at a small native settlement to the east of Fort Edward (Imperial Legion) and you will soon learn that Colonel Sellus Gravius(Webber) who is in charge there, wants to talk to you... At the beggining of the map your units have no weapons do not panic you will find your gear later in the game. To talk to the respective units move Major Darius or Hawkeye ON TO (zero distance) the units you need to talk, I would suggest moving Darius. --------------------------------------------------------------------------------------- Installation: Copy the Prelude.age3scn and the Prelude.bak file into My Documents\\My Games\\Age of Empires 3\\Scenario and copy The Prelude folder into your C:\\Program Files\\Microsoft Games\\Age of Empires III\\Sound If any problem occurs with this scenario do write to me(rockstar_1720003@yahoo.co.in). Ch.Andrew Naveen & A. Pattrick. -------------------------------------------------------------------------------------------------------------- Important Dialogs in the game: Sellus Gravius:I want u to rescue a prisoner name Sanvyn. Sellus Gravius:Talk to the guard at the tent outside the gate. Imperial Guard:The prisoners are being held captive, near the Assemanu shrine. Uncas:Quite they are close by. Uncas:This way follow me. Uncas:Savyn is the next person to be executed so hurry. Uncas:Just beside the shrine there is a path to the south into the forest. Uncas:Follow the path it will lead you directly to the cell of sanvyn, Dovres(Spy) is in front of the cell. Dovres:Here take these weapons and rescue the prisoners, we will escape from the path behind the cell. Sellus Gravius:Go talk to a chief named Merta, talk to the guard outside the gate. Imperial guard:Go talk to Arvel, follow the trade route after you reach the burial ground travel east u will find him there. --------------------------------------------------------------------------------------------------------------- After you rescue \'Sanvyn\' move him to \'sellus Gravius\', not Hawk or Darius. After you rescue \'Rimintil Merta\' move him to \'Merta\', not Hawk or Darius. Once you are at the gold crate move Hawk onto it, then only will it change into gold cart. Move cart to \'Rimintil Merta\' not Hawk or Darius.

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730 downloads

Uploaded:01-01-2007

Dogleg Islands QV Quick Download

doglegislandsqvquick.zip | 18.95 KB

interested in the full version. Just put the 2 files in either the RM and/or RM2 folders like all the others. Yes, it works for either TWC or the original AOE3. his map is very complex and will need some effort to load correctly. Especially if you have only downloaded simple .xs and .xml files. The map will load and run if you just use dogleg islands qv.xs and dogleg islands qv.xml like the other maps. This way you can see if you like it and finish the load if you do. This version wil run for either TWC or the orginial AOE3; which mostly just adds to the confusion. This version mostly adds quests which don't have to be completed but help the player, especially if completed early. There are 2 players on each dogleg shaped island on this water map; 1 at each end. So a 2 player game would have 1 island, a 4 player game would have 2 islands, etc. See the included readme for details on positioning the players. Makes a good FFA game. Each island has a trade route and a native village. Works with any number of players, but an odd player(like player 5 in a 5 player game) gets their own smaller island, with no trade route. With the proper AI, you have to balance: building you colony, being rushed by your island mate, being assualted by an enemy landing party, sending aid to protect allies and completing quests. A 7 player game with an extra enemy is a real rush. See the readme for details on getting the AI to fish and make a navy. Options include: don't worry about it, modify the AI, use another AI or use my included AI. The Nomad start has been modified so that human players get a small landing party and computer players only get a covered wagon(no explorer), since the AI can't handle landing parties. The human player has to collect enough wood from trees and treasures for the explorer to build a town center. This works against the computer but I don't do multiplayer so I'm not sure about that. I tried to make the script so it would work with any combination of computer and human players; comments would be appreciated on this.

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648 downloads

Uploaded:12-29-2006

Trade Go Nuts

trade_go_nuts.zip | 34.02 KB

Posts. Trade Routes randomly vary between a few choices, but there are usually about double the number of trade posts as on my original Giant RLM. This map is ideal for players who like to boom or play treaty games. Establishing a number of upgraded Trade Posts on this map really pays big dividends as the longer routes (from the bigger map) give large amounts of XP, food, coin or wood. See below for the description of the rest of the map features. This map represents an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain and/or forest pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is fully twice the height and width of Carolinas for a 2 player game, and about 1.9x the size of Carolinas for other player numbers. Doing the math shows that the area on a 2 player map is 4 times that of Carolinas! The map is of a large contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or choke points. There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of native per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible gameplay and strategies. The food resources on each map can vary slightly. There are always 4-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not might have an additional group or two of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is just out of the starting screen), with an additional several per player further off. There are always more total mines than on the standard maps, but given the size of the map some may be quite distant. In this version for the War Chiefs, mines can vary in type, with silver, copper and gold mines possible. Silver and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and are scaled better than on the large ES maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from traveling the entire river length, so docks and ships are of limited use. There are no Water Flags so do not include ship or canoe cards in your decks. Treasures or nuggets are placed in increased numbers above the ES standard (but are not more concentrated due to the size of the map) and are keyed to the map type or pattern - a minimum of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). Sometimes there can also be an extra level 2 or 3 treasure per player, or an extra level 4 treasure per map. This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map, sometimes farther away. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is a much harder task on this large map, requiring a longer time to find the nearby and distant resources, features and the enemy. Of course being a significantly larger map, rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. And use of the many Trade Posts is a great way to boost your economy! This map also supports FFA play, and extensive testing on the current version was without problems. My testing has not shown dropped player resources for larger player numbers, but on a more crowded map that could be considered a possibility. To play this map, the two files (Trade Go Nuts.xs and Trade Go Nuts.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is 4 times larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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1276 downloads

Uploaded:12-29-2006

Gandalf\'s Giant Random Land Map Plus

gandalfs_giant_random_land_map_plus_twc.zip | 38.03 KB

interesting variation in gameplay. All native civs start with a War Hut Travois, Russians start with a Blockhouse Wagon, and all the rest start with 2 Outpost Wagons. These units help with either defense or map control, or offense if you are so minded. Each player also starts with a Native Scout (yes, an extra if French) – the map is so large that it seems helpful to have that extra scout to find resources and the enemy faster. Otherwise this map is identical to the just-released Giant Random Land Map for the War Chiefs – full description below. Besides the \'plus\' items, what\'s new from the original AOE3 version? Well, the major changes include: 1) addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I did not completely replace the Iroquois, Aztec and Lakota as did ES - they are still possible minor tribes in my map) 2) addition of several new terrain patterns with matched fauna, treasures, forests, native types based mainly on the new maps of the War Chiefs game (the new patterns are from Andes, Araucania – north, south and central patterns, Painted Desert, California – green and desert patterns with several forest variations, Northwest Territories, and a new palm desert pattern) 3) addition of two new possible trade route patterns 4) fixed the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement 5) added more variety to cliffs for some map patterns 6) added more variety in the river feature, with a little less straight rivers and a few river patterns now have shores which are buildable for docks 7) sometimes a central lake, canyon or cliff area acts as a longer partial barrier between teams or sides of the map (but never a complete barrier) 8) simplified a few elements of player placement to reduce size of script 9) added several new placement location options for the Native American tribes This map was originally created in response to requests from other players for \'bigger maps\'. This map represents an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain and/or forest pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is fully twice the height and width of Carolinas for a 2 player game, and about 1.9x the size of Carolinas for other player numbers. Doing the math shows that the area on a 2 player map is 4 times that of Carolinas! The map is of a large contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single long route around the periphery of the map with 6 to 12 Trade Posts (depending on player number), or there can be 2 semi-circular routes following the same course (or a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of native per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible gameplay and strategies. The food resources on each map can vary slightly. There are always 4-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not might have an additional group or two of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is just out of the starting screen), with an additional several per player further off. There are always more total mines than on the standard maps, but given the size of the map some may be quite distant. In this version for the War Chiefs, mines can vary in type, with silver, copper and gold mines possible. Silver and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and are scaled better than on the large ES maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from traveling the entire river length, so docks and ships are of limited use. There are no Water Flags so do not include ship or canoe cards in your decks. Treasures or nuggets are placed in increased numbers above the ES standard (but are not more concentrated due to the size of the map) and are keyed to the map type or pattern - a minimum of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). Sometimes there can also be an extra level 2 or 3 treasure per player, or an extra level 4 treasure per map. This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map, sometimes farther away. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is a much harder task on this large map, requiring a longer time to find the nearby and distant resources, features and the enemy. Of course being a significantly larger map, rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. This map supports FFA play, and extensive testing on the current version was without problems. My testing has not shown dropped player resources for larger player numbers, but on a more crowded map that could be considered a possibility. Early in the project I encountered rare instances of Trade Post or Native Villages not placing, but not in more recent testing of the final version. To play this map, the two files (Gandalf\'s Giant RLM Plus TWC.xs and Gandalf\'s Giant RLM Plus TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is 4 times larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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533 downloads

Uploaded:12-29-2006

Gandalf\'s Giant Random Land Map

gandalfs_giant_random_land_map_twc.zip | 37.39 KB

Well, the major changes include: 1) addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I did not completely replace the Iroquois, Aztec and Lakota as did ES - they are still possible minor tribes in my map) 2) addition of several new terrain patterns with matched fauna, treasures, forests, native types based mainly on the new maps of the War Chiefs game ( the new patterns are from Andes, Araucania – north, south and central patterns, Painted Desert, California – green and desert patterns with several forest variations, Northwest Territories, and a new palm desert pattern) 3) addition of two new possible trade route patterns 4) fixed the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement 5) added more variety to cliffs for some map patterns 6) added more variety in the river feature, with a little less straight rivers and a few river patterns now have shores which are buildable for docks 7) sometimes a central lake, canyon or cliff area acts as a longer partial barrier between teams or sides of the map (but never a complete barrier) 8) simplified a few elements of player placement to reduce size of script 9) added several new placement location options for the Native American tribes See below for full map description. This map was originally created in response to requests from other players for \'bigger maps\'. This map represents an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain and/or forest pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is fully twice the height and width of Carolinas for a 2 player game, and about 1.9x the size of Carolinas for other player numbers. Doing the math shows that the area on a 2 player map is 4 times that of Carolinas! The map is of a large contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single long route around the periphery of the map with 6 to 12 Trade Posts (depending on player number), or there can be 2 semi-circular routes following the same course (or a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of native per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible gameplay and strategies. The food resources on each map can vary slightly. There are always 4-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not might have an additional group or two of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is just out of the starting screen), with an additional several per player further off. There are always more total mines than on the standard maps, but given the size of the map some may be quite distant. In this version for the War Chiefs, mines can vary in type, with silver, copper and gold mines possible. Silver and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and are scaled better than on the large ES maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from traveling the entire river length, so docks and ships are of limited use. There are no Water Flags so do not include ship or canoe cards in your decks. Treasures or nuggets are placed in increased numbers above the ES standard (but are not more concentrated due to the size of the map) and are keyed to the map type or pattern - a minimum of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). Sometimes there can also be an extra level 2 or 3 treasure per player, or an extra level 4 treasure per map. This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map, sometimes farther away. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is a much harder task on this large map, requiring a longer time to find the nearby and distant resources, features and the enemy. Of course being a significantly larger map, rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. This map supports FFA play, and extensive testing on the current version was without problems. My testing has not shown dropped player resources for larger player numbers, but on a more crowded map that could be considered a possibility. Early in the project I encountered rare instances of Trade Post or Native Villages not placing, but not in more recent testing of the final version. To play this map, the two files (Gandalf\'s Giant RLM TWC.xs and Gandalf\'s Giant RLM TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is 4 times larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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2973 downloads

Uploaded:12-27-2006

Castle Blood

castle_blood_10.zip | 14.58 KB

originally found in Age of Empires II. However, due to obvious differences in the two games, there are a number of changes between this Castle Blood and the old ones, especially as it is unclear as to which Castle Blood this is actually based on (I have never played Castle Blood myself and based this on what others told me). Also due to the mere concept of all-out war, there is bound to be balance issues between civilizations. Only aspects of each civilization which were outrageously powerful were removed or changed. This is more or less simply a response to those who request a "Castle Blood" map for AOE3. There may or may not be updates to this map. If suggestions mass and are reasonable, I might update. In the meantime enjoy! ======================================================== HOW TO PLAY The primary objective is to wipe out all enemy players or capture the Llama in the middle for seven minutes. Players each start with a medium-sized base on their island, surrounding the mainland in the middle. The small outer island holds a sheep; its HP represents the amount of XP the player has. As the player reaches certain levels of XP, awards are granted, which may help or even allow the player to win. Resources are unlimited, creating somewhat a Deathmatch like game. Several notable changes to regular gameplay are: - Aztec Warrior Priest Dance disabled - Aztec Warrior Priest Dance disabled - Iroquios Travois Dance disabled - Oprichniks disabled - Spies tech disabled - All units faster by 100% - Mercantilism and New Years techs disabled - Agents disabled - All units train 25% faster, artillery trains 10% faster. - Walls disabled - Docks disabled - Saloons disabled - Capitol disabled - Covered wagons have no HP (no town centers for Portuguese) - Starts in Fortress Age - Wardrums tech disabled for Sioux (too fast of training).

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489 downloads

Uploaded:12-27-2006

Ottoman Chronicles (Reviewed)

ottoman.zip | 259.17 KB

by capturing Constantinople.The local Imam suggests to the settler to join the war and find the truth about his past.But deep in heart he felt that if he lead the war on behalf of the Ottoman sultan he might be closer to the truth.Starting with no resources other than some money,this unlikely hero decides to lead the Ottoman war.But what is the truth about his past?Will he be able to face sly bandits,rowdy pirates or the soldiers of an empire which has won many defensive battles?Only if you play you’ll find out. Installation notes:- To play the scenario, extract the file “ottoman chronicles.age3Xscn” to the directory : C:\Documents and Settings\Your user name\My Documents\My Games\Scenario\ *Your user name is the name you use to log on to Windows XP REVIEW: This is an incredibly boring mission where you walk around as a settler. The triggers barely work and parts of the scenario are impossible to complete. Your settler walks around the map ridiculously slowly while you painfully try to complete the secondary objectives. The plot is decent, and the environment is quite realisitc, but that does not compensate for this map's impossibility. Hint: If you want a more interesting game, use cheats instead of completing secondary objectives. The text in the game also has poor spelling. There is not much sound in this scenario. If you like a mission that plays like a good book, then play the Ottoman Chronicles. If you want an exciting battle, then play a different map. Reviewed by Suleyman_Eisenhower, Filefront File Reviewer Questions or comments? Contact me at legotj7@yahoo.com.

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330 downloads

Uploaded:12-24-2006

QazMods - Low Lag Homecity modification

qazmodslowlaghc1.00.zip | 24.86 KB

smoothly than look at a pretty town. BTG_Sean created this concept previously: my changes make it TWC compatible and replace the black backgrounds in some home city views with an image. This modification includes my other mods \"Main Menu mod\" and the \"Deck selection mod\".

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170 downloads

Uploaded:12-24-2006

QazMods - Deck selection mod

qazmodsdeckselection1.00.zip | 5.11 KB

chat going on. This mod can be used with other user interfaces. Note: You don't need this mod if are already using QazUI or the Low Lag Homecity mod.

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768 downloads

Uploaded:12-24-2006

El Chupacabra

el_chupacabra.zip | 1.97 MB

Amazon to find the Aztecs and the truth about El Chupacabra. Features: -6 scenarios and 7 cinematics! -A free folder to keep the files in! -Unlockables! -Prove you’re winner by downloading this campaign!

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332 downloads

Uploaded:12-21-2006

Boars Bluff

boars_bluff.zip | 304.45 KB

managment when they own a bank. The game will end when you have destroyed the enemy stable. Religious differences finally come to blows between BoarsHead and her neighbor. For the sake of nation these indiscretions will be played out, to and for this just fruit that is fruition. These equals to be paths undone may alone know the stride that will lend to the telling of this tail, when the day is drawn neigh and nothing else stirs. Till then our fathers rest a wakeful eye, on all that is not prosperity or glory driven, that our harts will be never full till we are our people again to lift up and be free of tyranny and oppression a lofty body. And so it was with the last good man BoarHead could give, that he came freely and with non to spare.

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324 downloads

Uploaded:12-16-2006

Lord Tahattus\'s TWC Flags - Full

the_yucatan_war.zip | 8.68 KB

flags will have the same style and your game won\'t look so messy ;) The difference between this file and the older one os that many graphic bugs were fixed, now it\'ll look ALMOST perfect. You won\'t notice the difference when playing the game (who would lose precious seconds staring the flag, anyway?)

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179 downloads

Uploaded:12-16-2006

QazMods - Treasure mod

qazmodsstringtable1.00.zip | 437.17 KB

is shown in its place. The mod changes the file stringtablex.xml.xmb. You may wish to take a backup of your original file, in case you don\'t like the modification.

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148 downloads

Uploaded:12-16-2006

QazMods - Main Menu Modification

qazmodsmainmenu1.00.zip | 7.63 KB

likely these players don\'t want to play the learning campaign anymore and do not play on LAN - both of these features have been moved to the Single Player+LAN submenu. This means players who occasionally play on LAN or want to hunt the Learicorn in Learn to Play scenario can still do so.

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116 downloads

Uploaded:12-16-2006

QazUI - Cheese Version

qazuicheese1.00.zip | 45.92 KB

have been moved. It doesn\'t show all information that is possible to be shown in order to keep the interface from being cluttered with various figures. Some of the features include: -Population count and number of shipments displayed with large numbers -Market shortcuts for buying or selling resources -Deck choosing menu relocated to make deck choosing easier while chatting -Partly transparent UI for more viewable area -A clearly marked tribute button -Unit names and owners with a larger font -Much, much more! This UI can be used in both minimized and maximized mode. In the minimized mode there are a little less unit statistics shown, whereas in maximized mode all statistics apart from explorer crackshot/sharpshoot ability stats are visible. This version has the unit training queue next to the minimap, above the actual UI.

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154 downloads

Uploaded:12-16-2006

QazUI - Standard version

qazuistandard1.00.zip | 45.94 KB

have been moved. It doesn\'t show all information that is possible to be shown in order to keep the interface from being cluttered with various figures. Some of the features include: -Population count and number of shipments displayed with large numbers -Market shortcuts for buying or selling resources -Deck choosing menu relocated to make deck choosing easier while chatting -Partly transparent UI for more viewable area -A clearly marked tribute button -Unit names and owners with a larger font -Much, much more! This UI can be used in both minimized and maximized mode. In the minimized mode there are a little less unit statistics shown, whereas in maximized mode all statistics apart from explorer crackshot/sharpshoot ability stats are visible. This version has the unit training queue above the minimap.

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316 downloads

Uploaded:12-11-2006

Fort Destruction1.01

fort_destruction101.zip | 141.45 KB

against British and you must tear down British fort so your units can pass towards the enemy base.But what if destruction of British fort is only thing you have to do to win a war? In Game: In Fort Destruction you start with one fort, one factory, one dock, wall of houses and three lancers. You must have Age of Empires 3 The WarChiefs to play this scenario. Note to moders:Please put this file separate from v1.01 file.I\'l be honest:Official reviewer rated my scenario 1.01 becouse it was lacking features this scenario has, so I want this scenario to be separate.

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349 downloads

Uploaded:12-10-2006

nOObland

noobland_fixed.zip | 1.18 MB

training stuff to become a Kill Things Guy, then go around doing stuff for cash, and fight the most powerful being the world has ever known… Features: -Over 25 missions! -Day/night cycle! -Buy mercs! -A cheaply thrown together storyline! -If you download this YOU\'RE WINNER!!! NOTE: This scenario takes a while to load.

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349 downloads

Uploaded:12-08-2006

The Battle of Reed\'s Creek Sneak Peek

reeds_creek.zip | 281.99 KB

Outlaws, and Confederate occupants that are scanning the area to sniff him out. They must complete multiple tasks, such as taking out a scouting party, protecting a convoy, and creating a fort. The scenario will be divided into three parts; Footholds (Prelude), Strongholds (Middle), and The Lines Become Clear (Climax, Major Battle). TBoRC is part of a campaign, the “Fall of Richmond”, a historical-fiction battle story with much to learn about the city of Richmond, VA. In the course of the campaign, you will learn about many of the historical Civil War landmarks in the area, along with some of the present day geographic features. Storyline: 1861. Lieutenant Colonel Ja Bez was the poor man who walked the streets of Philadelphia in ragged clothes, waiting for something great to happen to him, yet nothing did, until the day he wandered to the pub and was conscripted to the Union Army. For the first time in his life, he had enough to support himself. Being one of the few survivors of the first wave of attacks against Richmond, the confederate capital, and was quickly promoted to the rank of Lieutenant Colonel, due to the respect from his few remaining piers. The order was made that they capture the areas around Richmond first, and build up their defenses on the way. Reed’s Creek is the first of the targets. [quote]Interviews: AztecEagleWarrior: In this new scenario your bringing out, what are you trying to achieve and what are you trying to bring to the players of AoE3? MrNative: Well, it\'s hard to say really. I\'ve laid out a plot line, and I’ve gotten pretty far into it. Mainly, I\'m aiming for a scenario that (I think) has never been done before. Basically, there\'s a bunch of fun to be had (opinion) in this scenario. I definitely believe it will exceed the quality of Scouring the Amazon: both versions. AztecEagleWarrior: How difficult will this scenario be? And will it be like some of the others where they started out easy and have had the difficulty grow overtime? MrNative: It\'s actually a lot harder than Scouring the Amazon. The gameplay is a little slow, and requires patience. It\'s a very hard game to adapt to, because you have very minimal control over what your ally\'s units try to do. The biggest downfalls I’ve had in the scenario are when you try too hard to control them. You simply can\'t micro soldiers you don\'t own. :) AztecEagleWarrior: Will your next scenario maintain a good mixture of appeal to the eye and gameplay that your previous scenarios have had? MrNative: Well, I’m really not planning on beautifying the map, not yet at least. I always will think that Gameplay>Graphics, so I plan to finish everything else before I rush in and add Eye-Candy. AztecEagleWarrior: About how long on average will the scenario take to finish? MrNative: I’m not 100% sure yet. Thus far (not even all the way through the first half), it takes around 10-15 minutes. It will probably take more than twice as long as Scouring the Amazon to play. AztecEagleWarrior: Will the objective(s) incorporate a more defensive gameplay or will you be playing offensively throughout the scenario? MrNative: Throughout the scenario, the tide will change multiple times. First, you have to make it down the road without being clobbered by renegados, then attack a camp, then build a camp, then march/retreat, then upgrade the camp, attack, defend, etc. AztecEagleWarrior: When do you think your new scenario will be released? MrNative: I’m not so sure about that yet. Sometime between December and Mid-January. Aoe3files: How many maps will this campaign contain? Mr.Native: So far, I have one map complete, And really, it depends on how the other scenarios play out as to how I design future maps for the series. Aoe3files:What kind of gameplay will it be? Mr.Native:It is a build-and-destroy scenario with a twist: you have very little control of Ja Bez\'s Guerillas. Aoe3files:How many hours of gameplay do you think it will contain? Mr.Native:The first scenario contains three parts, each ranging from 15-25 minutes, so so far you can expect a good hour or so. Aoe3files:How about the balance in the map? Hard or easy? Mr.Native:Depending on how hard you try to micro (the harder you try, the harder it gets), it can be daunting, or once you\'ve practiced a bit, somewhat easy. Aoe3files:How about the balance in the making of the map? Gameplay or Eye-candy? Or both? Mr.Native:In my perspective, Gameplay>Graphics, but I will add Eye-Candy later, once triggering is complete. Aoe3files:Can you tell us a bit about it\'s apperance? Mr.Native:The graphical appearance? The map is mainly a forest with some clearings, with hilly terrain, and a creek flowing through the middle. There are small encampments scattered about in part two. Aoe3files:What will be the most challenging part of the map(s)? Mr.Native:Part three. It\'s basically an all-or-nothing, pwn-or-be-pwn3d charge. Also, I find part 1 to be challenging. Aoe3files:Will there be any Flying tapirs in the map? :) Mr.Native:Err...\' no. :) Aoe3files:Will there be any secret goodies to discover? Mr.Native:That\'s for me to know, and you to find out. :) Aoe3files:Can you tell us a bit more about the different tasks? Mr.Native:First, you start out with a few guerillas, and have to make it up the road to a scouting camp. Once there, you have to kill them off. After that, you start a colony, then march toward the river, destroy some enemy outposts near the beginning of the scenario, help a convoy, get a fort, and that concludes part 1. In part two, you have to breach the enemy gates, then do a bunch of other stuff, and there\'s so much more to do that I can\'t type because: 1- I\'m starting to get tired of typing and: 2- If I told you everything, it might ruin the rest of the scenario. Aoe3files:What strategy for this map would be the best? Mr.Native:Not trying to micro, and not getting angry because of a faulty AI. You just have to be patient. Aoe3files:Care to give us any advice or tip? ;D Mr.Native:I don\'t think I can stress it enough. I\'ll put it in all caps this time. DON\'T MICRO. :) Aoe3files:How long have you worked on this map so far? Mr.Native:Just over a month and a half. Aoe3files:What\'s the release date? Mr.Native:My best estimate for the first scenario would be Mid-January, 2007. Aoe3files:Have you created any other campaigns, Scenarios before? Mr.Native:I am the creator of both versions of Scouring the Amazon. Aoe3files:Can you tell us a little about them? Mr.Native:They didn\'t make it too far. That\'s my only comment. Aoe3files:Anything special about the map you would like to say? Mr.Native:Don\'t confuse scenarios for maps. As for scenarios, I think it will be the first in some categories. To list some: First to be able to control soldiers (to some extent) without them actually being yours, First to have a named crew who may just have something special about them (try clicking them), First non-ES scenario for TWC with a fort that is constructed by triggers, and probably more that I can\'t think of. [/quote]

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431 downloads

Uploaded:12-08-2006

Cannons In The Carolinas (reviewed)

cicdemo.zip | 4.95 MB

free a guide that is held prisoner in an English held village. Once arriving from the Canary Islands, Morgan and his men are immediately thrown into battle, helping a struggling platoon of Spanish soldiers. They agree to help each other to succeed in both of their missions. In order to play this demo, you will also need to download and install the Designer's Mod for patch 1.09. Included is a music file folder titled Even that will go into local disk (usually c:)Program FilesMicrosoft GamesAge Of Empires 3SoundMusic cicdemo.age3scn goes into My DocumentsMy GamesAge Of Empires3scenario Special thanks to my playtesters; Gaurdian_112, RiderOfEternity and Olauwers. Hints and tips: Read all of the hints in the objectives. Gareth Murphy can fix things. Save after the intro cine unless you want to watch the movie again. I do not have a cine abort. Once you have taken the officer's uniform, You can chose two paths. Click on units. Some will give you hints or just chat to you. Keep in mind that this a demo version and more will be added with the final version release in January 2007. Comments are welcome. Have fun and let me know what I can do to make your playing experience more enjoyable. email: wdbonds@comcast.net Review The demo map of the El Dorado Campaign, created by Twoq2Times puts you in a Carolina/Bayou type map with a small but effective army. Your goal is clear: to annihilate the British. However, many side-objectives and spontaneous secondary objectives keep this mission fun throughout the whole game. Informing dialogue helps guide you through the long mission without difficulty. You are even told when it is a good idea to save. The opening cinematic also informs you of your overall mission goals. Although the song in the beginning of the scenario doesn't quite fit with Age of Empires III, it still starts off the mission dramatically. Landscaping, items, treasures, unit positioning, and building placements are excellent. Watch out, Twoq2Times pulls off some dialogue pranks in the mission! Fun Factor: 9/10 - Varied, useful, and fun objectives keep you interested in playing the game. Item Placement: 8/10 - All buildings are well placed, but units sometimes have to walk a long distance. Balance: 8/10 - A bit on the easy side, but the length of the mission and the rewarding objectives keep you playing. Army strength is well balanced. Quality: 10/10 - Perfectly done cinematics, well blended ground textures, new unit art, and other enhancements make this a unique mission. No confusion at all over how to complete objectives. Creativity: 8/10 - The triggers aren't anything special, but the wonderfully designed scenario brings back memories from the AoE3 campaign. The plot is also interesting and surprising. Installation Instructions: 7/10 - You'll have to first install the Designer's Mod. You also need to know how to back up files. Know which files are which. For somer reason the installation instructions are online, not included in the readme (which just directs you to a web page). Overall (not an average): 9/10 - Get ready for one of the best scenarios for Age of Empires III! - Suleyman

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1372 downloads

Uploaded:12-08-2006

Designer's Mod for Patch 1.09 (Reviewed)

designermod.zip | 5.66 MB

including all HC buildings and units, HC skyboxes, new terrains, lighting effects, weather effects, fireworks effects, some custom units, flying IGC units, trees and props. Thanks too: Custergrant for spending countless hours searching through the core game files and unlocking many new buildings, trees, terrains, effects and lightsets including the fireworks and weather effects. Kastor for helping with the stringtable. Sziggi for his RPG mod that includes the nugget am_Cave, Magic Spring and other assorted units. Me for the HC skyboxes and repairs and additions of some of the assorted objects. jonathan1222 for the HC units ToMyBoy for the HC Buildings Poisonium for the HC water objects, Placeable Trading Post and Stagecoach Have fun and please let me know what needs to change. Any difficulties in installation or any comments, please email me at wdbonds@comcast.net REVIEW: The Designer's Mod is a valuable tool for anyone who wants to make a great map. The Age of Empires III Editor that shipped with the game is extremely thin and incomplete. The Designer's Mod should fill in all of the gaps. Also, the art files in this mod are not under any folder as called "Art." Instead, each art file is in its own folder. Every folder (not file) in this download is an art file, so don't get confused. Reviewed by Suleyman_Eisenhower Contact me at legotj7@yahoo.com

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320 downloads

Uploaded:12-06-2006

Fort Destruction

fort_destruction_0001.zip | 129.08 KB

against British and you must tear down British fort so your units can pass towards the enemy base.But what if destruction of British fort is only thing you have to do to win a war? In Game:In Fort Destruction you start with one fort, one factory, two docks, wall of houses and three lancers. Tips and hints:On start of your mission set your factoy to produce food and train 5 caravels to tear down enemy outpost.After you finish with outpost train few fishing ships. Comments appreciated.

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40 downloads

Uploaded:12-06-2006

nOObland

noobland.zip | 1.18 MB

then go around doing stuff for cash, and fight the most powerful being the world has ever known… Features: -Over 25 missions! -Day/night cycle! -Buy mercs! -A cheaply thrown together storyline! -If you download this YOU'RE WINNER!!! NOTE: This scenario takes a while to load.

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510 downloads

Uploaded:12-03-2006

Port Royale 2

port_royale_2.zip | 75.7 KB

film) -Numerous small tweaks to units, buildings, enviorment

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225 downloads

Uploaded:12-03-2006

The Great Fort Wars 3 (Lost)

the_great_fort_wars_3_lost_0001.zip | 119.85 KB

CHRISTMAS to everyone out there. Todd.L (Aztecnumber1)

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1372 downloads

Uploaded:12-03-2006

The Great Fort Wars 3 (Won)

noghost_poster.zip | 160.46 KB

Enjoy Important: If you have The Warchiefs expansion it is recommended to use it.

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157 downloads

Uploaded:11-29-2006

Suicide Petard Nitro

suicide_petard_nitro.zip | 3.47 KB

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501 downloads

Uploaded:11-29-2006

Sierra del Oro V

sierra_del_oro_v.zip | 9.69 KB

an all new design, with players roughly opposite but crowded slightly toward one end. Resources are standard, except that each player has only one nearby mine. All of the other mines are goldmines and are located in a rugged mountain area in the quadrant away from the player start areas. In a 1v1 game each player is equidistant from the \'Mountains of Gold\'; in a game with more players the teams are equidistant but of course some players on each team are farther from the gold. The terrains of the map will vary between several patterns that could represent arid mountainous regions - using patterns from Texas desert, Sonora, or a palm desert. Each player has a nearby small oasis for their thirsty woodcutters. Trade Routes can vary - either parallel routes separating the teams or one route running across the map from one team to the other. There are 4 Native villages of one or two types at various locations (5 if there are over 4 players), randomly chosen from the following tribes: Comanche, Lakota, and/or Aztec . In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. Do you make an all out rush depending on your only mine to support you, or do you establish a secondary base in the mountains to protect your miners? And the map is very well suited for coordinated teamwork. To play this map, the two files (Sierra del Oro-V.xs and Sierra del Oro-V.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Note that although this could also be played in The War Chiefs (place in the nearby RM2 folder), there is a separate version for the xpack with additional new terrains and including the Apache, Navajo and Zapotec natives. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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658 downloads

Uploaded:11-29-2006

Sierra del Oro

sierra_del_oro.zip | 10.02 KB

design, with players roughly opposite but crowded slightly toward one end. Resources are standard, except that each player has only one nearby mine. All of the other mines are goldmines and are located in a rugged mountain area in the quadrant away from the player start areas. In a 1v1 game each player is equidistant from the \'Mountains of Gold\'; in a game with more players the teams are equidistant but of course some players on each team are farther from the gold. The terrains of the map will vary between several patterns that could represent arid mountainous regions - using patterns from Texas desert, Painted Desert, Sonora, the California desert or a palm desert. Each player has a nearby small oasis for their thirsty woodcutters. Trade Routes can vary - either parallel routes separating the teams or one route running across the map from one team to the other. There are 4 Native villages of one or two types at various locations (5 if there are over 4 players), randomly chosen from the following tribes: Apache, Navajo, Comanche, Cheyenne, Aztec and/or Zapotec. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. Do you make an all out rush depending on your only mine to support you, or do you establish a secondary base in the mountains to protect your miners? And the map is very well suited for coordinated teamwork. To play this map, the two files (Sierra del Oro.xs and Sierra del Oro.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the new natives and new War Chiefs terrains will cause the map to not work properly. Note there is a separate version for the original AOE3. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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398 downloads

Uploaded:11-29-2006

Pitch of 23 Deg (2 RM\'s)

lowpitchrms.zip | 16.29 KB

more.Find out for yourself... Put these files (both xs and xml) in C:\\...\\My Documents\\My Games\\Age of Empires 3\\RM Camera starts off at a pitch of 45 deg (lasts for 1 second) and then (for some reason) moves to the other side of the map. Just click to where you want to go on your minimap.

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1105 downloads

Uploaded:11-27-2006

King Arthur

king_arthur.zip | 46.59 KB

with fires (as seen in movie) to create confusion, with archers and swordmen fighting by the hundreds.You should enjoy this even if you have never seen the movie, and theres a gag for those of you who have...

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1586 downloads

Uploaded:11-25-2006

Fort Wars

fort_wars_30.zip | 43.28 KB

will be needed after a game of Fort Wars! Fort Wars no longer causes errors after the game, and in fact, will fix any sync errors from previous versions!

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452 downloads

Uploaded:11-23-2006

Plymouth fixed

plymouth_fixed.zip | 7.31 KB

files (plymouth fixed.xs and plymouth fixed.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Check out the other new custom thanksgiving themed maps Thanksgiving II and Thanksgiving III in the download section. Feedback appreciated!

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471 downloads

Uploaded:11-21-2006

Plymouth

plymouth.zip | 9.02 KB

III: The WarChiefs is required for this map to run properly. Installation: Download the zip file and then simply extract the contents (plymouth.xml and plymouth.xs) to your My Documents\\My Games\\Age of Empires 3\\RM2 folder.

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396 downloads

Uploaded:11-18-2006

The Great Fort Wars 2

the_great_fort_wars_2.zip | 182.08 KB

3 (won)\" and if you lose download \"The great fort wars 3 (lose)\".Enjoy! Save to the scenario folder in your aoe3 section. Ps: This level causes lot\'s of lag.To avoid lag don\'t watch the battles.Report any errors if found!

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280 downloads

Uploaded:11-18-2006

New England (hard)

new_england.zip | 1.15 MB

American allience withe a soon to arive france. You should build a wall protecting your colony and if possible your allies. Since there are so many Native solders you should always be on guard. P.S. revisions to come

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522 downloads

Uploaded:11-17-2006

Thanksgiving III

thanksgiving_3.zip | 15.32 KB

work in TWC, and you must have the first patch 1.01 installed. This map represents a \'New England\' fall with lots of turkeys for the harvest, with a few deer or moose, plenty of forest and silver. The map is a bit larger than most of the original, standard ES maps. There are 1-4 crossings across the river that lies between the teams. See below for diffeences from the prior version. The striking new features of the map are the new items inserted by ES in the latest patch into the scenario editor, for a new ES map specially made for the holiday to be named Plymouth - like they did for Christmas last year. For my map, each player gets a few additional villagers called Pilgrims, dressed in traditional \'puritan\' black and white. There are identical in stats to the normal Settlers or Native Settlers except for a few more hit points. Even the native civs will get these units - hey, at the original Thanksgiving the natives and pilgrims sat down at the table together! Each player will also get a few extra crates of food - special food for the Thanksgiving feast. There are also a few spare crates scattered about the map on special pumpkin patches. The nuggets or treasures on the map are special for the holiday theme as well, most of which are fairly easy and yield more holiday food or Pilgrims. NOTE: the Thanksgiving II version released originally does not allow saloon units to be made, even though the saloon itself could be built! Well - the original Plymouth colony forbade alcohol so how could you expect mercs to hang around a bar without alcohol! Anyway, this version will allow saloon units to be created and also includes a few more of the various new treasures, generally food or Pilgrims, so gathering these quickly allows faster advance! There are a couple of random variations in Trade Routes, but there is always one per side. There are a few variations in placement of the Native villages, which can be Huron, Iroquois or Cherokee. Gameplay is going to be a little different - faster to war with the extra villagers and extra food. And most civs are \'housed\' at the start so you will want some settlers gathering wood immediately and building that first house right away. This was not created to be a RMS masterpiece, just a lot of fun! To play this map, the two files (Thanksgiving III.xs and Thanksgiving III.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Last year I made a different Thanksgiving map just before the holidays for the original AOE3. This year courtesy of ES we have some decorations for a different but better map! Note - I tried to also add a few Native Settlers to the European civs - they needed Squanto and company at their feast - but these appeared on the map as the normal settlers, except they still had the Native Settler icon in the UI. Weird, so I deleted that. Thanks to ES for the ability to create custom RMS. Feedback appreciated!

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418 downloads

Uploaded:11-15-2006

Thanksgiving II

thanksgiving_2.zip | 14.92 KB

in TWC, and you must have the first patch 1.01 installed. This map represents a \'New England\' fall with lots of turkeys for the harvest, with a few deer or moose, plenty of forest and silver. The map is a bit larger than most of the original, standard ES maps. There are 1-4 crossings across the river that lies between the teams. The striking new features of the map are the new items inserted by ES in the latest patch into the scenario editor, for a new ES map specially made for the holiday to be named Plymouth - like they did for Christmas last year. For my map, each player gets a few additional villagers called Pilgrims, dressed in traditional \'puritan\' black and white. There are identical in stats to the normal Settlers or Native Settlers except for a few more hit points. Even the native civs will get these units - hey, at the original Thanksgiving the natives and pilgrims sat down at the table together! Each player will also get a few extra crates of food - special food for the Thanksgiving feast. There are also a few spare crates scattered about the map on special pumpkin patches. The nuggets or treasures on the map are special for the holiday theme as well, most of which are fairly easy and yield more holiday food or Pilgrims. There are a couple of random variations in Trade Routes, but there is always one per side. There are a few variations in placement of the Native villages, which can be Huron, Iroquois or Cherokee. Gameplay is going to be a little different - faster to war with the extra villagers and extra food. And most civs are \'housed\' at the start so you will want some settlers gathering wood immediately and building that first house right away. This was not created to be a RMS masterpiece, just a lot of fun! To play this map, the two files (Thanksgiving II.xs and Thanksgiving II.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Last year I made a different Thanksgiving map just before the holidays for the original AOE3. This year courtesy of ES we have some decorations for a different but better map! Note - I tried to also add a few Native Settlers to the European civs - they needed Squanto and company at their feast - but these appeared on the map as the normal settlers, except they still had the Native Settler icon in the UI. Weird, so I deleted that. Thanks to ES for the ability to create custom RMS. Feedback appreciated!

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747 downloads

Uploaded:11-11-2006

The Misadventures of Smyth and Rogers

themisadventuresofsmythandrogers.zip | 80.93 KB

worsen the situation. ~Format~ -Letterbox (Black bars) -Length: Each episode will probably last a few minutes -Requirements: Unmodded, Warchiefs required

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737 downloads

Uploaded:11-10-2006

Two Rivers

tworivers.zip | 18.69 KB

map as the recently released Prairie Rivers, a rectangular map with two parallel rivers separating the teams, each with 1-4 shallow crossings. This map is somewhat larger than the standard ES maps. This map uses an \'unknown\' format, with 24 different \'terrain patterns\' including several specific to the War Chiefs (for example, there is a possibility of California or Andes or Northwest Territories terrains and forests as well as many from the original version). There are up to several Native villages at various locations, randomly chosen and fairly placed, always either one or two types of minor Native per map. The Natives used are roughly keyed to the terrains used and can be in many different combinations. I have given a little emphasis to the new Natives - which are each present at a little higher frequency than any of the original Natives. Also the original Iroquois, Aztec and Lakota minor Native tribes, now gone from the official ES War Chiefs maps, are still available but less often than the others. The numbers of Native villages present on a map vary from 3 to 12, partly dependant on the number of players, and the village positions can vary greatly (though they are placed evenly). For example, on my Northwest Territories terrain pattern, you can find Cree and/orNootka, Cheyenne and/or Nootka, Klamath and/or Nootka or Klamath and/or Cheyenne as the 4 possible native chances. Or consider the Andes pattern, with Inca/Tupi, Inca/Mapuche or Mapuche/Tupi as the 3 possible Native chances. Please realize these are not intended to be historically accurate, just fun! There is always one Trade Route on each side of the map, each with 1 or 2 trade post sockets (player number dependant). There is also a Trade Route with more trade post sockets running the width of the map between the rivers. Mines, huntables, herdables, forest and treasures are pretty standard. All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In general the land between the rivers is \'rich,\' with extra mines, herds, forest and the trade route - also often there are native villages there as well. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, river crossings, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. The use of the Natives should always be considered. There is a posssibility of defensive play at the crossings. Control of the middle land area and the river crossings is an important consideration. And the map is very well suited for coordinated teamwork. To play this map, the two files (Two Rivers.xs and Two Rivers.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the new Natives and new War Chiefs terrains will cause the map to not work properly. Note: I released the more limited Prairie Rivers version with more minor natives per map, with intended focus on mounted native warfare. This map is otherwise quite similar, just with more variety in game appearance and in minor natives. Note: if you only have the original AOE3, don\'t despair! I have made a Two Rivers-V version (V for vanilla) that will play in the original - it has none of the new tribes or terrains. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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383 downloads

Uploaded:11-07-2006

The Winter War

the_winter_war.zip | 10.95 KB

slopes on it.... and 4 Iroquois natives tribes... also a lot of resources. Have some fun... Feedback appreciated!

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687 downloads

Uploaded:11-05-2006

AOE3 Racer (Reviewed)

aoe3racer.zip | 6.98 KB

will help you level to better units. Every kill gains you 0.1 speed. At certain levels of XP, you will transform into a Halberdier, then Hackapell, then Nootka Warchief, and finally an all-powerful Learicorn. Do whatever it takes to get to the Llama first. Skip all nature units if you wish. Poke each other to slow each other down. Find holes in the wall to sneak your way through. Anything works! ==================== INSTALLATION INSTRUCTIONS CAN BE FOUND IN THE README INCLUDED IN THE ZIP FILE. REVIEW: Finally, an Age of Empires III multiplayer racing map! This is a short but exciting race to the finish. Your racetrack is a straight line, so there are not problems with unit pathfinding. ptfq also put some funny units into the road. Don't worry, you're invincible, so you won't die. Anywhere from 2 to 8 players can play, but the map is best when played by 4-5 racers. People WILL player dirty, so watch out. You might not even have to download this map because many players play this online (if you connect to a person playing a custom map it will automatically be downloaded).

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459 downloads

Uploaded:11-05-2006

Revolution/Cortez Map Pack

kangstudiosmappak.zip | 922.41 KB

withdraw from a battle where the patriots are crushed and make it back to Vally Forge. -Retake a Vital Trade route -Defeat The German Hussars -Then Take down the Massivly fortrified Base or find a secrete route and suprise the british I would Rec. fast computer

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818 downloads

Uploaded:11-05-2006

Prairie Rivers

prairie_rivers.zip | 14.05 KB

with 1-4 shallow crossings. This map is somewhat larger than the standard ES maps. If you look at a map of the American Prairie, there are numerous rivers running from west to east, often fairly parallel. This is the appearance I have tried to recreate in this map. The map uses 4 different terrain patterns, randomly chosen, each of which represents a part of the plains. There is always one Trade Route on each side of the map, each with 1 or 2 trade post sockets (player number dependant). There is also a Trade Route with more trade post sockets running the width of the map between the rivers. There are up to several Native villages at various locations, randomly chosen and fairly placed. The Natives used are the mounted warriors found in the game - Cheyenne, Apache and/or Comanche. There are generally more natives than on most maps, although the number will vary. Mines, huntables, herdables, forest and treasures are pretty standard. All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, river crossings, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. The use of the natives should be routine. There is a posssibility of defensive play at the crossings. And the map is very well suited for coordinated teamwork. To play this map, the two files (Prairie Rivers.xs and Prairie Rivers.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the Apache and Cheyenne natives and new War Chiefs terrains will cause the map to not work properly. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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512 downloads

Uploaded:11-03-2006

Prairie TWC

prairie_twc.zip | 18.49 KB

Cheyenne as additional native types. The appearance of the map is somewhat like the Great Plains map, naturally, but with a number of important differences. First, the map is larger - roughly twice the diameter and 4 times the area of the Carolina map, and even larger relative to Great Plains, for a better feel of the expanse of the New World in general and the Great Plains in particular. Natually this size difference affects gameplay, making a rush, and assualts in general, harder to carry out. Alsp, because of the size difference, scouting takes much more of an effort. There are 7 different patterns of Trade Routes, with variation in number and placement of the sockets. Sometimes there is a single trade route, sometimes two, and you may have to scout carefully to determine the difference. There will be 1-3 Native American types per map, chosen randomly. These will vary in number and are placed in a variety of fair, symmetric patterns and combinations, partly based on player number, partly on chance (for 2 players there could be from 2 to 6 total NA villages, for 8 players form 2 to 12 total NA villages). The natives can be Cheyenne, Commanche, Apache and/or Cree. Again, scouting is crucial to see what you have on the map. Resources vary a little from most other maps - there are a few deer, pronghorn, elk or bison near the player start areas, but out away from the players, often more in the center of the map, there are significantly larger herds of bison. These are large enough to be worth fighting for control of even later in the game. There will be a few berry bushes near the player start areas as well. The forests are placed around the circumference of the map and are not found out in the central prairie, making a difference in wood collection - note there is still a fair amount of wood compared to the standard maps. Mines are placed in a pretty standard manner, as are the treasures or nuggets. Player position and location will vary randomly, more so in a 2-player game (in a 2 player game the players are not always in a directly opposite position). There is full support for the Free-For-All play with any player number, with the players placed randomly. The last unique feature of the map is that there are two variations in the map appearance - a summer version where the prairie looks more yellowed and dry, and a spring version where the prairie is greener and flowers dot the plains. Each of these two \'seasonal\' variations also varies by lighting, with many different lightings possible. If you have spent much time out on the prairie in different seasons, in different weather or times of day, you would note how different the natural light can make the prairie appear. I have tried to capture a little of that variability. Also regarding appearance, there can sometimes but not always be a few small ponds, sometimes some cliffs, canyons or mesas (more for aesthetics than any strategic value - think Badlands or other outcrops of hills or rocks at some places in the prairie). In the forested area surrounding the prairie, there are small hills. To play this map, the files (Prairie TWC.xs and Prairie TWC.xml file) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Note that the .xml file will give a map description at the startup screen. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the Apache and Cheyenne natives will cause the map to not work properly. I have enjoyed making this unique random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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658 downloads

Uploaded:11-02-2006

Glacier TWC

glacier_twc.zip | 8.4 KB

Klamath natives, now there are 4 total native villages per map (either all Klamath or Nootka, or else one of each per side), a change in one of the 3 lighting variations - one seemed too bright, and a slight widening of the glacier for smaller player numbers. This is a map best for 2 team play - but FFA play has been enabled. The map is rectangular, with players starting along the more distant ends of the longer dimension, which is about 50% longer than the shorter dimension (and size varies by player number). This map is slightly larger than most standard ES maps, and a bit smaller than the ES \'large\' series. Players start on a mountainous highland area on opposite sides of a wide glacier. On each side is the usual amount of forest and a few herds of bighorn sheep, elk and/or caribou (and an occasional lone moose - love those new mega-sized moose!), but only one silver mine per player. There is one trade route and one or two native villages (dependant on player number) on each side of the map as well. The native villages are Klamath and/or Nootka. The only extra mines are located on a few exposed mountain tops protruding above the middle of the icefield, and these are gold mines, worth 2.5 times as much coin as the usual silver mines. Treasues or nuggets are placed as a total of 5 per player per map - 2 of the easy ones nearby, and 3 of increased difficulty further off, plus a couple of hard nuggets on the glacial mountain tops. In my testing this map produces extremely fair, balanced maps for 2 team play. Gameplay differs in that it is harder to forward-build than usual due to the presence of the glacier ice, a terrain which limits building. You either have to build on the enemy\'s side of the map or hope to cram in a couple military buildings on the exposed mountain tops - and it is not always possible on every mountain top to build up the size of forward base you might be used to. Because of the limited mines on each side, control of the glacial gold mines is crucial. Most players will \'tower\' these resources as soon as they can afford to. To play this map, the two files (Glacier TWC.xs and Glacier TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Thanks to ES for making this map possible! Feedback appreciated!

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414 downloads

Uploaded:11-02-2006

The Penurious Outskirts

thepenuriousoutskirts.zip | 5.03 KB

you see fit and do not wait for reinforcements, cause they may not arrive in time...

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1062 downloads

Uploaded:11-02-2006

Canyonlands TWC

canyonlands_twc.zip | 9.92 KB

map. It will only work in The War Chiefs Xpack. The only other changes include an increase in the number of natives for lower player numbers. This random map was originally created in response to a request by several forumers at AOE3Heaven for a defensive type map. This map represents the rugged canyon country of the American West, such as is found in Utah, Arizona and parts of northern Mexico. Each team starts on their own land area, surrounded in part by steep impassable cliffs, divided from the other team by a deep canyon with only one narrow connection. This connection is wallable but it is tricky to get the wall edges against a canyon edge or wall to ensure that the enemy is walled off. The map has adequate silver mines, forest, treasures, and a good number of pronghorn, bison and cows for food, all fairly placed. There are always two Native American villages per team for up to 4 players, and 3 villages per side for over 4 players, only in 2-team games. In FFA there is one village per player. These villages are located within the team lands and will be Navajo and/or Apache. There is a single long trade route with 2 trade posts on each side of the map, on each side of the dividing canyon, for a two team game. For games with over 5 players there will be a third trade post on each trade route. However in a Free-For-All the trade route is disabled as it would end up cutting across canyons and disrupting the defensive possibilities of this map. Player start positions have some randomization for variety. This map is a little larger than standard ES land maps. There are possible extra treasures and silver located in the central canyon, accessible only via the crossing point. And for a surprise, keep your eyes open for some desert bighorn sheep hiding in the heights. They were really added as eye-candy, but see if you can figure out how to hunt them (and a few may appear in the lower elevations randomly). In my testing this map always produces fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, and of course, the enemy, as well as taking control of the crossing. This map supports FFA play well for 3 or 4 players. However, with larger player numbers, with each player on his own \'plateau\' the player lands start to get a little narrower and not as defensible - it is harder to keep buildings away from the edges where enemy cannon are able to get to them. Also with larger player numbers in a FFA, the connections start to get more distorted and wider and the canyons more convoluted, making walling a little harder. Play a 5-or-more player FFA at your own discretion; it can still make a fun playable map but some players might not have as great of a defensible position as others. To play this map, the two files (Canyonlands TWC.xs and Canyonlands TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original game version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. This is one of my favorite maps that I have ever made for any game, and I think one of the most visually striking. It has required a lot of trial and error to get the canyons, mesas, trade routes and connections all working appropriately and looking good. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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952 downloads

Uploaded:11-01-2006

Central America Plus TWC

central_america_plus_twc.zip | 16.17 KB

is the inclusion of the Zapotec natives. There has also been an update to fix minor bugs. For those who have tried and enjoyed the \'plus\' versions of some of my previous custom random map scrips, I have tried making a \'plus\' version for TWC as well. This is the exact same map as the Central America TWC map, described below, plus each player getting 2 outpost wagons at the start, or if Russian, one Blockhouse Wagon or if native, one War Hut travois. I changed the original formula just slightly, since for the Russians and natives their \'outpost\' or \'tower\' also makes barracks-type units and I did not want to make these naturally strong rushing civs too powerful. The addition of the outpost wagons/ war hut travois gives a little more defensive flavor to the map - these can be used at the base to protect your initial economy or moved to the crossings or resource locations to help defend there. Of course for the Russians and natives, these \'plus\' units transform into blockhouses or war huts and are usable more offensively. I felt that giving them 2 such units might be considered too much of an advantage for them. Consider that the Texas map starts each player with 2 outposts or blockhouses also (though they cannot be placed at will like these). I would really appreciate feedback from players as to their view on these wagons/travois and the appropriate numbers to balance the map. Anyway, I found these a fun variation - hope you will too. Note that the AI will hold these outpost wagons in their town area until the second age, then at some point erect them in their town - the AI does not use these aggressively to hold resources or crossings as a human might. The map starts opponents on opposite shores of the Central American isthmus, which you must cross to engage the enemy. The setup is a little like the old AOK map Scandinavia, except that the map is slightly rectangular. The players occupy the more distant ends of the longer dimension, which is 1.6x the shorter dimension (and size varies, like the standard ES maps, by player number). This gives a slightly longer distance to the enemy than on standard maps. Player starting positions will randomly vary among 4 starting quadrants, as the direction of the orientation of the rectangle can vary along 2 different axes. The map is somewhat larger than the standard ES maps. The terrain is the jungle pattern found on the ES Amazonia and Yucatan maps. The central area on the map is a rugged highlands with several passes thru the mountainous area. There is more variation in elevation than on the standard ES maps. The central highlands can influence gameplay by acting as a partial natural barrier (but there is never a complete barrier to land passage across the map). The Native Americans used will vary, and can include Maya, Aztec, Zapotec and/or Tupi (using some \'artistic license\' to give more options for NA combinations). There can be one or two types of natives per map, in varying number and location. There are always at least 2 NA villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay. Trade Routes randomly vary between 3 different types of routes, each with a few possible patterns and numbers of Trade Post placement. For example, there can be a pair of routes from side-to-side, or a single diagonal route that cuts across the map. This is a rich map. The food resources on each map can vary slightly. There are always several \'herds\' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Cattle are used for the domestic animals, which are present in good numbers. There are extra berries at the start area and some scattered about the map. All of the maps have many fish and whales in the neighboring sea (numbers vary a little and are also scaled per player), which provides a protected place for resource gathering (the enemy would have to send a villager the entire length of the map to put up a dock to get warships into the sea at the opposite end). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Frequently some of the distant mines will be gold mines rather than silver mines, which provide much more coin. Forests are placed fairly and are placed in greater number than on most maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Some extra resources - mines, huntable fauna and cows - are more concetrated in the central highland area. Treasures or nuggets are placed in increased numbers - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off; there are also a few extra treasures placed in the highlands area. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Being a larger map, scouting is slower than on the standard maps, and rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. It is much easier to take to the water for fishing on this map due to the lessened effect of a rush and the safe haven noted above. On maps with increased numbers of NA villages, the opportunity to use larger numbers of native warriors is a lot of fun. Sometimes the map allows for the possibility of a defensive stance, walling off or towering choke points around or through cliffs, although the size of the map may make it difficult. Although this map was designed for 2-team play, you can play FFA. However, players in FFA are spaced randomly in an oval about the map, not lined up along the coasts as in 2-team play. Play FFA at your own risk, as there is the possiblility of unfair player placement. The more centrally located players in FFA will have more difficult access to the seas. To play this map, the two files (Central America+TWC.xs and Central America+TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original game version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. NOTE: This is an edited version to correct problems in the original - the occasional unbuildable native trading post problem (due to one of the native types being improperly enabled - thanks to Darthcast for helping me realize the problem) and the one \"too-bright\" lighting variation. I have also tried to eliminate the possibility of the trade route trade posts being occasionally unbuildable, but due to the irregular contours on this map I am not entirely sure that the problem will not recur. Please let me know if this happens a significant amount of times. Thanks to ES for making this map possible! Feedback appreciated!

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419 downloads

Uploaded:11-01-2006

Central America TWC

central_america_twc.zip | 15.29 KB

the inclusion of the Zapotec natives. There has also been an update to fix minor bugs. The map starts opponents on opposite shores of the Central American isthmus, which you must cross to engage the enemy. The setup is a little like the old AOK map Scandinavia, except that the map is slightly rectangular. The players occupy the more distant ends of the longer dimension, which is 1.6x the shorter dimension (and size varies, like the standard ES maps, by player number). This gives a slightly longer distance to the enemy than on standard maps. Player starting positions will randomly vary among 4 starting quadrants, as the direction of the orientation of the rectangle can vary along 2 different axes. The map is somewhat larger than the standard ES maps. The terrain is the jungle pattern found on the ES Amazonia and Yucatan maps. The cnetral area on the map is a rugged highlands with several passes thru the mountainous area. There is more variation in elevation than on the standard ES maps. The central highlands can influence gameplay by acting as a partial natural barrier (but there is never a complete barrier to land passage across the map). The Native Americans used will vary, and can include Maya, Aztec, Zapotec and/or Tupi (using some \'artistic license\' to give more options for NA combinations). There can be one or two types of natives per map, in varying number and location. There are always at least 2 NA villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay. Trade Routes randomly vary between 3 different types of routes, each with a few possible patterns and numbers of Trade Post placement. For example, there can be a pair of routes from side-to-side, or a single diagonal route that cuts across the map. This is a rich map. The food resources on each map can vary slightly. There are always several \'herds\' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Cattle are used for the domestic animals, which are present in good numbers. There are extra berries at the start area and some scattered about the map. All of the maps have many fish and whales in the neighboring sea (numbers vary a little and are also scaled per player), which provides a protected place for resource gathering (the enemy would have to send a villager the entire length of the map to put up a dock to get warships into the sea at the opposite end). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Frequently some of the distant mines will be gold mines rather than silver mines, which provide much more coin. Forests are placed fairly and are placed in greater number than on most maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Some extra resources - mines, huntable fauna and cows - are more concetrated in the central highland area. Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off; there are also a few extra treasures placed in the highlands area. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Being a larger map, scouting is slower than on the standard maps, and rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. It is much easier to take to the water for fishing on this map due to the lessened effect of a rush and the safe haven noted above. On maps with increased numbers of NA villages, the opportunity to use larger numbers of native warriors is a lot of fun. Sometimes the map allows for the possibility of a defensive stance, walling off or towering choke points around or through cliffs, although the size of the map may make it difficult. Although this map was designed for 2-team play, you can play FFA. However, players in FFA are spaced randomly in an oval about the map, not lined up along the coasts as in 2-team play. Play FFA at your own risk, as there is the possiblility of unfair player placement. The more centrally located players in FFA will have more difficult access to the seas. To play this map, the two files (Central America TWC.xs and Central America TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original game version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. NOTE: This is an edited version to correct problems in the original - the occasional unbuildable native trading post problem (due to one of the native types being improperly enabled - thanks to Darthcast for helping me realize the problem) and the one \"too-bright\" lighting variation. I have also tried to eliminate the possibility of the trade route trade posts being occasionally unbuildable, but due to the irregular contours on this map I am not entirely sure that the problem will not recur. Please let me know if this happens a significant amount of times.

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1069 downloads

Uploaded:11-01-2006

Warchiefs TechTree

age3treexpackoct3106.exe | 213.23 KB

for the expansion pack.

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297 downloads

Uploaded:10-31-2006

Douro River

douro_river.zip | 651.85 KB

camp there. Portugal knew England was there and they were going to attack and try to take over their country. Portugal asked for help, and was sick and tired of England trying to rule the world. While scouting even further along the other side of the Douro river they noticed that Portugal had help from other countries. Build up a good defense, save your outposts from the Home City for later, you might need them. Your going to have to fight it out and hope that a ship arrives from England with reinforcements. You are not sure if a ship will arrive or how long it will take. If you can beat this map on moderate, try it on hard or expert. Part 2 of \"England Rules The World\" will follow after this one has been played for awhile. Comments appreciated.

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1670 downloads

Uploaded:10-31-2006

AOE3MODS

aoe3modstwcv1.zip | 1.69 MB

unit for both hand and ranged attack - The Bounty Hunter becomes available as a mercenary unit - The exploding wagon is now a cart full of gun powder barrels - With the introduction of the Saloon, the Outpost and Blockhouse no longer produce mercenaries - Explorers and Warchiefs can now build Cherokee War Huts, that can train Cherokee units - Cherokee Archer available from the war hut - Cherokee Rifleman available from the war hut - Cherokee Mounted Rifleman available from the war hut - Cherokee Mounted Axe man available from the war hut - New strategic and stealthy Partisan unit is available as a regular unit to all european civs - Barrel Mines can be laid (built) by the Partisan - Jaeger has been returned to Mercenary status available from the Saloon - Sniper becomes a regular unit from the barracks - Super Monitor has been introduced to the Dock (except US who get Ironclad) These modifications have not been tested in mult-player games but the inclusion of an installer will make switching between the standard game and a moded game easy, for those who regularly play multi-player. The installer will backup all files to be modified and copy the changed files to the correct locations. The original files can be replaced by clicking the remove button. Included with AOE3MODS for The War Chiefs v1 is a variations of the mod originally created by Lord_chYper. When this mod is installed, buildings can be rotated during game placement by holding down the Alt key and spinning the mouse wheel. Major mods include: (more details availble from installer) PLAY AS THE US: - The card deck provides many of the familiar shipments available to other civilizations but also includes some unique US shipments too. The unique church upgrades are worth getting. - The US get a unique Explorer (Davy Crockett). - The US uniquely get the Gatling Gun without revolution in age 4. - The US get single unique Cavalry unit in age 3, with upgrades in ages 4 & 5. - The US get a Trooper instead of a musketeer in age 2, with upgrades in ages 3, 4 & 5. - The US get another unique infantry unit called a Frontiersman available in age 3, with upgrades in in ages 4 & 5. - The US uniquely get the Ironclad without Revolution in Age 5. - The Ironclad strength and damage has been increased. OTHER INGAME MODS INCLUDE: - Standard artillery units have been reduced in population count. - A Balloon Artillery Transport can be trained in age 2. - A Stun Balloon can be trained in age 3. - An Exploding Wagon can be trained in age 3. - A Goliath artillery unit can be trained in age 4. - All infantry have a population count of 0. - A Balloon Troop Carrier can be trained in age 2. - A Troop Carrier can be trained in age 2. - A Sniper unit is available as regular unit from the barracks. - A new (very strategic) stealthy Partisan unit can now be trained in age 2. - The partisan can lay Barrel Mines. - A new Cherokee War Hut building is available to train native mercenaries. - From the Cherokee War Hut, Train the Cherokee Archer. - From the Cherokee War Hut, Train the Cherokee Rifleman. - From the Cherokee War Hut, Train the Cherokee Mounted Rifleman. - From the Cherokee War Hut, Train the Cherokee Mounted Axeman. - Docks can produce a Super Monitor in age 5 (not US who get the Ironclad). - Docks can train an unlimited number of privateers. - Docks can train fireships. (Build limit = 10 units) - The base limit of monitors increased to 4. - The base limit of frigates increased to 4. - The base limit of fluyts increased to 6. - The base limit of galleons increased to 6. - The base limit of galleys increased to 8. - Docks can hold ships. - Settlers can build factories in age 4. - Field Hospitals can train Surgeons, which have population count of 0. - The hit points for forts have been doubled. - The fort can train Petards - Settlers can be trained from houses for everybody except the Ottomans. - The hit points for outposts have been doubled - The Pawnee Mounted Warrior has been added as a mercenary cavalry unit. - The Bounty Hunter replaces the Comancehro as a mercenary cavalry unit. - All cavalry have a population count of 1. - The Ottomans can train Spahi units in the stable. - Russian town center does not generate settlers in blocks - Town Center can train a Builder unit. - The Builder unit can build the Fort in age 3. - The Builder unit can build most military buildings faster than a settler. - The Builder unit can gather faster than a settler but cannot build economic buildings. - The Builder unit can build Field Hospitals in age 3. - The hit points for walls have been doubled In addition, there are numerous other smaller or associated mods.

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574 downloads

Uploaded:10-30-2006

Revolution : Lexington, Concord and Bunker Hill

scenario_0001.zip | 155.35 KB

very fun alot of gun fights and some cins. How to install (both files): mygames\\ageofempires3\\scenario

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1219 downloads

Uploaded:10-29-2006

Finger Lake

finger_lake.zip | 11.24 KB

longer dimension, which is 2x the shorter dimension (and size varies, like the standard ES maps, by player number). There is a long narrow lake, rich in salmon, runnng along the center of the long axis of the map, ending before the map edges. This map is significantly larger than the standard ES maps. There is always one Trade Route on each side of the lake. There are up to several Native villages at various locations, randomly chosen and fairly placed. The Natives will be of one or two types per map (Iroquois/Cherokee, Iroquois/Cree, Huron/Cherokee, Huron/Cree). Mines, huntables, herdables, forest and treasures are pretty standard. The map is randomly summer, fall or winter ( no berries on the winter map). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. Do you try to control the lake for its rich fishing? Do you try to advance up just one side of the lake quickly or do you try to hold both pathways? Could you send transports the length of thelake for a surprise attack? A standard fast colonial rush is a little difficult given the length of the map. And the map is very well suited for coordinated teamwork. To play this map, the two files (Finger Lake.xs and Finger Lake.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the Huron natives will cause the map to not work properly.

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429 downloads

Uploaded:10-29-2006

WarChiefs Aztec Wallpaper

wc_wallpaper1_1600.zip | 1.56 MB

which you can download here right now! The wallpaper looks brilliant on your desktop and gives it a real feel of the series. So if you are a fan download it now! The download contains *1920x1200 *1600x1000 *1280x800 *1024x640 of the wallpaper.

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351 downloads

Uploaded:10-29-2006

New UI

aoe3ui_x.zip | 60.55 KB

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254 downloads

Uploaded:10-29-2006

Enhanced Text Details

age3tooltipsoct2106.exe | 1.37 MB

you may unselect. Important messages are color coded. Team home shipment messages are in green. Map and civilization descriptions are clearer. Initial gather rates are shown for units and buildings. Recharge times for special abilities are included. When you launch the game you will see Tips - patch version compliant with - and revision date instead of Learn to Play on the main game menu. Extract stringtable* files into c:\\program files\\Microsoft games\\age of empires 3\\data replacing the ones there.

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265 downloads

Uploaded:10-29-2006

Lord Tahattus\'s TWC Flags

twc_flags.zip | 213.53 KB

vanilla version. Sorry for the small description... Please review. [/quote]

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473 downloads

Uploaded:10-23-2006

AoE3 Wallpaper

aoe3_wallpaper.zip | 422.69 KB

Download

945 downloads

Uploaded:10-21-2006

HotKey Editor Mod

hotkeyeditormod.zip | 52.71 KB

- http://www.geocities.com/ek4nt4/

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1954 downloads

Uploaded:10-18-2006

Fort Wars

fort_wars_22.zip | 42.83 KB

removed. [2.1] - Editted by pftq - AOE3 patch 1.09, October 9 2006 - Fixed 150 coin and pop cap on Nomad Age. - Costs not reduced until new cost added (avoid free units). - Forbidden units disabled earlier on to avoid being trained. - Nomad bonuses declared earlier. - Reinforcements come at 5-6 minutes instead of 7 then 6-7. - Portuguese also gets more expensive LOS. - Aztec Chief Super Unit replaced with Nootka Warchiefs. - Ronin HP Boosted due to light infantry being stronger in 2.x - Build Limit on towers. - Spawn no longer auto-selects in beginning. - Removed several unit stat imbalances from Age Up techs. - Morale HP boosted from 30% to 45% for 35 seconds instead of 45. - Medic (Heal) Optimized to almost always fully healing. - Random Bonuses: -- Two ronin per reinforcement. -- 50% faster spawn. -- Center Cannon. -- All players get 3 George Crushingtons -- All players get 3 Learicorns -- Longbowmen range and Lancer bonus removed [img]http://img81.imageshack.us/img81/944/fotwxq9.png[/img]

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581 downloads

Uploaded:10-14-2006

CINEMATIC --The Trail of Tears: East Not West

the20trail20of20tearseast20not20west_00011.zip | 3.15 MB

were forced away to the West like they were nothing.. But these natives went East away from the United States... They went to a great island.. The island in the cinematic's name is "Island of Shadows". It's not told in the cinematic so now you know it though. Here's my descrition of the cinematic in my announcement page of the forums.. "The Story is during the trail of tears. It's a fictional story. The Natives are starting to be forced to go West. Although a group of seven natives decided to go East instead. They went to an island East of New England. That's where the story begins.."

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366 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Russian Patch

aoe3109russian.exe | 17.17 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

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233 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Hungarian Patch

aoe3109hungarian.exe | 17.09 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

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95 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Czech Patch

aoe3109czech.exe | 17.13 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

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217 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Chinese Patch

aoe3109cht.exe | 16.93 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

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46 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Korean Patch

aoe3109korean.exe | 16.97 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

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111 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Japanese Patch

aoe3109japanese.exe | 17.01 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

145 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Polish Patch

aoe3109polish.exe | 17.14 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

249 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Brazilian Patch

aoe3109brazilian.exe | 17.05 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

771 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Spanish Patch

aoe3109spanish.exe | 17.07 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

240 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 Italian Patch

aoe3109italian.exe | 17.43 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

183 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 French Patch

aoe3109french.exe | 17.09 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

324 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 German Patch

aoe3109german.exe | 17.12 MB

all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

5520 downloads

Uploaded:09-19-2006

Age of Empires III v1.09 English Patch

aoe3109english.exe | 17.1 MB

meaning all Home Cities will now level up faster Players on your pest list will not be able to join your game if you are the host The experience requirement to level up Home Cities that are level 100 or higher has decreased New avatars available on ESO CLIENT FIXES The Russian card Ransack no longer effects teammates NETWORK AND ESO FIXES When right clicking a player on ESO, whisper will now be the top item on the list of options

Download

286 downloads

Uploaded:08-10-2006

Age of Empires III: The Warchiefs Fan Site Kit

aoe_fansite_kit.zip | 63.37 MB

contains concept art, forum avatars, screenshots, desktop wallpaper, and much more.

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84 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Russian)

aoe3108russian.exe | 16.75 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

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299 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Hungarian)

aoe3108hungarian.exe | 16.73 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

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53 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Czech)

aoe3108czech.exe | 16.76 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

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71 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Chinese)

aoe3108cht.exe | 16.56 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

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35 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Korean)

aoe3108korean.exe | 16.61 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

66 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Japanese)

aoe3108japanese.exe | 16.64 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

90 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Polish)

aoe3108polish.exe | 16.72 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

208 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Brazilian)

aoe3108brazilian.exe | 16.69 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

221 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Spanish)

aoe3108spanish.exe | 16.71 MB

Civilizations' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

191 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (german)

aoe3108german.exe | 16.75 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

121 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (Italian)

aoe3108italian.exe | 17.06 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

105 downloads

Uploaded:08-02-2006

Age of Empires III Patch 1.0x - 1.08 (French)

aoe3108french.exe | 16.72 MB

Civilizations\' special bonuses Numerous balance changes Fixed an exploit that would refund the Home City shipment after sending mercenaries Changed a line of dialogue from the Campaign which was found to be derogatory Changing teams on ESO will now unready all players When a player clicks to delete a Home City, the default will now be No NETWORK AND ESO FIXES Fixed an issue where Quick Search was not matching people using Power Rating Added separators to very large numbers to make them more readable Clan page on ESO now properly displays the last online date for clan members

Download

4375 downloads

Uploaded:07-06-2006

Battle of Blinden

battleofblinden1.zip | 58.92 KB

colonies, and launch a dual strike with English regulars from the Ohio forts. The English are repulsed, and the reinforcements are crushed by the French reserves. The French corner the English at the edge of Blinden Forest. The English know that if they retreat into the forest, they will encounter a large force of French native allies. The English and French form their lines, and prepare for battle.

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825 downloads

Uploaded:05-31-2006

1916 Irish Rising

19161.zip | 623.08 KB

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424 downloads

Uploaded:05-25-2006

WWII Soviets Strike Back

sovits20strik20back1.zip | 148.79 KB

nazis from the great Soviet Union. You start with an army and some wagons to set up your base. A nearby village is on your side but as the game starts it is under attack. Save it as soon as possible.

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235 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107russian.exe | 15.55 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

124 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107hungarian.exe | 15.5 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

582 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107czech.exe | 15.53 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

91 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107cht.exe | 15.32 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

32 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107korean.exe | 15.36 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

79 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107japanese.exe | 15.44 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

113 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107polish.exe | 15.53 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

149 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107brazilian.exe | 15.45 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

322 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107spanish.exe | 15.47 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

261 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107german.exe | 15.51 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

172 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107italian.exe | 15.82 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

116 downloads

Uploaded:05-23-2006

Age of Empires III Patch 1.0x - 1.07

aoe3107french.exe | 15.47 MB

in chat channels CLIENT FIXES Fixed an issue that let military units in Cover Mode do extra siege damage Fixed an issue where the German A.I. would not build houses or collect resources when they started with just Settler Wagons Fixed some rollover text issues Hispaniola map added to the Standard Maps set NETWORK AND ESO FIXES Fixed an issue where the host would appear invisible in the game setup room Chat channels\' player lists are now alphabetized Fixed an issue where non-rated games were counting toward Power Rating

Download

335 downloads

Uploaded:05-18-2006

AoE III: The WarChiefs E3 2006 Trailer

169_aoe3exp_051706_hd.zip | 46.1 MB

Empires III,\" providing players with the ability to lead one of three proud Native American civilizations, including the Iroquois Confederation, to expand their empire and fight for control of the Americas.

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416 downloads

Uploaded:04-16-2006

WWII - Fall of Italy

ww1120fall20of20italy1.zip | 357.05 KB

command centre and a capital). You have 6 fidgets fill with British(mostly musketeers) and French troops, vills ,fort + factory wagons,2 tcwagons 6 explorers and other heroes. The Italians (Germans) have impearl uhlans. They also have cannons skirmishers and bonegurds in Rome.

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308 downloads

Uploaded:04-11-2006

WWII Free France

ww220free20france1.zip | 363.09 KB

guns) have fortified the English channel so it wont be an easy feat .

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212 downloads

Uploaded:04-10-2006

One way there

one20way20there1.zip | 185.83 KB

the map except for a well guarded gap. Near you to the left will be a cree village to ally with them kill the cree trackers and build a trading post. On the cliff near the Cherokee village there are lost of crates of well every thin food wood and even some coin. The edge of the cliff there are lots of gold mines.

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484 downloads

Uploaded:04-09-2006

New World Island

new20world20island20map1.zip | 243.91 KB

clonally. But wait there are only a few animals and little mines on your first Island. If that wasn’t enough someone else has settle here and the sea is full of pirates who are allied with an other group of people. Natives think you are invaders like the pirates and to ally with them you will have to beat their armies first. They say strange people came to their lands and built buildings the call Mosques and had great bombards.

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407 downloads

Uploaded:03-27-2006

Base Capture - Fort Ticonderoga

base20capture2020fort20ticonderoga1.zip | 165.85 KB

where you start, however since this is base capture you must capture all 4 bases accross the river aswell as defend yours from being taken over. Features: -new Base Capture Style play -battlefield is half based on Fort Ticonderoga and half on my own imagination. -actual history included in objectives menu, thanks to... http://theamericanrevolution.org/battles/bat_ftic.asp

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1247 downloads

Uploaded:03-25-2006

American Revolution - Fight for New England

american20revolution_20fight20for20new20england1.zip | 5.8 MB

\"The Patriot\" - You play as \"Benjamin Martin\" (main character in the movie \"the patriot\" played by Mel Gibson) and have to leed a Battalion of soldiers into a frontier in the fight for New England - 5 primary objectives and one secondary objective Special Features: - Reinforcements via trade route buildings - you are allied by a computer player who will fight the main battles for you while you do all the dirty work ;) - many cinematics outling mission objectives and showing battles

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398 downloads

Uploaded:03-15-2006

Battlegrounds

aoe3_battlegrounds_part1.rar | 68.98 MB