Age of Empires III

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3745 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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45527 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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3469 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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28390 downloads

Uploaded:06-06-2006

Big Continent

big20continent20v3_00011.zip | 22.49 KB

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3516 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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1045 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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9122 downloads

Uploaded:06-12-2006

Baja California

baja_california.zip | 11.3 KB

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15922 downloads

Uploaded:06-08-2006

Appalachians

appalachians_0001.zip | 15.8 KB

possibility of defensive play.

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7496 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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6867 downloads

Uploaded:09-20-2006

New France

newfrance1.zip | 361.7 KB

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1672 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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10151 downloads

Uploaded:05-23-2010

Clifftop fortress

clifftop_forttress_beta.bak | 161.41 KB

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3473 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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8560 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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6807 downloads

Uploaded:06-12-2006

Gandalf\'s Isles

gandalfs_isles.zip | 16.85 KB

interesting gameplay.

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4205 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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6215 downloads

Uploaded:06-24-2006

No-Rush Maps

nr_winter1.zip | 44.66 KB

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2894 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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2190 downloads

Uploaded:06-14-2010

Island Base

island_base.zip | 2.42 MB

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7143 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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3466 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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4232 downloads

Uploaded:09-02-2006

Mata Atlantic

atlantic1.zip | 148.29 KB

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6942 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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4013 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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1978 downloads

Uploaded:02-03-2010

Russian War

russian_war.zip | 139.01 KB

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6417 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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3405 downloads

Uploaded:06-17-2006

River Crossings

river20crossings1.zip | 18.58 KB

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1819 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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4148 downloads

Uploaded:06-17-2006

Sea to Sea

sea20to20sea1.zip | 346.88 KB

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6717 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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5001 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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5771 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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516 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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1550 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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1139 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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3531 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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4316 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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4367 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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566 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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617 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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1435 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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2816 downloads

Uploaded:09-27-2006

Snow Dreamer

snowdreamer1.zip | 112.39 KB

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2776 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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3570 downloads

Uploaded:06-29-2006

Bob the Brave

bobthebrave1.zip | 378.36 KB

name shall not be mentioned. :)

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1737 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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3588 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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996 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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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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3694 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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3145 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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7196 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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475 downloads

Uploaded:02-09-2012

Sea Battle

new_compressed_zipped_folder.zip | 65.33 KB

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294 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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971 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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1336 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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340 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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596 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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612 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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1559 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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498 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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1379 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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3825 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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2684 downloads

Uploaded:11-04-2006

Canyonlands

canyonlands1.zip | 9.16 KB

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2452 downloads

Uploaded:11-04-2006

Allied Tribes

allied20tribes1.zip | 45.29 KB

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3348 downloads

Uploaded:09-09-2006

Cerrado

cerrado28beta291.zip | 110.42 KB

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2601 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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3476 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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9188 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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1573 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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983 downloads

Uploaded:05-14-2010

Last Stand

last_stand.zip | 212.48 KB

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3622 downloads

Uploaded:11-11-2009

Ford Battlt

ford_battle.rar | 347.35 KB

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2382 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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1312 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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523 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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618 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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645 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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521 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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628 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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351 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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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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548 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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1588 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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659 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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1071 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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1205 downloads

Uploaded:11-04-2006

Island Continent

island20continent_00011.zip | 14.37 KB

description.

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684 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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211 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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2233 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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520 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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1191 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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411 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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1346 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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2897 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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1585 downloads

Uploaded:05-13-2010

Revolution

revolution.zip | 873.44 KB

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612 downloads

Uploaded:05-12-2010

Adan

adan.zip | 432.22 KB

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1220 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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241 downloads

Uploaded:11-24-2009

The Ottoman Attack

the_ottoman_attack.bak | 68.44 KB

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1338 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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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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2966 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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1007 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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585 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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599 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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1692 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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229 downloads

Uploaded:11-24-2007

Northwest Passage

nwp_szig.zip | 88.11 KB

help. created by sziggi

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340 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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406 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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528 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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448 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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494 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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369 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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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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780 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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156 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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494 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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923 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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1520 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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404 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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515 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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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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1702 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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574 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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539 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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675 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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488 downloads

Uploaded:10-30-2006

Saguenay Rivers

saguenay_rivers.zip | 8.55 KB

resources.

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595 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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303 downloads

Uploaded:10-30-2006

Traveling California

westcoast_travel.zip | 525.26 KB

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551 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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752 downloads

Uploaded:10-16-2006

Kansas War

the_kansas_war.zip | 7.86 KB

mines... Also a lot of resources.

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2091 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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483 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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611 downloads

Uploaded:02-16-2006

Rainforest

rainforest_v21.zip | 6.85 KB

to six hidden Tupi or Carib villages. Players and natives are placed randomly, so scouting is essential here!

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479 downloads

Uploaded:01-14-2006

Winter in New England

winter_in_new_england1.zip | 7.88 KB

attackers have now more space to maneuver.

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1180 downloads

Uploaded:09-22-2005

Central Lake REVIEWED

central_lake_2.0.zip | 7.37 KB

fish and whales ( I know - whales in a lake not real, but "gameplay>realism"), a water flag for delivery of units from the HC, 2 trade routes each with 2 trade post sockets, two mainland Native American villages and one Native American village on a central island. The two mainland villages are randomly (50/50 chance) either Cherokee or Iroquois, with the one on the island being the opposite tribe as the ones on the mainland. There are a few more sheep than on the New England map, and deer are plentiful. Each player is a little closer to one of the native villages than the other, each player starts out fairly close to one of the trading posts. The map size is somewhat larger than the usual New England but has a little less playable land due to the size of the lake. NOTE: this map may not play well for greater than 2 players due to its construction details - feel free to try, let me know if successful! REVIEWED BY SHIMANO55 ------------------------------------------------------------------- This is a very well done map. Though it isn't the most creative and interesting map, it is both layed-out and stocked quite well. The basic layout of the map is very much like AOE2's and AOM's baltic maps. Land surrounds a medium-sized body of water which is located in the center of the map. There is also a small island in the very middle of the body of water that contains an Native American settlement. This is a nice touch, but personally I think it would have been better if there were a slightly larger, empty island. That way one could been a stronghold if they were getting beaten back, but its not my map. As far as resources go, the creator did pretty well, though does have some things that could be improved. There are tons of animals to be hunted (deer, sheep, etc). There is also enough gold mines throughout the map to sustain the player until they reach the third age and can build plantations for their gold. The main shortcoming that I realized was the lack of wood on the map. There are only a couple pockets of wood on the map, and I had to go pretty far away from my main settlement to start chopping wood. As far as landscape and other factors go, pretty well done. My favorite landscape element was the defensive cliffs that one can build outposts and a fortress on. Also good for attacking the enemy since there are some cliffs near each settlement. I was also a big fan of the trading routes. I like the idea of 2 seperate routes as opposed to the original's 1, though I wish there were more than 2 posts per route. There are also enough treasures on the map to make anybody happy. Overall this is a pretty good map, and I do recommend that you download it to replace the original New England. Good job RF_Gandalf. ---shimano55 -------------------------------------------------------------------

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135 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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322 downloads

Uploaded:08-16-2011

Defiende el fuerte

defiende_el_fuerte.rar | 230.75 KB

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172 downloads

Uploaded:06-26-2011

mud

mud.zip | 55.33 KB

hope you have fun with it

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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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806 downloads

Uploaded:05-12-2010

Swamp Canyon

swamp_canyon.zip | 1.23 MB

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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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526 downloads

Uploaded:02-02-2010

The Mohawk

the_mohawk.zip | 119.03 KB

the Iroquois.

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207 downloads

Uploaded:11-24-2009

The Pirate Cave

the_pirate_cave.bak | 207.22 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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77 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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79 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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306 downloads

Uploaded:05-04-2009

Cattle Drive

cattle_drive.zip | 2.08 MB

hard can it be?

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218 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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320 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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623 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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284 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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1911 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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858 downloads

Uploaded:12-13-2008

Deep Jungle

deep_jungle.zip | 320.53 KB

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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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470 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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245 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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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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435 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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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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535 downloads

Uploaded:05-01-2008

Civil War City

civilwarcity4.zip | 257.57 KB

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397 downloads

Uploaded:03-18-2008

Canada/Iroquois

canada_0001.zip | 296.6 KB

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432 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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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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3394 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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193 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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592 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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675 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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233 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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311 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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782 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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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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347 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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825 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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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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390 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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276 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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227 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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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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637 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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372 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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349 downloads

Uploaded:05-12-2007

The Treasure of Easter Island

easter.zip | 473.05 KB

Kakulukia at AoE3 Heaven

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418 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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763 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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463 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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465 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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719 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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434 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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323 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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338 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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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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435 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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336 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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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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370 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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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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192 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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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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375 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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1269 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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429 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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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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607 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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52 downloads

Uploaded:12-03-2006

Port Royale

port_royale.zip | 57.66 KB

use the monster truck!

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340 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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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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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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733 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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1016 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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1359 downloads

Uploaded:11-11-2006

Winter Wonderland

winter_wonderland.zip | 10.44 KB

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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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430 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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457 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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719 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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543 downloads

Uploaded:11-04-2006

Thanksgiving

thanksgiving1.zip | 7.18 KB

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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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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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1540 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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389 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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435 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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245 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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573 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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333 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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726 downloads

Uploaded:10-24-2006

Iroquois Country

iroquois_country.zip | 8.2 KB

mines... also a lot of resources.

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1953 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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740 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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580 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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824 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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337 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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415 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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406 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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1246 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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460 downloads

Uploaded:03-09-2006

Extravangza Units

extravangza_units_v.zip | 111.18 KB

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1318 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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758 downloads

Uploaded:01-23-2006

Battle of Coast Road Hill

battleofcoastroadhill1.zip | 662.56 KB

that unleashed a genocidal wave on one of your cities. Revenge fuels your soldiers. Will you have what it takes to defeat Macerr? The Battle of Coast Road Hill takes place across the Kalaa Channel, separating Macerr City from the rest of the continent. Macerr forces have retreated across the channel, and your forces are closing in. The battlefield is set at a large hill covered in trees and overlooking the channel. It is a tactical location, as a fort properly built on the hill could be artillery spotting for miles. You have a smaller army than before, as many casualties were taking in the assault on Macerr City. You and the enemy have established command posts. To defeat the enemy, destroy their command post on the opposite side of the hill. But watch out, as they will attempt to destroy yours. Good luck, and godspeed. -Major General C. Jacobs, Epilsonian Military

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735 downloads

Uploaded:01-23-2006

City Assault

scenario1.zip | 405.93 KB

by infantry and cavalry. Inside the city, there are various types of units guarding strategic locations. Use your soldiers wisely, or you will end up dead.

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2571 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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568 downloads

Uploaded:12-23-2005

The Cave

the20cave1.zip | 497.68 KB

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330 downloads

Uploaded:12-17-2005

The Killing

new20folder1.zip | 1.32 MB

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675 downloads

Uploaded:12-06-2005

The Kharlan Tournament

the_kharlan_tournament1.zip | 645.58 KB

and leaving with the money will be too easy for Calek to fail at. But why does the tournament host own an army? And what is the cause of the nearby colony's hostility towards the tournament? When a competitor disappears and an army attacks the tournament grounds, matters become slightly more complicated... Although The Kharlan Tournament employs normal, simple RPG gameplay, the simplicity will be enough to keep your attention for at least 45 minutes. Although the main character is the most important unit you will have, at several points throughout the game you will be controlling a small army or a mercenary, increasing the level of strategy required, but not making the game frustrating or impossible to beat. Immerse yourself in the location of North Carolina. Entertain youself with the tournament and gladiator-style fights. With over 15 cinematics, an interesting storyline, and a great map design, this scenario is not one to miss. --------------------------------------------------------------------------------------------------------------------------------------------------- Although I have not had a look at this scenario myself yet it looks very promising. The author is well known and has produced some very high quality scenarios for AOM. This particular scenario has also recieved very high reviews on AOEIIIHeaven and includes custom music and high quality cinematics. ~BlueDragon

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908 downloads

Uploaded:09-22-2005

Trade Crossing

trade_crossings.zip | 6.14 KB

there are 2 teams). The map features randomly varied player start positions (unlike New England), and has two trade routes which cross in the center (instead of parallel routes like New England) each with 2 trading posts. This feature makes it a little harder to control a whole trade route (or at least it would if the AI tried as hard as a human would for control or the route) as one of the trading posts on each route is always closer to the other player. There is some randomness to the appearance of the trade routes and the placement of the trading posts for variety, but each route always has a \'radial symmetry\' so that the trading posts on each route are always equidistant from the center and so the closest one on a route to each player is always the same distance away as it is for the other player.

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