Age of Empires III

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2650 downloads

Uploaded:11-04-2006

Canyonlands

canyonlands1.zip | 9.16 KB

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2419 downloads

Uploaded:11-04-2006

Allied Tribes

allied20tribes1.zip | 45.29 KB

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1675 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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523 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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513 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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986 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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1569 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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1409 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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3368 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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1531 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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639 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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1253 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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1060 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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744 downloads

Uploaded:10-16-2006

Kansas War

the_kansas_war.zip | 7.86 KB

mines... Also a lot of resources.

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591 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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411 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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522 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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444 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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363 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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778 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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1344 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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560 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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3785 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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710 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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1123 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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675 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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586 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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717 downloads

Uploaded:10-24-2006

Iroquois Country

iroquois_country.zip | 8.2 KB

mines... also a lot of resources.

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631 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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489 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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607 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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460 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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461 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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715 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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432 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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321 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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336 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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153 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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490 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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430 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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906 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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366 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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517 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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403 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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510 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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371 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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621 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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346 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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489 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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396 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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337 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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608 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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543 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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718 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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529 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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382 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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642 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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543 downloads

Uploaded:11-04-2006

Thanksgiving

thanksgiving1.zip | 7.18 KB

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1188 downloads

Uploaded:11-04-2006

Island Continent

island20continent_00011.zip | 14.37 KB

description.

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667 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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413 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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386 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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484 downloads

Uploaded:10-30-2006

Saguenay Rivers

saguenay_rivers.zip | 8.55 KB

resources.

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