Age of Empires III

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21386 downloads

Uploaded:07-08-2011

Unlimited Population Mod(Also No Build Limit Mod)

unlimited_pop.rar | 55.4 KB

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

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7311 downloads

Uploaded:01-28-2008

New AoE3 Editor XY (version 3)

n3exy.zip | 422.85 KB

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

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8418 downloads

Uploaded:08-12-2007

Unlimited Count and 40-in-a-deck Mod

unlimited_count_40_card_in_a_deck_mod.zip | 106.09 KB

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

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8272 downloads

Uploaded:12-26-2006

40 Cards per HC in skirmish.

40_cards_per_hc.zip | 122.03 KB

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

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3771 downloads

Uploaded:10-14-2010

Age of Empires The Forgotten Empires Demo

tfe_demo_1.0_final.rar | 21.32 MB

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

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13337 downloads

Uploaded:11-01-2005

Larger Maps

larger_maps.zip | 252.56 KB

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3259 downloads

Uploaded:12-09-2010

Improvement Mod v1.4.6

improvement_mod_v1.4.6.zip | 7.01 MB

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

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10667 downloads

Uploaded:02-22-2007

AOE3MODS

aoe3modsvc2_0001.zip | 8.88 MB

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

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787 downloads

Uploaded:02-14-2007

Advanced Triggers Set

advancedtriggerset.zip | 51.8 KB

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

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2313 downloads

Uploaded:06-14-2010

The Ancient Age Mod (alpha release)

2010_04_06_taa0.1.1.rar | 21.7 MB

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

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3405 downloads

Uploaded:02-05-2007

Switzerland Civ Mod

swiss_civ.zip | 673.08 KB

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

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2628 downloads

Uploaded:12-21-2006

AOE3 Fun Mod

funmod_v0.26.zip | 150.47 KB

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1359 downloads

Uploaded:12-08-2006

Designer's Mod for Patch 1.09 (Reviewed)

designermod.zip | 5.66 MB

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

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4764 downloads

Uploaded:10-21-2006

Modding Tool

aoe3ed.exe | 1.12 MB

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4396 downloads

Uploaded:10-21-2006

Unit Upgrades Modpack

age3upgradesjuly1306.exe | 3.03 MB

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

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1681 downloads

Uploaded:07-01-2008

AOEIII more exciting but still fair game mod

aoeiii_more_exciting_but_still_fair_game_mod.zip | 294.35 KB

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

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3504 downloads

Uploaded:12-12-2006

Danish Civilisation Mod

danishcivmod.zip | 836.52 KB

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

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1610 downloads

Uploaded:09-14-2005

Remastered Music Pack

aoe3demo_remastered_music.zip | 21.43 MB

have been made to give a more acoustic and fuller sound to the music. The brass should appropriately make its beautiful screeching, and the snare drums should give your subwoofer more to work with.

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30 downloads

Uploaded:08-06-2012

MrTruckingtonv1 mac/windows

mrtruckingtonmodv1_windowsmac.zip | 4.28 MB

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

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29 downloads

Uploaded:08-06-2012

SuperBearModv2 Mac/Windows

superbearmodv2_macwindows.zip | 4.29 MB

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

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597 downloads

Uploaded:06-17-2011

Improvement Mod V3.1 *TAD only!*

improvement_mod_v3.1.zip | 10.79 MB

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

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1121 downloads

Uploaded:11-20-2007

AOE3/TWC/TAD Random Civ Generator

aoe3_civ_randomizer_setup.zip | 992.58 KB

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

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1237 downloads

Uploaded:01-17-2007

Norway mod

norge_civ.zip | 552.85 KB

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

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738 downloads

Uploaded:01-17-2007

Post-Game Revolution Flags

revolutionflags.zip | 20.59 KB

the file in the main AoEIII directory. Enjoy!

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3633 downloads

Uploaded:01-01-2007

Dead Bodies Staying Mod

dbs_mod.zip | 160.91 KB

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

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1705 downloads

Uploaded:12-09-2006

AOE III Fun-Mod

funmod_v0.23.zip | 150.32 KB

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935 downloads

Uploaded:10-21-2006

HotKey Editor Mod

hotkeyeditormod.zip | 52.71 KB

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

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1271 downloads

Uploaded:11-24-2005

New Unit Lyfe

lyfe.zip | 24.01 KB

--NOTE: THIS FILE IS IN THE WRONG SECTION, IT IS ACTUALLY A MOD FOR AOM: THE TITANS--

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