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