'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 1.03Changes:- 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 backupsScreenshots *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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