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Topic Subject: Complete list of Patch 1.06 changes
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posted 04-13-06 10:58 AM EDT (US)   
Complete list of balance changes for 1.o6

Unit and building changes:

·Exported HCAdvancedMarket fix.
·MercenaryLoyaltyGerman removed effect that lowers wallenstein contracts price.
·Yeomen - Added +4 maximum range to longbowman stagger and defend attacks.
·Cav archer cost changed from 45f 115g to 100f 60g
·Cavalry Archers, Dragoons, War Wagons, Manchu, BlackRider, ·Commanchee Horse Archer now get 2.0x damage vs abstract artillery
·Conquistador card now improves wardogs attack and hitpoints 20% instead of increasing limit. Changed rollover help.
·British start with +1 food crate
·Germans now start with 3 settler wagons and no settlers
·Spanish start with -1 settler
·Rocket no longer deals negative damage to cavalry or cannons
·Rocket’s bonus vs ships increased to 3
·Rocket LOS +2
·Fixed display count for cards effected from 1.05 changes (sheep, cows, etc) in SPC homecities.
·Longbowman autoattack range increased to 20

Home City army shipment cards:

·Spanish Pikemen4 (age3) change from 14 to 12
·Spanish Redoleros4 (age3) change from 10 to 9
·Spanish Lancer (age3) change from 6 to 5
·Spanish Lancer (age4) change from 5 to 6
·Mortar1 change from 1 to 2
·Mortar1German change from 1 to 2
·Mortar2 change from 2 to 3
·Mortar2German change from 2 to 3
·British longbows3 (age4) change from 13 to 15
·British longbows4 (age3) change from 11 to 10
·Musketeer4 (age3) change from 11 to 9
·Musketeer3 (age4) change from 13 to 14
·MusketeerRussian3 (age4) change from 17 to 16
·Grenadier2 (age4) change from 5 to 7
·Grenadier3 (age3) change from 6 to 5
·Skirmishers2 (age4) change from 8 to 9
·Skirmishers2German (age4) change from 8 to 9
·Skirmishers3 (age3) change from 9 to 8
·Skirmishers3German (age3) change from 9 to 8
·Skirmishers4 (age4) change from 11 to 12
·Skirmishers4German (age4) change from 11 to 12
·Dragoons2 (age4) change from 5 to 6
·Dragoons3 (age3) change from 6 to 5
·Dragoons4 (age4) change from 7 to 8
·Cuirassiers2 (age4) change from 3 to 4
·Cuirassiers3 (age3) change from 4 to 3
·Halberdiers2 (age4) change from 8 to 10
·Halberdiers3 (age3) change from 9 to 8
·HalberdierRussian2 (age4) change from 12 to 13
·HalberdierRussian3 (age4) change from 13 to 15
·Cassadore2 (age4) change from 8 to 10
·Cassadore3 (age3) change from 9 to 8
·Cassadore4 (age4) change from 11 to 12
·Organ Gun1 (age3) change from 3 to 2
·Organ Gun2 (age4) change from 4 to 3
·Portugese Expeditionary Force (age4) change dragoons from 4 to 6
·Changed rollover help as well
·Dutch Ruyters2 change from 9 to 11
·Dutch Ruyters3 change from 10 to 9
·Dutch Ruyters4 change from 12 to 13
·Russian Strelet3 change from 22 to 24
·Russian Cossack3 (age4) change from 8 to 9
·Cav Archer1 (age3) change from 4 to 5
·Cav Archer2 (age4 change from 6 to 8
·Cav Archer3 (age4) change from 8 to 9
·Crossbowman3German change from 8 to 9
·Winged Hussars (age4) change from 13 to 12
·Changed rollover help as well
·Ottoman Janissaries3 change from 10 to 11
·Ottoman Abus Guns2 change from 7 to 8
·Ottoman Artillery division change from 8 grenadiers to 6
·Changed rollover help as well

Mercenary card changes:

·HCMercsBlackRiders changed cost to 1000
·HCMercsBlackRiders changed from 8 to 7
·HCMercsBlckRIdersGermans changed cost to 1000
·HCMercsBlackRidersGermans changed from 10 to 9
·HCMercsCorsairs changed cost to 1000
·HCMercsCorsairs changed from 11 to 9
·HCMercsHackapells changed cost to 1000
·HCMercsHackapells changed from 7 to 6
·HCMercsHackapellsGermans changed cost to 1000
·HCMercsHackapellsGermans changed from 9 to 8
·HCMercsHessians (jaegers) changed cost to 1000
·HCMercsHessians changed from 12 to 10
·HCMercsHessians2 (british) changed from 15 to 13. Cost unchanged.
·HCMercsHessiansGermans changed cost to 1000
·HCMercsHessiansGermans changed from 14 to 13
·HCMercsHighlandGermans changed swiss pikemen from 9 to 8
·HCMercsHighlanders changed cost to 1000
·HCMercsighlanders changed from 11 to 9
·HCMercsHolyRoman changed landsnekt from 5 to 4
·HCMercsLandsknecht changed cost to 1000
·HCMercsLandsknecht2 changed from 9 to 8
·HCMercsLandsknecht2Germans changed cost to 1000
·HCMercsLandsknecht2Germans changed from 11 to 10
·HCMercsMamalukes changed cost to 1000
·HCMercsManchu changed cost to 1000
·HCMercsManchu changed from 10 to 9
·HCMercsMediterranean changed mamaluke from 4 to 3, corsairs from 10 to 6
·HCMercsMediteraneanGerman changed corsairs from 10 to 7, stradiots from 5 to 4
·HCMercsRonin changed cost to 1000
·HCMercsStradiots changed cost to 1000
·HCMercsStradiots changed from 7 to 6
·HCMercSwissPikemen changed cost to 1000
·HCMercSwissPikemen changed from 13 to 12
·Changed Privateer kill bounty from 150xp to 50xp

Politician changes:

·SergeantDutch changed from 6 halberdiers to 5
·SergeantGerman changed from 4 dopplesoldners to 3
·SergeantSpanish changed from 10 pikemen to 8
·Marksman changed from 7 skirmishers to 6
·MarksmanPortugese changed from 7 cassadores to 6
·MarksmanOttoman changed from 5 abus guns to 4

NEW FEATURES

* Chat Member List can now be sorted by Clan Name
* Added server maintenance notification that will display when the servers are down

CLIENT FIXES

* Added checking that prevents players from joining game rooms which are in a bad state and can not launch, fixing the source of a crash
* Several Home City Card tooltip updates
* Hispaniola water flags and whale placement fixed
* Hispaniola now displays correct thumbnail
* Sonora herds now balanced for both sides of the map
* Advanced Market Card effects now get applied when shipped
* Fixed 'This game is not rated' message that was popping up in rated games
* Number on Home City Cards now displays the correct number of units to be sent
* All ranged cavalry units now do double damage vs. artillery
* Mercenary shipments now cost 1000g and have fewer units
* Military shipments from the homecity decreased for 3rd age shipments and increased for 4th age shipments
* Numerous balance changes

NETWORK AND ESO FIXES

* Quick Search now displays the correct number players during search
* Custom Games List sorting fixed for sorting by Rank
* Fixed exploit that allowed more then 20 cards in ESO decksustom game setup now shows if a game is rated, not rated, no XP

As per MBob's suggestion i edited in the other changes to stay true to the threads title


Babbled's Rules of AOE

1) As Spanish never play against Ottomans
2) As Ottomans never play against the Portugese
3) As Portugese never play against the Spanish
4) Never play against the Germans

[This message has been edited by Jargobae (edited 04-13-2006 @ 12:13 PM).]

Replies:
posted 04-13-06 04:34 PM EDT (US)     26 / 108  
Dutch will always be at the bottom.

I lost in the AOE3H FRR
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posted 04-13-06 04:48 PM EDT (US)     27 / 108  
I think that putting France near the top of the list is not quite true...they have a horribly slow start and until you are into fortress they will not pose much of a threat to anyone. Being that the game is trying to shift away from ff, that favours colonial rush in which case French players are in a world of trouble. France is still strong in team games, but I definitly don't think that they have gone even near their pre-1.05 patch status when compared to other civs. Now, in terms of Spain and Germany this is what I think...

Germany is not as hurt by moving to 3 sw, since this is about the same performance as 6 villies. What does hurt them is that they are much more vulnerable to raiding...getting one of the precious sw killed will hurt a lot...I have noticed that their 16 pop colonial is a bit slower now (only by about 15 seconds or something), but that is it. Spanish can now "almost" train 5 dogs, attack German while still in discovery and kill 1-2 of his sw setting back the German player a lot...

Spain is hurt more than Germany. I tried some sandbox single player tests with resource rich maps and I found that their fortress time is about 25 seconds slower (time it takes to make one extra villager). Maybe I am mistaken, but that is what I found...also, decrease in highlander numbers affects those that like to merc spam, but this decrease is accross the board for all civs so I think that it is okay.

Dutch, I don't know why people say that they are so bad...I have always had success playing with them versus most civs, including heavy rush civs such as otto...Germany and Spain were a bit OP for Dutch, but now I think that they are more competitive against those too...


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[This message has been edited by dejanh (edited 04-13-2006 @ 04:51 PM).]

posted 04-13-06 04:50 PM EDT (US)     28 / 108  
I doubt it. They will be the next l33t civ in 1.07

They cant ignore hardcore Dutch players forever.

My best friend SWEATS the Dutch, he insists on playing every game with them, he never plays any other civ, i try telling him but he just wont hear it.

Maybe they will get 10 Banks in 1.07.

On a side note, if FI becomes the norm after 1.06 Dutch will most definetly have some kind of advantage. 150 pop army becomes more useful when the game gets to industrial, and people are having alot more units.


"Were surrounded.........this simplifies things." - Chesty Puller USMC 1950

"Let your plans be dark and as impenatrable as night, and when you move, fall like a lightning-bolt." - Sun Tzu
posted 04-13-06 04:53 PM EDT (US)     29 / 108  
I don't think that FI will become the norm...IMO changes that were made I think favor more continuous attacks through all ages rathen than FI =D

(\__/) This is bunny.
(O.o ) Copy him in your signature to
(> < ) help him conquer the world!
posted 04-13-06 05:17 PM EDT (US)     30 / 108  
lol 12 winged hussars instead of 13
posted 04-13-06 06:21 PM EDT (US)     31 / 108  
I just finished a couple of 1.06 games and it's as I feared with WW, they seem like a very poor joke now. They were extremely good pre-patch, now a german player doesn't even have to bother building culverins since war wagons do the same trick.

The unit shipment reduction is very nice and German start seems quite well balanced, same thing with Spanish. I don't know how much this all affects 1v1 balance, but team games are going to be pure German wars. The Brits may have a chance there though, since their longbows got the boost and their muskets are pretty good already, plus they got that food boost, they're probably going to be used a lot more.

Sonora works well, it's rather hard to raid there now since you usually got 2 herds close by. I don't understand why the number of stradiots was decreased, they were rather poor already and now you only get 6 of them...

ESO works better now that you can filter games by rank (previously it didn't work correctly).


•Qazitory•
•AoE3 rating: Qazitory
My AoE3:TWC mods: QazUI - Treasure - Main Menu - Low Lag HC - Deck selection•
•Guide my keystrokes, keep my programs alive, protect me from viruses, back up my drive.•
posted 04-13-06 07:13 PM EDT (US)     32 / 108  
Quazitory i really cant agree that the German WW can outright replace a culverin. You figure a Culverin is doing 160 damage each shot to a cannon. A War Wagon will do 84, add in 75% range resist its doing like 20.

This trickles down to the lower, less hard hitting ranged cav for even worse results. Heavy Cav and Culverins are still your best bet for killing artillery no matter what.

1.06 gives light ranged cav more flexibility.

If anything this makes going for FI even more usefull. Age 3 falconets would be effected by WW shots considering therye limited health. However HC's wont be killed nearly as easily.


"Were surrounded.........this simplifies things." - Chesty Puller USMC 1950

"Let your plans be dark and as impenatrable as night, and when you move, fall like a lightning-bolt." - Sun Tzu

[This message has been edited by ub3r (edited 04-13-2006 @ 07:15 PM).]

posted 04-13-06 07:23 PM EDT (US)     33 / 108  
Hmm... well if FF was nerfed hard enough then Dutch should be good to go with the age 2 skirms
posted 04-13-06 07:24 PM EDT (US)     34 / 108  
ok, ive been seeing all this crap about germany being nerfed, but i have also seen them as #1's, what is the deal, and what makes them nerfed, they still have 6 pop in villagers

:/

posted 04-13-06 07:31 PM EDT (US)     35 / 108  
"ok, ive been seeing all this crap about germany being nerfed, but i have also seen them as #1's, what is the deal, and what makes them nerfed, they still have 6 pop in villagers"

germs had 7 pop in villies pre patch
the 3 sett wagons is good and bad imo, the start is terrible having very little flexibility,
but once you get colonial you will have 8, and that helps the FF tons.
germanys civ bonus also really helps with the merc changes, they get more mercs, which really helps now with the lower costs imo.

posted 04-13-06 07:34 PM EDT (US)     36 / 108  
o, well i play DM, so, did they get nerfed in Deathmatch?
posted 04-13-06 08:18 PM EDT (US)     37 / 108  
*snicker*

Ottomans are the best civ now in 1.06. Mark my words.

Followed by:

Portuguese
German
British
Russian
Spanish
French
Dutch


"One wants to be loved, failing that admired, failing that feared, failing that hated and despised. One wants to instill in other people some form of emotion. The soul shudders before emptiness and wants contact, no matter the cost."
posted 04-13-06 08:30 PM EDT (US)     38 / 108  
"Ottomans are the best civ now in 1.06. Mark my words."

got any...um...facts or stats to back that up?

posted 04-13-06 08:30 PM EDT (US)     39 / 108  
Good ol Ender, hes just the guy to come thru and throw dirt at everything you ..THOUGHT was.. but really isnt..

Every1 can have thier own opinion on what civ is the best so ill "snicker" right back at you.

Your list looks really funny to me IMO.

I dont see how you can have French at the damn near basement. Your basically saying they are almost as or just as bad as Dutch.

I think British will be better than Otto 1.06

Them longbows will create problems for those Janasaries early, you can believe that. They also starting with an extra food crate, which is essentially an extra villie.


"Were surrounded.........this simplifies things." - Chesty Puller USMC 1950

"Let your plans be dark and as impenatrable as night, and when you move, fall like a lightning-bolt." - Sun Tzu
posted 04-13-06 08:51 PM EDT (US)     40 / 108  
Facts? None, only personal opinion and impressions. In 1.05, the only civs that gave trouble to my new Ottoman strat were Spanish and German due to the speed of their FF. Now that they've been slowed down ...

Quote:


I think British will be better than Otto 1.06

LOL, only if Longbows can fight off 5 Spahi and 4 Hussars at 7:00 all of a sudden ...

Or if you can get 8 Black Watch Highlanders by that time (good luck).

Quote:


Them longbows will create problems for those Janasaries early, you can believe that. They also starting with an extra food crate, which is essentially an extra villie.

In my new strat, I don't make a single Janissary until way past 10 minutes into the game.

Guess what, Trade Post from 00:45 into the game > extra food crate.



"One wants to be loved, failing that admired, failing that feared, failing that hated and despised. One wants to instill in other people some form of emotion. The soul shudders before emptiness and wants contact, no matter the cost."
posted 04-13-06 08:55 PM EDT (US)     41 / 108  

Quote:

Finally, longbows, cav archers, and rockets are worth
building.

Longbows were worth building from the start. All this patch has done is iron out the bugs-making the yeomans card actually work properly, and fixing the autoattack range: a nice surprise seeing as i thought this couldn't be changed.

I might actually start building rockets again though. It sounds like they'll work well as heavy culverins, as most light artillary will go down in a single shot now.

posted 04-13-06 10:10 PM EDT (US)     42 / 108  

Quote:


Unit and building changes:

·Exported HCAdvancedMarket fix.
·MercenaryLoyaltyGerman removed effect that lowers wallenstein contracts price.
·Yeomen - Added +4 maximum range to longbowman stagger and defend attacks.
·Cav archer cost changed from 45f 115g to 100f 60g
·Cavalry Archers, Dragoons, War Wagons, Manchu, BlackRider, ·Commanchee Horse Archer now get 2.0x damage vs artillery
·Conquistador card now improves wardogs attack and hitpoints 20% instead of increasing limit. Changed rollover help.
·British start with +1 food crate
·Germans now start with 3 settler wagons and no settlers
·Spanish start with -1 settler
·Rocket no longer deals negative damage to cavalry or cannons
·Rocket’s bonus vs ships increased to 3
·Rocket LOS +2
·Longbowman autoattack range increased to 20


Well, longbowman now destroy even more than they did, and thank God for the autofire fix. I'd say that Ender's BWKiC will now really kick, and Germans & Spanish FF is now much harder. Rockets are a bit better (yay!), but I feel sorry for the dutch: Ruyters had alot going for them, but now that all ranged anticav have the bonus vs artillery... screwed I'd suggest.
posted 04-13-06 10:57 PM EDT (US)     43 / 108  
Germany is much easier to play against in 1v1s now. Maybe massed War Wagons will become the scourge of team games, but Germany has definitely fallen in 1v1.
posted 04-13-06 11:29 PM EDT (US)     44 / 108  
Heya,

Well here we go again, in pre 1.05 some threads suggested that France was op and that there was a French band wagon, then 1.05 comes out and after a little tinkering, spain became op, and a Spanish band wagon took place....

Today, the new patch is out and the speculations are who is going to be op this patch?

after the dust settles and the experimental stage is over, one civ will be the new dominate op civ, with many switching to it....lol.

Germany could be so op that good players would be very difficult to beat, and i still wouldnt jump on that band wagon for all the tea in China.

Zorba.


I have not yet began to fight!

John Paul Jones, Captain of the Bonhomme Richard.

http://www.agecommunity.com/stats/EntityStats.aspx?loc=en-US&EntityName=John_Paul_Jones2&md=ZS_Supremacy

posted 04-13-06 11:43 PM EDT (US)     45 / 108  
this patch seems cool, my two fav civs, brit and dutch got some good stuff going for em. especially since colonial age fighting seems feasible for the dutch now
posted 04-13-06 11:46 PM EDT (US)     46 / 108  
Why was the longbowman auto attack changed to 20 instead of to 22?

Are other units auto attacks set to less than their range?

Are any units set to auto attack at their maximum range?

posted 04-13-06 11:47 PM EDT (US)     47 / 108  
i hope ports dont become a band wagon that would make me hate them
posted 04-14-06 00:37 AM EDT (US)     48 / 108  
Omg, I thought brits were OP before the patch

(My highest HC is a 39 british)

*is happy*


^^^
posted 04-14-06 02:38 AM EDT (US)     49 / 108  
i really feel like playing aoe3 now it looks really balanced havn't played for ages i have been playing bfme2......don't get me started on how UNbalanced that is
posted 04-14-06 02:50 AM EDT (US)     50 / 108  

Quote:

Quazitory i really cant agree that the German WW can outright replace a culverin. You figure a Culverin is doing 160 damage each shot to a cannon. A War Wagon will do 84, add in 75% range resist its doing like 20.

Sure they don't do the same amount of damage, but you usually have a lot more war wagons than you'd have culverins. Also, they have very high HP, whereas artillery has low HP. It reduces micro since you don't have to control slow and expensive artillery. Take the fire rate into account as well.

•Qazitory•
•AoE3 rating: Qazitory
My AoE3:TWC mods: QazUI - Treasure - Main Menu - Low Lag HC - Deck selection•
•Guide my keystrokes, keep my programs alive, protect me from viruses, back up my drive.•
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