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Modpacks » Improvement Mod v5.4 *check blog for news* (patcher + works with Steam)

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Improvement Mod v5.4 *check blog for news* (patcher + works with Steam)

Author File Description
MandosRex
File Details
Game Version: AoE3+TWC+TAD
Screenshot:
~~~ ATTENTION! ~~~

For a newer version of this mod check out the featured blog:
http://impmod.blogspot.ro/


Every version of this mod should be installed on a fresh, unmodified version of 'Age of Empires 3 The Asian Dynasties' (must also include 'The War Chiefs' and all games must 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 glitches.
And if that doesn't work then find out how to fix it at the end of this description.

If you have problems with resources not being displayed correctly in the UI please go to "Options" and press the "Restore Defaults" button, and if the game crashes on startup try making it run in Windows XP compatibility mode.

Please do not 'update' the mod with any rip-offs or other modifications from mods 'designed' to work with this one.

Select the directory where the game is installed, default location is:
/Program Files/Microsoft Games/Age Of Empires III/

If you plan on installing the mod over the Steam version, use this path for the installer:
/Steam/steamapps/common/Age of Empires 3/bin/

-----------------------------------------------


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. All known bugs from the original game have been fixed.
More great things to come!

Requirements: This mod is only for TAD but requires AOE3+TWC+TAD 1.03


Changes:

Recent updates...

Version 5.4
- tweaked the AI military
- added a new USA HomeCity
- added moving wakes for all naval units
- fixed ships space blocks, which results in better formations, better maneuvering for canoes and overall more realistic naval battles
- Aging Up changes
-- starting with Age3, Minutemen, Warriors, Irregulars and Peasants get damage and HP bonuses with every age
-- the Colonial Age (Age2) now costs 800 Food and 200 Wood; more changes are planed for Age1 and Age2
-- each Age increases villager limit by 10, made possible by the increased max pop (see below)
- fixed ranged cavalry melee attacks; enemy units must be very close for the ranged cavalry to switch to melee
- improved mercenaries distribution on Asian maps
- the Winked Knight can now only be obtained through the German Command Centers card
- improved/tweaked/updated the "Blood, Ice and Steel" campaign, scenarios and cutscenes
- added butterflies to berries and cherry orchards...
- melee cavalry now fight more dynamic and realistic
- European Houses can now train and manage livestock like Livestock Pens
- the Livestock Pen is now the East European food producing building, replacing the Bakery
- all newly created European Home Cities now get the Royal Decree card for free
- added the Miner as Mercenary on American and Asian maps
- fixed some units with area attack damaging buildings (if you happen to notice melee units damaging buildings with their melee attack, let me know...)
- added a new resource for all Europeans, Fame, which has the following characteristics...
-- there is a small continous trickle of Fame for all Europeans
-- it can be gathered from Town Centers by Envoys; Aging Up rewards Fame
-- it can be used on Church and Royal Decree techs
-- it can be used on special cards, and can be exchanged for Shipments at the Capitol
- fixed AI building more than one set of walls
- units are (a little) less likely to get run over by trade units
- Natives can now train Scouts from the Town Center from the beginning of the game
- the Fort can now train armies similar to the Consulate ones; the cost of the army will be cheaper than the overall cost of all units from the army
- changed livestock units for some European and Native civs
- Natives now have WarChief pets enabled form the beginning of the game
- important changes made to Revolution!; after revolting...
-- you can still train 10 Settlers
-- military units can be trained in blocks of 10, instead of 5 (also added this to the Native Confederacy Support tech)
-- you get a new infinite Factory card, although Factory build limit is 3
-- Outpost build limit is increased by 4
- added European Brigades to the Native Embassy for all Native civs
- artillery can't fire from point blank anymore, which makes them incredibly vulnerable to melee attacks, so protect your artillery!
- all European politicians are unlocked from level 10 (wasn't fair before)
- added the Lancer to the Dutch (the Spanish Lancer is still better)
- changed how European Minutemen and Asian Irregulars work, now they are infinite but you can call out a new group only after the previous group got to 1 HP
- added the Black Powder Boat to all Native civs
- added historical names to Town Centers for all civs
- further improved all Revolution civs; Revolution is now a very viable option
- added the Sowar to the Ottomans (the Indian Sowar is cheaper to upgrade)
- enabled another AoE2 lost feature, height bonus attack damage, which means that units which are on higher ground, like hills, do slightly more damage to units that are on lower ground
-- the bonus is very small but its there
-- the higher the ground the bigger the bonus
-- if you thought this was already enabled you are mistaken
- improved and tweaked all vanilla and TWC campaign scenarios and most cutscenes
- added Hotkeys for all the new units and buildings added by the mod
- further improved civ bonuses, each European civ is now more unique (read each civ's description for more info)
- fixed the Japanese Monks' healing animation
- increased maximum population capacity to 300
-- House, Village, Longhouse, etc. build limit increased to sustain the increased population; Teepee's now sustain 5 pop
-- you start with 200 max pop and each Age adds another 20 pop to the limit; the Chinese and British get 40 free pop in the Imperial Age
-- you can achieve 300 pop only by researching the Reformed Government tech and by building all available Town Centers
-- the Reformed Government tech now also makes villagers to use no population space
- when advancing to the Imperial Age, Europeans can chose a main political party, each party researches for free a powerful Imperial Age upgrade
-- The Liberal Party researches for free Immigrants
-- The Conservative Party researches for free Aristocracy (Peerage and Spyglass)
- all map native units upgrades are now researched for free once you reach the required Age
- added map territorial Control Flags, capture them to generate more experience points
- Longbowman upgrades and all Mortar, Hand Mortar and Morutaru upgrades now increase maximum attack range (balanced the Mortar a bit more by decreasing its max range and having it re-increased with upgrades)
- added water treasures on American maps (similar to the ones on Asian maps)
- Asian War Tents can now heal nearby units (mini Field Hospitals)
- when destroyed, defensive buildings (Outposts, Castles, Warhuts, etc.) spawn a few Levy units (Minutemen, Warriors, Irregulars)

Version 5.2
- Europeans get an infinite tech at the Capitol which can be used to sell Export for home city shipments, as you use this tech it gets more expensive 3 times
- fixed Canoe sounds
- State Religion now increases healing speed of Healers
- added the Independent Government tech to the Revolution civs, replaces Civilized Government
- added the Dove (female assassin) as mercenary
- added the 7 Dove Assassins card to the USA, British and Russians
- the Spy can now score critical hits
- added the Sapper to the Revolution civs, can build military buildings
- added the Saker to the Spanish, Indians and Knights of St. John, first European Age2 cannon
- to unlock the Saker and Monitor, Asian players need to ally with an European (or US) nation
- you can have only 20 chests of coin at a time from the Treasury (spamming issues)
- fixed a long standing bug with archers flaming arrows
- Warrior Priests, Generals, Shoguns and Mansabdars can now score critical hits
- the Skull Knight now has a melee attack against buildings
- the Oneida Rider now has a torch as main weapon
- added hoof walking sounds to all horses (if you notice missing ones please let me know)
- added the Baron (coin production unit) to the British (removed Bank)
- renamed "Colonial Age" to "Expansion Age" and "Fortress Age" to "Enlightenment Age" (fits Natives and Asians better)
- improved the Renegade Spanish cards, now also sends Conquistadors and Sakers
- enabled map specific mercenaries for Natives at the Native Embassy
- added new animations for the Halberdier (awesome)
- added more units on trade routes (?)
- added the Fishery (water building) to all civs (buildable by Fishing Boats)
- the Portuguese Covered Wagons can now train Settlers
- the Mortar now has a melee attack in the fixed Bombard Mode
- improved the Regicide Regent (higher damage and some new skills)
- added the Native Confederacy Support tech to the Council's Hut and High Temple
- fixed some Native projectiles
- improved civs descriptions...
- fixed population additions...
-- Age4 and 5 will give 10 pop each for all civs
-- Chinese Age5 will give 20 pop
-- Independent Government will give 10 pop (revolution)
-- all Revolution civs will have a max pop of 220
-- Civilized Government will give 20 pop to all civs
-- all civs will have a max pop of 240 except for the Chinese who will have 250
- bug fixes...

Version 5.1
- fixed Spy stealth animations (missing)
- fixed Outlaws reload animation (missing)
- fixed Cranequinier hats texture (missing...)
- fixed Japanese Monk, Yumi Archer and Shinobi attack animations
- fixed Grenadier, native and muskter bayonet units melee animations
- switched Yojimbo with Shinobi, Shinobi can now mount and dismount his horse
- improved USA Settlers look and attack animation
- replaced Colonial Militia and Minuteman "hoe" with a shovel
- fixed Outlaws reload animations, Pistolero can now mount and dismount his horse
- bug fixes...

Version 5.0
- Minutemen and Colonial Militia ca now use a "hoe" in melee (increased melee damage)
- fixed Nanib from the India campaign (almost perfect)
- added new unique University tech for the USA (new icons for all techs)
- added new firing animation for archers and gun powder infantry
- added new bored animation for musket bayonet infantry (Musketeers and such)
- moved the Tashunke Prowler to the Native Embassy
- added the Oneida Rider to the Iroquois Native Embassy
- changed and added the Polish Winged Hussar to the German Command Post (also German cavalry cards now affects it)
- added Polish sounds for the Winged Hussar and new sounds for the Hoop Thrower
- War Tents can now train Disciples (Monks can't)
- improved the Stradiot (visual and stats)
- improved the Cavaleiro and Lancer (visual only)
- the Oprichnik now has a grenade attack against buildings
- Hand Mortars now fire high explosive grenades
- improved Mongol Scout, Shogun and Daimyo horses
- added the Cranequinier to the French (mounted crossbowman)
- tons of bug fixes...

Version 4.9.5
- added a new tech for bow/crossbow units to the Arsenal
- visual changes for the Conquistador (for AoE2 fans)
- fixed some Consulate units sounds
- added the Lumber Camp to the Ottoman Home City and Consulate
- the Spanish Treasure Fleet card now sends 2 Treasure Ships that generate coin
- other stuff/bug fixes...

Version 4.9.4
- Portuguese Balloons can now use Spyglass; Spyglass can now see stealth units
- fixed some major Consulate bugs
- breaking an alliance now costs 100 Export
- the Aztec priest now has bonus against mercenaries
- the Settler Wagon is now trainable at Livestock Pens, after getting the card
- getting the Decree card will move the University to Age 2
- improved stealth and gate icons
- added the Poleaxeman to the Russians
- added two new buttons in the UI for quickly selecting your Town Centers and Heroes
- fixed some Consulate units sounds
- added the new Prayer tech to the Church
- added a new hat for european artillery units
- made the Schutter more like a Musketeer, moved him to Age 2
- some Home City cards fixes
- changed "King of the Hill" to "Hold the Fort!", just a rename
- other stuff/bug fixes...

Version 4.9.3
- added two new ship tactics (default mode and anchored mode)
- added new Sioux male villager model
- added unused Chinese models for most soldiers
- added new Aztec Native Scout model
- improved the new Aztec buildings (removed the grass from them)
- added new East and West European skins for the Command Center
- added new East European Outpost skin
- added the University to all Asian civs
- added new AgeUp sound for Natives and a sound for when "Spies" is researched
- changed the Mameluke's horse with a camel (for AoE2 fans)
- changed the Cavaleiro and Marine icons and portraits
- fixed Morutaru models when improved
- bug fixes...


Older stuff...

- 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)
-- To play with the US please go to the 'Select a Home City' menu and select Philadelphia, the US capital.

The US is made as a Western Europe civilization, plus the following unique cards and units:
-- added the Buy Ironclad cards (from 2 to 3 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 build War Tents which 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)
-- added the Mounted Rifleman (ranged cavalry) + cards
-- added unique Royal Decree improvements
-- the US will always be able to train all 3 Outlaws types
-- modified Settlers
-- the US House can train Minutemen
-- added the Saber (melee cavalry) + cards
-- added custom units upgrades icons
-- added the Rifleman + cards
-- added the Battlefield Construction card
-- added the Marine (ranged infantry) + cards
-- added custom Priest
-- added the Consulate (and 'Export' resource)


- Added 7 new Regicide maps and 46 'day and night cycle' remakes of the original maps. To play the new maps you need to select the 'Custom Maps' option and choose a map from that list. They should all work on multiplayer. (maps taken from Arkantoz Jr and the 'Fan Patch')

- 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.

- Added the Patrol command to every military unit (infantry, cavalry, artillery, pets and ships).

- Every unit, except for heavy artillery, wagons, and ships, can very slowly auto-heal over time (though horses and men can heal, wood and steel cannot).

- You can now rotate buildings before placing them using the mouse wheel.

- Big explosions, big impacts and big cannons firing will shake the camera, each according to it's proportion.

- 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.

- Defensive buildings (Forts, Outpost, etc.) can now attack nearby enemy defensive and military buildings.

- 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 (increases maximum population cap by 20 and Town Centers support 20 pop, also increases gathering rate for nearby units; the AI also researches this tech), to every civilization in the game.
-- Advancing to the Imperial Age or Revolting increases the maximum population limit by 10. The Chinese will get +20 pop cap when advacing to age 5 and their maximum population limit is 240.

- 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)

- Mortars cannot move while in firing mode anymore, but they have increased area damage

- 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)

- made the Hackapell ranged cavalry and the Black Rider melee cavalry (basically changed their skills and stats between them)

- Elephants, European artillery and War Wagons now make footsteps dust

- decreased movement speed for all ships (except Fishing Boats)

- added two new tactics for ships, default and achored mode (stand ground)

- made Ageing Up more expensive for every age and civ; Imperial upgrade for Native Americans is less expensive

- made Revolution more expensive and it's research time is slower now (also adds more stuff)

- Trading Posts don't change according to maps anymore; everyone keeps their specific looking Trading Post on all maps

- Minutemen, Irregulars and Warriors can now garrison inside Town Centers (they become kind of useless when their health drops so why not help the TC attack)

- increased movement speed of Minutemen, Irregulars and Warriors

- added a small bonus damage against artillery to the Fort, Fortified Outpost and Mountain Castle

- increased the Fort, Lookout, Noble's Hut and Agra Fort rate of fire

- increased build limit for all defensive buildings by 2 (Outposts, Castles, Towers, etc.)

- added two new buttons in the UI for quickly selecting your Town Centers and Heroes

- increased the Culverin's rate of fire

- added a special ranged attack to the Spy

- decreased building speed for some buildings

- added fixed flags (mod made by Lord Tahattus)

- made the Petard a little more expensive (not exaggerated)

- increased walls HP (again, not exaggerated)

- added fort walls (details bellow)

- added new soundtracks

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
- 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 and the Spanish 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 train Riflemen and increase the hitpoints of nearby units)
- 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 USA and the French 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 Schutter to the Dutch (ranged infantry)
- replaced the Hussar from the Portuguese with the Cavalaria (they have the same basic configuration)
- 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 25 Schutters to the British (they can train Skirmishers now; the consulate Roger's Rangers remains the same)
- the Dutch Church Stadholders tech now ships Schutters instead of Musketeers
- made custom walls for the Mediterranean and East-European civs (very nice!:D)
- decreased the Caravel's attack damage (it was too big)
- added a General card to the Germans (can fight and build War Tents)
- added custom Fortified Outpost skin for the Mediterranean civs
- added the Coutelier to the French (throwing knifes infantry)
- added the Halberdier to the British
- added the Guard Longbowmen tech to the British without the use of the HC card, that card will only unlock the Imperial Longbowmen tech
- added the Poleaxeman to the Germans and Russians (hand infantry)
- added the Cranequinier to the French (mounted crossbowman)

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 Native Embassy)
- 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 train Wakina Rifles and increase the hitpoints of nearby units)
- every native civ will start with a Discovery Travois and a Healer
- decreased Canoes garrison limit (it was and it still is pretty unrealistic...)
- all Natives can train Scouts and Conquistadors at the Native Embassy
- the Native Embassy's look is the new Native Trading Post look for every map
- the Advanced Scouts card enables Scouts at the Native Embassy
- the Tlaloc Canoe can now train the Aztec Warhut units
- the Sioux will always start with a Lookout built
- the Sioux and Iroquois healer can now dance at the Firepit

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 Schutters (heavy ranged infantry) if they ally with the Dutch
- made all Elephants occupy 1 less pop; 2 less pop for Mansabdar Elephants
- the Indians can get Spahis if they ally with the Ottomans
- added the Fune to the Indians (fits better)
- increased the Agra Fort's attack damage, also added damage increasing to the Fortified Agra Fort tech (it didn't had it before)
- the Chinese will now have a Mongol Scout from the beginning of the game
- added the Sohei to the Japanese (pikeman infantry)
- added the Yamabushi to the Zen Natives (club infantry)
- added the Urumi to the Indian Barracks
- added 4 Surgeons card to the Indians and Chinese
- the Japanese can ally with the U.S.A. for units and techs
- the Portuguese Consulate can now send Cassadores
- added the University to all Asian civs (moved techs from the Town Center)

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
- Jaegers will always be trainable in the 'Ice' campaign at the Saloon
- replaced the 'Steel' campaign US flag with the one from AoE3 (it's more appropriate for the period of time in which the campaign takes place)
*in the 'Steel' campaign, 'Hold the Fort' mission, the trade units will destroy the northern fort walls, also please keep in mind that other modifications from the mod might affect some scenarios in negative ways*


Plus
- you can zoom in and out more, also disabled intro cinematics
- fixed and added many animations for many new and old units
- fixed Native Villager and Tomahawk attack effects
- fixed Oprichnik walk animation
- added specific Ottoman sails for Ottoman ships
- fixed some balloon problems and incompatibilities
- the Native Blowgunner/Ambusher can now go stealth
- fixed the Yamashiro card
- fixed the 1 Flatland Castle card
- fixed Dutch Consulate Arsenal skin
- new custom skins for the University
- fixed Consulate Ironclad sounds
- fixed Silk Road Trading Post sounds
- fixed Fire Junk sounds
- fixed Rocket and Heavy Cannon death anims
- fixed Highlander weapon
- fixed Jat Lancer portrait
- fixed Regicide Castle sounds
- fixed Oprichnik weapon (it was invisible before)
- the russian 'National Redoubt' card now affects Strelets (also added build anims)
- 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 using rifles
- 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 custom male settlers for the Ottomans
- 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 things...


Version 5.2
- Europeans get an infinite tech at the Capitol which can be used to sell Export for home city shipments, as you use this tech it gets more expensive 3 times
- fixed Canoe sounds
- State Religion now increases healing speed of Healers
- added the Independent Government tech to the Revolution civs, replaces Civilized Government- added the Dove (female assassin) as mercenary
- added the 7 Dove Assassins card to the USA, British and Russians
- the Spy can now score critical hits
- added the Sapper to the Revolution civs, can build military buildings
- added the Saker to the Spanish, Indians and Knights of St. John, first European Age2 cannon
- to unlock the Saker and Monitor, Asian players need to ally with an European (or US) nation
- you can have only 20 chests of coin at a time from the Treasury (spamming issues)
- fixed a long standing bug with archers flaming arrows
- Warrior Priests, Generals, Shoguns and Mansabdars can now score critical hits
- the Skull Knight now has a melee attack against buildings
- the Oneida Rider now has a torch as main weapon
- added hoof walking sounds to all horses (if you notice missing ones please let me know)
- added the Baron (coin production unit) to the British (removed Bank)
- renamed "Colonial Age" to "Expansion Age" and "Fortress Age" to "Enlightenment Age" (fits Natives and Asians better)
- improved the Renegade Spanish cards, now also sends Conquistadors and Sakers
- enabled map specific mercenaries for Natives at the Native Embassy
- added new animations for the Halberdier (awesome)
- added more units on trade routes (?)
- added the Fishery (water building) to all civs (buildable by Fishing Boats)
- the Portuguese Covered Wagons can now train Settlers
- the Mortar now has a melee attack in the fixed Bombard Mode
- improved the Regicide Regent (higher damage and some new skills)
- added the Native Confederacy Support tech to the Council's Hut and High Temple
- fixed some Native projectiles
- improved civs descriptions...
- fixed population additions...
-- Age4 and 5 will give 10 pop each for all civs
-- Chinese Age5 will give 20 pop
-- Independent Government will give 10 pop (revolution)
-- all Revolution civs will have a max pop of 220
-- Civilized Government will give 20 pop to all civs
-- all civs will have a max pop of 240 except for the Chinese who will have 250
- bug fixes...

Version 5.1
- fixed Spy stealth animations (missing)
- fixed Outlaws reload animation (missing)
- fixed Cranequinier hats texture (missing...)
- fixed Japanese Monk, Yumi Archer and Shinobi attack animations
- fixed Grenadier, native and muskter bayonet units melee animations
- switched Yojimbo with Shinobi, Shinobi can now mount and dismount his horse
- improved USA Settlers look and attack animation
- replaced Colonial Militia and Minuteman "hoe" with a shovel
- fixed Outlaws reload animations, Pistolero can now mount and dismount his horse
- bug fixes...

Version 5.0
- Minutemen and Colonial Militia ca now use a "hoe" in melee (increased melee damage)
- fixed Nanib from the India campaign (almost perfect)
- added new unique University tech for the USA (new icons for all techs)
- added new firing animation for archers and gun powder infantry
- added new bored animation for musket bayonet infantry (Musketeers and such)
- moved the Tashunke Prowler to the Native Embassy
- added the Oneida Rider to the Iroquois Native Embassy
- changed and added the Polish Winged Hussar to the German Command Post (also German cavalry cards now affects it)
- added Polish sounds for the Winged Hussar and new sounds for the Hoop Thrower
- War Tents can now train Disciples (Monks can't)
- improved the Stradiot (visual and stats)
- improved the Cavaleiro and Lancer (visual only)
- the Oprichnik now has a grenade attack against buildings
- Hand Mortars now fire high explosive grenades
- improved Mongol Scout, Shogun and Daimyo horses
- added the Cranequinier to the French (mounted crossbowman)
- tons of bug fixes...

Version 4.9.5
- added a new tech for bow/crossbow units to the Arsenal
- visual changes for the Conquistador (for AoE2 fans)
- fixed some Consulate units sounds
- added the Lumber Camp to the Ottoman Home City and Consulate
- the Spanish Treasure Fleet card now sends 2 Treasure Ships that generate coin
- other stuff/bug fixes...

Version 4.9.4
- Portuguese Balloons can now use Spyglass; Spyglass can now see stealth units
- fixed some major Consulate bugs
- breaking an alliance now costs 100 Export
- the Aztec priest now has bonus against mercenaries
- the Settler Wagon is now trainable at Livestock Pens, after getting the card
- getting the Decree card will move the University to Age 2
- improved stealth and gate icons
- added the Poleaxeman to the Russians
- added two new buttons in the UI for quickly selecting your Town Centers and Heroes
- fixed some Consulate units sounds
- added the new Prayer tech to the Church
- added a new hat for european artillery units
- made the Schutter more like a Musketeer, moved him to Age 2
- some Home City cards fixes
- changed "King of the Hill" to "Hold the Fort!", just a rename
- other stuff/bug fixes...

Version 4.9.3
- added two new ship tactics (default mode and anchored mode)
- added new Sioux male villager model
- added unused Chinese models for most soldiers
- added new Aztec Native Scout model
- improved the new Aztec buildings (removed the grass from them)
- added new East and West European skins for the Command Center
- added new East European Outpost skin
- added the University to all Asian civs
- added new AgeUp sound for Natives and a sound for when "Spies" is researched
- changed the Mameluke's horse with a camel (for AoE2 fans)
- changed the Cavaleiro and Marine icons and portraits
- fixed Morutaru models when improved
- bug fixes...


Known Problems
- the Bakery doesn't have destruction animations
- the Lookout doesn't have destruction animations
- the Post Office 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, GhosttSkiiehh, Sanpedrocactus, Arkantoz, WotTA and everyone else!

Notice that some units or buildings present in this mod are taken from the Napoleonic Era or War of the Triple Alliance mods.


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 directory
- copy everything from inside the 'improvement_mod' folder to your AoE3 directory (messages to replace files should appear), and everything from inside the 'usa_civ' folder to 'My Documents'
- to remove this mod, delete the 'data' and 'AI3' folders from your AoE3 directory and restore the backups (some modifications might still be present, to completely remove the mod reinstall the game)


For more updates, information and comments, head to the mod's blog at:
http://impmod.blogspot.com/

For the latest patches go to:
http://www.agecommunity.com/

Screenshots *they are very old, but i am too lazy to make new ones:)*
http://img713.imageshack.us/g/screen11h.jpg

Video preview of the mod here:
http://www.youtube.com/watch?v=5kwrWCkecRw

-----------------------------------------------

ENB, optional graphics mod!

If you want up-to-date and more 'realistic' graphics then download the ENBSeries mod for Age of Empires 3, modified by Don Omar.
Higher end systems recommended, with Shader Model 2.0 or better!

You can download the optional mod from here:
http://www.mediafire.com/?aqg8sr0p7lq3lv6

Copy everything from inside the 'enb_aoe3' folder to your AoE3 directory and run the game.
Press SHIFT + F12 to disable or enable the mod in-game!

To remove the ENBSeries mod go to your AoE3 directory and delete 'd3d9.dll' and 'enbseries.ini'.

-----------------------------------------------

HOW TO FIX 'THE WAR CHIEFS' CONTENT NOT APPEARING IN 'THE ASIAN DYNASTIES'!

As some of you know, TWC has some installation problems and does not register completely in the Windows registry.
I have made a registry file which fixes this problem, no matter of the Windows version.
The file needs to know the exact install location of your game, the default one is:
C:\Program Files\Microsoft Games\Age of Empires III

If you have the game installed in this location then just go ahead and double click the file, then select 'Yes' when asked.

If you have the game installed in a different place then you will have to edit the file your self, very simple.
Just right click the file and click 'Edit'. Notepad will be opened and besides other things you will have this line:
"SetupPath"="C:\\Program Files\\Microsoft Games\\Age of Empires III\\"

Replace this with your install path for AoE3, for example:
"SetupPath"="D:\\Games\\Age of Empires III\\"

Save it and run the file selecting 'Yes' when asked.


You can download the file from here:
http://www.mediafire.com/?qxrn74s8svjib1a
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
MandosRex
File Author
what can i say, i like to keep it 'on top':)
swj0809 This mod looks awesome, but my zip utilities don't recognize it.
MandosRex
File Author
yes, well, this website has HUGE problems with uploading stuff, sometimes the stuff gets broken by the upload process, and you have to re-upload it.....

i will fix it right away, sorry for the inconvenience.
Don_Omar_Futurez Playability: 5
(Insert Playability analysis here)

Creativity: 5
(Insert Creativity analysis here)

Art and Sound: 5
(Insert Art and Sound analysis here)

Installation/Instructions: 5
(Insert Installation/Instructions analysis here)

Story/Description: 5
(Insert Story/Description analysis here)

Additional Comments:
i have forgotten aoe3 for many months now, and now that i look back on it, i am yet again pleased to see that this mod has continued to get bigger, better and stronger over time, play aoe3 without it and its not aoe3 anymore :DDD
kinkow
Rating
5.0
Breakdown
Playability5.0
Creativity5.0
Art and Sound5.0
Installation/Instructions5.0
Story/Description5.0
Playability: 5

Creativity: 5

Art and Sound: 5

Installation/Instructions: 5

Story/Description: 5

Additional Comments:
The same as the previous tread :D
MandosRex
File Author
is there anything left to say...?
yes there is...

thank you from my heart!
kevin12345 Hi,
I would like to thank you for your mod.
In addition, I would like to offer you some feedback. I hope you don't mind.

1. There seems to be a problem with the food wagon (the supply wagons). The food one does NOT have the option to turn into cart/settler (coin and wood work fine). Even the 3 in 1 wagon does not offer the option to change into food.

2. The university does not give gold trickle I believe (it says it does in the mouse over text)

3. The population count -seems- to have some problems (not so clear). The capital upgrade (no houses, population limit upgrade? forgot name) does not provide 200 pop limit anymore (I doubt anyone uses that upgrade, just wanted to notify you :)If you reach 220 using houses, you can destroy all of them and it will show that the research provides 90 pop.

4. I did not test all the bakery/other resource building. I only had time to test the bakery,but isn't 1f/s really low?

5. The US seems kind of weak.No powerful unit, and no advantage in resources. Do you think the US deserves a boost? (maybe a powerful infantry (sniper?), cavalry(machine gun rider?), OR artillery(gatt more effective for building? increase speed?). Maybe allow all 3 resource building for US?

Thank you for your time, and all the hard work spent in this mod, it really does improve the gameplay (not to mention adding a new civ!)
This is the first time I joined this site and tried a mod, so I suppose it's possible that I messed up the install part (I doubt it though :P)

I hope my feedback "helps" a bit, thank you for your superb mod!
MandosRex
File Author
alright kevin, thank you very much for your feedback.
now lets analyze everything you told me...

1. i will fix it right away, don't know what happened.

2. no, the university should not generate gold, again i don't know what happened but i will fix it.

3. the capitol upgrade you talk about is not meant to give 200 pop limit. that tech is meant to give you 100 pop without houses, not 200. this is from the original game. so i don't see a real problem here, maybe you should look again.

4. yes, it is low because making it any faster would overpower the civs using it. but, i might increase it a little.

5. the US are not so weak. yes, the gatling gun has low damage against building, but it is devastating against units. it fires bullets anyway, bullets don't damage building so much... don't compare it to the organ gun which fires mini cannon balls.
i am looking for a unique artillery piece for the factory but i had no success until now.

and how are not resource wagon advantageous?


i thank you again and hope you will continue your feedback after the next update.

[Edited on 10/10/11 @ 12:31 PM]

kevin12345 Hi, thank you for your response and time!

1. Thanks for the fixes (1,2)

2. I don't know what I was thinking, I thought I read it saying support 200 pop (like I mention, rarely use it, was using it to test your mod (with cheats)). Sorry for the mis-report

3. My suggestion is that since the building are highly limited (1-2 post/bake) making them sightly higher would be ok (the cost isn't cheap). I'm afraid I can't give better feedback on the balance/overpower since I haven't had time to actually play a game from start to finish (I used cheats to test your mod :P)

4. I'm a NOOB, period (:P) I would not be so bold to suggest a civ is weak/strong because I don't have enough skill/experience yet. However, IMO, the US units could use some improvement.
My example (which could be completely wrong), playing against AI, where they spammed cannons/cavalry, it is difficult for the US to counter it. Their infantry and cavalry are relatively weak against cavalry (kind of reminds me of China). If I may offer an idea, I would suggest:
1. removing the gatt 0.5 against cavalry/artillery and increase speed (I thought your point about bullets VS buildings was well made, in response, I would like to point out bullets VS horses situation:P). Plus gatt seems lighter than a cannon, making the speed a bit faster doesn't seem to unrealistic. You could change name to something different to show the change.

2. I can only imagine how much works it takes to add an unit to the civ. However, would it be "easy" to add a powerful explorer unit?(kind of like the wc). By powerful, it's more like special(a bunch of aura, able to make units, awesome stats etc). It would make sense, since US had strong leadership (ok, lame justification-.-)
Probably a cavalry explorer with a "huge" bonus against cavalry would be a temp fix for counter cavalry (if my view of weak anti-cavalry is legit in your opinion). Even if my view is wrong, I still think a explorer riding a horse would be a good idea (if it is easy to implement)

3. The house spawning dogs... could you make them spawn infantry? I highly doubt a few infantry from the few houses during the start of the game can unbalance the game much (is rushing with 2-3 infantry possible/effective?)The dogs decrease effectiveness really soon when no treasures are left. (maybe minuteman that don't lose health to fit the US theme?)

4. Resource wagons are advantageous, but really limited. Maybe make an infinite card for 1in3 wagon? (age 3, 1000 f/w/g, 2 sett?)

Really random idea, university could give a xp trickle (knowledge, xp)

I hope I don't sound like I am whining/complaining-.-. Thank you for making the mod (and most importantly, updating it!) and for responding to my comments.
I hope the feedback I offer (good or bad) helps somewhat.

edit: not sure if you are able to change this
converting campfires seem kind of weird, after all it has a good LOS, so it kind of functions as a lookout, which is pointless if it can get converted (unless that is the intention?)

[Edited on 10/11/11 @ 01:04 PM]

MandosRex
File Author
ok well, lets start again...

1. i actually already made the gatling gun faster, following your request, in these new updates.

2,3. a powerful, unique explorer is a good idea, but it is faaaar more work to do than adding a simple unit, and the results are minimal. explorers after all, aren't that decisive in a battle or war, so...
now, i don't know if you are aware of the explorer promotion card for the US. it makes your explorer able to build war tents, which have HP increasing aura and can train Colonial Militia...

4. the resource wagons idea is good, i might make it in the next update.

5. asian dynasties added an xp trickle to all civs, so no need for an xp building/card.

and the campfires... i thought i disabled that...


so this is this... if you have any more problems/question, fire up!

PS: i don't understand your point with horses and gatling guns...?
horses are made out of flesh just like men, bullets kill men so why not kill horses just as easy?

[Edited on 10/11/11 @ 01:25 PM]

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HGDL v0.8.2

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Rating
4.6
Breakdown
Playability4.6
Creativity4.8
Art and Sound4.8
Installation/Instructions4.4
Story/Description4.5
Statistics
Downloads:27,391
Favorites: [Who?]38
Size:57.68 MB
Added:10/08/11
Updated:08/28/13