Saturday, February 25, 2012

Improvement Mod version 4.8.3

A new day brings a new update!

Before I start let's make clear one thing, there is no extra Export in this version. As usually only Asians and the US use Export, no one else. Other ideas regarding the introduction of Export to European civilizations have been abandoned... it's not a dead idea though.

Now, moving to the important stuff.

The update contains the usual and necessary bug fixing plus a couple of new things.

Firstly, the impact effect for cannon balls fired from mortars (this includes all mortar units, including the Monitor) have been fixed. When dieing from a mortar shell the unit will be thrown in the air and stuff.

Tweaks in this area have been done for the Great Cannon and Great Bombard.

The second thing is a new feature, one of which many of you might have thought at.
Defensive buildings (Forts, Outposts, etc.) can now attack enemy defensive buildings and military buildings (Barracks, Stables, etc.) but they cannot attack economical buildings (Mills, Houses, etc.).

This might be the last update in some time so have fun!

31 comments:

  1. How about making improvements to the walls of the Sioux and the Iroquois, that the wall looked like as in the screenshot?
    http://aoe-3.ucoz.ru/_ph/4/2/640699966.jpg

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  2. There is an idea: propose to do Next:
    http://i081.radikal.ru/1202/e3/af4ee64fad16.jpg
    http://s017.radikal.ru/i442/1202/1e/ae95951be7fb.jpg
    In my opinion, more suitable for Counsil's Hut units than for the improvements, multipliers can be done in their "original" buildings. I think for the screenshots and everything is clear. It also applies to the Iroquois and the Aztecs.
    The question is not an idea: Why did you cancel the structure of "Church" for the Iroquois and the Aztecs?

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  3. Here is an idea I wish to propose for the next update; is it possible to make all infantry units, grenadiers/siege heavy infantry have a population cost of 0 but instead have a build limit or not in order to allow more units for in modern RTS (which is I think you are trying to update aoe 3 to) , have a zero population cost for units. To balance this, all mercenary, cannons, ships, settlers, and cavalry will cost population.

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  4. It is better to make the settlers 0 population than the infantry.
    The author Mandos at the above moevo napisanovo suggestions, why do not you answer?

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  5. Well actually no, because if you do that, you can essentially have a very powerful economy with very little to none housing, where as the infantry if do not need housing can stage epic battles. Also the player must make a choice to balance between economy, defence (cannons), Mercenaries ( because their supposed to take up population), naval supremacy, and cavalry. The author Mandos also stated that this will be the last update in a long time, so lets give him lots of ideas for the next.

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  7. Return the Consulate of Japan, India and China, make them either for their own civilizations, or the U.S.A. This is suitable?

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  8. Make one additional improvement for the native Maya, and Seminole, as we know them Vsev 2 additional improvements, and I think that they need to do ische one that was in the other.

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  9. It is not realistic
    Infantry and cavalry multipliers shoots guns and cannons, as is well known in the game can shoot through walls and injure others. But the reality is shoot through the wall is not possible. Make it to shoot through the wall could only archers or crossbowmen, archers and cavalry guns mortars. If it is possible to do so.

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  10. I have a bug to report, the british still can't train skimrishers.

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  11. Ok, a...
    Do you people get an AI error when loading a map...?
    Because you should... that error makes the AI useless, and they don't move the entire game...
    It is a huge mistake I apologize for and I will try to fix this first before changing anything else.

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    1. By the way, I noticed that this version of the enemies are not always build walls, UTB is also a mistake? Enemies are always building walls, to my knowledge. Make all the enemies are always of the wall at any level of complexity, so fun to play.

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    2. Even if the enemies are building a wall, they are out is not very good, still full of holes, eating habits, you can safely go and attack.

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  12. The author, but how do you like better? settler population to 0, or infantry, as suggested Thomas

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  13. Sorry Mandos, no AI error here. I support Roman's idea of on archer units can shoot through walls as it would give those old units some usage in game, however then I propose that we also allow skirmishers (light infantry)and cannons to shoot through walls to balance this as skirmishers are the colonial age equal to today's snipers and sharpshooters. If so then we should also allow spies special range attack to also shoot through walls. If you dislike the idea of no populations then I propose that we should raise to population cap to 500 or 1000 (civilized government and the Chinese pop cap shall be raise in accordance. Last of all, what I meant in earlier posts about the mercenary being available to all is that every mercenary that ever exist in the game should all be available at the command post to allow diversity of units, with units being unlocked through every age.

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    1. It is necessary just to shoot through walls, archers, crossbowmen and horse archers, and all others have kovo in the hands of a bow or something similar, but not weapons. I advise you to register crossbowmen for all Europeans, if you take my idea from the walls and bows. It is necessary that the tactic was more realistic. On the other hand crossbowmen and other archers are useless in the game. As for the increase of the population - in my opinion can not, or should a programmer.

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    2. I was a little too far with the crossbowmen saying that they should be for all Europeans. It is necessary to Dutchan

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  14. However forts in the enlightment age were defended by cannons and "wall muskets" which were manned by skirmishers. By allowing cannons to also fight, it would balance this tactics considering you almost made archers overpowered due to an siege range increase made by Mandos, plus the fact that skirmishers don't have any multipliers over archer and light infantry. Or we can just stop with this idea with the "who can or not shoot over wall idea" as it's almost impossible to program (I am an programmer, and the engine just doesn't allow for it). Lastly I know that the increase of population would be overpowered and could lag some older systems due to AOE3's ragdoll physics system but it is merely a suggestion, an alternative, however it is infact doable by a programmer because other people have done it and I, as a programmer trust in the skill of Mandos.

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    1. On top of that the walls were also defended by infantry anyhow. Now I feel like an idiot for suggesting no population for infantry due to the fact someone else also suggested that and Mandos replied with he was lacking in motivation and it will be hard to track down every single infantry in the game, and I concur with that. So now I agree with Roman's Idea of only the settler no population.

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  15. It is necessary to have the Sioux had their upgrade the wall. After you upgrade to a wall for them remains the same, not like other "chic looks." I advise you to put a new model upgrade walls Sioux, preferably the following: http://s019.radikal.ru/i600/1203/53/0de1556d864c.jpg

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  16. I have been trying to mod aoe 3 over the last few days seeing that an update will not come until months later.Since I can't find the Skirmisher in the source codes I upgraded the long bowman's range to that of an eagle knight for realism sake and balancing. Does anyone know what the skirmisher in the source is called as I am trying to enable them for the British.

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  17. Guys... sorry for not responding...
    I have been in hospital for the last few weeks, just got out and I am trying to see what's what and where I am needed.
    So please be patient because I will answer all questions in time, kinda busy now.
    Thank you.

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  19. It's kind of annoying when your ally builds walls in your town, even though you're already building walls around your town. He even built walls over my house foundations and destroyed them. Very frustrating that it happened within the first five minutes of my game.

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  20. Building walls over trade routes seems to take a bit of luck as well, most of the time it shows up as red and tells me I can't build over a trade route.

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    1. Yes but that is an unfortunate side effects of the A.I. because the game engine do not allow for a "border" and plus most maps are made to reduce lag and therefore small maps and so the A.I. merely builds a predetermined circle. Walls over trade routes works just fine, but king of the hill is broken as the A.I is much foccused on building during the first five min of the game and I can win easily

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  21. If there is a desire to play on hamachi with this mod, visit: identifier - AOE3 IN, password - 123
    And you play with this mod on my network?

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  22. By the way you take my ideas described in this topic?

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