tag:blogger.com,1999:blog-7110430573872694648.post7658750470806759883..comments2023-04-28T15:51:24.418+03:00Comments on AoE3 Improvement Mod: Population and shipsMandoshttp://www.blogger.com/profile/09656370183105303427noreply@blogger.comBlogger37125tag:blogger.com,1999:blog-7110430573872694648.post-81797934310636796912016-11-12T23:22:54.095+02:002016-11-12T23:22:54.095+02:00Historically, warships were divided in 'Lines&...Historically, warships were divided in 'Lines', regarding their battleworthiness.<br />https://en.wikipedia.org/wiki/Rating_system_of_the_Royal_Navy<br /><br />I suggest examining the hierarchies used in Sid Meier's Pirates! (the early 2000's one), which also aren't that accurate either, but better show the divisions.<br /><br />1. Ships-of-the-Line are the top vessel, with as many as 140 guns by 1800. They are of no relation to frigates and rarely feature in colonial affairs. If they do, then virtually anyone and anything other than another SotL (or an ironclad, perhaps) is going to be utterly destroyed. E.G. HMS Victory.<br /><br />2. Frigates are lighter, slimmer, and faster and were not really intended for major battles vs. Europeans (where the SotL would be used), but instead for escorting and patrolling. The early U.S. created a brand new class of frigate that was devastatingly powerful against other frigates of equal class. E.G. USS Constitution.<br /><br />3. Galleons are almost exclusively economic ship, but could be used for transport, or in many cases, outfit with guns for temporary military duty. They are slow and unweildy, the opposite of frigates or brigs.<br /><br />Ideally, this is what I see would be a solution. Unfortunately it would involve an unreasonable amount of work on your part, so it is just food for thought and not an actual request-<br /><br />1. Caravels should be very low firepower and should upgrade to Carrack/Nau (in the Colonial Age too), with improved HP, and slightly better firepower. The same model could be used.<br /><br />2. Carracks should then upgrade to Galleons with slower speed than present and higher HP with existing firepower. The Fluyt almost looks closer to an actual Galleon than the Galleon model does.<br /><br />3. The Galleon would be the highest ship in the 'Light Ship' tree, upgradeable in the Fortress Age. I wonder if the Tresure Galleon model from the scenarios could at all be salvaged into creating a 'Heavy Galleon' for the Industrial Age. <br /><br />The Galleon model looks not too far from an early Frigate-<br />https://en.wikipedia.org/wiki/Frigate#/media/File:Frc3a9gate-c3a0-la-voile1.jpg<br /><br />4. The frigate would be quite fast, and hard-hitting, unlike the current galleon or frigate. It's like a skirmisher, excellent vs lighter ships and quick enough to escape situations. It would be the first unit in the second family, which would evolve into a "Heavy Frigate" in Industrial, and finally, possibly, an Ironclad in the Imperial Age, as the Frigate, not the SotL, was the predecessor to modern warships. Unfortunately no model looks anything like a "Heavy" Frigate (e.g. USS Constitution).<br /><br />5. This could mean a swap of models- Fluyt -> Galleon, Galleon -> (early) Frigate.<br /><br />6. The Man-of-War (SotL) would thus be better off as an Industrial Age unit on a separate tree, with SotL, then Imperial SotL (or MoW). This ship would be slower than it is, with considerably greater HP and considerably greater firepower. It SHOULD necessitate a 2 or 3-to-1 ratio with standard Frigates to beat. Unfortunately neither model is close to the actual ships (e.g. Nelson's HMS Victory).<br /><br />7. Ironclads should have extremely high HP or armor/resistance, but damage equal to Frigates. It should be able to take on an Imperial SotL to about a draw, if not win. Historically, Ironclads whipped Frigates to a pulp without much more than a few dents.<br /><br />8. Monitors- Instead smaller vessels called Bomb Ketches were commonly used at first (e.g. like the galleon model w/ mortar). Bigger ships were used later. The Monitor could use extended range and some extra anti-ship damage. An "Imperial Monitor", might have two mortars on the front deck. The British even had Congreve rocket-equipped ships as early as 1806.<br />https://en.wikipedia.org/wiki/HMS_Discovery_(1789)<br />https://en.wikipedia.org/wiki/Congreve_rocketAnonymoushttps://www.blogger.com/profile/13070994989481317120noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-67359105169243218132016-11-11T19:55:40.164+02:002016-11-11T19:55:40.164+02:00I thought about this but the people I proposed it ...I thought about this but the people I proposed it to said it's too radical and as such a bad idea.<br /><br />I would have liked to make a Age5 tech which made villagers take no pop anymore but apparently, from a codding point of view, it's impossible.<br /><br />And no, it's never too late for my mod. Thanks for your help.Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-23649233078695965792016-11-11T16:55:40.388+02:002016-11-11T16:55:40.388+02:00With that, we also can have a bigger battle on lan...With that, we also can have a bigger battle on land map, and big battle in land and sea in water mapAnonymoushttps://www.blogger.com/profile/03714115634841848514noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-48179960448192098392016-11-11T16:53:39.347+02:002016-11-11T16:53:39.347+02:00I know I am too late to see this post, but I'm...I know I am too late to see this post, but I'm gonna comment anyway. How about making villager not using pop, instead they need only pop limit like thos native warrior.<br /><br />For example in discovery age, pop limit of settler is 20, and extra house add 4 more limit, so when reach imperial ge and 20 houses you can create a max of 100 villager.<br /><br />So with that applied, the max of 250 pop is only for army and ship, with that many room in pop, making ship using pop is not a problem i guess.<br /><br />For dutch and ottoman, they behave the same as you like it.Anonymoushttps://www.blogger.com/profile/03714115634841848514noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-53988511513055204312016-09-26T00:10:53.870+03:002016-09-26T00:10:53.870+03:00With this:
http://aoe3.heavengames.com/downloads/s...With this:<br />http://aoe3.heavengames.com/downloads/showfile.php?fileid=3776Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-68064519455527142082016-09-25T11:38:20.793+03:002016-09-25T11:38:20.793+03:00In the new update you said the deck limit was incr...In the new update you said the deck limit was increased to 30 cards. I recall the expansions sets the absolute upper limit to 25 (even if you try to set the limit higher, it will still use 25), how did you break this limit?Marcohttps://www.blogger.com/profile/00931637873028661637noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-18891874976878913172016-09-25T09:50:09.032+03:002016-09-25T09:50:09.032+03:00Though I know this is a nitpick - but IMO making b...Though I know this is a nitpick - but IMO making boat a little bit smaller would make it better...SolitaireDanhttps://www.blogger.com/profile/13237980004406613187noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-72148817562982102322016-09-22T04:06:29.338+03:002016-09-22T04:06:29.338+03:00Absolute dedication. Seeing guys like you work so ...Absolute dedication. Seeing guys like you work so passionately motivates us back. Keep it up man, good work.Anonymoushttps://www.blogger.com/profile/13788449687191322000noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-84566540638766537302016-09-20T00:08:15.433+03:002016-09-20T00:08:15.433+03:00No no, of course! No, I wasn't being like that...No no, of course! No, I wasn't being like that. Of course, I love your mod man, it's always fascinating to see what comes out of it, and to be honest it's something I look forward to.<br /><br />You certainly earned my appreciation in the first place haha!KingCrimsonhttps://www.blogger.com/profile/04133724215256790053noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-34720353775934498922016-09-19T21:51:12.438+03:002016-09-19T21:51:12.438+03:00Yes! 6 new base maps + 2 large versions + 1 regici...Yes! 6 new base maps + 2 large versions + 1 regicide map + 2 new African Unknown maps (land only and water only).<br /><br />Also, 1 new American map + tweaked Plymouth and Ozarks.<br /><br />And did I mention the new African animals and natives?<br /><br />Oh, and remade control flags system. And tweaked population limits.<br /><br />I've been working on this update for the past 2 weeks continuously and a little bit of appreciation is all I ask.Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-19421803253826362892016-09-19T20:52:25.542+03:002016-09-19T20:52:25.542+03:00We understand :) We can't have it all, and tha...We understand :) We can't have it all, and that's okay, because the work you already do is great as it is, so keep doing your best man!Anonymoushttps://www.blogger.com/profile/13788449687191322000noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-8169640422779212842016-09-19T17:41:14.963+03:002016-09-19T17:41:14.963+03:00Well, thats fine! Hmm.. And you cannot delegate be...Well, thats fine! Hmm.. And you cannot delegate because only you will know the changes xD Oh well..<br /><br />AFRICA??!?!? WOW looking forward..KingCrimsonhttps://www.blogger.com/profile/04133724215256790053noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-26772922465719422572016-09-19T02:10:30.028+03:002016-09-19T02:10:30.028+03:00The Swedish are not finished, and I postponed work...The Swedish are not finished, and I postponed work on them until I finish Africa.<br /><br />Yes, keeping everything nice, tidy and update to date would be good, but keeping track of every little thing, managing the forum, ModDB page, Steam group, forum, and besides all of this the actual MODDING itself, I am sorry, but I am just one man doing all of this for free in a limited time.<br /><br />Do you know how much free time I have during the week? 3 hours every day. And in these 3 hours (besides, you know, eating, washing and all that normal stuff) I would have to do all of this plus playing some god damn actual games cuz I like playing games (socker, I know).<br /><br />So apologies if everything is not perfect.<br /><br />-.-Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-32949412857104213972016-09-19T00:25:18.215+03:002016-09-19T00:25:18.215+03:00I second this. I have the problem refered in the 1...I second this. I have the problem refered in the 1st paragraph and agree with the second. Anonymoushttps://www.blogger.com/profile/13788449687191322000noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-58161469242985128112016-09-18T22:55:20.062+03:002016-09-18T22:55:20.062+03:00Mandos, sorry to be off topic, but the swedes stil...Mandos, sorry to be off topic, but the swedes still have the russian cards for me, despite the AI being able to access the new units. Is this a bug, a problem with my patcher or has it simply not been implemented yet?<br /><br />And, as an aside.. I know this sounds a little bit demanding but a page with detailed patch notes would rule and get rid of annoying questions like this ;) KingCrimsonhttps://www.blogger.com/profile/04133724215256790053noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-40114783462925549052016-09-17T21:07:22.767+03:002016-09-17T21:07:22.767+03:00http://www.moddb.com/mods/improvement-mod/images/i...http://www.moddb.com/mods/improvement-mod/images/improvement-mod-fort-walls#imageboxMandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-68373060104033278342016-09-17T04:59:02.535+03:002016-09-17T04:59:02.535+03:00Hi Mandos, your work is awesome!
I know this isn&#...Hi Mandos, your work is awesome!<br />I know this isn't the focus of this topic, but I would like you think about this:<br />1) Include the "Extreme Fortifications MOD" on your work. The walls are great and different for each nation.<br />2) Include new designs for enhanced forts, as happens for the towers (only about visual, there isn't motive to change the numbers/balance).<br />3) Finally about the topic, keep on your idea about population with Trading Posts and 300 on max for the population, it's really a good idea.<br />I don't like so much of navy warfare, so I won't opinate about this.<br />Thanks for what you do for us!<br />(BRAZIL)Rinzlerhttps://www.blogger.com/profile/13566230497440726669noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-74030417328698157172016-09-01T22:22:42.745+03:002016-09-01T22:22:42.745+03:00As for the monitors problem, read the comment bell...As for the monitors problem, read the comment bellow.Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-745908856832185272016-09-01T22:21:55.313+03:002016-09-01T22:21:55.313+03:00There reason for why light ships have no counter i...There reason for why light ships have no counter is because I followed the ground counter system, where skirmishers have no counter. They used to have in the original AoE3 without expansions but expansions changed it.<br /><br />The reason skirmishers don't have counters anymore is because they already have low hp and are easy to take out by anything else than heavy infantry.<br /><br />That's what I thought for light ships, which are caravels. The caravel is already the weakest ship, so does it really need a counter?<br /><br />And also, the bonuses I added right now are pretty small for all ships, only 25% more damage for each unit they counter. This too can be tweaked if necessary.<br /><br />War canoes, I made them heavy warships so they can take out monitors easier.<br />The Ironclad, well I actually think I didn't touch it yet.<br />Should it be heavy or siege?<br /><br />As for recovering hp, docks actually do heal nearby damaged ships, though your idea is not bad. But it wouldn't work having unlimited ship limits, but rather would fit with the current system where they have limits.<br /><br /><br />As for docks and limits, yes, I thought about having a system where the dock itself would increase the ship limits, having more docks would mean more ships. But it's actually impossible to make sadly.<br />Dock limit and population can be tweaked though.Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-16399167423140701062016-09-01T22:13:04.954+03:002016-09-01T22:13:04.954+03:00Well, what is stopping you now from making 45 mort...Well, what is stopping you now from making 45 mortars and doing a similar thing right now?<br />You can, but it wouldn't be viable. Or maybe it would, and that would be your enemy's mistake for allowing it.<br /><br />Yes, with mortars it's a different story because there's easier access to cavalry to counter them than there is for counters for monitors.<br /><br />It's all about choice, which is missing from naval warfare.<br />But you are right, it would suck either way. That's what I want, opinions.<br /><br />And ideas. If we can't make it work then we don't do it.Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-23145696213528061742016-09-01T16:50:05.045+03:002016-09-01T16:50:05.045+03:00As stated by another user, removing ship limits me...As stated by another user, removing ship limits means you could create tons of monitors and pulverize the enemies towns.Marcohttps://www.blogger.com/profile/00931637873028661637noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-33050022284233724252016-09-01T16:43:15.199+03:002016-09-01T16:43:15.199+03:00More ideas:
- a single tech which increases all h...More ideas:<br /> - a single tech which increases all houses pop by 1<br /> - a card which can be sent 4 times, and each time it increases the pop cap by 5 but bring some negative effects (more population has a cost)<br /> - each flag you conquest adds +1<br /><br /><br /><br />So we're forced to just three types (where one is not really good at fighting)<br /> - Light: caravels, galleys, canoe, war canoe, Tlaloc canoe, war junk, fune, privateer<br /> - Heavy: galleons, fluyt, fuchuan, frigates, atakabune, tekkousen<br /> - Siege: monitors, ironclad<br />Light counter heavy, heavy counter siege...<br /><br />First doubt is: how to counter light? The "siege" category is only really effective against land units/building, but not so effective against other ships (apart ironclad, but it's not a common ship). Heavy ships are strong against siege but weak against light... this means there's no counter for light ships, apart buildings.<br />An idea would be adding another "siege" ship, a ship which is specifically strong against light ships.<br /><br />Also, among heavy, we could make 2 sub-caterories: frigates, ironclad, etc, with better firepower and health, while galleons, fluyt, atakabune, etc could have better rate of fire and building/siege resistances.<br /><br />Also, I would like if ships SLOOOOOWLY recorer HP (you know, when the battle is over the crew may close some holes in the hull...).<br /><br /><br /><br />Okay, about the other questions:<br /> - Bonus frigate -> galleons: not necessary IMHO. Frigates are already strong enough. Instead I propose to make them slower, in order to give an advantage to galleons and other weaker heavy ships.<br /> - Bonus ships -> building: I thinkg monitors attack bonus and galleons resistance against building are fine, and ships are already strong against land units, so I disagree with bosting "ship vs land bonus" further.<br /> - Bigger maps: agree if it could balance the land/water battles. Currently there are not many places for a serious naval battle, and most of the time we use land units.<br /><br /><br />Ship limits:<br />more ships require more docks, so what about calculating the ship limits for every dock you own (up to an absolute max)?<br />1 dock allow you to build 5 fishing ships, 2.5 caravels, 1.5 galleons, 1 frigate, 0.5 monitors (round down, so you need two docks in order to build a monitor).<br />If it's not possible, then... I don't have another idea right now, so I could vote for "fixed but higher limits".Marcohttps://www.blogger.com/profile/00931637873028661637noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-5459200507968571542016-09-01T12:57:40.886+03:002016-09-01T12:57:40.886+03:00"As for maps, I might just go through all map..."As for maps, I might just go through all maps and simply make them bigger. And I mean all, land and water maps."<br /><br />Thats a great plan!<br /><br />The ships taking pop seems feasible, methinks. Got my vote for both ideas.Andrehttps://www.blogger.com/profile/18149038891727517166noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-8399564529984406962016-09-01T09:19:08.817+03:002016-09-01T09:19:08.817+03:00What happens if I make 48 monitor and shell my opp...What happens if I make 48 monitor and shell my opponent with the 100 range attack(if there is 240 pop available, that is)Anonymoushttps://www.blogger.com/profile/14502266391810119472noreply@blogger.comtag:blogger.com,1999:blog-7110430573872694648.post-48290153005721454552016-08-30T13:51:13.575+03:002016-08-30T13:51:13.575+03:00I thought about making the barracks support 5 pop ...I thought about making the barracks support 5 pop long ago but thought it was a bad idea.<br /><br />The thing is, both the Native Warhut and Asian Castle have build limits because they also have an attack.<br />Europeans have no military training building with limits so I thought that if I make the Barracks support 5 pop then I can also put a limit on it (something like 10).<br /><br />Is it a bad idea?Mandoshttps://www.blogger.com/profile/09656370183105303427noreply@blogger.com