Thursday, December 6, 2012

Texture Bug Fix-ish!

Along with the height adjusting camera, a possible fix for the terrorizing "texture bug", which plagues all AoE3 mods, has been released. After some tests did by my self and my friend Martin it turns out it really fixes the problem, which is amazing!

For those who don't know what I'm talking about let me explain.
The process of "creating a new unit" in AoE3 is composed mostly by texturing, since you don't actually create a new model, just re-texture existing models and mix up different animations and accessories.
This is how all mods do it. Lately, the possibility of creating and importing new buildings and animations from other games appeared, but units are still tricky.

You would wonder why is AoE3 modding so restrictive or hard compared to other games. I don't think anyone really knows, but probably the developers didn't knew or didn't want anyone to mod it so much, thus they didn't released any official modding tools or info...
Who knows...

So, the bug makes the game to basically refuse new textures in order to keep the game running smoothly. This probably was a big problem back in 2004 when the game was made, but now we're in 2012...
This bug, of course, results in new textures reverting back to the model's default texture in the middle of the game... Most of you have probably seen it. All of you had it even if you didn't notice. No matter how powerful your PC is, it will happen.

Fixing this bug raised the system requirements a bit, but it's nothing huge, don't worry.
I played AoE3 on a 64mb video card, so I really don't worry about it, still, I wanted to let everyone know.

What I did was to enable an existing engine code which keeps new textures no matter what.
This will basically make everything so much better and awesome, since now we can have more "new units" and have more variation between cultures and civilizations without the fear that it will all go to hell while playing...

Thank you for your time and enjoy!


PS: And why the hell don't you people tell me the zip download is incorrect, it's a zip with the installer in it...
It should be like on ModDB, a zip with the mod's files for manual installation...
I got zips mixed up, that one was for AoE3 Heaven... Gonna fix it...

Monday, November 19, 2012

The Campaigns Updates

A very upsetting and sad thing I saw throughout all big mods is the lack of campaigns, where even the vanilla campaign is scrapped. Even I my self made changes that affected campaigns in negative ways, though I always wanted them to be playable.
Well, no more mistakes. The next big updates to be released through the patcher, starting tomorrow, will fix, tweak and improve all campaign scenarios and cutscenes.

The first update will improve only the vanilla campaign, "Blood, Ice and Steel".
After that I will start working on TWC "Fire and Shadow" campaign, with TAD's campaign being the last to get worked on.

These updates will make them more enjoyable and fun, also more accurate and detailed. I strongly recommend playing all of them again after the updates.

I don't really want suggestions for scenario changes so please don't do it...
Thank you and have fun!

Thursday, October 11, 2012

Improvement Mod version 5.2

So here it is, as promised. If you have used the patcher, then this update is nothing new, you are already up-to-date, but if not, THEN GET IT NOW!!!
As you will see, this update is veeeeery big. And it wouldn't have been so big without the patcher, which let me release and test stuff at anytime. Big thanks to everyone that reported problems and especially HUGE THANKS to Shyke!

Now lets get down to business...
Change log:

- 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...

The next installer release... is so far... But I can tell you one important thing that it will contain...
Although the community didn't seem to agree, I WILL be replacing the Dutch with the USA, but HOLD ON, don't rage just yet.
It's not as bad as some of you might think. I will combine the Dutch and the USA and make a new awesome unique civ, and when it's done I am sure that most of you will like it.
Anyway, that's more of a future project so uhm... enjoy everything else until then.

Saturday, October 6, 2012

How to fix the Rifleman bug!

To fix the US Rifleman bug you must:

1. Go to where the game is installed...
\Program Files\Microsoft Games\Age of Empires III\
\Steam\steamapps\Age of Empires 3\bin\

2. Then go to...
\art\units\infantry_ranged\

3. And delete the "riflemanus" folder...

4. Then run the Patcher...

5. And it's fixed! Enjoy.


In other news, a new installer powered update is coming. If you are using the patcher then you are already up-to-date, but I promised I will also release installers so that's what I'm going to do.

Oh, and the forum is online... I don't expect it to be active, but if I already made it, why not make it public...

Thank you for playing.

Monday, September 10, 2012

Goodbye Dutch, welcome USA!

As you all should know adding new civilizations in AoE3 is a pain... It can be done but it will never look and work like the original civs. I am talking about the inability to create a new USA home city. The mod gives you already made USA home cities for both Deathmatch and normal play, but you cannot create a new one by your self. This is "hardcoded" stuff.

When I came up with the idea to add the USA, I also came up with an idea on how to implement it perfectly, but sadly it isn't a perfect idea... most of you, if not all, will hate it... but for now, it's the only way....

The Dutch are the smallest civ from AoE3 from all points of view. They were only added in the game because they had many colonists in the New World, but as a military force, they were nothing compared to the other civs.

Now, we all know people want the USA badly, so here is the deal: I want to permanently replace the Dutch with the USA.
Don't worry, dutch techs and units will not be lost, they will either be transferred to other civs or added as mercenaries.
The Dutch consulate will remain and I will try to make the AI work with the USA.

This is not hammered yet, I'ts just an idea, and it's up to YOU to decide what I should do.
So please vote in the survey, leave your opinion and I will work on that.

Thank you for your time.

Monday, August 27, 2012

Patcher fix!


I know some of you have problems with the patcher, but it has been released as a work in progress, meaning that it has been updated and improved in time and the older versions don't properly work anymore.

So please download THIS! updated version, place it in your AoE3 directory and run it as administrator.

Don't forget that the patcher can also be used as a full downloader and installer for the mod, meaning that you can simply place the patcher in a clean install of AoE3, run it and it will install the mod.

The patcher server is in US, so the further you are from it, the slower the patcher will work.


Now, about the forum, most of you do want it, but sadly there are not many of you...
I have seen many inactive AoE3 related forums, and this would be just one of them...
For now, keep posting comments here on the blog if you have any problems, a forum is very unlikely to come.

Thank you for playing the Improvement Mod!

Saturday, August 18, 2012

Improvement Mod updates

I will post here information about small updates and update the thread as I release them.
These small updates will be downloaded only via the patcher.
Once in a while, after the change log gets big enough, I will also release those small updates in a full installer.
Got it? Ok, lets get started...

Change log:

- 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...


Again, if you get errors in the patcher relating the game's exes download THESE! and put them into the game's directory then run the patcher again.
That error could also mean that your game is not updated to the latest official version, so go HERE! and get the latest official updates.
If you install the updates there is no reason to get the exes.

Please download an improved version of the patcher from HERE! which will surely fix all your problems.

PS: I forgot to tell you all that, if the patcher has any problems connecting to the server and errors appear, try looking into your firewall, because it might be blocked by your antivirus.
If it still doesn't work then try running it as administrator.

Wednesday, August 15, 2012

Improvement Mod version 5.1 (MUST READ)

Incoming awesomeness, take cover!
Thanks to my recent ally, Shyke, the Improvement Mod receives one badass patcher which auto-updates the mod whenever I change something. Yap, that's right, no more waiting, no more downloading.

Now, in order for the patcher to work, you need all 3 games (AoE3, TWC and TAD) updated to their latest versions (like before), and with their official executables. That's right, you people that have the pirated version, you'll need the original exes. But don't worry, it seems the original TAD exe doesn't have any security measures, you just need a CDKey which can be found on Google... So I will link you to all 3 original exes right HERE!

Anyway, after everything is in check, just run the updater instead of the TAD exe, and voila! The mod will update if necessary and will start the game. I will still need you on the blog to report bugs, don't forget that!
You can still start the game the old way, in case the patcher's server is down or anything, don't worry.

Also, for people that made progress with the USA home city and fear that updates will ruin all their work, the installer will now ask if you want to replace your existing USA home city with the standard one. You should press "No".

And now the change log:

- 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...

What more can I say, thank you for all of your support, thank you for helping me with AdSense by clicking on the ads (keep going please:) and I hope this mod will go on and reach version 10.0!

Wednesday, August 1, 2012

Improvement Mod version 5.0

Big update? Hell yeah!
Everything from new units to new animations, sounds, techs and... bug fixes...

- 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...

PS: If you want to show your support for the mod, please try clicking on the ads here on the blog, it will make my AdSense account very happy!:)
Thank you.

Monday, July 9, 2012

Improvement Mod version 4.9.5

The smallest update ever? Perhaps... But this is more of a hot-fix than an actual update, still, here is the change log:

- 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...

And that's about it. Until next time...

Monday, July 2, 2012

Improvement Mod version 4.9.4

Something new every time, this one without exception. Probably be the last version for some time so abuse it as you will.

Again, a little, not complete at all, change log:
- 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...

I'm waiting for bug reports as usual.

Tuesday, June 12, 2012

Improvement Mod version 4.9.3

This is a huge visual update. Most new stuff are skins and fixes to use previously unused original skins and models.

This time I tried to keep track with every big change I make so I have a little proper change log:
- 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...

So, here you have it. As usual, no one knows if a future update will ever come, so enjoy this one.
I would like to thank my friend Martin (known as Don Omar or Archangel) again for helping me out with stuff.

And please leave feedback... bugs will only get fixed if people report them.

Friday, May 25, 2012

Improvement Mod version 4.9

Aaaaaaand, it's here!
The most stable, complete and bug-less version of the mod so far, is out for everyone to enjoy!

What does it bring? Tons of tweaks and bug fixes, plus, of course, some new things.

Visual changes for the Crossbowman, Longbowman, Musketeer and Coureur de Bois. Some changes to the French and Russian homecities and some roll-backs on the unique Dutch and British techs. The first upgrades for artillery units have been made a little more expensive, from 250 to 300, which still seems too cheap but I'll leave it this way for now.
Made defensive buildings a little bit more stronger, but made the Bastion tech available from the Fortress Age.

And many other things, but I hate getting into details. I do love details but I hate getting into them...

So, just re-download the mod and make sure you tell everyone else to do the same, a future update is uncertain.

Speaking of French, WSH has made a file which translates the mod in French. You can try it out, I can't because I don't know French...

Monday, May 21, 2012

Age of Empires Online

I do not know how many of you have played the new free to play AoE Online, but those who haven't, you better get your ass there right now! It's basically complete by now with more updates to come.

AoEO is your casual AoE game, build on the AoE3 engine, being a combination between the first AoE and AoM, with a bit of AoE3 in there as well, it is free to play (pay to win), playable from Steam or GFWL, if Steam says the game doesn't support your country, like in my case...

The gameplay, everybody knows it. Even the PVP is exactly the same, everybody rushing like hell, building bases around your back and other crap like that... I hate this kind of stuff, reason for why I don't play RTS games online. And when I do, I play with friends, and we play "by the book", enjoying every second, not rushing like the world is ending...

So, get it right now, and tell us what do you think about it?
http://ageofempiresonline.com


Regarding the next update for the mod, it will be version 4.9, and will have many changes. Details soon.

Sunday, April 8, 2012

Improvement Mod version 4.8.4

As the survey draws to an end the answer is clear... there is no AI problem... there are people which experience some kind of bugs, but those are isolated cases, with probably good reasons (like previous uninstalled mods).

So, a... yeah, lets get down to business.

This new version is nothing big but I wanted to make sure the AI "fix" gets to everyone.
Still, it has a couple of new things.

Building rubble (including crops) now stay for a longer time. Nothing exaggerated of course.

Also some bug fixing.

PLEASE try out this new version and tell me if you get any error!

Thursday, March 29, 2012

Please work...

Well, as some of you might have noticed... the mod is broken... the mod's AI more exactly.

I said 'some' because it seems not everyone is getting the error, which is strange enough.

Even stranger is the fact that I don't know what's wrong... meaning I don't know what to fix...

Still, I made a little change and I hope it will fix it for everyone. I hope...

So, those who had the error, please download this:

http://www.mediafire.com/?w7776c48pq4o8u7

You know what to do with it.
Please report back!

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!

Saturday, January 28, 2012

Improvement Mod version 4.8.2

Yes, finally...

AI not training Spies, being a little bit more aggressive and other AI changes, Japanese use the US Consulate units, it's all here.

The usual bug fixing, aaaaand... the US can now use the Consulate to ally with European powers.

You will fell the need to tell me to change or add new Consulate allies or techs for the US, so please don't...
They might not be perfect, but enough for a civilization made after Europeans without the ability to revolt and without melee infantry.

And yes, a new download option has been added for Mac users, but anyone can use it.
Inside the zip you will find the mod without the installer, which means you need to manually install it.

Tuesday, January 24, 2012

I need bugs!

I really want to release a new version which contains much needed AI changes, like the one which will stop the bots from training Spies... This has been a very reported problem and it was my mistake because it wasn't fixed in the last update.

Not only this, but the AI personalities have been slightly altered like they where before I 'converted' the mod to Steam.

But, so far, to few bugs have been reported, and to release a new update i need to fix and change more things....
So don't be shy, tell me every single problem you find, only by doing that it will get fixed.

I also noticed that people who use Mac visit the blog and probably leave empty handed...
I know that Macs can't run installers so when the new version will be released I will also release a zip with the mod inside which will need to be manually installed.

Hopefully this will make everyone happy.
No big deal with copying some files and folders into the AoE3 directory, so don't worry...

Saturday, January 14, 2012

Improvement Mod version 4.8.1 (works with Steam)

It contains many tweaks and fixes, mostly requested from the community, plus a couple of new features of course.

The Portuguese Consulate can now send Cassadores instead of Musketeers.
The Ottomans now have a new Minuteman model.

The U.S. Consulate has been further improved and the very reported Flag Bearer has been fixed.

This is pretty much all for this update, all those 'tweaks and fixes' won't be mentioned because they are too many... but, the people who reported bugs these days should have an idea.

Keep reporting problems and make sure you do your part in making this mod more popular and known to everyone who plays AoE3 and wants more from it without changing the 'CORE' of the game!

Wednesday, January 11, 2012

Improvement Mod version 4.8 (works with Steam)

Alright, it's done! The 'Improvement Mod' is now compatible with the Steam AoE3 game.
Remember, when installing the mod for Steam use this path in the installer:

/Steam/steamapps/common/Age of Empires 3/bin/

Now here's the thing, I fear, not sure about it, but I fear that if you start the game with Steam, it could check your files for changes, and when it finds them, it might 'update' your game to the original version, so I recommend starting the game from inside the 'bin' folder using 'age3y.exe'. I am not sure about this, I need reports from more people to be sure. I also need to remind you that this mod is for 'Asian Dynasties' ONLY! So when starting from Steam, select TAD.

But, as far as 'working' goes, it works perfect! Tested my self with the help of my good friend Daniel.


Regarding in-game changes. As I told you before, the Japanese can now ally with the U.S.A. through the Consulate and get 4 U.S. units and some awesome techs. This alliance replaced the 'Japanese Isolation' one.
Now don't be sad, one of the units from the 'Japanese Isolation' was added as a native in place of the Sohei, and the Shinobi is now available in the Japanese Home City, so nothing has been lost.

Also, more changes have been done on the European and U.S. Priest. And let's not forget the balance changes some people requested here on the blog.

And that's all for now. Let the problem and bug reporting begin!

Tuesday, January 3, 2012

Improvement Mod version 4.7.7

You all know that I can release new updates hours apart, right? So, it's time for a new one!

Unless one of you knows how to make some kind of an 'auto-patcher' which installs into the game and updates the game automatically, I'll keep releasing updates whenever i want...

Again, a pretty big update, i had my hands full in the last days.
And again, i will mention only the big stuff, small changes like increase the damage of a unit by 1 is not worth to mention.

Firstly, I have added new horses for the Cavalaria, Mounted Rifleman and Saber. I strongly recommend checking out the Cavalaria one. I have also added new animations for Lancer, Cavalaria and Naginata Rider.
Fixed some European artillery animations as well.

Now, more changes for the Americans. They have a new, custom priest, finally, and new options when advancing to the Imperial Age. When advancing to age V they can choose to unlock either trainable Miners at the Town Center, or trainable Colonial Militia also at the Town Center. That's right, the War Tens can't train Militia anymore. I have also added custom portraits for age IV and V politicians.
You might ask yourself, what good are Colonial Militia in age V anyway... Well, they are cheap, fast moving and fast training. Also, pretty powerful.
Miners on the other hand, being the fastest Coin gatherers in the game, they have a train limit of 10 and cost 2 population. For those who didn't knew, Miners do get affected from Coin gathering speed techs, so you can make them gather even faster. But you can have just 10.

And regarding all priests, i have changed their healing animation, and made it a little bit more... holy... very nice.

So, head over to the download section and get yourself the latest version!
This might be the last version for some time, so make sure you get it.

Don't know if i should mention this, but don't get fooled by the size of the zip, which has been tightly compressed, this mod is HUGE!

Sunday, January 1, 2012

Improvement Mod version 4.7.6

With a new year comes a new update. And a pretty big one. Besides the usual bug fixing and little improvements, I have added a new unit to the U.S., the Marine, replacing the Musketeer.

The Marine is a ranged heavy infantry unit of course, and it has a pretty powerful attack against cavalry and light infantry in melee mode, compensating the lack of melee infantry that the U.S. has. Or so i hope. I think I am not that good with balancing units and I don't play so much AoE3 lately so i might get numbers wrong. I might ask for help with this 'problem' sometime in the near future, but not now.

Other new, awesome features, are new animations for Janissary type units (Janissay, Strelet, Schutter, Fusilier, Marine, Sepoy and Templar Rifleman). The new animations are for walking and running. They are of course original animations never used and forgotten in the game's files, like many other things, and brought back to life by me.

The U.S. Rifleman has also been remade, with new models, skins and animations.

And this is all for this update, i hope you enjoy it and if you find any problems write them here or in the download section.