New Year Special - finalized iteration of Beta Patch 1.3c

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murdilator
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New Year Special - finalized iteration of Beta Patch 1.3c

Post by murdilator »

Merry Christmas and Happy New Year all!


I have now completed the near-finalized version of N3O Beta Patch 1.3c.

The file is at the end of the post in the link.

File link:

http://rts-sanctuary.com/index.php?port ... try2119024

***Simple installation instructions:

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For installation of N3O Fan Patch Beta, after the initial download.

*This N3O Beta Patch requires having the TAD Patch Launcher previously installed.

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The following information is what is needed to successfully be able to launch and play this N3O Fan Patch Beta 1.3c.

1. Unzip the file download folder to your desktop.

2. Launch your game with the TAD Patch Launcher to TAD 1.03/RE 1.03/ES 1.03. (Recommended, but not required).

3. Exit Age of Empires III.

4. Click on "start," and go to the folder "My Documents."

5. Go to "My Games," then "Age of Empires 3," then to the folder "Fan Patches."

6. Select the Folder next to this readme, called "N3O Patch FP Beta 1.3c," and 'click and drag' it into
the "Fan Patches" folder. For clarification, it is the following folder:

%USERPROFILE%/MyDocuments/MyGames/AgeOfEmpires3/FanPatches

7. You are now able to launch N3O Fan Patch Beta 1.3c via the TAD Patch Launcher.

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The important new changes from last time are Warship changes, Church Priest upgrades nerfed, a new Revolution building, a couple India nerfs, brief Aztec change, some Japanese consulate changes, several miscellaneous changes and several more bugs fixed:

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*European and Asian Warhips have about +25% HP, about -36% speed (like coverted treasure guardians), turn slower (especially asian ships, matched now with Europeans), +1.0 splash area attack, and +2.0 Range (not LOS). Chinese Fireships have +25% more attack instead of HP boost, in addition with other ship changes. Canoes and Marathan Catamarans are now also slower and have slower turn rate. Privateers get just -20% speed (to 4.80), and Ironclads now have +100% HP (4000 HP), 0.99 ranged armor, 2 build limit, and -53% speed (to 3.50), along with other ship changes. Ships and buildings now recieve a 0.25x multiplier against Ironclads, artillery recieve 0.50x multiplier against Ironclads, and other units recieve 0.50x multiplier against Ironclads in their siege attack mode. Ironclads are essentially dreadnoughts.

*2 Infinite Ironclads Card: effect reduced to deliver 1 Ironclad, costs 500 coin, and now takes 60 seconds to ship. (Down from 2 Ironclads and 40 seconds to ship).

*Santander Revolution Politician: now ships 1 Ironclad (down from 3) and 1 Bank/Bakery Wagon. Details on new Bakery building given down below in the Revolution section.

*Portuguese Consulate Ironclad Tech: cost increased to 1100 export, but now ships 2 Caravels and 1 Monitor (instead of 700 Export for 1 Ironclad).

*Armor Plating Tech no longer affects Ironclads (Balance reasons).


Priest upgrades:

*Church Mission Fervor Tech: now gives Priest units +5% speed and +30% HP (down from +15% Speed and +35% HP).

*Church State Religion Tech: now gives Priest units +10% speed and +50% HP (down from +15% Speed and +65% HP).



Furthermore, a new Revolution building has been added:


*New Revolution building added: Bakery. A Bakery is like the Dutch Bank, which, instead of generating gold, generates food. Bakeries gather 3.15 food per second, and can be build by Bank Wagons (shippable from the homecity now) once a player has revolted. Bakeries cost 350 wood, 350 coin, and have 4 build limit. Bounty increased to Bank levels (70 Build XP, 140 Kill XP). NOTE: Baker building does not have any construction animation.

*Upon Revolting, Banks (Asian version) and Bakeries are enabled, with 4 build limit each. Both can be constructed by bank wagons sent from the homecity. (Asian version of the bank enabled to fix problems with the Dutch revolution).

*1 Infinite Fort Card: Now also ships 1 Bank/Bakery Wagon, in addition to what it already gives.


India Changes:

*Howdahs now have their 60 ranged attack, 33 hand attack, but 3.0x bonus to cavalry and 2.4x bonus against coyotemen, and 2.25x bonus against artillery (instead of 67 ranged attack, 34 hand, and 2.75x to cavalry, 2.25x against coyotemen, and 2.0x against artillery).

*Honored Zamburack no longer gives +1.0 Range and LOS

*Indian Infantry combat reduced to give just +10% attack and hitpoints (needs testing, may need to give just Indian infantry, such as Sepoy, Gurkha, Rajputs, and Urumi, +15% attack and hitpoints, instead of having the card affecting all infantry)

*Rajputs cost 75 food, 35 wood, and have 16 hand attack (up from 15), and 20 siege, with 10 cover siege. (Instead of 80 food, 35 wood, 15 hand attack with 22 siege and 11 cover siege).

*Mansabdars now have the equivalent of 3x HP of their unit, and have improved personal armor. Also, Elephant Mansabdars, the Sowar Mansabdar and the Urumi Mansabdar now take up the equivalent of 1.5x population count of their standard unit counterpart. (instead of being able to train their own unit type and 1.5x population cost. This is balanced out now.)

*Charminar Gate Wonder: now gives +10% Elephant base hitpoints and damage aura, in addition to what it already gives. (Needs testing).

*Fortress Agra hitpoints increased to 5000, damage to 40, caption to 80, and anti-ship attack to 150 (instead of 6500 HP and about the same stats).

*Industrial Agra hitpoints increased to 7500, damage to 75, caption to 150, range increased to 26, LOS to 34, and anti-ship attack to 200 (instead of 8500 HP and the same stats).

*Imperial Agra hitpoints increased to 8500, damage to 125, caption to 250, range to 28, LOS to 36, and anti-ship attack to 300 (instead of 12000 and the same stats).

*Delhi Gate upgrade: now also gives Agra Forts +2.0 Range and LOS, but now costs 200 wood, 200 coin (up from 150 wood, 150 coin). The Fortress Agra and the Imperial Agra recieve just +25% damage (instead of +50%), plus the Colonial Agra recieves +20% HP (to makes it 5000), and the Fortress Agra recieves +30% HP (to make it 6500). (Balanced out).

*Red Fort upgrade: now also gives Agra Forts +2.0 Range and LOS, but now costs 300 wood, 300 coin (up from 200 wood, 200 coin). All Agra Forts now receive +50% damage as well (instead of only Colonial Agra), but the Fortress Agra recieves +62.5% damage (to make it 75 damage) and the Colonial Agra recieves +62.5% HP (to make it 7500 Total HP). (Balanced out).

*Sepoy Rebellion Card: now costs 2200 wood (up from 2000 wood).

*Honored Urumi Tech (Verumkai Urumi): now also gives Urumi a 0.75x multiplier against Arrow Knights. (Instead of starting with 0.75x penalty against Arrow Knights).


Aztecs:

*Champion Arrow Knight Tech: now also gives Arrow Knights +1.75x bonus against Urumi Swordsman. This was done to give the Aztecs a reasonable lategame counter to Urumi. (This was instead of starting with a 3.5x bonus).

*Temple of Centeotl Card: now also provides Macehualtins with +0.5x bonus against Light Cavalry, plus upgrades Counter Infantry Rifling Tech.

*Jaguar Prowl Knight cost reduced from 120 food, 30 coin, to 110 food, 30 coin, train points to 35 (down from 38), speed increased to 4.80 (up from 4.50), bonus against cavalry increased to 2.25x (up from 2.0x), and bonus against Light Infantry increased to 1.8x (up from 1.6x). (Instead of same changes, with 0.20 armor, 2.0x bonus against cavalry and 1.6x bonus against light infantry).


Chinese:

*Fire Junk Attack Card: now also provides Fireships with +10% speed in addition to its current +50% damage bonus.


Japanese:

*Advanced Consulate Card: All units from the Japanese Consulate recieve only -40% train points (down from -50%).

*Yamabushi and Konna Yamabushi multiplier against cavalry reduced to 4.5x (down from 5.0x), multiplier against light infantry reduced to 3.6x (down from 4.0x).

*Bushido Principles Tech: effect reduced to increase the unit training cap to just 8 units (down from 10).

*Koujou Tech: now also delivers 1 Dojo Rickshaw in addition to spawning 1 Samurai at each castle.

*Way of the Bow Card: now also gives Yumi a +0.5x bonus against Light Cavalry, and upgrades Counter Infantry Rifling Tech.




These are about all the changes. So far, Canoes and Warships seem balanced, Ironclads a bit OP, but no armor plating means that they will sink against more numerous Imperial aged warships. India looks much more clear, as well as the Aztecs and Japanese. Revolt looks promising, but hopefully not overpowering. A Spanish revolution is something to worry about.


Future things that could be changed/removed:

Native American Civs:

*Villager cost reduced to 90 food, Train points to 22.5. XP Bounty reduced to 9 XP.

Should this change be removed?


Ottomans:

*Great Bombards now have 1.25x multiplier against infantry. Penalty against artillery reduced to 0.5x (up from 0.4x), multiplier against cavalry and light infantry reduced to 0.6x (up from 0.5x). Consulate Great Bombards affected as well.

Should Great Bombards lose this boost against infantry? However, this does encourage using these slow-training super-artillery.

*Abus Gun cost changed from 50 food, 100 coin to 60 food, 90 coin. (Needs testing).

Should this be 55 food, 95 coin, to maintain uniqueness?


Sioux Marauders Card: Maybe no longer give Tashunkes +4.0 LOS and +0.5x bonus against villagers, but let Champion Tashunke give +4.0 LOS and +0.5x bonus against villagers. Tashunkes would probably be OP otherwise.




These are all that I have come up with. Any suggestions would be greatly appreciated.



Again, Merry Christmas and Happy New Year!




regards,



murdilator
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.

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Scenario Design Competition Participant 2009:

3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521
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