AOE3 FP 1.3 Xiston -- Observatory Building screenshots, tech

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murdilator
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AOE3 FP 1.3 Xiston -- Observatory Building screenshots, tech

Post by murdilator »

EDIT: This patch is uploaded and should appear by tomorrow on the aoe3.heavengames.com modpack page, for the general enjoyment of the community:

http://aoe3.heavengames.com/downloads/l ... y=modpacks

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

Here is a list of tentative things in an upcoming mod, which is almost complete. It is based on the N3O mod, but adds depth to the game through several non-lame, mid-game, civilization-unique techs.

I've uploaded a lot of things, have to give a list of the tech names and their usages later. Overall, there are about 50 new techs. These do in no way change the way the game is played, and for further notice, this will be uploaded as a separate Fan Patch, complementary to N3O FP1.3.

Do note the new Observatory building for the Europeans, which acts like a university in Age of Empires II, having historic and unique civ-specific techs, and buildable by the explorer, also trickles XP:

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

Spanish Observatory (others civs Observatory Techs come afterwards if you skim through the pictures):

http://s402.photobucket.com/user/murdil ... ort=2&o=15

Spanish Observatory, first upgrades:

http://s402.photobucket.com/user/murdil ... login=true

http://s402.photobucket.com/user/murdil ... login=true

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

British Observatory:

http://s402.photobucket.com/user/murdil ... login=true

First Upgrades:

http://s402.photobucket.com/user/murdil ... login=true

http://s402.photobucket.com/user/murdil ... login=true

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

French Observatory:

http://s402.photobucket.com/user/murdil ... login=true

First Upgrades:

http://s402.photobucket.com/user/murdil ... login=true

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

Portuguese Observatory:

http://s402.photobucket.com/user/murdil ... login=true

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

Dutch Observatory:

http://s402.photobucket.com/user/murdil ... login=true

First Upgrades:

http://s402.photobucket.com/user/murdil ... login=true

http://s402.photobucket.com/user/murdil ... login=true

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

Russian Observatory:

http://s402.photobucket.com/user/murdil ... login=true

First Upgrades:

http://s402.photobucket.com/user/murdil ... login=true

http://s402.photobucket.com/user/murdil ... login=true

Second Upgrades:

http://s402.photobucket.com/user/murdil ... login=true

http://s402.photobucket.com/user/murdil ... login=true

Coin Crates:

http://s402.photobucket.com/user/murdil ... login=true

Settlers after 'Nationalism' tech:

http://s402.photobucket.com/user/murdil ... login=true


'Separation of Powers' tech halves Capitol Techs' cost, but makes resource gathering -5% slower for villagers, buildings, trading post
fishing boats and crates:

http://s402.photobucket.com/user/murdil ... login=true


'Imperialism' tech makes all military units move +2% faster, but also makes Trading Posts take +100% longer to build.

http://s402.photobucket.com/user/murdil ... login=true

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

German Observatory (Very good, mind you):

http://s402.photobucket.com/user/murdil ... login=true

First Techs; Observatory auto-XP generation before 'German Universities' tech:

http://s402.photobucket.com/user/murdil ... login=true

After 'German Universities' tech:

http://s402.photobucket.com/user/murdil ... login=true


After First Upgrades:

http://s402.photobucket.com/user/murdil ... login=true

After Second Upgrades:

http://s402.photobucket.com/user/murdil ... login=true

http://s402.photobucket.com/user/murdil ... login=true


Observatory with 'German Universities' tech and 'Natural Philosophy' tech:

http://s402.photobucket.com/user/murdil ... login=true


Ottoman Observatory:

http://s402.photobucket.com/user/murdil ... login=true

After first techs:

http://s402.photobucket.com/user/murdil ... login=true


Food Crates after a few upgrades:

http://s402.photobucket.com/user/murdil ... login=true

Settlers after the 'Slave Trade' tech:

http://s402.photobucket.com/user/murdil ... login=true

Food Crates with maximum upgrades (applies to the rest of the crates as well):

http://s402.photobucket.com/user/murdil ... login=true

After 'Pasteurization' and 'Slave Trade' techs:

http://s402.photobucket.com/user/murdil ... login=true


Pirates of the Barbary Coast tech:

http://s402.photobucket.com/user/murdil ... login=true

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

Standard Observatory Techs (non-European):

http://s402.photobucket.com/user/murdil ... login=true

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

And the improved Aztec Great Temple, with new unique Aztec historical techs and a new big button tech, trickles wood:

http://s402.photobucket.com/user/murdil ... ort=2&o=62


Warrior Priests trainable from the Great Temple after the 'Aztec Shamans' tech:

http://s402.photobucket.com/user/murdil ... login=true

Warrior Priest in Industrial Age after 'Temple of Huizilopochteli' tech and 'Aztec Shamans' tech:

http://s402.photobucket.com/user/murdil ... login=true

Aztec Wood Crates, maximum upgrades:

http://s402.photobucket.com/user/murdil ... login=true

Coin Crates:

http://s402.photobucket.com/user/murdil ... login=true

Food Crates:

http://s402.photobucket.com/user/murdil ... login=true

Coyote Runners after Big Button 'High Temple Coyote Messengers':

http://s402.photobucket.com/user/murdil ... login=true


Warrior Priests being trained at a slower rate at the Great Temple:

http://s402.photobucket.com/user/murdil ... login=true


Skull Knights after 'Garland Wars' Tech:

http://s402.photobucket.com/user/murdil ... login=true


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

Plus Iroquoian and Sioux Tribal Councils Hut, which acts like a mini-university, buildable by the Warchief, and trickles coin:

http://s402.photobucket.com/user/murdil ... ort=2&o=82


Siouxan Tribal Council's Hut Techs:

http://s402.photobucket.com/user/murdil ... login=true


Warchief can build Tribal Council's Huts:

http://s402.photobucket.com/user/murdil ... login=true

Sioux Techs when available:

http://s402.photobucket.com/user/murdil ... login=true


Outlaws and Saloon enabled from 'Bandit Gangs' tech, with better combat and reduced population count:

http://s402.photobucket.com/user/murdil ... login=true

Outlaw Comanchero:

http://s402.photobucket.com/user/murdil ... login=true

Outlaw Renegado:

http://s402.photobucket.com/user/murdil ... login=true

Outlaw Pistolero:

http://s402.photobucket.com/user/murdil ... login=true


Sioux Cavalry after 'Plains Raiders' Tech:

http://s402.photobucket.com/user/murdil ... login=true


Siouxan Villagers with upgrades have more hitpoints and move faster:

http://s402.photobucket.com/user/murdil ... login=true


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


The new Computer AI also upgrades these techs and is more competitive, plus attacks much more often!


Other notes:

- Naturalist changed to 4 Cows + 1 Livestock Pen Wagon in this upcoming modification (down from 6 Cows + 1 Livestock Pen Wagon)

- If you have any historic suggestions, post them here!


The List of tech names comes soon!


Stay tuned!




regards,



murdilator
Last edited by murdilator on Tue Apr 23, 2013 2:54 pm, edited 1 time in total.
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.

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

Scenario Design Competition Participant 2009:

3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521
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Re: Screenshots (NEW!!)

Post by Sporting_Lisbon »

Now this is some modding! Very nice murdilator ;) I've also felt that compared to other games aoe3 does lack a bit in buildings.
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots

Post by murdilator »

Updated the screenshot list for all civs! Enjoy!

I've added some fifty techs into the game, and surprisingly, after since I've begun to understand things, the work is relatively easy. What is even better is that everything is using ingame art files, so we can use Fan Patch format without any silly custom files.

Exception: AI is still currently a custom file.

This took me about 2 days of coding and 3 days testing, for a total of actually, to be honest, I came up with the idea about 3 weeks ago. To put it into FP format I would need another day or so, plus some final testing, and/or adding another tech or so to make things more unique. So now, for the tech list!

In order (Note that not all nations receive all these specific techs; some have their own very special ones to replace certain of these). A ** Indicates a special, civ-specific tech, give to one or several different nations:

Wealth Of Nations
Division Of Labour (Pre-tech Wealth of Nations)
**Packaged Meats (Pre-tech Division Of Labour)
**German Meats (Pre-tech Packaged Meats)
Spinning Jenny
**Mechanical Engineering (Pre-tech Spinning Jenny)
Pasteurization
Daily Newspaper
**Nationalism
**Imperialism
**Frontier Territory
**The Great Pioneer Wagon Train (Pre-tech Frontier Territory)
Hot Air Balloon Technology
Trans-Continental Railroad
Scout Cavalry
Battlefield Surveyors
Dragooning
Admirality
**Pirates Of The Barbary Coast
**The Rights of Man
**British Imperialism
**Rule Britannia
Explosive Shells
Quicklime Shells (Pre-tech Explosive Shells)
**Dutch Spice Trade
**Dutch Tea Trade (Pre-tech Dutch Spice Trade)
**Cotton Plantations
**German Universities
**Industrial Revolution
**Iron and Coal Business
**German Explorers
**British East India Company
**Fusils
**Native French Alliances
**Ottoman Egyptian Market
**Ottoman Bazaars
**Ottoman Trade Guilds
**Ottoman Spice Trade
**Ottoman Coffee Trade (Pre-tech Ottoman Spice Trade)
**Brazilian Wood Trade
**Fishing Fleets
**Siberian Fur Trade
Slave Trade
**Spanish Gold (Pre-tech Slave Trade)
**British Hired Privateers (Pre-tech Slave Trade)
Abolition Of Slavery
Public Schooling (Pre-tech Abolition Of Slavery)
Natural Philosophy (Pre-tech Public Schooling)
**Separation Of Powers(Pre-tech Natural Philosophy)

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

Now, of course, which civ gets what? That we will have to show in some little bit. I will hope to explain later what each of them do, and some tentative possibilities for more powerful unique techs, for instance, an Advanced Hot Air Balloon for the French.


For now, I will have to let this be a moment.



Enjoy!
Last edited by murdilator on Mon Apr 22, 2013 9:56 am, edited 1 time in total.
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.

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

Scenario Design Competition Participant 2009:

3v3 WildernessRoad: https://aoe3.heavengames.com/downloads/ ... ileid=2521
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots

Post by Aaryn_GenD »

an even more advanced hot air balloon. that's what we've been waiting for  ;D
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots

Post by P Gracias »

Woah, awesome! What do you code in?
Who?What?Where?How?When?Why?
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots

Post by murdilator »

I've uploaded the techs and what they do at Agecommunity forums. I will post them here.


I'm just adding new techs to the techtree and making new strings for them. Age of Empires III code is C++. Can't say too much atm about that, but here I copy the stuff I posted on Agecomm:


-----------

Righty, I'll get down to business in explaining.

Most of the techs boost either villager hitpoints/speed, trade route/crate wealth and villager's crate gathering, Unit LOS, unit speed, or some techs give greater resource gathering at the cost of less villager hitpoints and speed. I'm sorry I didn't do it earlier, as it was late at night :). Let me take the list piece by piece. Note that some things may be subject to slight change if I find a better use for it, or add a new tech.

***Note: Only Europeans & Ottomans get this building

Techs with description:

Wealth Of Nations

Cost: 100 food, 100 wood, 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 60 Seconds
Effect: +5% more Wealth from Trade Routes and Crates, +5% Villager crate gathering
Available Age: Industrial
Available to Civilizations: All
Tentative effect: possibly also +5% Factory and Bank gathering rates

Division Of Labour:
Cost: 150 food, 150 wood, 150 coin
Pre-tech: Wealth Of Nations
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: All
Effect: -1% villager build limit, +5% Villager gathering, +5% Factory gathering

**Packaged Meats
Cost: 150 food, 150 wood, 150 coin
Pre-tech: Division Of Labour
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: British, Dutch, German, Russian
Effect: -10% Villager hitpoints, +10% Factory food gathering, +10% Trade Route and Food Crate wealth wealth

**German Meats
Cost: 150 food, 150 wood, 150 coin
Pre-tech: Packaged Meats
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Imperial
Available to Civilizations: Germans
Effect: 1.00 food trickle Rate, +10% Factory food gathering, +10% Trade Route and Food Crate wealth wealth

Spinning Jenny:
Cost: 100 wood, 100 coin
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: All Europeans except Ottoman (they historically never had an industrial revolution)
Effect: -1% villager build limit, +10% Plantation gathering, +10% Factory Coin gathering

**Mechanical Engineering
Cost: 200 food, 200 wood, 200 coin
Pre-tech: Spinning Jenny
Current Research Time: 60 Seconds
Tentative Research Time: 90 Seconds
Available Age: Imperial
Available to Civilizations: Germans
Effect: +30% Factory Gathering Rates, -10% Artillery Train Points, (just -5% for Heavy Cannons, Rockets, and Great Bombards; no effect on Mortars), but +10% Building Cost

Pasteurization
Cost: 100 food, 100 wood, 100 coin
Pre-tech: None
Current Research Time: 60 Seconds
Tentative Research Time: 90 Seconds
Available Age: Industrial
Available to Civilizations: All
Effect: +10% Villager Hitpoints, +10% Livestock Fattening Rates

Daily Newspaper
Cost: 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Fortress
Available to Civilizations: All
Effect: +3% Villager speed

**Nationalism
Cost: 150 food, 150 wood, 150 coin
Pre-tech: Daily Newspaper
Current Research Time: 60 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Russian, Spanish
Effect: +200% Villager Ranged attack, +167.5% Rifle attack (for Coureur des bois units, if any)

**Imperialism
Cost: 150 food, 150 wood, 150 coin
Pre-tech: Nationalism
Current Research Time: 60 Seconds
Tentative Research Time: 90 Seconds
Available Age: Imperial
Available to Civilizations: Russian, Spanish
Effect: +2% Military unit speed, but +100% build point for Trading Posts (makes Trading posts take twice as long to build)

**Frontier Territory
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Fortress
Available to Civilizations: France, Germans, Russian, Portuguese
Effect: +10.0 Fort, Town Center, Outpost and Blockhouse LOS, +1.0 Outpost and Blockhouse build limit.

**The Great Pioneer Wagon Train
Cost: 200 food, 200 wood, 200 coin
(Pre-tech Frontier Territory)
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: France, Germans, Russian
Effect: +10% Villager hitpoints, 20% Wagon speed, +50% Wagon Hitpoints, +33% Wagon work rate for buildings (thus build buildings 33% faster), +8.0 Wagon LOS

Hot Air Balloon Technology
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: All
Effect: +2.0 Unit LOS, +8.0 Hot Air Balloon LOS, +8,0 Advanced Hot Air Balloon LOS (Very good for people who use Hot Air balloons)
Tentative effect: possibly also add another Hot Air Balloon Tech which ships an Advance Hot Air Balloon, at a price of 300 food, 300 wood, 300 coin, or 1 Homecity Shipment

Trans-Continental Railroad
Cost: 300 food, 300 wood, 300 coin
Pre-tech: None
Current Research Time: 60 Seconds
Tentative Research Time: 90 Seconds
Available Age: Industrial
Available to Civilizations: All
Effect: +30% more wealth from Trade Routes and Crates, +30% Villager gathering from Crates, +10% more XP wealth from Trade Routes

Scout Cavalry
Cost: 100 food
Pre-tech: None
Current Research Time: 20 Seconds
Tentative Research Time: 30 Seconds
Available Age: Colonial
Available to Civilizations: French, Germans, Spanish, Russians, Ottomans,
Effect: +2.0 LOS for Hussars, Uhlans, and Cossacks

Battlefield Surveyors
Cost: 100 coin
Pre-tech: None
Current Research Time: 20 Seconds
Tentative Research Time: 30 Seconds
Available Age: Fortress
Available to Civilizations: All
Effect: +2.0 LOS for Ranged Infantry

Dragooning
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60-75 Seconds
Available Age: Industrial
Available to Civilizations: British, French, Spanish, Portuguese
Effect: Gives Dragoons +2.0 LOS, +5% Hitpoints and +0.25x bonus against Villagers

Admirality
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Fortress
Available to Civilizations: All
Effect: +1.0 Caravel, Galley, Galleon, Fluyt and Frigate build limit
Exception: In this mod, Caravels, Galleys, Galleons, Fluyts and Frigates start with -1 build limit, so this tech reverts it back to normal. This tech thus also gives an incentive to go to Industrial and prevents fishboomers from being too effective early on.

**Pirates Of The Barbary Coast
Cost: 200 coin
Pre-tech: None
Current Research Time: 20 Seconds
Tentative Research Time: 40 Seconds
Available Age: Fortress
Available to Civilizations: Ottoman
Effect: Ships 5 Barbary Corsairs, 2 Stradiots and 2 Mamelukes, plus enables Barbary Corsairs at the Saloon

**The Rights of Man
Cost: 100 coin
Pre-tech: None
Current Research Time: 20 Seconds
Tentative Research Time: 30 Seconds
Available Age: Industrial
Available to Civilizations: French, Spanish, Dutch, Russian, Portuguese
Effect: Ships 8 Colonial Militia, and 1 Colonial Militia for approximately every 90 seconds of the game, up to thirty minutes.

**British Imperialism
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: British
Effect: +2% Military unit speed, +100% Trading Post Build points

**Rule Britannia
Cost: 200 food, 200 wood, 200 coin
Pre-tech: British Imperialism
Current Research Time: 60 Seconds
Tentative Research Time: 90 Seconds
Available Age: Imperial
Available to Civilizations: British
Effect: All Military units get +10% more damage against Native Warriors, but Native Warriors now cost +10% more, take +20% longer to build, and have -10% combat

Explosive Shells
Cost: 300 food, 300 wood, 300 coin
Pre-tech: None
Current Research Time: 60 Seconds
Tentative Research Time: 90 Seconds
Available Age: Industrial
Available to Civilizations: All
Effect: Gives Mortars +1.0 Area damage, +25% damage against Ships, and gives Monitors +0.60x against Buildings and +25% damage against Ships.
Note: In this mod, Monitors have 160 damage, with 4.4x against buildings and a an additional 0.75x against Ships in their longshot attack. This tech increases it to 5.0x against buildings, etc.

Quicklime Shells
Cost: 300 food, 300 wood, 300 coin
Pre-tech: Explosive Shells
Current Research Time: 60 Seconds
Tentative Research Time: 90 Seconds
Available Age: Industrial
Available to Civilizations: All
Effect: Gives Mortars +50% damage bonus against infantry, gives Monitors +0.50 bonus against Infantry. Note: In this mod, Monitors have 160 damage, with 2.5x against infantry. This makes it 3.0x.


**Dutch Spice Trade
Cost: 100 food, 100 wood, 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: Dutch
Effect: +10% more Wealth from Trade Routes and Crates, +10% Villager crate gathering

**Dutch Tea Trade
Cost: 100 food, 100 wood, 100 coin
Pre-tech: Dutch Spice Trade
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: Dutch
Effect: Ships 1 Chest of Coin for every 7 Minutes of the game, up to 30 minutes, grants +10% more Wealth from Trade Routes and Crates and +10% Villager crate gathering

**Cotton Plantations
Cost: 100 food, 100 wood, 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: British, Dutch, Spanish, Portuguese
Effect: +5% Settler Plantation gather rates, +5% more Wealth from Trade Routes and Crates and +5% Villager crate gathering

**German Universities
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Germans
Effect: -25% Homecity Research Points (makes homecity shipments come faster), +25% Observatory hitpoints, +350% Observatory auto-xp gathering (from 0.40 to 1.80)

**Industrial Revolution
Cost: 150 food, 150 wood, 150 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: British, Germans, Russian, Portuguese
Effect: -10% Settler hitpoints, +10% Factory gathering, -5% livestock fattening rates

**Iron and Coal Business
Cost: 150 food, 150 wood, 150 coin
Pre-tech: Industrial Revolution
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: British, Germans, Russian, Portuguese
Effect: -10% Settler hitpoints, +10% Factory Coin gathering, +10% Trade Route and Coin Crate Wealth, -5% livestock fattening rates

**German Explorers
Cost: 100 food, 100 wood, 100 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Germans
Effect: +100% Explorer hitpoints, +50% Explorer Damage, +10.0 Explorer LOS

**British East India Company
Cost: 100 food, 100 wood, 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: British
Effect: +10% more wealth from Trade Routes and crates, +10% Villager crate gathering

**Fusils
Cost: 100 wood, 150 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: French, Spanish
Effect: Musketeers and Grenadiers get +10% more ranged damage against Native Warriors

**Native French Alliances
Cost: 150 food, 150 wood, 150 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: French
Effect: -50% Trading Post Build Points

**Ottoman Egyptian Market
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Ottoman
Effect: Ships 2 Huge Crates of Food and 1 Huge Crate of Food for every 7 minutes of the game, up to 30 minutes, grants +15% more efficient Market buying and selling rates, +10% more wealth from Trade Routes and crates, and +10% Villager crate gathering

**Ottoman Bazaars
Cost: 150 food, 150 wood, 150 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: Ottoman
Effect: Ships 1 Huge Chests of Coin and 1 Huge Chests of Coin for every 7 minutes of the game, up to 30 minutes, grants +15% more efficient Market buying and selling rates, +7% more wealth from Trade Routes and crates, and +7% Villager crate gathering

**Ottoman Trade Guilds
Cost: 100 food, 100 wood, 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrial
Available to Civilizations: Ottoman
Effect: Ships 1 Huge Cords of wood and 1 Huge Cords of wood for every 7 minutes of the game, up to 30 minutes, grants +10% more efficient Market buying and selling rates, +5% more wealth from Trade Routes and crates, and +5% Villager crate gathering

**Ottoman Spice Trade
Cost: 150 food, 150 wood, 150 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Ottoman
Effect: +15% more wealth from Trade Routes and crates, +5% Trading Post XP gathering, and +15% Villager crate gathering

**Ottoman Coffee Trade
Cost: 100 food, 100 wood, 100 coin
Pre-tech: Ottoman Spice Trade
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Ottoman
Effect: Ships 1 Huge Chests of Coin and 1 Huge Chests of Coin for every 10 minutes of the game, up to 30 minutes, gives +5% Villager Plantation gathering rates, +8% more wealth from Trade Routes and crates, and +8% Villager crate gathering

**Brazilian Wood Trade
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Portuguese
Effect: Ships 2 Huge Cords of Wood and 1 Huge Cords of Wood for every 4 minutes of the game, up to 30 minutes, but gives -8% Villager wood cutting rates

**Fishing Fleets
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: British, Dutch, Spanish, Russian, Portuguese
Effect: Ships 2 Huge Crates of Food and 1 Huge Crates of Food for every 3 minutes of the game, up to 30 minutes, but gives Fishing boats -10% gathering rates at fish and whales. Requires a Water Homecity Gather Point to upgrade.

**Siberian Fur Trade
Cost: 200 food, 200 wood, 200 coin
Pre-tech: None
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrial
Available to Civilizations: Russian
Effect: Ships 2 Huge Chests of Coin and 1 Huge Chest of Coin for every 3 minutes of the game, up to 30 minutes, but gives Villagers -5% gathering rates at mines and plantations

Slave Trade
Cost: 100 wood, 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Fortress
Available to Civilizations: All
Effect: -10% Villager Hitpoints, -3% Villager speed, but +10% Plantation and Whale gathering, +10% more wealth from Trade Routes and Crates, +10% Villager crate gathering

**Spanish Gold Trade
Cost: 200 food, 200 wood, 200 coin
Pre-tech: Slave Trade
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Industrialize
Available to Civilizations: Spanish
Effect: -3% Villager speed, -2% Military unit speed, but ships 1 Crate of Coin for every 4 minutes of the game, up to 30 minutes, grants +20% more wealth from Trade Routes and crates, and makes villagers gather from crates +20% faster

**British Hired Privateers
Cost: 200 food, 200 wood, 200 coin
Pre-tech: Slave Trade
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Fortressize
Available to Civilizations: British
Effect: Ships 2 Privateers and gives all Privateers +100% more damage against Villagers, Fishing Boats and Docks

Abolition Of Slavery
Cost: 100 wood, 100 coin
Pre-tech: None
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrialize
Available to Civilizations: British, French, Portuguese, Spanish, Russians, Dutch, Germans
Effect: +10% Villager hitpoints, +3% speed, but -10% Plantation and Whale gathering, -10% Wealth from Trade Routes and Crates, -10% villager crate gathering

Public Schooling
Cost: 100 wood, 100 coin
Pre-tech: Abolition Of Slavery
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrialize
Available to Civilizations: British, French, Portuguese, Spanish, Russians, Dutch, Germans
Effect: +10% Villager hitpoints, +3% speed

Natural Philosophy
Cost: 100 food, 100 wood, 100 coin
Pre-tech: Public Schooling
Current Research Time: 30 Seconds
Tentative Research Time: 40 Seconds
Available Age: Industrialize
Available to Civilizations: British, French, Portuguese, Spanish, Russians, Dutch, Germans
Effect: +10% Observatory hitpoints, +100% Observatory XP-autogathering

Separation of Powers
Cost: 200 food, 200 wood, 200 coin
Pre-tech: Natural Philosophy
Current Research Time: 40 Seconds
Tentative Research Time: 60 Seconds
Available Age: Imperialize
Available to Civilizations: British, French, Portuguese, Spanish, Russians, Dutch,
Effect: -50% Capitol upgrade cost, (-20% for Spies and Blockade), but -5% villager, fishing boat, bank and factory gathering, -5% Trade Route and crate wealth, and -5% Villager crate gathering rates.


....


Those are the techs in their order in which they are presented.

I hope this satisfies you. You should be able to guess at whatever else, and which picture each tech corresponds to.



regards,





murdilator
Last edited by murdilator on Mon Apr 22, 2013 9:57 am, edited 1 time in total.
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots,

Post by joe4holly »

Mother of God....

Have you done the imposable and add new units/models into the game yet?
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots,

Post by P Gracias »

I wish I was good enough to work on a project like this ;) , but all I know is basic stuff. Looks really nice, maybe I'll start playing AoE3 again.
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots,

Post by murdilator »

No I haven't done that, Joe, I just used an ingame building, the SPC Ossuary from the Knights of Malta Campaign with Morgan Black and Alaign Magnan.

Honestly I have no idea why I didn't think of this before.

I copied and pasted it at the bottom of the Protoy, then copied and pasted a lot of stuff from the bank, then added techs, and started being creative. This is actually simple. The Techs use ingame art files, so I had to be relatively creative for what they looked like.


P Gracias, I appreciate what you say, but I think this project is quite possible for you to help on if you wish. I'm not great at delegating responsibilities, but if you like I will make some simple guides explaining here and there what I do in the coding, so that everyone can understand and mod their own game.


Let me first upload this mod. The Iroquois and Sioux need more and better upgrades at their buildings, possibly even a new big button.

I also want to improve the consulates a little bit, and while were at it, how about add more techs for Revolution, or enable Settlers, but only half the regular build limit, like: Once you revolt, you can only build 50 settlers, or 40 Coureurs and/or 10 Settlers Wagons. Ottomans would have to be able to build Settlers after Revolution, but only 50, just like the rest (I found that there was a bug in letting them spawn villagers, because instead if spawned colonial militia after the Revolution).

I've added two more techs:

- Advanced Hot Air Balloon (French Only)
- Lumber Mills (enables a Lumber Mill, which can be built by the Explorer after upgrading this tech. It gives a medium trickle of wood. available after Trans-Continental Railroad)
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.

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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots,

Post by P Gracias »

I don't know C++ just basic C#, oh and any changes with Asian civs?
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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots,

Post by murdilator »

I have in plan not to neglect the Asians. They will receive more techs at their consulate, and more balanced things. I have already greatly improved brigade shipments, like so:

British Brigade:

New: 16 Rogers Rangers, 12 Redcoats, 4 Lifeguards, 4 Falconets

Original: 16 Rogers Rangers, 5 Falconets


Dutch Brigade:

New: 32 Stadhouders, 14 Carbineers, 3 Mortars

Old: 28 Stadhouders, 4 Mortars


French Brigade:

New: 10 Gendarmes, 10 Old Guard, 2 Horse Guns

Old: 15 Gendarmes


German Brigade:

New: 18 Needle Gunners, 6 Zweihander, 10 Uhlans, 2 Heavy Cannon

Old: 15 Czapka Uhlans, 19 Needle Gunners


Ottoman Brigade:

New: 20 Tufanci Corps, 8 Gardeners, 3 Great Bombards

Old: 13 Tufanci Corps, 4 Great Bombards


Portuguese Brigade:

New: 22 Guerreiros, 9 Jinetes, 4 Horse Guns

Old: 11 Jinetes, 4 Horse Guns


Russian Brigade:

New: 12 Siberian Cossacks, 10 Kalmucks, 10 Bashkir, 3 Culverins

Old: 15 Bashkir, 3 Culverins


Spanish Brigade:

New: 18 Espadachins, 12 Tercio, 15 Garrochistas, 2 Falconets

Old: 15 Garrochistas, 19 Espadachins



Then a new 'Colonialism' tech, which costs 300 Export, and gives consulate armies -10% export cost and -10% Train Points. It also refunds the 300 by giving 300 export.

Alliance wise:

- Portuguese Allies: gives +8% Gunpowder Damage and +5.0 LOS (instead of giving -15% non-coin building cost)

- Ottoman Allies: gives -10% All building cost (instead of +10.0 LOS)

Techs:

British Consulate:
- 4 Spies Replaced by Arsenal Wagon
- 5 Petards replaced by 5 Lifeguards

Portuguese Consulate:
- 3 Fishing Boats now sends 6 Fishing Boats, but costs 300 export (up from 250)
- 1 Caravel with 3 Petards now sends 1 Caravel with 10 Guerreiros
in it
- Ironclad Tech now sends 1 Frigate and 2 Privateers

French Consulate:
- Food Crates ships 700 food
- Wood Crates ships 600 wood
- Coin crates ships 600 coin

Spanish Consulate:
- Nanban Trade now costs 400 (down from 450), and makes villagers also gather 25% fast from crates
- May make Mercantilism cheaper, such as 500 export
- May improve bonus to something like 8% Hand unit damage (instead of the silly +0.80 XP trickle)

Dutch Consulate:
- May make 0.80 Coin Trickle something else, or more substantial, like 2.0 or something

Ottoman Consulate:
- Maybe make Minutemen tech give 2 Towers instead, or add a tech that gives increased trade wealth (this researchable after 4 Settlers).

German Consulate:
- May give some trickle to other consulate allies to avoid this one being so good

Russian Consulate:
- Perhaps something more military boost rather than the silly, buggy blockhouse

Japanese Consulate
- no boost


So that is it so far.
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.

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Re: AOE3 FP 1.3 Xiston -- Observatory Building Screenshots,

Post by murdilator »

This first beta version of N3O FP1.3z2x should be up on aoe3.heavengames.com by tomorrow; I have submitted the first draft, for the general enjoyment (or ) of the public.

The Modpacks section, where it will appear:

http://aoe3.heavengames.com/downloads/l ... y=modpacks


I ask you to install new art files, but if people don't want to do that, then I will make the patch run without them. (For instance I've modified the look of Russian Cuirassiers to have the upgraded horse but not the upgraded look).



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

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Re: AOE3 FP 1.3 Xiston -- Observatory Building screenshots,

Post by murdilator »

I've updated this file, so that everyone can enjoy it.


EDIT: Probably will put Nizam-E-Cedit Line Infantry and Russian Cuirassier just as Scenario Editor units.
"Feel the Might of the Sioux!" - Gall, when fighting and defeating your army at his own base.

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Re: AOE3 FP 1.3 Xiston -- Observatory Building screenshots,

Post by P Gracias »

murdilator wrote: I've updated this file, so that everyone can enjoy it.


EDIT: Probably will put Nizam-E-Cedit Line Infantry and Russian Cuirassier just as Scenario Editor units.
New units, wow. Keeps getting better and better.
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Re: AOE3 FP 1.3 Xiston -- Observatory Building screenshots,

Post by murdilator »

Due to remarks from Agecommunity, I have decided to keep both units in the scenario editor, with their techs.

However, the Russian Cuirassier will be shippable via an Observatory tech called "Prince Alexei Cuirassiers", thus you get 12 Royal Guard Cuiassiers for 1000 coin and 1 Homecity shipment. Also, they upgrade to Imperial Status once you hit Imperial Age. The Computer should also now upgrade this tech.

The best part is that I have gotten the AI to build two sets of walls, to use German Town Farmers Card and train Settler Wagons, but also to be more aggressive. They will build Observatories in the Imperial Age (so as to prevent them messing up their Guard unit upgrades), and have managed to keep from switching too much from resource to resource.

I need to fix up some strings, however.

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

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

Scenario Design Competition Participant 2009:

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