Screenshots + ideas from N3O Patch

General Discussion about Age of Empires III: Definitive Edition

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murdilator
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Screenshots + ideas from N3O Patch

Post by murdilator »

About the AI:

I've found out more how the AI makes itself more aggressive/unaggressive. If you set the maximum population cap to 250, keeping a small defensive force, we take in two factors. 1) villager population, usually set to 80 in my patch, a little more for the native civs. so 170. Say now the real exact pop limit is 220 for a given civilization in Imperial. that's 140 military pop. But if they only keep 1/6 of their army in defense when over 60 pop, this means that they somehow thing attacking with either a few units is ok, or with 140 units. They become very inbalanced.

However, if Comps keep to 220 pop, then have 220 max pop, they will be balanced aggressive, and help their allies a lot more, regardless of their conditions. They will attack with 60-80 men, counter-attack, and keep the defensive force helping themselves or their ally. Though they are less powerful to begin with, they are strong overall, and its hard to beat them unless you attack from two sides at once. The only downside to this is that they used attack-move with musketeers, using their buildings as shields for their units, and when you have mortars, the computer allows its buildings to get toasted.

Now of course you must have an aggressive strategy, but not too aggressive that they can't recover, or that in some games they become the useless ally who dies after 10 minutes. No, its better that they are more balanced, helping their teammates, with a moderate aggression, so that humans may experience the game in a much funner sense. It also gives us the understanding that it is up to the human to lead his computer allies to victory, not the Computers usually themselves (though in some very special late-game situations, the computer does manage to dominate another AI, but this is often the result of double-teaming.)


The maximum number of unit types the Computer should train is 5. Above this, only cannons should be placed at a low priority, such that they build them primarily in crisis, or when you try to swarm them with infantry and their buildings can act as a shield to protect their vulnerable artillery. Thus, cannons with the AI are best used defensively, although we would eventually want them to know how to use them smartly offensively.

The AI also has thick knowledge of the use of cavalry such as Oprichniks. It will build a couple if you give a priority for them, but it will generally used them with its military to nock out enemy artillery pieces - that is, granted you have not enabled them to build Culverins (which in the AI are currently 0.01 priority).



New Arsenal Techs/Monastery Techs:


A great thing missing in the later N3O Patch versions is something to hold the Asians up: depth.

Thus, I've designed several monastery techs, yet I think the Monastery ought to remain more economic, a few special techs, and buildings such as the Arsenal should maintain the military improvements. Given that each Wonder has its own usage, it may be intriguing to put 1 unique tech at each wonder. However, Wonders can be destroyed, and we want the best possible solutions for late-game players, one such as being able to build a wonder back in Imperial. Another idea would be to make the Shogunate Wonder more like a Fort, the Agra more like an Indian Fort, and one of the Chinese wonders like a Fort, in a way that they are built like Forts, while you age up like European nations do. However, I know that that would be highly unpopular, so I'm not going to do that.

Now back to the Arsenal. There are three tech ideas: The Push of Pike, Gunpowder Stores, and Fine Powder. The first would give Pike/Landsknecht units +10% HP and +2% speed; Gunpowder Stores (stockpiling Gunpowder) would give -5% Gunpowder Units/Gunpowder Cavalry Coin Cost, while Fine Powder would give +5% Damage to Gunpowder Units, Gunpowder Cavalry, Artillery and Warships.

However, the Fine Powder would be strong for civilizations such as the Dutch, who rely on Skirmishers/Ruyters to carry the day. Also, these techs could be Advanced Arsenal techs.

A great point of these is to demonstrate that early Gunpowder could be more Expensive. Arsenals could be buildable in Colonial from the start. Civilizations such as Portugal/Ottomans, however, would start with Gunpowder Stores researched, so that they remove a 5% coin cost penalty. Or, better still, Each civilization could have 1 unique arsenal tech, that others don't get.

What I mean is this. Musketeers have -5% to -8% less ranged Damage in N3O FP than in the regular game. However, they also have 1.1x ranged bonus vs Cavalry, so they counter cavs just as well.


Asian Musketeers/European Musketeers

It seems as if history shows that Asian Muskets were not very good in early stages, and that as they became more disciplined, they became more on par with European armies. That would mean Sepoys/Ashigaru should be cheaper, weaker, but be stronger and cost more as the game goes on.

So for instance, 65 food, 30 coin, for Sepoys, 150 HP, 22 damage, 1.1x vs Cav, 14 Melee, 3x vs Cav; Ashigaru, 50 food, 30 coin, 140 HP, 22 damage, 1.1x vs Cav, 11 Melee, 3.5x vs Cav.

This compares to the fact that Muskets have 150 HP, 21 ranged damage, 1.1x vs Cav, 13 Melee, 3x vs Cav in this patch.


Lategame, however, Sepoys would be aimed to 71 food, 33 coin, 370-380 HP, 50-52 damage, 33 Melee; and Ashigarus, 60 food, 33 coin, 330-350 HP, 53-54 damage, 28 melee.

Rajputs, for India would be something like 180-200 HP, 14-15 damage, 5-5.50 speed, 75-80 food, 25-30 wood. Gurkhas would remain as they are.


Now to the Screenshots.
"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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murdilator
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Re: Screenshots + ideas from N3O Patch

Post by murdilator »

Screenshots:

First one, Push of Pike next to Pillage, Gunpowder Stores after it, and Fine Powder on the bottom right.


Second Screenshot, FU Redcoat Stats:


Third Screenshot, Gurkha Trainable/upgradeable from Barracks after Royal Green Jackets (Observatory tech). Start with Counter Infantry Rifling/Disciplined Upgrade.


Fourth Screenshot, Dutch FU Nasseur Stats, w/The Push of Pike:
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Last edited by murdilator on Tue Nov 05, 2013 7:11 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
User avatar
murdilator
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Posts: 249
Joined: Sat Sep 20, 2008 10:29 pm
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Re: Screenshots + ideas from N3O Patch

Post by murdilator »

Some more screenshots, but this time of earlier testing with India:


1st Screenshot Indian Mixed army:


2nd Screenshot: Indian Monastery techs:


3rd Screenshot: French Army lategame


4th Screenshot: Spanish Army lategame
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Last edited by murdilator on Tue Nov 05, 2013 7:22 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
User avatar
murdilator
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Posts: 249
Joined: Sat Sep 20, 2008 10:29 pm
Location: Norway

Re: Screenshots + ideas from N3O Patch

Post by murdilator »

Here are some more interesting thoughts:




1st Screenshot: Iron Troops: skirmisher unit with a Melee resistance!



2nd Screenshot: Extra upgrade for Coureurs?



3rd Screenshot: France builds a balanced army when you give Goons 1.1x vs Buildings! HA!



4th Screenshot: Auto-upgrade Veteran Muskets for Germany, and they'll consider using them/upgrading them when enabled lategame (which the AI never does), even if you haven't told them to!
You do not have the required permissions to view the files attached to this post.
"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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