You are here Supported software Age Of Empires III : The Asian Dynasties Patch 1.03 Age Of Empires III : The Asian Dynasties Patch 1.03 Informations. Contribute New installer. Creator Message; NSLW. Morgan Black and his descendants help the Aztecs resist conquest by Spanish conquistadors. Age of Empires III Improvement Patch v. The Asian Dynasties Real Time Strategy Follow 90; Add File; About; Advertise. The GameRanger Asian Dynasties balance team is happy to introduce Fan Patch 1.3. The Asian Dynasties v1.03 Patch off WP (13mb). Patch 1.01a – Balance. The 1.03 Notes are now officially available on ES site. Some very good things like a nerf to Spain and to the forest prowlers. Uhlan bug is also fixed. And if you want to talk about it you can go to this topic. I especially appreciate that you all have decided to make a patch for mac, which is almost totally neglected mod/patch- wise. A lot of people were against the 1. Mac due to some of the balance changes. There were some glaring imbalances though in 1.
I'm sure 1. 3 will have imbalances as well, it's bound to happen. . However, if possible, I will confer with my available testers. We balanced off of that patch with a minimalist approach, as much as we could. Opinions do vary greatly on whats . Crossbows can now not be hit and run quite as easily. If you are truly looking to fix Abus Guns, there is only one possible way to do so. Remove the siege damage and give them ranged damage. ![]() ![]() Take all the negative multipliers away and let them have at it. With some slight adjusting to attack/Ranged Resistance it's a totally balanced unit. Also, the texture coords, or texture co- ordinates on Big Buttons refer to a picture of 5x. Big Buttons. Not all of the Big Button icons are used yet, and you just put in the right texture coordinates and viola, you can use the unused art files. There is one that is for Coyote Runners, about 3 for Warchiefs, 1 for Cannons, 1 for Tepees, etc., that were not used in the original game. I highly advise looking into this, especially if you want to add new big button techs into the game. For instance we changed the way Fan Patch 1. Portuguese card swapping to get the infantry upgrades into colonial. We changes the way that was handled so the cards are again in the correct spots when selecting cards. . If you want, you can use the name and all the techs I had ideas about and add them into your patch (I called mine Observatory, but beware of using University, because the Napoleonic Era (NE) crowd will get angry about their supposed . We tried to bridge the gaps between Fan Patch 1. Fan Patch 1. 2. We looked for a happy medium between the two, while trying not to add anything new. The biggest change I think we did was make units the throw spears/tomahawks throw correct projectiles as opposed to musket balls. . In my own mod, I don't have too many techs for this building (about 9- 1. Iroquois and Sioux), in correspondence to the Observatory (about 3. Aztec Great Temple (Aztec Factory- type building with special Warrior Priest Upgrades). Patch 1.03 Age of Empires 3 Asian Dynasties is hosted at free file sharing service 4shared. Share Add to my account. URL: HTML code: Forum code: Checked by McAfee. If 2. 5, then 2. 5 can dance there. As far as I know, 2. Lots of game breaking bugs that can lead to unfair abuse. This is confirmed on both PC and Mac copies of the game. You may PM me on RTS- Sanctuary if you are interested in them, and possibly looking for a fix to the bugs. . Afterwhich Veteran Pikemen would give +0. Pikemen. Also, increasing their maximum hand attack range slightly (though it makes them more vulnerable to musketeers), would give them a great edge over cavalry units. I even tested giving Pikemen 1 area, but I didn't like the results, so I kept the original improved design. We tested some changes to them, but they were never an issue and performed fine with micro. Everything went back to Musket type units being really just too good in general. We really wanted to change Musket units too, but we got a lot of backlash from the community so we dropped the idea. Musketeer type unit nerfs would fix a ton of problems in the game, but it's hard to get people to accept that they are too strong, on top of the long testing period we would have to perform. . So, in my patch, Muskets have 2. Cavalry. Fortress give them +. Hand Infantry, correspondingly 2. Ashigarus have 2. Janissaries just get 1. Cavalry, Sepoys have 1. HP, 2. 4 ranged damage, 1. Tomahawks have 2. Cavalry, +0. 4x ranged bonus vs Cavalry from Big War Hut Lacrosse, etc. They flipped out a bit on us changing the British houses back to 1. They don't like changes, let alone complicated ones. . This has been suggested many times over and over, but so far, my patch is one of the few that includes it. It's nothing the team ever looked at as most games rarely make it to that stage and when they do, the extra 8. Royal Guard upgrades didn't seem to be noticeable for us to consider a change like that. . They are probably one of the only units in the game that functions EXACTLY as it was intended. The only issues I have ever heard about are cavalry boxes in mid/late game team or treaty games. They were both rejected due to the challenges of making them balanced for Dutch players. We had already boosted Dutch early game with a +1. Halberdiers gave Dutch. . There is no reason to boost them what so ever. They aren't used because Ashigaru Musketeers are cheaper and perform the job of killing cavalry well enough that Samurai just won't really ever be used. No real reason to give Japan another overly strong unit. The issue here isn't so much a unit issue, but a game design issue. Ashigaru Musketeers should never have been added to the game. Samurais should have always been Japans main anti- cavalry unit. Especially given the amount of detail that went into their fighting animation. Ensemble or Big Huge Games simply made a poor gameplay decision, and it's nothing that can be fixed in a fan patch, but could be in a full blown modification. This was discussed a ton during testing, as more of a complaint we had with the final product of the game. . Lategame use often drains players, so I advise 1. Hussars, 3. 9 Train Points, and 5. Uhlans. Cossacks could be 7. Early Supremacy due to their absurdly high coin cost. These changes actually make Cuirassiers less of a problem, because indirectly it makes it easier to counter them. In real life as warfare progressed cavalry just became less useful. They were really already obsolete well before WWI, no one really knew it then though. That being said, from a game play point of view I don't see an issue with the units costs overall. Cuirassiers are more the issue than other cavalry being too expensive. Cheap Cuirassiers cause imbalances due to their cost effectiveness against their counters, on top of the equal economy and an extra 2. France has compared to other civilizations. . Historically they were vulnerable to cavalry, and used as anti- pike infantry, so it doesn't make sense to use them otherwise. I disagree gameplay wise since it's already established what it's role is and strategies are designed to use the unit as is. Again we went from a minimalist perspective. Had I been on the development team, trust me I'd have never allowed . I never really saw it as game changing in most cases. Let alone I don't really notice it. . No idea what the team of testers I worked with would have thought of it. . The only real big difference is if you want to play aggressive and rush you age with 1. I honestly feel if Musket units had a nerf this change could be eliminated. . Cavalry, and 1. 2. Heavy Infantry. After the above changes, they would desparately need this in order to counter Rodeleros/Pikemen/Musketeers, who have high- highpoints as their base. Historically, grenadiers were big men and had advantage in the melee, so this should be evident that hand infantry shouldn't just pwn them so quickly as in previous versions of the game. Everything including villagers counter this unit. I truly believe down in my heart this unit was made specifically for the fact that when you were to use them and win, you could rub it into your opponents face. It's a troll unit at its finest. . Code Napoleon could give just +1. Building Cost (down from +5. Bestieros could cost 1. Crossbowmen. Quaterfage could give +1. Halberdiers, to negate penalties from Corsolet and make them a problem to deal with. Rogers Rangers could give Skirmishers +2 Range & LOS. Black Watch could give Highlanders +1. Also, some could give more units, and all special one- type unit techs should make their unit type Royal Guard. Some are way too good, while others are totally useless. Some are also a little to hard to utilize or justify. Unfortunately it came a bit late into the testing and we never had time to test it. There were a couple ideas thrown around, but nothing stuck. . And thank you for giving time to do this great modification. All other rights- including, but not. Heaven. Games LLC. Federal law provides criminal and civil. In addition, please read.
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