Description

A large modification that enhances Asian Dynasties game-play greatly, without changing the way the game is played. Is more like the original game than the previous release. Has a Custom AI that plays all civilizations and uses all the new content in the game. Over 100 new technologies to research, balance changes and more! 9 New Civilizations also!

Preview
N3O Patch 1.3z3Ra Added Pack (Works online!) (January 10)
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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

This works online, if you skip out the contents of the RM3 folder, and install the rest as usual! It will tell you that 'You have modified your random maps and set files, you will not be able to play online games' when you go online, but as long as you do not have the maps in the RM3 folder installed, you will be able to click it away and play with others that also want to play online.

I recommend Downtown Maps, Maritime Maps, Legend Maps with this mod!

Included is a highly-effective version of the Klaxon AI, which is skilled in Treaty and High Resource games!

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

It no longer displays the message "You have modified your random maps and set files..." because I added mapsetnames.xml and resources.xml to the "Goes to Program Files" --> "data" folder.

This means games work online uninterrupted!

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

The aim in this version of the mod is to get back to the original game with just the new content involved. 'As close as possible' but 'still great!'

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Guest
Guest - - 691,132 comments

Hi. How do I play the new civs? Mercenaries, Pirates, etc

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

I wrote up how to get it to work: for Single player, the 131 Homecities on this same site:

Moddb.com

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

Added description to get civs on single player:

Download these Homecities and install in My Documents - My Games - Age of Empires III - Savegame

Moddb.com

They have pre-researched cards for most or all of the civilizations.

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

Here is a way of getting it to work on multiplayer, from Special Civs on ESO:
Aoe3.heavengames.com

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

It's possible to get ranked matches with the new Civs, and I have played treaty together online. I found that one has to have a Homecity with level 80 or 100 of another civ to get Cards for these new Civs, because they do not gain XP through multiplayer games online. They do gain XP on Single Player.

Black's Mercenaries has 100 Cards, Malta something like 85, United States 110, and Pirates something like 120.

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

I cracked the code how to add new Revolutions to the game.

First you need to copy an existing revoution in the Techtreey:

<Tech name ='XPRevolutionSpanishGrandMasters' type ='Normal'>
<DBID>5337</DBID>
<DisplayNameID>150811</DisplayNameID>
<Cost resourcetype ='Food'>1000.0000</Cost>
<Cost resourcetype ='Wood'>1000.0000</Cost>
<Cost resourcetype ='Gold'>1000.0000</Cost>
<ResearchPoints>10.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\techs\revolution</Icon>
<RolloverTextID>150810</RolloverTextID>
<Flag>CountsTowardEconomicScore</Flag>
<Flag>RevoltTech</Flag>
...

Then you modify the unit you want it to ship, or the bonus you want it to have:

<Effect type ='Data' amount ='20.00' subtype ='FreeHomeCityUnit' unittype ='Rodelero' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
...
<Effect type ='TechStatus' status ='active'>VeteranRodeleros</Effect>
<Effect type ='TechStatus' status ='active'>GuardRodeleros</Effect>
<Effect type ='TechStatus' status ='active'>ImperialEspadaMalta</Effect>

Then you add it to the Civ you want it to be enabled for in the Age0Tech:

<Effect type ='TechStatus' status ='obtainable'>XPRevolutionSpanishGrandMasters</Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionPortugueseGrandMasters</Effect>

...

Then you want to disable it if the player advances to Imperial Age:

<Tech name ='ImperializeSPCAct1' type ='Normal'>
<DBID>1829</DBID>
<Status>UNOBTAINABLE</Status>
<Icon>ui\post_game\time_line_age_5</Icon>
<Flag>Shadow</Flag>
<Effects>
<Effect type ='TechStatus' status ='active'>Imperialize</Effect>
<Effect type ='Data' amount ='2.00' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>WarDog</Target></Effect>
<Effect type ='TechStatus' status ='unobtainable'>XPRevolutionSpanishGrandMasters</Effect>
<Effect type ='TechStatus' status ='unobtainable'>XPRevolutionPortugueseGrandMasters</Effect>
</Effects>
</Tech>

Then you add it to randommapstringsy, your text descriptions:

<String _locID ='150810'>Grants 20 Imperial Rodeleros.</String>
<String _locID ='150811'>Spanish Grand Masters</String>
<String _locID ='150812'>Grants 15 Imperial Cassadors, and enables them.</String>
<String _locID ='150813'>Portuguese Grand Masters</String>

After that, you add it to civs:

<civ>
<name>SpanishGrandMasters</name>
<main>0</main>
<homecityflagtexture>objects\flags\spcact1</homecityflagtexture>
<homecityflagbuttonset>maltaFlagBtn</homecityflagbuttonset>
<homecityflagbuttonsetlarge>spanishFlagBtnLarge</homecityflagbuttonsetlarge>
<postgameflagtexture>ui\ingame\ingame_ui_postgame_flag_USA</postgameflagtexture>
</civ>
<civ>
<name>PortugueseGrandMasters</name>
<main>0</main>
<homecityflagtexture>objects\flags\spcact1</homecityflagtexture>
<homecityflagbuttonset>maltaFlagBtn</homecityflagbuttonset>
<homecityflagbuttonsetlarge>spanishFlagBtnLarge</homecityflagbuttonsetlarge>
<postgameflagtexture>ui\ingame\ingame_ui_postgame_flag_USA</postgameflagtexture>
</civ>

Order is important here, so you want the new revolution tech in the same order in the civs.xml file as you have in the techtree for the new revolution.

Then you add it to PoliticianData, for art descriptions and for you new civ:

<XPRevolutionSpanishGrandMasters portraitfilename="ui\\ingame\\politicians\\consulate_spanish"/>
<XPRevolutionPortugueseGrandMasters portraitfilename="ui\\ingame\\politicians\\consulate_portuguese"/>
<XPRevolutionBritishColonyAlliance portraitfilename="ui\\ingame\\politicians\\consulate_british"/>
<XPRevolutionFrenchColonyAlliance portraitfilename="ui\\ingame\\politicians\\consulate_french"/>

And after that you add it to the TownCenter in Protoy:

<Tech row ='0' page ='1' column ='1'>XPRevolutionSpanishGrandMasters</Tech>
<Tech row ='0' page ='1' column ='1'>XPRevolutionPortugueseGrandMasters</Tech>
<Tech row ='0' page ='1' column ='1'>XPRevolutionBritishColonyAlliance</Tech>
<Tech row ='0' page ='1' column ='1'>XPRevolutionFrenchColonyAlliance</Tech>

With the civs file you can choose the Homecity flag and Water Flag and Flag above buildings you want your revolution nation to have, and it's Postgame Flag. In Politician Data its important to choose a portrait for your new Revolution, such as an existing Politician or Consulate Flag, to serve as your double.

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

I'm trying to get this from files section to mod section.

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