In this action adventure tale of historical fiction, players take on the role of Morgan Black and his family, struggling against the hostile wilderness and a mysterious cult that's crept in from Europe. In a series of 24 scenarios divided into three acts, Morgan Black and his descendants help the Aztecs resist conquest by Spanish conquistadors, pit the French against the British in the French and Indian War and help Simon Bolivar lead revolutions in South America.

Description

A short modification that enables Gates for AIs with wall-building for Aztecs and Asians, adds new Land and Water Treasures, and adds 9 new civilizations to Asian Dynasties. This minor mod is meant for playing versus the AI online and includes easy install/uninstall. Matches work online if all players have it installed!

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Bonus Expansion Pack (January 10)
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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

This modification is meant to be played both with and without custom maps! It gives players minor changes while enabling gates for wall-building AIs, such as the Flycatcher + Guardsman and the Klaxon! It enables players to get XP with faction balance and a game in an online Comp Stomp. Be sure to have custom AI installed to improve your online experience!

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

To get East India Company Homecity working online, here is an updated version of iamchanceless' Special Civs for ESO mod:

Moddb.com

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

I cracked the code on how to get new civs working, and it took me 2-3 days to get Italians and Swedish Civilizations playable with Homecities:

Step 1:

Copy an Existing Civilization from Civs.xml to the bottom of Civs.xml, but above minor civilizations (starting with Aztecs).

<name>YourCivHere</name>
<main>1</main>
<statsid>DE</statsid>
</civ>
...
<civ>
<name>Aztecs</name>
<main>0</main>
...

Second, add 4 Language Strings in the randommapstringsy file, 2 for Homecity and Explorer name, 2 for Civilization name and description. The display name and rollover name number must match that number in the language file.

<displaynameid>150615</displaynameid>
<rollovernameid>150616</rollovernameid>

...

<String _locID ='150615' symbol ='cStringCivNameYourCivHere'>YourCiv</String>
<String _locID ='150616' symbol ='cStringCivRolloverYourCiv'>Earns Home City Shipments faster. Best units: Uhlan, Halberdier, Musketeer.</String>
<String _locID ='150617'>Homecity Name</String>
<String _locID ='150618'>Explorer Name</String>

...

Then Age0Tech for your civ, and Post-Industrial and Post-Imperial Techs.

<Tech name ='Age0YourCiv' type ='Normal'>
<DBID>5331</DBID>
<Status>UNOBTAINABLE</Status>
<Flag>Shadow</Flag>

...

<Tech name ='PostIndustrialYourCiv' type ='Normal'>
<DBID>5332</DBID>
<DisplayNameID>36249</DisplayNameID>
<Status>UNOBTAINABLE</Status>
<Icon>units\artillery\organ_gun\organ_gun_icon_64x64</Icon>
<Flag>Shadow</Flag>

...

<Tech name ='PostImperialSwedish' type ='Normal'>
<DBID>5333</DBID>
<DisplayNameID>36313</DisplayNameID>
<Status>UNOBTAINABLE</Status>
<Icon>units\artillery\organ_gun\organ_gun_icon_64x64</Icon>
<Flag>Shadow</Flag>

...

Be sure to have the flag icon available for your civ for the Water Flag, Flag on top of Buildings, and Homecity Flag Button in civs.xml.

<portrait>objects\flags\swedish</portrait>
...

Post-Industrial Techs and Post-Imperial Techs must match name in Techtreey:

<postindustrialtech>PostIndustrialYourCiv</postindustrialtech>
<postimperialtech>PostImperialYourCiv</postimperialtech>
...

Homecity Flag Buttons in civs.xml:

<homecityfilename>homecityYourCiv.xml</homecityfilename>
<homecityflagtexture>objects\flags\swedish</homecityflagtexture>
<homecityflagbuttonset>randomFlagBtn</homecityflagbuttonset>
<homecityflagbuttonsetlarge>germanFlagBtnLarge</homecityflagbuttonsetlarge>
<postgameflagtexture>ui\ingame\ingame_ui_postgame_flag_german</postgameflagtexture>

...

Hero Regeneration:

<unitregen>
<unittype>Hero</unittype>
<rate>0.25</rate>
<idletimeout>3.5</idletimeout>
</unitregen>
<unitregen>
<unittype>Minuteman</unittype>
<rate>-2.0</rate>
</unitregen>
</civ>

This constitutes the basics of a civ. To create a single player homecity copy and paste an existing single player homecity, then edit:

<defaultfilename>homecityYourCiv.xml</defaultfilename>
<civ>YourCiv</civ>
<hctype>HC</hctype>
<name>Homecity Name</name>
<heroname>Explorer Name</heroname>

...

Export an existing Homecity.xml from Data3.bar and rename it to Your Civ homecity.

<civ>YourCiv</civ>
<name>$$150617$$</name>
<heroname>$$150618$$</heroname>

Name and Heroname must match that number in the Language String file.

Add the cards you want by studying other homecities, and add them in the right x and y coordinate places to have fun!

Enjoy your new civ!

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

Other people can play your new civ if they have the new civs.xml file, new techtree file, and new randommapstringsy file. If its a civilization that uses civilization specific politicians then you need to add them in politiciandata, which is in the data3.bar and DataPY.bar files. If you upload these to a site like aoe3.heavengames.com and moddb.com, new civilizations can even work online. You can get rated games with them if you play as your new civilization, and play against an original civilization, thought if you play new civilization versus new civilization and you win you only get win percentage and not any rank bonus. To make a new homecity online in Asian Dynasties, for instance, with a new civ, you need (with some homecities) to have an online homecity around level 80, because some new civs depending on which they are either allow you to get XP online or remain at the level they are.

Here is an example file that allows you to make new civilizations, and you can copy and paste one of the small civs.xml files (3 kb) and put in YourCiv as a option to create by modifying the file, and putting in the relevant homecity.xml file, and by launching vanilla to create a new homecity. If you have level 80 homecities in Asian Dyansties, for instance, in Vanilla creating a new homecity with your new civ will start at level 80, regardless of that you are on Vanilla.

Moddb.com

New civs are rated online games if you win versus an original civ, and yes if you have the same files you can play online multiplayer games. If you include backup of the original techtree, and delete the custom civs file when you want to play regular, it works like clockwork!

Reply Good karma+2 votes
Justus_Pacificia Author
Justus_Pacificia - - 92 comments

I cracked the code for Water Trade Routes. You need new crate units, one for food, wood, coin. Also you need a new trade unit for the Travois, Stagecoach, Train. So Caravel, Galleon, Frigate Art with duplicates of these units will work. Lastly you need TradeRoutes in art to allow extra types of routes, and TradeRoutes that goes into data you need the new crate units. Also you need to add technologies: two for trade route upgrades (use Galleon and Frigate Icons on duplicates of Stagecoach and Train Technologies), and one for an enabler technology. Then you need to add to maptypes "WaterTradeRoute", and to mapspecifictechs (which enables your trade route techs) before "default" and after all the other map modes, near of the end of code, mapname = "WaterTradeRoute", and have your enabler tech put in there, along with any mercenaries you want enabled by chance or outlaws by forced map techology.
Lastly you need to put in a Random Map Script, "searoute", which in TradeRoutes upgrades from "searoute" (Caravel )to "searoute2" (Galleon) and from "searoute2" (Galleon) to "searoute3" (Frigate). Sequence is important here. To make food/wood/coin crates appear BEFORE XP crates when you upgrade your route, you have to put your new food/wood/coin crates in the TradeRoutes Code after the other ypCrateofFood1, etc. and before CrateofXP. Otherwise the order will be different in Naval Trading Posts than regular Trading Posts.

TradeRoutes:
...
<upgrade>
<from>searoute</from>
<to>searoute2</to>
</upgrade>
...
<upgrade>
<from>searoute2</from>
<to>searoute3</to>
</upgrade>
...
<unit>
<name>fpCrateofFood1Naval</name>
<count>1</count>
<mincount>1</mincount>
<maxcount>1</maxcount>
<countincrement>0</countincrement>
<activetooltipid>34054</activetooltipid>
<disabledtooltipid>34058</disabledtooltipid>
<techprereq>fpEnableNavalNativeOutpost</techprereq>
<activeicon>art\ui\command\generate_food_on</activeicon>
<disabledicon>art\ui\command\generate_food_off</disabledicon>
</unit>
<unit>
<name>fpCrateofWood1Naval</name>
<count>1</count>
<mincount>1</mincount>
<maxcount>1</maxcount>
<countincrement>0</countincrement>
<activetooltipid>34053</activetooltipid>
<disabledtooltipid>34059</disabledtooltipid>
<techprereq>fpEnableNavalNativeOutpost</techprereq>
<activeicon>art\ui\command\generate_wood_on</activeicon>
<disabledicon>art\ui\command\generate_wood_off</disabledicon>
</unit>
<unit>
<name>fpCrateofCoin1Naval</name>
<count>1</count>
<mincount>1</mincount>
<maxcount>1</maxcount>
<countincrement>0</countincrement>
<activetooltipid>34055</activetooltipid>
<disabledtooltipid>34057</disabledtooltipid>
<techprereq>fpEnableNavalNativeOutpost</techprereq>
<activeicon>art\ui\command\generate_coin_on</activeicon>
<disabledicon>art\ui\command\generate_coin_off</disabledicon>
</unit>
...
Crate of XP
...

-------

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

Continued:

If you're adding a Water Trade Route to a Random Map that has an original map type, such as Northwest Territory, you need to make a duplicate maptype for that map, as original maptypes will interfere with your new WaterTradeRoute.
So northwestTerritory2 would work, and in Nuggets, for all the relevant Northwest Territory Treasures that are in Nuggets (Treasures File), you need to add after the <maptype>northwestTerritory2</maptype> after the other map types, to get your desired WaterTradeRoute AND your Treasures for that random map. If you don't do this, then the Trade Caravel will show up, but the upgrades won't be available on the naval route, and if you don't have the maptype duplicate, then you will get the Water Trade Route BUT NOT the treasures. So it's important that you do both. This is only the case with original maptypes. This is not the case with any new map types.

Example:

<nugget>
<name>Terrapin2</name>
<type>AdjustResource</type>
<nuggetunit>NuggetWolfWagon</nuggetunit>
<rolloverstringid>29695</rolloverstringid>
<applystringid>29696</applystringid>
<resource>Food</resource>
<amount>90</amount>
<maptype>carolina</maptype>
<maptype>greatLakes</maptype>
<maptype>newEngland</maptype>
<maptype>northwestTerritory</maptype>
<maptype>pampas</maptype>
<maptype>patagonia</maptype>
<maptype>rockies</maptype>
<maptype>saguenay</maptype>
<maptype>yukon</maptype>
<maptype>northwestTerritory2</maptype>
<guardianunit>
<unit>Wolf</unit>
<idleanim>Wolf_Wagon_WolfA_Idle</idleanim>
<exitanim>Wolf_Wagon_WolfA_Exit</exitanim>
<attachdummy>bone_nuggetA</attachdummy>
</guardianunit>
<guardianunit>
<unit>Wolf</unit>
<idleanim>Wolf_Wagon_WolfB_Idle</idleanim>
<exitanim>Wolf_Wagon_WolfB_Exit</exitanim>
<attachdummy>bone_nuggetB</attachdummy>
</guardianunit>
<guardianunit>
<unit>Wolf</unit>
<attachdummy>bone_nuggetC</attachdummy>
</guardianunit>
<difficulty>2</difficulty>
</nugget>

...

Tentatively new trade routes should work as long as you have new crate units for food/wood/coin for each new trade route type that you make, and as long as you have a maptype added for the special route to enable the new technologies of the route, and as long as you include maptype in the start of you random map script, and have mapspecifictechs add the new maptype BEFORE namename= "default". So Camels should work too if you want to place them on a route.

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Justus_Pacificia Author
Justus_Pacificia - - 92 comments

I'm trying to move this from Files to Mods section.

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