Finally, the King's Return mod of the game Age of Empires 3 is available to download (after so many broken promises:). This is a Beta 1.0 version of the game (refer to the download link under files).
Game Features and what is there in the Beta?
All the new 4 civilizations along with new their units, technologies and new game play concepts are available in this Beta version. The new civilizations are: Persians, Mongols, Oyo Kingdom and Kongo Kingdom (African). The mod has dozen of improvements to the AOE 3 game, for example all new civilizations speak their real languages. New units and buildings with totally new graphics. New set of animations, weapons / swords, techs effects and even new special characteristic for some units. For example, Ngulu Warrior available to Kongo: an warrior armed executioner sword, he has a small chance to kill any infantry unit or villager instantly.
The King's Return introduces totally unique and fresh game concepts that will spice up the game and adds more realism to it. The following features are all included in the Beta version of the King's Return mod: Choose a Timurid Mongol civilization and plunder your enemies gold. Force your enemy into slavery. European civilizations can now enslave African villagers while an Ottoman player can enslave Christian villagers (white slave). Portuguese can enslave Asian villagers. New Religion System: pray at churches and temples to collect enough faith to inspire your villagers Morales and even to declare Jihad! Religion is available to : Spanish, Portuguese, Ottomans, Persians and African Kingdoms (discover it yourself now in the Beta version or wait for next week detailed article about Religion System in the game).
So what is missing?
The following major things are still under development: new random maps, new Home Cities (except for the Persians), AI for new civilizations.
Would you like to be a part of the King's Return Project?
If you have any modding experience in general or would like to be a part of the King's Return project, just contact me here through private messages on moddb or contact me on info.aoe3kr@gmail.com
Comments, Critics and Bugs?
If you have any comment, critic or you found any in bug in the Beta, don't hesitate to share your opinions or findings.
How does the Minor Native system work? Is it already in the Beta version?
It is available in the Beta and technically working, but since there are no new random maps, the minor native won't appear.
I downloaded it, but nothing happens. I just get the vanilla game without the mod. How do you properly install it?
theres a problem it is saying cant initalize DATAPY.BAR
Do you have steam version or CD version?
never mind just had to update my game great mod spending hours on it
Great :)
Hello wyteraven! I am SkyOne578 from Age of Empires Heaven. Do you remember me? I already looked at the AI file, and I solved your question about the AI training different unit according to tech. As I am new to the mod, it will take a certain time for me to understand everything, before beginning to write the AI script. So, I would suggest you something: publish a to-do list about the AI (or the whole mod itself) for developers, so they will have an idea about where to begin, what to do first,... I hope to have more free time to look deeper into the files (and to play the mod!
I am so happy to see that you have solved it. There is an enhanced beta version that will be released in a couple of days so I recommend to not install the current beta and wait for the new one. I will publish a guide about the new mod as you suggested that is intended to give a better idea about the mod and what's to be accomplished.
Ok it's fine, then. I already have the beta 1.01
But I must let you know: I am at the present time inside a very important exam. It lasts 25 days. Therefore it will take me longer to see the community again. But do not worry, I swear I will never leave the development of the mod's AI. For now, I can only give explanations and ideas/suggestions. I hope you understand.
Hey Wyteraven
I've just finished to explore each of the Mod's folders. I found no document containing a to-do list. By "to-do", I mean something like this:
* Make the AI to research tech A (so he can perform the action X...)
* Make the AI to train different villager according to techs (already finished)
* Modify gather plans so the AI will be able to switch between gather mode and prisoner mode (for e.g. when using a slave)
* Change the deck for civ A
* Make the AI to rebuild Town Center if it's destroyed
You see? It would save us a lot of time and prevent us from forgetting something. Not only for the AI, but also for the mod itself (like: add icons for all techs without icons, remove the bug about abilities,...)
Not to be included in public releases, only in a specific place for developers (like github, the modding section on aoe3 heaven,...)
I hope you will think about it.
Hey SkyScraperOne,
No worries take your time whenever you have are free after finishing your exams.
I am working on "list-to-do" for the AI developers. What I meant is that once the Beta 1.01 is published I will have free time to do the list. All your recommendations will be included. What I am planning is to have a summary about each new civilizations (& new systems) so that developers understands the civilization better and then to do a detailed list-to-do. For example, Kongo AI must train slaves since they are important to auto-gather exports.
I am new to github. I will setup an account there for this purpose. Do you think there are guys over there who can improve the mod or know how to fix some technical bugs like the abilities?
Ah, it's fine then. I do not know anyone who would help on github — they are all on other games — but do not worry: your mod seems to have so much users, you can find help very fast.
could this mod work for the steam version or not?
just curious
It looks great
It works with steam version. See the readme file included in the download.
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