Modifies AI, adds units to existing buildings and adds some GUI icons. Stays close to vanilla with added challenge.
Please read the readme for install instructions.
Changes:
-AI now builds Spy units in random map.
-AI now builds Galleon in random maps with water.
-AI now builds Market in random maps (you can trade with the ai now).
-Added Messiah to Magic Gateway.
-AI now builds Messiah in random map with Magic Gateways turned on.
-Added new build icon for Messiah (it didn't have one).
-Added Footman to Outpost (ai also uses this to great effect).
-Castle of the Evil can build the same units as Magic Gateway (ai seems to ignore this).
-Added icons for "Hypnotize" spell (it used to be blank).
-Added cannon sound effect to Cannon Tower.
Updated 05/08/2019:
-Hard AI now researches Feudalism. Arabian Hard AI now researches Slavery.
-Hard AI will research Learning and Architecture sooner.
-AI builds Market sooner.
-Wood cost of Ballista and Heavy Catapult decreased by 25%.
-Wood cost of Hulk and Galleon decreased by 50%. (Because of expensive upgrades, upgrade costs unchanged)
-European AI now researches Trade Routes and Trade Taxes.
-Arabian AI now researches Ore Floatation and Trade Routes.
-Asian AI now researches Trade Routes, Usury, and Banking.
-Ballista and Heavy Catapult have Defence values.
-Hulk and Galleon have Defence values.
-Arabian AI now builds the Magic Workshop.
-Cost of Caravan and Camel trader decreased by 75%.
-Infantry unit attack on buildings decreased by 25%.
-Arrow unit attack on buildings decreased by 60%.
-Mounted unit attack on buildings decreased by 40%.
-Asian AI will now always research Great Wall.
-Added Fish Patch to Harbor for 12000 food.
-Added Bear to Magic Gateway for 90 food.
-Added build icon for Bear.
-Buffed Bear to 140 HP and 12 attack.
-Added 200+ hero names from Lord of the Rings universe.
Updated 01/09/2019:
-Cleaned up fire animation (removed gray artefacts).
-Arabian AI now researches Witchcraft.
-Cost of Fish Patch changed from 12000 food to 5200 food.
-Asian Hard AI will research Great Wall sooner.
-AI now builds Ballistas and Heavy Catapults whenever it wants to. (It was blocked by a 10,000 wood requirement, this limitation is now removed.)
-European AI now ignores Catapults if it has access to Heavy Catapults.
-AI produces slightly less Catapults, this is balanced by Ballista production. (OLD: AI wants 5 catapults. NEW: AI wants 3 catapults, 2 ballistas.)
-Fixed Pinque's tooltip that incorrectly called it a Xebec.
-Fixed Camel Trader's tooltip that incorrectly called it a Caravan.
-Fixed Monastery's tooltip that incorrectly called it a Church.
-Fixed Barracks' tooltip that had a missing "s."
-Arabian AI now builds more castles for Jihad Warrior production.
-Cost of Arabian Castle decreased by 50%.
-Arabian Castle HP decreased by 50%.
-Fish Patch's hotkey changed from P to I.
-Switched Pinque and Hulk locations on Arabian and Asian Harbors so it matches European Harbor.
-Fixed a minor error that would hide the Fish Patch during production.
-Changed Fishing Boat's tooltip from "Build a fishing boat" to "Build Fishing Boat."
-Changed Fish Patch's tooltip from "Breed Fish" to "Create Fish Patch."
-AI is no longer limited to 1 Messiah.
-Removed Photoshop image that was accidently left in the Images folder. It saves 2mb.
Updated 01/11/2019:
-Peasants that are trading are now called "Trader."
-AI produces more cows.
-AI builds half as many Outposts as it has Barracks. (This makes attacking it's base a little more difficult.)
-Changed cost of Spy from 150 Gold to 40 Gold, 110 Food.
-European AI now always builds Knights and will ignore Knights if it has built a Cathedral. (OLD: 25% chance AI will ignore Knights. NEW: European AI will always produce Knights. AI will ignore Knights if a Cathedral is built for Crusade. AI will produce Knights again if it has over 8000 Gold.)
-European AI will ignore Archers if it has access to Longbowmen. However, if the AI runs low on gold or if it has 30 Longbowmen then it will create Archers again. (This helps the Euro AI save Wood early-game.)
-Improved European Religious route for AI. (OLD: AI only wants 20,000 Food. AI almost always ignored Gold production meaning no Crusade. NEW: AI wants 20,000 Food and Gold. Both needed for Crusade, Euro AI almost always makes a Crusade.)
-Hard AI builds a Storage sooner.
-Changed the cost of Watch Tower from 300 Wood to 600 Wood.
-Changed the cost of Upgrade to Guard Tower from 600 Wood to 300 Wood.
-Ballista attack on buildings decreased by 40%.
-Ballista attack on towers decreased by 60%.
-Ballista attack on walls decreased by 90%.
-European AI now spawns bats.
-Included "No-Messiah-Patch." (Optional patch that removes the Messiah from Magic Gateways. Overwrite everything.)
-Fixed Arabian AI sometimes not building Spy units or Jihad Warriors.
Updated 01/12/2019:
-Improved Arabian Religious route for AI. [Hotfix]
-Cost of Crusade Anchor decreased by 50%.
Updated 01/02/2020:
-Randomised hero names. (they are no longer in alphabetical order.)
-Various minor changes to resource triggers in Religious, War, Magic, and Trade AI.
-Included "No-Magic-Patch." (Optional patch that prevents the AI from building the mage tower.)
-Hard Religion AI will build more Churches and create more Priests if the enemy has a Mage Tower.
-AI produces cows sooner.
-Hard AI builds more barracks, workshops, outposts, and castles in long games.
-Hard AI will build any guilds it doesn't have in long games. (i.e. if the AI doesn't have a mage tower, it will try to build it.)
-Fixed minor syntax errors in Gateway.ai.
-Cost of Merchant's Guild decreased by 50%.
-Rebalanced number of Barracks and Outposts the AI builds. (The AI was trying to build too many barracks/outposts too soon which hurt its economy. The rebalance aims to fix this.)
-Cost of Outpost changed from 400 stone, 200 wood to 200 stone, 200 food.
-Trade AI builds an additional market.
-European and Arabian AI creates more spy units.
-Asian AI creates more ninja units.
-Hard AI builds more mages.
-Hard AI builds more mage towers.
-Hard AI spawns more creatures via spells.
-Fixed AI build order when it has no castle. (see fixed bugs section for more info.)
-Asian AI builds more rocket towers.
Updated 01/03/2020:
-Fixed crash/freeze that occurred at or around 5 hours. (caused by empire.ai and multiply.ai.)
-Restored original stone cost of Outpost (400 stone).
-Deathmatch Hard AI with high resources will build 3 workshops.
-Euro AI puts more priority into building a Crusade.
-Changed to compact version with only modified files. (previous version: ~110mb -> compact version: ~3mb)
-Included wdt packs.
-Hard AI builds more harbors during long games if it has between 1 and 2 harbors.
-Trade AI waits longer before building a second Market.
-Religion AI waits longer before building a third Church.
-Magic AI waits longer before building a third Mage Tower.
-Fish Patch build time decreased by 50%.
-Bear build time decreased by 3 seconds.
-Restored original cost of Crusade Anchor and then changed it to 300 gold, 2700 food.
-Cannon Tower and Rocket Tower now have the same bonuses against buildings as Catapults.
-Added more "forgets" to modified AI build orders.
-Changed starting resource amounts. (see notes section in the readme for more info.)
-Randomised Asian Hero names.
Updated 03/03/2020:
-Restored original number of Barracks that the AI builds.
Updated 01/04/2020:
-Fixed Mosque's tooltip that incorrectly called it a Church.
-Changed starting resource amounts. (Check readme for more info.)
-Changed how Fish Patch is produced. (It's no longer produced via timer. New: You unlock fish production with research. Then you can place fish anywhere you like for free.)
-Added new research called "Mariculture" which allows the production of Fish Patch.
-Added build icon for Fish Patch.
-Added build icon for Mariculture.
-Added dependency, Mariculture requires Supply Storage.
-AI produces more units from Magic Gateway.
-Added a "forget" in trade AI for second market.
-Cost of Dummy changed from 300 wood to 100 wood.
-Infantry, arrow, and mounted unit attack on buildings decreased by an additional 10%.
-Magic unit attack on buildings decreased by 45%.
-Ballista attack on buildings and towers decreased by an additional 20%.
-Restored original cost of Catapult, Ballista, and Heavy Catapult and then divided it with a food cost.
-Restored original cost of ships.
-Various units can now patrol and guard.
-Peasants that are patroling are now called "Watchman."
Updated 01/03/2021:
-Fixed Keep Tower upgrade icon.
-Changed Upgrade to Keep Tower tooltip from "Upgrade to Stone Tower" to "Upgrade to Keep Tower."
-Cleaned Messiah build order in AI.
-Fixed AI researching Architecture before Feudalism on higher resource settings.
-Deleted Heavy Catapult build orders in E_War. (Speculative fix for crashes because the AI was doing this twice. AI still builds Heavy Catapults; Common AI handles this.)
-AI now researches everything if 2 hours have elapsed and it has over 2000 gold.
-Lowered Knight return requirement from 8000 gold to 6000 gold for European Religion AI path.
-AI now builds two taverns in long games.
-Increased Bear attack on magic units by 150%.
-Decreased Ballista attack on buildings by an additional 20% and towers by an additional 5%.
-Cleaned Rocket Tower build order in AI. (It's more gradual and Asian AI is less fixated on mass Rocket Towers. Builds the same amount as before.)
-Increased number of Outposts the AI builds using values from TzarOrcs.
-Cleaned Jihad Warrior build order in AI. (Possible fix for Arabian AI losing too many peasants. Creates same amount as before.)
-Tweaked starting AI to build barracks sooner. (TzarMod Hard AI builds barracks 4 minutes sooner than original Hard AI.)
-Fixed Peasant build menu glitch when using hotkeys to select guild buildings.
-Decreased Peasant attack on buildings by 50%.
-AI puts more priority into Spy unit production.
-Separated Barracks and Outpost AI build orders to BARRACKS.AI. (Speculative fix for occasional AI hang.)
-Separated Messiah AI build orders to MESSIAH.AI.
-Added random chance AI will make a Messiah starting from 90% down to 10% as AI produces more Messiahs.
-Moved Mage build orders from Multiply.ai to Magic.ai files.
-Moved Empire.ai, Research.ai inclusion orders from Multiply.ai to Random.ais.
-Added separate rules for Hard AI's trade path.
-Divided Multiply.ai into Common, European, Arabian, and Asian parts. (Speculative fix for slow AI circa 1 hour.)
-Hard AI builds more Catapults, Ballista, Heavy Catapults in long games.
-AI now builds two stables in long games.
-Added check in Naval AI to build a Fishing Boat if the AI has a Harbor and Livestock (Irrigation if Asian) researched but no Fishing Boats. (Hopefully fixes rare bug where AI won't make fishing boats even if there are fish nearby.)
-Fixed Easy AI starting faster than Normal AI.
-Modified No-Messiah-Patch; no longer conflicts with other patches; Messiah remains in Magic Gateway; Only affects AI.
-Split patches into Default Patches and Extended Patches.
-Completely reworked how WTD packs are organised. (Now patches have their own dedicated WTD pack. This decreases the total size of the mod and you will need multiple packs depending on what you want to install.)
-Deleted all references to the unused "e_magic_gateway"; broken building from Tzarmod Version 1.02.
-Deleted Keys.ini because it's unused.
--[Colored-UI-Patch] Fixed hotkeys not working for buildings in peasant build submenus.
--[Sphere-of-Power-Patch] Deleted unused files.
-Included "Sphere-of-Power-Patch." (Adds Sphere of Power changes, standalone addition in patches. Permissions given by Feillyne.)
-Included "Colored-UI-Patch." (Adds Colored UI changes, standalone addition in patches. Permissions given by Ardean.)
Want to ask about a possible ww1 mod for this game, maybe we could have a talk about the engine possibilities please!
Outpost will have rally point soon?
How hard are to make the units sprites?
hey is in Steam finally, this should grow up =P
thank's for modding
This keeps getting better and better!