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Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack 1.1a (April 9)

Because before there would be unsportsmanlike conduct,

where someone would drop hack instead of letting you win

after you had legitimately won the game! And then they

wanted to have the balance changes in their favor,

because 'they had played more' and 'deserved to be listened to'.

That's why I created the AI! Initially I created a Mod with an AI,

but then after I got better from my sickness I decided

to opt for Map Modes and Custom AI that worked online,

with eventually a small mod that enabled new civilizations,

new treasures, and offered rebalance where the Map Modes could not.

And so with just myself and many anonymous testers,

I obtained what others could not do - highly ranked titles,

plus honor and fame and most important of all, gratitude from other people!

I now have three AI scripts that are competent, after designing one AI script,

and then expanding the economy and military through AIs like Horsemaster,

and then expanding it out to several scripts for the N3O Fan Patch,

which was the original mod, to which I merged many of the new features

from Bonus Expansion Pack, and also had up to date balance changes

to match with the Map Modes that I had constructed then recently!

With AI scripts that worked online, I was able to clime the scale

of becoming a better player, and also to regain my confidence in

my strategies myself, without needing other people as a doormat to play against!

I realized that playtesting versus AI and playing many AI scenarios,

meant that I could then derive what was the best strategy for high resource,

and what was appropriate for low resource games, without questioning others,

and without cancelling out other players from the goal of competition in-game.

So now with the Combination I can play Online without other people,

just Online versus other AI players, and on Bonus Expansion Pack,

and still have credit and the ability to advertise my products!

Because they are free they are worthwhile all the more,

though it is difficult to convince everyone of their value,

because 'if they don't pay it doesn't count'!

But with those who are happy with it I am glad!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack 1.1a (April 9)

Why I used to play this game and why I developed my mods:

For I knew it was the case that they were Pharisees and needed to be Civilized and Christianized, so that they could have no enjoyment in the games that they played with their Overpowered Civs!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack 1.1a (April 9)

Why did my mods become popular and influential?

Because I turned it from an unimportant, unserious AI game mod

into a serious mod about Nation States. This means that I chose

important matters before I chose game related matters;

for Age of Empires III, I chose to represent cultures by unit choices.

It means that each unit that the AI builds or trains reflects

some measure of equality to that game mode in fact and style.

The modern Nation State is a new concept from the 1850s,

one where a common language, a common history, and an elite society

control the direction of the democracy. This is done at the expense

of what people think, and it is the elite society that 'guides'

and 'governs' the people to follow their every whim.

So onto the AI game mod. It is very intelligent if you let it build.

It makes for great single player games and some good multiplayer play.

There are three versions for the original game, three for N3O Patch.

But most importantly, each AI player represents their distinctive cultures,

without hampering the representation of the others, neither by foul play,

nor by misportrayal! Each AI is represented fairly according to what they have.

This creates a zone of where the AI players can actually match humans.

It can be a problem if they are too hard to beat. At the same time,

it is a blessing if they cannot be beaten so easily! Each player

is valuable in the team game, and each computer player can double

for someone not present. This means it buys time. It saves time.

And most importantly it creates time; it creates free time.

This free time can be spared up to playing the game less,

with more enjoyment and less hectic stress.

I have even heard of those who play exclusively on single player,

with one of my custom AIs. This is a good surplus energy,

because it means that not only I but many others can know

of the significance of playing a Custom AI game, without

the pressure to change up to other players' expectations.

They can take as many pauses as they want; they can take

as many toilet breaks as they want; they can pause the game

for dinner; they can play the game 'forever' and not 'never';

they can create fun single player decks with Homecity Cards;

they can play over and over and have unlimited replay value of their game!

Altogether Nation States are important to represent

because they define central governments, and not the baby governments

of communities and/or localities. They represent official status;

so AIs that depict them as central to a nation's progress

clearly indicate also that central government includes people.

And this means that game representation can actually

trump real representation of countries' governments.

It can effectively represent people, who are marginalized

in a democracy, or who are silenced, by representing them truthfully.

That said, game AI is a unique card to have the option to play.

A silenced majority can soon become a declared public.

It is this feature that I want to show here: that we represent ourselves!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Basic Army Mod with All Mercenaries Available for Custom Battle (April 21)

Install into:

Program Files (86x) - Steam - Steam Apps - common - Rome Total War Gold - data

Backup included.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.4a Added Pack (March 28)

Now I want to talk about the balance, not about N3O Balance, but about game balance beforehand.

Why do Rifle Infantry get a Negative Bonus against Heavy Cavalry? I understand why they get it against Light Infantry, but when this was decided, it was a group of Expert Pros that 'decided' that this would be accomplished, and they got the say to change this, because 'they had played more' and that 'they knew the game better'. If all they do is play 15 minute games so that every rush game can be made into a mesh where their strategy can get to win all the time, what is the point of them actually creating a balance patch like Fan Patch 1.1a, or Fan Patch 1.2? I understand why Rifle Infantry would get a penalty against Elephants, because they can tank more damage. For Horse Units, its a different story. Before this time you could actually win the game by booming, building up, and winning with just Musketeers and Skirmishers and some Cannons, and Cavalry was considered and option. With the penalty vs Heavy Cavalry, this was even increased in Definitive Edition, such that the original purpose of having a good game is lost and that the rush players can get their way 24/7. Micro, move back and forth, pivot villagers in and out of Town Centers, burning down people's trading posts, and also, fish boom. But neither booming, nor turtling are allowed in this game mode. It isn't even profitable to turtle, unless you have a fishing economy or a water deck with Outpost Wagons or such. To think that in the hands of such as these, came the balance changes which affected all game modes, including Deathmatch and Treaty. And now on DE you can't even host a ranked game in Supremacy with being able to choose your map; the only thing you get is a ranked ladder where people who play 24/7 get their way all the time, claiming that this is the right way to think, without responsibility towards others, and without respect to other people's game modes. And also cussing and swearing. When has it been allowed to cuss the other team out if they don't play it your way? Is Custom AI the only way that people can get a good game, and not a civil code for online play? Is this fair? And then if you protest on the forums, you get answers like 'if was unfortunate that we had to remove your post', because it is view as 'competition'. Even if you were to improve their product this is what you get. And to think about this, this is crazy. You contribute to help a dysfunctional game culture, and what you get is boyish men here up on the top!

I didn't change this Rifle Infantry mechanic for the Fan Patch, but I did test it with custom Tech Upgrades in years past. I even tested 4.5 ROF for Musket/Rifle Infantry Units, with +25% more ranged attack, and 14 Range for Musketeers. But what I found out was that since it was iconic in the game, it was too much to go beyond it for a Fan Patch Mod. Anyways, thanks for reading!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.4a Added Pack (March 28)

I would compare the Multiplayer Online Culture to a Mad Dog Panting Competition, where the goal was to outlast the opponent to take a toilet break before you needed one, and games would turn into an Apocalyptic Scenario where the point was to use Brutality to crush people instead of having fun. N3O Patch was made as a response to this online savagery, to offer something before custom maps came out with extra units and extra resources and built-in balance changes.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.4a Added Pack (March 28)

If you played an online game, it was like this.

It wasn't like this if you played a Comp Stomp,

or if you played on Single Player,

or if you played LAN,

or if you played a Comp Stomp Online.

But it was like this if you played ranked multiplayer!

People wouldn't allow you to play Handicapped,

people wouldn't allow you to play for XP,

people wouldn't allow you to pick your map,

they would instead enter in your game

and ask you to change the map or they won't play.

If you legitimately won, then players wouldn't say gg,

if you won and they lost and were upset,

then they would drophack, meaning that they

would force the drop screen so that you had to leave

the game so that they would get points for winning.

Then if you picked a civ that you hadn't played,

then the others would say, 'NO OP', as if they could

destine your civ picking options, from what they

would say and what you should pick based on what they said.

Then during the game, middle of the game, they would

try to alter the rules agreement, so that they could

win more easily, or lure you off your guard.

Then if one unit got beat by your units, they would say,

'NO GAY', or 'THAT'S OP', meaning that it wasn't allowed.

To sum up the Wild West in short terms, people would not

allow common toilet breaks, or unless you were playing a LAN game,

they would not allow Dinner Breaks. Every break was a thing

to be exploited, all so that you could get more points.

And furthermore, the devs and mods (developers and moderators)

said that they could not change this, despite the fact

of holding monopolistic control over the knowledge of how to change this.

So that let Scenario Designers come up first of all,

then Mod Designers come second of all,

and AI Designers come third of all.

Fourth of all came map designers,

and I was the first one to combine extra units with an extra resource start.

I was the second one to come up with unit balance changes built into a map mode.

I was the first Modder to merge these all together.

I was the first Modder to remove Treaty Build Radius,

and the first to expand the Mercenaries available for all factions.

I was the first Modder to redo Campaigns, and also

I was the first Modder to make Custom Campaigns with Homecity Files Specific to them.

With my Bonus Expansion Pack, I found out how to get Mods working online.

I found out that to copy and paste them in, was all that was required

for them to work online. I found to copy and paste the backup

was all that was needed to install and uninstall the Mod manually.

But if I was to criticize the game culture, it would be inactive Moderators.

To do nothing is the approve of a bad game culture; to do a little,

even if it is just something, is a great change of game culture.

The Mods (Moderators) did nothing. They also said they could do nothing.

Then they changed it in favor of Rush Player Elites who did not

care for others or consider other players' playstyle or way of having fun.

They wanted it all. The above game culture was heightened by the fact

that no person was allowed to preach about discrimination,

although that was precisely what actually happened.

80% of the Community Members were ostracized by 20% of Mods and Elite Gamers.

And that's when I started with N3O Fan Patch. It was a strain,

and a very taxing effort on my part, but I am proud to be worthy

of calling myself a self-learned Modder and AI Designer.

It makes me happy to know that I contributed to foiling a plot on game control.

Also I am delighted that many non-ranked players REALLY ENJOYED my work

in all these fields, especially later in map design.

I think that I have really redone Age of Empires Culture,

and especially for the better for most gamers.

I think also that unless I did what I did here,

the game culture would still have been sickened,

by the same greed of power and control imposed by the heathen rush players.

Talk about having fun! 'It's not fun unless you get to abuse somebody all the time'.

Sounds like a massive bully aristocracy to me! And no voice for anyone else...

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.4a Added Pack (March 28)

The doctrines of elitism did not greatly influence the design and development of N3O Fan Patch.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.4a Added Pack (March 28)

It's Mind-Blowing that a 10th grader moving to a different country makes a N3O Fan Patch, a patch about International Diplomacy and National History of Goverments around the World, with an interactive AI.

I'm writing about myself, and I'm happy to be healthy now after recovering from a fatigue sickness.

Good Gaming everyone!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.4a Added Pack (March 28)

First off I'd like to say that N3O Patch has influenced DE greatly and significantly. It has helped the Devs see the development stages that they ought to take, especially in regards to Better AI. So then I will post some things here about DE.

-----

What has been fixed in DE? And what should be fixed in the future of DE Development?

First to say, DE offers a lot of good changes and updates to an already great game. I will say the first improvement I think is great is the option to have higher starting resources, and also to have this combined with treaty for short games. Another noticeable addition is the greatly improved AI. In the original game, the AI built only 1 Barracks, 1 Stable, 1 Artillery Foundery, 1 Saloon, and artillery and mercenaries. DE allows the AI to build complex militaries and better bases, so I think this is great. New changes to game balance are great with changes to Cuirassiers and Oprichniks and buffs to weak units like Strelets. I like also the new Native Settlements, with 5 African Natives and 8 European Royal Houses. In comparison with the game earlier, there were only 36 maps and 9 large maps if you counted those in, so I think new maps and new native allies are a fun addition to the game. I recall that before this updated version, if you were to play a game online, then there was no single player AI to practice against, and the game culture focused on breaking down an opponent's base very quickly and often without pause breaks during the game. Treaty included here in this culture, I like the option of shorter games even with medium resources. So a lot of praise here for the developer team for creating new options and new expansion packs.

There are some other matters to address, such as lategame strength of civilizations such as Aztecs or Mexicans. That can be fixed though custom maps with triggers by things like negative HP for Soldados, or buffs to weak Aztec units. Triggers on maps can even be implemented per faction, say for Mexican Soldados -50 HP, but Spanish Soldados -0 HP. This was the approach I used in custom map modes for Legacy to create an auto-rebalance at the start of every match. But, however, I see that the future lies in the new content and not in custom maps entirely. DE balance is a different set of things than Legacy balance, partly because most of the original issues have been resolved. So that leaves future AI development and new game modes such as including military units at the start with your starting Town Center, or game modes with extra economic units (like Empire Wars) at the start of the game.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Special Maps with New Natives (April 10)

On Age Sahara there is sometimes a bug in spawning the starting Town Center, and occasionally on Age Hawaii there are missing wagons, etc. Most of the other maps load fine and should have no problem correctly spawning the extra units.

Good Gaming everyone!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Better AI TAD 1.03 Gold (December 7)

My AI mods are the revenge of the noobs!

They give noobs a chance to have a practice game, and then to beat pro players at their game!

Good karma+1 vote
Justus_Pacificia
Justus_Pacificia - - 92 comments @ AI 13, The Freestyle (May 2) + AI 14, The Klaxon (November 30)

My AI mods are the revenge of the noobs!

They give noobs a chance to have a practice game, and then to beat pro players at their game!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Special Maps with New Natives (April 10)

The African Maps still need some work on them.

Gold Coast is a bit buggy with the Native Sites and sometimes the Trading Posts on the Trading Route, where not all spawn in the match. In the script it's intended to have 5 Native Sites.

Bioko is fine, Azores is fine, though one trading post in large games usually isn't able to be built upon (it's a bug where when more than 5 types of native sites are present, that the sixth type of native is not able to be built on). Sahel plays quite smoothly, usually 3 to 4 Native Sites on that one, and Lake Retba is often 4 Native Sites in larger games.

Madagascar, sometimes there is 1 Native Site that spawns, sometimes 2, though in the script it is supposed to be something like 4 Native Sites.

Anyways enjoy the maps! They work online if all have Bonus Expansion Pack 1.1a or N3O Patch 1.4a Added Pack installed!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.3z3Ra Added Pack

I have updated the Homecities for Malta, Black's Mercenaries, United States so that you will now be able to get XP for these Homecities in regular online games.

Good karma+1 vote
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack

Recommended game modes to play with this Bonus Expansion Pack:

NR Maps with Treasures:

Moddb.com

Age Maps with Treasures:

Moddb.com

Basic Maps (with Treasures):

Moddb.com

Water Trade Route Maps:

Moddb.com

Special Land Trade Route Maps:

Moddb.com

Loading Backgrounds for New Maps:

Moddb.com

Loading Backgrounds for Improvement Mod Maps:

Moddb.com

Maps from the Improvement Mod:

Moddb.com

NR Maps + Bonus Maps (5 Map modes), Custom Original Maps:

Moddb.com

Silver Maps, Custom ESOC Maps:

Moddb.com

High Trading Post Musket + Grand Campaign Maps:

Moddb.com

Extra Maps with Treasures:

Moddb.com

Recommended AI mods to play with this Bonus Expansion Pack:

Freestyle AI + Klaxon AI:

Moddb.com

N3O Better AI TAD 1.03 Gold:

Moddb.com

These AI mods work online if host has them if they are hosted on Expert Difficulty. And they work for the original game too even without Bonus Expansion Pack installed.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.3z3Ra Added Pack

Recommended game modes to play with this N3O Added Pack:

NR Maps with Treasures:

Moddb.com

Age Maps with Treasures:

Moddb.com

Basic Maps (with Treasures):

Moddb.com

Water Trade Route Maps:

Moddb.com

Special Land Trade Route Maps:

Moddb.com

Loading Backgrounds for New Maps:

Moddb.com

Loading Backgrounds for Improvement Mod Maps:

Moddb.com

Maps from the Improvement Mod:

Moddb.com

NR Maps + Bonus Maps (5 Map modes), Custom Original Maps:

Moddb.com

Silver Maps, Custom ESOC Maps:

Moddb.com

High Trading Post Musket + Grand Campaign Maps:

Moddb.com

Extra Maps with Treasures:

Moddb.com

Recommended AIs to try with the N3O Added Pack:

Freestyle AI + Klaxon AI + Gold Edition AI for N3O Patch:

Moddb.com

Good karma+1 vote
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.3z3Ra Added Pack (Works online!) (January 10)

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

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack (January 10)

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

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ N3O Patch 1.3z3Ra Added Pack (Works online!) (January 10)

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.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ AI 13, The Freestyle (May 2) + AI 14, The Klaxon (November 30)

When installing the Freestyle AI update, if you run into Chinese not building Castles, switch difficulty, then play a match for a few seconds, then switch back to the difficulty you want to play against. There often is a bug when updating AI and all that needs is that it needs to be refreshed.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ AI 13, The Freestyle (May 2) + AI 14, The Klaxon (November 30)

The Freestyle AI is an experimental custom AI that uses core units plus extra unit types, as well as native warriors and mercenaries. The goal with this custom AI is to expand the horizons of what the AI can do on land games, with it's military (economy is already coded), and allow a different and unique style of play unlike other AI scripts. The values tested are experimental, so they are up for change if they don't work quite right the first time around.

Klaxon AI is a well-tested AI that provides the basis for the Freestyle. It is a very strong ally and opponent in of itself, and the Freestyle is a later generation AI that tries to climb the ladder of social success by wider variety of land military units to choose from.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Freestyle (May 2) + Klaxon + Gold Edition AI for N3O Patch (December 9)

In a bug when installing the Freestyle AI for N3O Added Pack 1.3z3Ra, Chinese will not build its Castles; switch difficulty, then switch back the the difficulty you want to fix this bug. There is often a minor bug when installing an update or switching from AI to another AI script for install. So make sure you switch difficulty, then resign, then launch the difficulty on the level that you want on (only is Chinese AI affected here).

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Water Trade Route Maps (January 2)

I cracked the code on Custom Art Files. As long as the new entries for art are after the last entry of the original art file script, then it will not interfere with multiplayer online! So if you have a custom Trade Route File installed for Water Trade Routes, the game will detect only the original when your not using the file, and unless you are trying to host a custom map that USES THE CUSTOM ART file, the extra art additions at the end of the code will not affect online gameplay.

If the new Art File affects Crossbowmen, it will Out of Sync, because Crossbowmen have an art file already used in the game. But if I have a new file, and I only add to the end of the code, not modify - then this will not cause any Out of Sync Connection Problems in multiplayer play.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack (January 10)

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.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack (January 10)

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
...

-------

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Basic Maps Set (December 2)

Basic Maps Tournament:

- A Tournament without prizes
- All Human Players have 25% Handicap Bonus
- Rules are 20 Minute Treaty
- Can be played on Asian Dynasties or Bonus Expansion Pack
- All Human Players have 2 AI Allies on their Side
- One Human Player for each game on each side
- Klaxon AI used as a staple supplement for human allies
- Maps allowed: All except:
- Great Barrier Reef, Bioko, Pohnpei (AI can't play these maps)

These rules will do well as Custom Maps are unranked, and games with AI Allies are also unranked. The goal here is to introduce more maps into regular gameplay, and allow AI Allies to aid Human Players in their competition to play together on a team.

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack (January 10)

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!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Bonus Expansion Pack (January 10)

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!

Good karma+2 votes
Justus_Pacificia
Justus_Pacificia - - 92 comments @ Wars of Liberty Setup v1.0.15D

It looks like the AI has gotten fixed in 1.0.15f hotfix version, as well as language strings for map sets. I would still put in the random maps at the beginning of the file though.

Good karma+1 vote