Add Pirates (Western), Wokou (Asian pirates), British East India Company, Dacoits (Indian bandits), and Zheng He's Chinese Expedition as playable civs. Each civilization is expected to have unique tech trees, bonuses, special heroes, specialist units and politicians. Also they have a different town screen which reflects their particular look and feel. Over 50 new politicians have been created with unique portraits and slated to have novel effects. Also, ALL new cities will start as level 100 with 100 points so you don't have to waste time levelling to make the Home City card deck you want. The mod will have a "release early, release often" philosophy so early releases will not include all planed features yet still be fully functional on their own. Have fun, YARR! And don't forget, piracy is bad Mkay? ;) NOTE: Due to Definitive Edition made by Microsoft, development is permanently suspended.
Yeah, this will probably not be developed further, given the circumstances. A project of this scope was almost too big for a single modder; still I persevered until hard drive collapse. Then Microsoft makes a Definitive Edition with a full paid team out of the blue. Not a fair game. The last changes of The Asian Piracy were done in late 2019/early 2020 so this is two years old.
Adds the Wokou faction. There was also a Mayan faction in the works, IDK, and several other factions preparing (such as Incas). And a western pirate faction too, of course (English-based).
There was also a general rebalance and expansion of China.
A lot of things are edited compared to the original game, such as artillery, naval combat, fore arrows having more range than torches. Even AI in general. Enabled unused AI taunts.
Unfinished: The new factions have no AI. The new factions are unfinished.
Bugs: Unknown.
_________________________________
PLANNED FEATURES
_________________________________
A list of modified files for the pirate mod
See "list proper" at the end to skip notes
***
For Matthias .xml test to get mod:
- Make "Cowboy" villager with all anims
- Make "Miner" villager with all anims
After getting mod:
- Make Pirate and Wokou civs to appear in civ picker
***
(Pending)
Offgame:
Create new opening cinematic by copyright infriging various franchises such as pirates of the caribbean at worlds end, and the korean pirate movie :V
Replace:
- LogosY
- age3_ypack
(May see the .exe for changing reference with P so no overwrite)
***
Better practice ideas:
- Just have all the new Art stuff classified according to type and not units/buildings/etc.
- Dump all stuff into the same "new" folder and differentiate it alphabetically
- This also makes it easier to visualize and make units use shared assets
- Also batch conversion to XMB and put it into .bar easier (including all new ddt textures)
- When you need to denote something such that a unit uses "homecity animations", you just put into it like "homecitysamurai.xml" "homecitysamurai.gr2" and be done with it.
Graphically correct way of making something over a trade route:
- Allow only pre-placed gates to be built over it ("Engineers" can have the build slot)
***
ORIGINAL LIMITATIONS/BUGS:
- Export trading is bugged. Export prices use Coin prices, but buying and selling with Export doesn't alter the overall price, leading to abuse. Try to change the formula.
- The involvement of Coin in a transaction is necessary so the price is changed dynamically
-- Also see if there is something to do about this in ProtoY or Tactics market file (actually there is nothing on Market, just autogather which it doesn't autogather anything)
ORIGINAL CUT CONTENT:
- Customize your hero (with special abilities and stats, maybe appearance too?) and ship like Battle For Middle Earth 2
- "Grand conquest mode" like Battle For Middle Earth 2
AI IDEA ABOUT LIMITATIONS:
The solution to AI problems is simple...
Make a different AI-only Civ! And the same as in RA2, at that :V
It is actually pretty trivial making the other copy civ, then you should edit the AI file to use that.
This allows other fun stuff such as giving the enemy "enemy heroes" (Tokugawa as Tokugawa Personality hero, etc.),
but the important thing is that it may serve to bypass "user-only" changes the AI would not understand,
with edited tech and unit availability.
(The default units would stay for AIs, while different changed units would appear for player)
DATA STRUCTURE AS INDEPENDENT MOD:
As of yet don't know how to do it.
I could change the logos for splash screen and make the patched UHC .exe so it can launch from current directory - But it isn't enough.
The Data3 does not even appear in hex editor. This leads me to think they are programmed to read sequentially simply (data1, data2, data3, data4...) and that means even the default .exe will read a new data4. Datapy only appears as a "could not load" message. Perhaps this is on a .dll ?
GRAPHIC ASSETS LIMITATIONS:
- xpAztecWarchief, and probably all warchiefs auras, are hardcoded to use the same graphic asset. Creating a new one and putting it in Tactics xml does nothing. It even uses "bonethatdoesn'texist" as attach point.
-- Test way around it: Create a new Warchief unit copying code on one, see of no aura appears, and then give it an effect witha bone that DOES exist (defined in its XML).
-- Copied Aura did appear on SCP's custom Musketeer so not sure what to make of it; the Bone problem coudn't be. Still could be a hardcoding problem since it works "as intended" in the musketeer (reading the xml?) and not the warchief?
-- Confirmed hardcoded Warchief aura for aztec chiefs since it doesn't appear if you copy its xml to Chinese monk
--- Also his own disciple aura effect is enabled by hardcode
-- Either that or it is called from its art xml (morelikely on the warchief)... ksnjdkjndskjdsiksdjflkdsal
- YES goddamit it was that
- Age of Mythology models are incompatible with AoE3
(textures may still be extracted but are not of that much use)
- Most homecity units don't work with "real unit animations"; they need to use their own animations (made before/ bought from contractors?)
-- There are the next known "homecity unit groups", which would share "homecity anims" from their XML:
-- (Also in the XML you should be able to define bones as the attachment bones seeing their original XML so it can work better)
--- Normal HC units are invisible in granny viewer, visible ones are abnormal
[Attachments in this group are off, anims are in bad body position]
Anims for this group:
D:\LocalProxy(x86)\Age of Empires III - Complete Collection\art\homecity\homecity_units\thug
D:\LocalProxy(x86)\Age of Empires III - Complete Collection\art\homecity\homecity_units\nicelady
... "nicelady" has "laid down" bug when used as default anim unit (collecting crates is barely acceptable)
... "thug" has "laid down" bug when used as default anim unit (collecting crates is barely acceptable)
... "ahuiani" has "laid down" bug when used as default anim unit (collecting crates is barely acceptable)
[Attachments in this group don't appear, and no anims]
... "japanese_ronin\hc_samurai_2" doesn't animate when used as default anim unit
... "conquistador" doesn't animate when used as default anim unit
... "chinese_monk" doesn't animate when used as default anim unit
... "chinese_man" doesn't animate when used as default anim unit
... "bird_lady" doesn't animate when used as default anim unit
... "incan_noble" doesn't animate when used as default anim unit
... "eagle_knight_hc" doesn't animate when used as default anim unit (these must be a nearly identical non-hc one)
(damn, I was hoping on this one... has a cool cape and hat which aren't attachments. But French Noble was used as anim reference... :/ )
[Attachments in this group appear correctly, but still no anims]
... "indian_woman_1" doesn't animate when used as default anim unit
... "indian_woman_2" doesn't animate when used as default anim unit
... "drunk" doesn't animate when used as default anim unit (attachment only semi-correct)
[Attachments appear correctly but always have book and doesn't move with normal anims]
... "tech_guy" doesn't animate when used as default anim unit and has a freeze-frame
Only own three anims, here: [art]\homecity\homecity_units\tech_guy
This guy also has Aztec and Sioux banner attachments as well as some books (techguy.gr2)
Mime, Jack the Ripper anims work on him
[May be "HC unit" normal]
homecity\homecity_units\PEASANT_CLASS_MIME
peasant_class_mime_bored_a
peasant_class_mime_bored_b
peasant_class_mime_bored_c
peasant_class_mime_bored_d
(bored anims could be used to gather, specially Bored_D,
Which includes semi-turning and going down;
or perhaps to heal, Discover treasure, etc.)
peasant_class_mime_into (seems to simulate being "Inside" something)
peasant_class_mime_out_of
peasant_class_mime_idle
peasant_class_mime_walk (a rather contained walk)
[May have "attack animation" equivalent in Bored]
homecity\homecity_units\jack_the_ripper
jack_the_ripper_boredB
jack_the_ripper_boredC
These may be used for example on the Policeman to turn him into a usable unit.
As the tech_guy moddel shows in granny viewer,
BoredB is like a two-handed attack,
BoredC is like taking off his hat,
BoredA doesn't do much (similar to IdleA)
jack_the_ripper_WalkA is a forceful walk.
Nicelady and Thug anims don't work on these, as expected.
Juggler anims work
Drunk anims work so he's "normal" HC too
Now these are some interesting ones to test:
\art\homecity\homecity_units\russian_cops
Models:
russian_cop_1
russian_cop_1_whip
russian_cop_2
russian_cop_2_whip
russian_nightstick
Anims:
russian_cop_whip_attack_a
russian_cop_whip_idle_a
Sadly these anims, if they work at all, don't work on the Tech Guy probable default template.
homecity\homecity_units\quartet
Their animations don't work on techguy's template
homecity\homecity_units\hunchback
Animations either don't work for normal homecity units or are wildly swinging in the air
homecity\homecity_units\indian_snake_charmer
Has some interestingly named animations such as "bite" and "bite2" but they probably work only with his attachments.
See if can be added as Indian unit from HC or Town Center?
See here for those that would work on the "hc_samurai_2" group
These seem made before due to the "walk carrying" anims, when there is no carrying in the final game.
Also, I woudn't know where to get the attachments.
---animation_library\homecity\2_leg_idle\
human_carry_food_idle
human_carry_gold_idle
human_carry_wood_idle
human_idle_homecity_male_a
---animation_library\homecity\2_leg_walk\
human_walk_carry_food
human_walk_carry_gold
human_walk_carry_wood
human_walk_homecity_male_a
human_walk_leftback
human_walk_leftforward
human_walk_rightback
human_walk_rightforward
---animation_library\homecity\2_leg_task\
human_opendoor_homecity_male
human_closedoor_homecity_male
---animation_library\homecity\2_leg_bored\
human_bored_homecity_male_a
---animation_library\homecity\2_leg_applause\
human_applause_a
human_applause_b
human_applause_c
human_applause_d
human_applause_e
+ "human_child_applause" variations
---animation_library\homecity\entertainer_fire_eater\
---animation_library\homecity\peasant_class_child_male\
---homecity\homecity_units\japanese_lady
jpnlady_walk
---homecity\homecity_units\drunk
drunk_bored_a
drunk_bored_b
drunk_transition_into_idle
drunk_idle
drunk_transition_out_of_idle
drunk_walk
GRAPHICS ASSETS THAT DO WORK:
- Spy can be set as villager.
All units that are an ingame unit, presumably, normally share animations.
See:
D:\LocalProxy(x86)\Age of Empires III - Complete Collection\art\ui\hitpoint_bars
In that way, Black color could be enabled without being HP-bar confusing.
ALSO ui_health_bar here, to be sure:
D:\LocalProxy(x86)\Age of Empires III - Complete Collection\art\ui\ingame
CURRENT MOD BUGS:
- Hand mortar generates no explosion when attacking non-buildings on "sand" terrain. This didn't happen before?
MODIFICATIONS BUGS:
INCORPORATED / CONJUNCTION BUGS:
- Ai9 The Big Daddy apparently causes a crash sometimes. (if it isn't my gpu, but the computer didnt crash, the game stopped responding)
USE UNHARDCODE PATCH:
D:\LocalProxy(x86)\Age of Empires III - Complete Collection\Startup\UHC_pira.cfg
E:\NewGameInstall&Mod\AoE3\AoE3 Extra\Modtools\AoE3UnHardcoded-master\Documentation\UHC configuration file.docx
- Extra Markets
- Extra "Rice Paddies" OR other building tactics switchers (tax, bonus, resources, etc.)
- enableFarmAnim for extra Farms and Plantations
- rectFarmAnim for TWC-style made extra farms
- nativeCivs for extra civs that age up with council (5 politicians each time) and have native UI
- asianCivs for extra civs that age up with Wonders and have asian UI
- twoScoutCivs simply for extra set hero name in their homecity
PREVIOUS BUGS (IMPORTANT):
- The UHC (Un Harcdode Patch) does NOT allow to age up with politicians as I could before after setting "AsianCivs" on WokouCiv to make Export appear on the UI.
* Report
* Changed it so export appears on european/"normal" civs that use politicians to age up
Siege Particle Effects such as Flamer and Flying Crow aren't working. Find out why.
(doesn't matter if particles are set to High or Normal, they just don't spawn)
* They worked before even in the mod, this also affects chu-ko-nu bows "firing up" when they siege, and similar effects
* Particles (?) from Porcelain Cannon attack do work, so it may have something to do with "fire" specifically, or that some are true randomly generated wile others just a predetermined effect. (An "anim")
* Lazerbear eyes display, and they seem randomly generated, so I don't know what is the deal. Something with chinese civ units? I am at a loss.
* When given lazer projectile, flamer will still not display, nor the sound, and still have flame sound
* The cheat hot dog cart suffers the same problem as regular flamer, even though its a different unit (still chinese speaking) and not a reskin
* Destruction sparks from the destruction of a Flying Crow also don't spawn
* This may be related to the previously noted "underwhelming" grenadier particles
* Particles from the Monitor ability and attack also don't spawn
* Copy game folder in 2nd black to test in laptop
* In the default version of the game on the same computer, particles and flames still appear, so it's not about the computer
- SOLVED: it was the presence of effects/particle lists as extracted .xmb files - Seems they would need to be re-packed in case of edits
Still, I can read them as reference from a non-readed folder...
PD:_tURNS OUT THIS WAS BECAUSE OF EXTRACTING THE ORIGINAL xmb without the expansions thus expansions effects weren't present
- SPANISH POST-IMPERIAL is bugged, has no researchs done. Rectify. Copy closest and give missing ones.
Solved. Seemed to be a bad close in the Spanish Post Imperial line in civs
WOKOU-*- NOT SURE why villagers that appear hunt and have "Mixed attack"
, while built villagers behave as Japanese villagers (can't gather meat and have bow attack),
may have to do with the "culture" tag
- SOLVED: It was configured that they could produce "ypSettlerJapanese" and not "ypSettlerAsian". I has searched only for "villager", not "settler". Reminder.
NORMAL GAME BUGS TO FIX:
- Russian embassy Factory Wagon is fake-"allowed" even if you don't have a gather point
(Give consulate a Gather Point anyways, fourth "tactics" button)
(It appears in "improvements", see if this is a problem)
NORMAL GAME BUGS FIXED:
- For some reason different lightsets don't work on Aztec homecity (and my maya copy), does it uses a default light and where is this set?
-- Oh, it was enabled as a prop at the very end of the savegame homecity file. How very dumb of me...
V- Fixed: Exalted Fuchuan wasn't included in Chinese post-imperial tech. Now it is.
ORIGINAL BUGS WHICH I CAN'T FIX:
- Changing the graphics ingame or other unknown specific rare actions may reset some texture replacements to default. Which means wokou buildings will look like japanese, etc. Closing and reopening the game fixs this.
NOTES:
- Changing civ order or adding more civs in the midst of existing ones in civs.xml causes campaign civs to change! (so generally don't, that may cause crashes or make campaigns unworking. Add civs to the end and make them different from campaign ones)
- May use Europa Universalis IV (and/or Extended Timeline mod if I bring myself to install it on a copy) to see geopolitical status in most this period. (EU IV normal from 1445 -nov 1444- to 1820, viable empires and civs and their "cultures", in lack of internet)
SOUNDS
- Sounds .xml.xmb needs to be extracted, renamed AND inside-renamed for new objects in its code. Wish I could make just a single sound file, not sure why needing so many...
- Add a more notable "woosh" sound effect to tomahawk throwing, as of now it is (nearly?) silent
- Incan and Maya sounds if not AOE2 will have to reuse the ones from native villages; two sets for incas (if that) and One for mayas, neither including villagers
* How to add new culture voicesets for villagers / settlers and Town Centers? Since they share the same Graphics .xml file, and Pirate settler doesn't talk despite not having different rules section.
+ The voices for Incas and Mayas from Age of Empires II HD could be extracted and added, however, without a working Genie Editor it would be hard to identify them.
new possible effect sounds in EUIV:
D:\LocalProxy(x86)\Europa Universalis IV Golden Century\sound\old\unused
D:\LocalProxy(x86)\Europa Universalis IV Golden Century\sound\new unused
Graphic Fix
V- Fixed native embassy ground transparency bug
V- Fixed Mongolian Horse Archer guardian attack "gunpowder" bug
- To fix unused japanese "dead shrine" (missing model, replace with Chinese one)
- There is also a missing "medicine shrine" probably cut from the game altogether. It is mentioned in
And its location was:
buildings\native_civs\medicine_shrine\medicine_shrine.xml
Apparently it was quite big: BuildingRubble4x4 buildinglarge.xml
From the code, it was suppossed to train medicine men (or imams, priests etc.) and have the church upgrades, but being isgnificantly more expensive.
There are no traces of this "shrine" in any of the art files or folders, not even the non-unit and building related ones such as nuggets or homecities.
Too bad, a big and impressive native building with all game anims and functions would have been cool.
INTEGRATE
- Elements of ESOC patches
* Bugfixes
v* Anim corrections (like native villagers spear throwing)
* Trade posts are exempt from "Can't build near an enemy's town center"
- Elements of Extreme Fortifications mod.
* Fortress walls
Existing Fort Walls and towers:
** SPC Fort Wall (Generic/European)
** SPC J Fort Wall (Japanese/Chinese)
** SPC I Fort Wall (Indian)
+
** SPC Wood Fort Wall (not so thick, no "integrated buildings")
-- Fort Walls could be "Upgraded" to these Integrated Buildings (Barracks, Stable)
-- Stone forts have separate "Corners" and (wooden) towers; differently, in Wood Fort the "towers" would have to be the corners unless default wood corners are retextured and recycled.
+ Stockades
+ Fixed guns
* More wall upgrades (and skin?)
* Wood, Stone and Fortress walls are different. Wood is only wood, stone costs wood and gold, fortress costs gold and export
* Different stone walls for Aztec, Inca and Maya (Inca is the more wally and slow melee, Maya uses attrition and Aztec archer numbers)
* Siege upgrades specifically with anti-wall purposes
***
To make show of:
- Rotated buildings
- Enchanced unknown map
***
por que no anda las paginas
Qué páginas?
PS: If this alone doesn't do it, install the "extra files"