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    Friday, October 1, 2021

    Age of Empires 3 Octuber PUP is out now!

    Age of Empires 3 Octuber PUP is out now!


    Octuber PUP is out now!

    Posted: 30 Sep 2021 02:10 PM PDT

    Check the steam forums!

    New Features

    • 73! Large Maps accessible through the new Large Maps toggle button

    • Inca Homecity customizations

    • 6 NEW Inca Cards

    • 2 New South American Maps and 1 New African Map

    • Brought back the legacy Inca Settlements as Quechua Settlements

    • Updated Settlement spawns on South American Maps

    GAME
    Stability & Performance

    • Fixed a crash when destroying the last weapons cache in the Story Mode scenario "Boneguard's Lair".

    • Fixed a rare crash when pressing the Xbox Live Sign In button twice in quick succession.

    • Fixed a rare crash when an AI Villager is searching for a Field to gather from.

    • Fixed a rare crash in the AI code when calculating how many units to assign to each resource type.

    • Fixed a rare crash in the Deck Builder when pressing Esc after creating and cancelling a deck.

    Graphics

    • Majority of horse drawn units now work as two units and turn properly rather than being treated as one large unit.

    • The Livestock Pen that is obtained by the Japanese via the Dutch Consulate now uses the Dutch Livestock Pen graphics.

    • Updated the Skirmisher icon to more accurately represent the in-game unit.

    • Fixed a visual glitch where balloons would fall below the water surface on certain maps.

    • New animations for people in the Indian Home City Market customization.

    • Fixed an issue where units in the Japanese Home City could sometimes walk into the water.

    • Fixed a rare issue where some units would flicker when using the "Friend/Foe Outlines" accessibility setting.

    UI

    • Fixed various map descriptions which did not list the correct Outlaws & Natives.

    • Fixed a rare issue where a treasure on the map "Plymouth" would indicate the treasure reveals other treasures on the map, but instead, it grants a Pilgrim.

    • The tooltip for the bonus Influence/XP sources (Town Center, Trading Post and Palace icons) in the unit stat panel for the University now shows the contribution that each source makes to the rate.

    • Dutch: Infinite "Falconet" Home City Cards now have a purple border.

    • Ethiopians: After sending the "Coffee Berries" card, Villagers are now counted as Coin gatherers instead of Food gatherers in the UI.

    • Berber Camel Rider's tooltip now indicates it's a 'cavalry' unit, instead of a 'cavlary' unit

    • Dunes map description has been updated to accurately reflect the map's layout.

    • Hussar's history section now correctly indicates that the unit is heavy cavalry instead of light cavalry.

    • Updated the HUD to display challenge tracking in-game.

    • Imperial Sharpshooters are now using their correct name (instead of Veteran Sharpshooters) when starting a game in the post-Industrial/Imperial Age.

    • Fixed incorrect order for wood upgrades in the Inca techtree.

    • Fixed height scaling issue for Civ Flag tooltips in SP and MP Lobbies.

    • Show game modes and sizes being searched for during ranked game search.

    • The Narrator now reads out important information on the Game Summary and Player Summary screens.

    • Fixed some issues where the Narrator wouldn't read out resource symbols in some in-game UI (e.g. Chat output & Livestock Market).

    • Accessibiliy: Added missing keyboard navigation feedback for Publishing and Reporting windows in Mods menu.

    • Accessibiliy: Added missing keyboard focus feedback in deck builder.

    • Fixed text truncating in Russian in the Diplomacy menu.

    • Fixed text truncating in the challenges complete menu.

    • Fixed text truncating in the objectives menu in the HUD for Primary and Secondary objectives.

    Hotkeys

    • "Allow Conflicts" is now enabled by default for Legacy Hotkeys.

    • African Trading posts now fully support legacy hotkeys.

    • The Town Center Eject (legacy) hotkey now works when you have a unit garrisoned in an ally's Town Center.

    Multiplayer

    • Multiplayer save games can now be loaded if they use custom maps.

    GAMEPLAYGeneral

    • Military units can now be given a command to Patrol along a sequence (or around a loop) of waypoints.

    Fixes

    • Fixed an issue where the flags for units' additional waypoints or queued commands would not appear on terrain.

    • Fixed an issue where crates with 50 Food, no longer idle Villagers for a second. (currently affects French & Portuguese)

    • The Honey Badger cheat unit can now correctly attack treasure guardians.

    • Pirates now have the "Outlaw" tag.

    • Levied Bowmen can no longer be healed when they lose HP as minutemen.

    • Berber Nomads no longer gather Export while being idle.

    • Aztecs: "Aztec Mining" card now correctly works in combination with the treasure which reduces the cost of infantry by 5%.

    • British, Dutch, French, Swedes, Ottomans, Lakota, and Portuguese: Can now correctly send the "Recruit Privateer Fleet" card.

    • Ethiopians: "Fagogli Gold" card now improves Gold Gathering from berries after sending the "Coffee Berries" card.

    • French: "TEAM Cheap Church" card now also reduces the cost of its own technologies.

    • Hausa: "TEAM Zuma Rock Lore" card now displays a timer when shipped and now reveals mines for 3 minutes, instead of indefinitely.

    • Hausa: "Gaananci" card no longer ships 5 Akan Ankobias that permanently occupy 5 population.

    • Hausa: Griots are no longer selected using the "Find all military" hotkey.

    • Hausa: Griots can no longer empower Salt Mines created by the Berber Salt Camel.

    • Japanese: Moraturu no longer move at the same speed between Limber & Bombard modes.

    • Akan "Fontomfrom" upgrade now correctly affects Skull Knights & Banner Armies.

    • Fixed a rare issue where some Villagers could go idle after loading a game.

    Exploit fixes

    • Fixed various exploits used by cheaters to gain an unfair advantage in multiplayer matches.

    CampaignArt of War

    • Art of War - Artillery: Players will no longer lose the mission when shelling the final buildings with Mortars.

    CIVILIZATION BALANCEGeneral

    UNITS & BUILDINGS

    • Llamas: Added two new shades for Llamas: Black & white!

    • Sudanese Dervish: Now inflicts 0.5x damage to Villagers (down from 1x)

    • Granadero: Is now also tagged as Heavy Cavalry

    • Fortifications: Blockhouses and Castles can now properly "see stealth"

    • Elephants & Giraffes: Fixed a pathing issue caused by these units taking up more space than necessary

    • Church: Corrected the XP trickle of the Church obtained via Dutch relations at the Consulate to 0.7 xp/s (from 0.6)

    • Spahi: Idle Spahi now automatically heal for all civilizations (not just the Ottomans)

    • Dock: Is now easier to place foundations on jagged coastlines

    • Wokou Junk: Ranged attack now inflicts 1.5x to buildings (down from 3x) and 0.66x to docks (for 1x total)

    • Stealth: All Military units can now discover "stealthed" buildings (e.g., Inca Strongholds) when within 2 range of them; no changes have been made to the current behavior of units that can "see stealth"

    • Quechua Settlements: We have re-activated the legacy minor Inca native settlements which are now present as Quechua on more maps than before (see maps section for details) – the available upgrades at the Settlement are flavored versions of the ones previously available at the Inca Settlement.

    CARDS AND TECHNOLOGIES:

    • Native Treaties (Card): When allied with the Yoruba, now delivers 3 Legionaries (down from 4); Indian Friendship card adjusted accordingly

    • Wanderlust (South African revolution Card): No longer improves Warship hitpoints

    • Privateer Cards: Fixed an issue where shipments of Privateers could sometimes not be sent

    DUTCH
    UNITS AND BUILDINGS:

    • Civilization feature: Start of game mining bonus reverted to 15% (from 20)

    ETHIOPIANS
    UNITS & BUILDINGS

    • Gascenya: Removed erroneous Hand Infantry tag

    TECHNOLOGIES AND CARDS:

    • Habesha (Age-up Alliance: Age 2 → Age 3): Now properly grants 700 coin (corrected from 1100)

    • Era of Chaos (Card, IV): Fixed an issue that prevented units with area damage from damaging friendly targets when under the influence of the Mayhem Ability

    INDIANS
    UNITS AND BUILDINGS:

    • House: Cost increased to 80w (from 70)

    INCA
    EARLY ECONOMY:

    • Starting resources and units: Adjusted as follows

      • Food: 300 (down from 400)
      • Wood: 400 (up from 300)
      • Coin: 100 (up from 0)
      • Livestock: 3 Llamas (up from 1)
      • Villagers: 6 (up from 5)
    • [NEW] Added 3 Villager Card (I)

    • [NEW] Added 5 Villager Card (II)

    • Kancha House: changed as follows

      • Wood cost increased to 180 (from 135); bounties and build time adjusted accordingly
      • Now supports 16 pop (up from 12)
      • Hitpoints improved to 2000 (from 1500)
      • Build limit reduced to 12 (from 13)
      • Default Food trickle: No change
      • Chicha Brewing card: Improves food trickle by +60% (up from 50)
    • Queen's Festival (Kancha Big Button): changed as follows

      • Moved to the Commerce Age
      • Now grants 5 villagers (up from 4)
      • Cost increased to 300 of each resource (from 180)
      • Comment: These changes aim to move the Big Button away from opening build orders and give it the role of a 'greedy' early boom option or economic follow-up (it is more expensive than an Age 2 shipment by design)
    • Community Plaza Moon Ceremony: changed as follows

      • Wood trickle scaling improved to approximately 0.25w/s per tasked villager (Llamas and Priestess count as 0.25 and 1.5 villagers respectively
      • Moved to the Commerce Age (from Industrial)

    CHIMU RUNNER:

    • Chimu Runner: changed as follows

      • Cost improved to 70f 35c (from 65f 40c)
      • Is now slowed down by enemy melee attacks (i.e., can be "snared") and slows down enemies with their melee attacks (i.e., can "snare" enemies)
      • Now has access to the "Chimu Maneuver" Big Ability Button (details below)
    • Big Ability Button "Chimu Maneuver": has the following effects:

      • Tooltip: "Temporarily increases the speed of all Chimu Runners and prevents enemies from slowing them down."
      • Temporarily prevents Chimu Runners from being slowed down by enemy melee attacks (i.e., "being snared") and temporarily also prevents Chimu Runners from being able to slow down enemies with their melee attacks (i.e., "snaring enemies")
      • Increases Chimu Runner speed by +0.75 (to 7 without other upgrades)
      • Animation: The Chimu Runner will start sprinting when this ability is used (to telegraph the ability has been used to an observing player)
      • Effect Duration: 8
      • Cooldown: 90 seconds

    MILITARY UNITS

    • Inca Warchief: adjustments as follows

      • Leadership Aura now improves both the attack and hitpoints of Native Warriors by 10% (changed from improving only hitpoints by 20%) -- This change will help bring its strength in line when used with early aggressive strategies involving hand infantry, and make it more useful with ranged units later on in a match.
      • Improved the clearness of the Warchief voices
    • Sapa Inca card (I): adjusted accordingly (now improves aura by 10% atk and hp)

    • Champion Upgrades: Now grant +2 range to Inca ranged units (up from 1)

    • Legendary Upgrades: No longer grant +1 range to Inca ranged units (moved to Champion upgrade)

    • Jungle Bowman: Cost adjusted to 80f 25w (from 90f 20w)

    • Plumed Spearman: Cost adjusted to 90f 25w (from100f 20w)

    • Huaraca: adjustments as follows

      • Improvements are now calculated from 'Age 2 base-stats' (changed from Age 3)
      • Improved Villager multiplier to 0.5x (from 0.25x)
    • Bolas Warrior: adjustments as follows

      • Improvements are now calculated from 'Age 2 base-stats' (changed from Age 3)
      • Significantly improved the firing animation (projectile released much sooner) – it is now possible to "kite" with Bolas Warriors
      • Melee damage attacks now have the same multipliers as its ranged attacks
      • Cost improved to 65f, 45c (from 35f, 65c)
      • Ranged reduced to 12 (from 14)
      • Speed reduced to 4 (from 4.25)
      • Now inflicts 0.67x to Infantry (down from 1x)
      • Colla Support card (IV): Melee damage improvement increased to 35% (from 25); no longer improves cavalry damage multipliers
    • Maceman: adjustments as follows

      • Improvements are now calculated from 'Age 2 base-stats' (changed from Age 3)
      • Melee resistance flipped to range (20%)
      • Cavalry multiplier increased to 2x (from 1.5x); Shock Infantry multiplier adjusted accordingly
      • Area damage reduced to 2.5 (from 3)
    • Priestess: Conversion speed now improves by 1.5 seconds (up from 1) with the Elite, Champion and Legendary Priestess shadow upgrades

    AGE-UP COUNCIL MEMBERS

    • Builder Travois: changed as follows

      • Can no longer construct War Huts
      • May now construct Kancha House
      • May now construct Market
      • May now construct Community Plaza
      • Now constructs buildings 3x faster, like other construction wagons (up from 2x)
      • Hitpoints corrected to 250 (from 150)
      • Speed improved to 5 (from 4)
      • Can now properly build on sockets
    • The Chief (Age 1 → Age 2): Grants 2 Builder Travois (no change) – see changes to Builder Travois

    • The Elder (Age 1 → Age 2): Now grants Lumber Ceremony (250) and Forest People Ceremony (385) – We will be playing close attention to this politician and will make further adjustments as necessary

    • The Elder (Age 2 → Age 3): Now grants Great Feast Ceremony (175), Harvest Ceremony (350) & Green Corn Ceremony (525)

    • The Elder (Age 3 → Age 4): Now grants Earth Ceremony (335) and Earth Gift Ceremony (700)

    • The Wise Woman (Age 3 → Age 4): Now grants 5 Priestesses (up from 4)

    • The Wise Woman(Age 4 → Age 5): Now grants 5 Priestesses (up from 4) and 1000 wood (no change)

    HOMECITY CARDS

    • Civilization feature: all Age 1 cards now deliver a free Chasqui (cards that already deliver a Chasqui will not deliver 2)

    • Adjusted Fortress Age military unit cards to a nominal value of 1000 resources

      • 8 Jungle Bowmen (880) → 9 (990)
      • 8 Bolas Warriors (800) → 10 (1000)
      • 3 Macemen (900) → Can now be sent infinite times
      • [NEW] 5 Macemen with 500f cost to send (1500)
      • [NEW] INF 6 Huarcas
    • Adjustments to Inca "Support" cards

      • Huanka Support (II): Now delivers a War Hut travois instead of Builder Travois – since Builder Travois can no longer construct War Huts
      • Chincha Support (III): Cost improved to 500c (from 1000); now delivers 3 Chincha Rafts (1050), down from 4 (1400)
      • Chimu Support (III): Cost improved to 500c (from 1000); now delivers 10 Chimu Runners (1050), down from 16 (1680); Chimu Runner hitpoint improvement increased to 20% (from 15)
      • Cajamarca Support (III): Cost improved to 500c (from 1000); now delivers 9 Jungle Bowmen (990), down from 13 (1430)
      • Colla Support (IV): Damage improvement increased to 35% (from 25); no longer improves cavalry damage multipliers
    • TEAM Inca Bridges (I): Moved to Age 2

    • Road Building (II): Moved to Age 3

    • Ranged Infantry Attack (III): Moved to Age 2

    • Ranged Infantry Hitpoints (III): Moved to Age 2

    • Improved Buildings (I): Is now a team card (grants 25% building HP) – this change will reduce the total amount of hitpoints Inca buildings can be buffed to

    • TEAM 1 Priestess (II): now delivers 2

    • 2 Town Center Travois (III): no longer increases TC build limit

    • Resettlements (III): no longer increases TC build limit

    • Native Warrior and Foreign Allies Cards: may now be sent twice (e.g., 14 Tupi Allies or 8 Renegade Spanish -- this only affects the Inca civilization

    • American Allies (I): No longer unlocks the "Carib Ambush Party" tech when allying with the Caribs

    • [NEW] Wamani (II): Ships 2 Kallanka Travois and allows Kallanka warriors to be trained early (they have age 2 stats). Also added new unit skins to show the shadow upgrade to Elite status.

    • [NEW] Autarky (III): Kancha Houses can also be toggled to produce Wood instead of Food. Wood is produced at the same rate as the food and is further improved by the Chicha Brewing card.

    • Added colors to all Inca unit card icons for better recognizability

    • Updated the Census card icon to avoid confusion with a new card

    REVOLUTIONSGeneral

    • Fixed an issue where the Revolution deck would not be activated when a player has the Deck selection menu open while revolting.

    Haiti

    • French are no longer limited to 80 Villagers after revolting as Haiti.

    AIGeneral

    • AI players now spend less time moving their Villagers between resources, improving Villager efficiency.

    • AI players will now build less additional Mills/Farms/Estates if the existing ones are not fully occupied.

    • AI players can now use Silver Prospector Wagons, granted by the "Team Alaska Purchase" card.

    • After revolting, the AI will no longer attempt to construct buildings with transformed Villagers if they don't have the ability to do so.

    • Hausa AI players will now build Universities on lower difficulty levels.

    • Hausa AI players will now attempt to build Universities closer to buildings that provide a bonus trickle for them.

    submitted by /u/victorav29
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    If Age of Empires 3 was low poly

    Posted: 30 Sep 2021 08:29 AM PDT

    Can't ask for resources to my A.I. team

    Posted: 30 Sep 2021 06:55 PM PDT

    Hello guys! I've been having this trouble with my aoe 3, when I press enter it only appears this dialogue frame, but can't talk to my A.I. allies or ask for resources, how can I fix this, any ideas? Thank you in advance guys!

    submitted by /u/WbaldoV
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    China vs Japan AI impossible?

    Posted: 30 Sep 2021 02:28 PM PDT

    Hi guys, I wanted to take out this doubt of mine. I'm triying to enjoy the classic match against the AI playing as China, but I'm finding this match against Japan almost completely impossible. All their units are insane OP, specially that bullshit 10 ashigaru spam alongside other 40 units (including samurais, yumi archers and cavarly) in less than 10 minutes. I try using the classic meta stategy of rushing two villiages, get 3 villagers and just hunt to age quickly with proper management of the herds next to my TC (to cut idle time) building the summer palace and getting the common military cards of age II. But even if I can get lots of units, they all suck! 20 Chu Ko Nu can't take a single ashigaru in a single volley, while I see my even superior numbers (almost 2 to 1) completely dissapear even when the unit is figthing what their suppose to fight (hard counter). I'm doing something wrong here? or it's just the poor balance between these two civs in a 1vs1 alongside the free resources/XP that the hardest AI is obviously getting compared to regular hard difficulty?

    submitted by /u/Scud91
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    Regarding the implied cut Barbary Coast civ.

    Posted: 30 Sep 2021 06:02 AM PDT

    I don't know how much has been talked about this but i'll share my thoughts anyways.

    So today I found out about the fact that Barbary Coast/pirates had a theme song like other playable civs and a homecity in the files that went unused.

    Civ theme in files is barbarycoast.mp3

    Like Ethiopia they were in the historical missions as a unique civ but didn't seem to make the cut. The only other civ to have this before African DLC was Ethiopia albeit they had more unusued units etc in the files.

    Unlike all the other DLC excepting AoE3DE there were three civs added together with a campaign but only two were added with the Africa DLC.

    Here is my theory, there is not much concrete info but it has some intriguing points.

    I would argue that Barbary Coast was planned as a third civ like Ethiopia and Hausa to cover North Africa in comparison to East and West Africa.

    Now you might argue, why would pirates count as a civ? I don't think they would be pirates but they would be a collective civ like Germany is HRE/Prussia representing the berber peoples.

    The berbers historically traded a lot across the sahara being the main proponent of that trade and actually did a lot. Morocco, Algeria and Tunisia would have been represented by this civ.

    In game with Africa DLC there are berber villagers and from what I know they are the only natives to get a unique villager to work for you?

    Whilst not all historical missions represented new civs I think its worth considering. From what I remember the Africa DLC was delayed which might have been that it had to be rushed and therefore they decided to cut the barbary coast.

    There are apparently unique units to them cut in the files.

    Regarding it being a revolution civ, the US was that too but got elevated to a civ status.

    Idk what do you think?

    submitted by /u/zauraz
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    Is Capitalism a good card for the Ottomans in first Age due to their low Settler cap?

    Posted: 30 Sep 2021 10:31 AM PDT

    So I know it delays the first Age-up a bit, but for a more economically-oriented Ottoman build order this seems attractive to me. The usual benefits of the 1.65 coin-per-second (100 coin-per-minute) being worth 2.75 base Settlers on Coin permanently without cutting into your minable resources and making your Food and Wood gather-rate upgrades more efficient because you'll have more Settlers on those resources rather than Coin are clear, but for the Ottomans in particular it delays the cost of the Settler cap upgrade at 25 Settlers (100c) by a decent chunk of time (up to almost two minutes) by keeping your Settler count lower. I haven't seen anyone talking about this or using it ever since Capitalism was buffed with the USA patch.

    I've been having minor successes at my low ELO with Capitalism in a long-second-age build order, but I was wondering if it has potential at higher levels of play. What do y'all think?

    submitted by /u/GideonAI
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    Does Age of Empires 3 use an LOD system?

    Posted: 30 Sep 2021 12:52 PM PDT

    Just a quick technical question, do any of the Age of Empires 3 models have any LODs (level of detail)? This is when models switch to simpler ones as the camera gets farther away, mainly to improve performance.

    I'm guessing not due to the top-down camera angle, but I'm curious if this is the case.

    submitted by /u/jje10001
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    Which Age of Empires do you primarily play and will you probably move to AoE4?

    Posted: 30 Sep 2021 09:03 AM PDT

    Game 1 ⚔️ Chis vs Snoopa ⚔️ $300 Showmatch Bo7 [AOE3:DE]

    Posted: 30 Sep 2021 10:19 AM PDT

    Clarifying Tags and Bonuses

    Posted: 30 Sep 2021 10:57 AM PDT

    Played AoE3 back before TAD was released. I actually picked up TAD a month or so ago and switched over to DE a couple days ago. campaigning/skirmishing for a month or so but would like to start refining some builds of my own and have looked in the AoE wiki to try to answer this for myself but would like y'all to clarify...

    If the unit has a bonus against Infantry, it has a bonus against anything that moves on 2 legs-musketeers, skirmishers, and what is now termed as light/hand shock infantry (Tiger Claws, etc). Similarly, if it has a bonus against Cavalry, it has bonuses against anything with 4 legs-both the heavy cavalry (hussars) and light cavalry (dragoons).

    submitted by /u/spiritwalker83
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    How easy is it to find 2v2 or 3v3 vs AI games?

    Posted: 30 Sep 2021 10:09 AM PDT

    I like co-op a lot and I'm considering buying DE. Are there people that play vs AI (comp stomp)? How long would it take to find a multiplayer match vs. AI?

    submitted by /u/MankAndInd
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    Ethiopian lalibela church

    Posted: 30 Sep 2021 04:49 AM PDT

    In the aoe africa royals trailer we see a lalibela church (the cross in the ground.) Where is it in the game? Ihave only see it it in a hystoric battle.

    submitted by /u/Mastermul2
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