Age of Empires 3 If you were allowed to add or change an unit for a civilization what would it be? |
- If you were allowed to add or change an unit for a civilization what would it be?
- Legacy Mods, AI Mods, Random Map mods
- When they have to team to win:))
- 2v2 Russian Patriarchy Build Order... it affects inquisitors lol
- Bug noticed on Indonesia map, Am I the only one having this issue?
- Livestock suicide against Mexicans
- need help beating Japanese army composition and map control
- African Outlaw stat breakdown (and why the Archers are insane)
- Im a newbie and keep getting destroyed online… how can i defend myself in early-game?
- The Patriarchy vs Veteran Musketeers
- best civ in team games?
- Panúco Waterway and Infinite Resource Shipments - worth it?
- USA tavern rush strategy?
If you were allowed to add or change an unit for a civilization what would it be? Posted: 14 Jun 2022 03:10 AM PDT For me it would be: ChineseGuandao Guandao can be a Halberdier variant for China, despite it's role already been covered by Changdao, getting them should be one of the more interesting way, Plus Changdao isn't really a Halberdier Variant due to having 5 Speed which marks them as a Fast Heavy Infantry Category. Guandao is untrainable by the Chinese and can only be accessed through a new Infinite Card that can be called "God of War" which makes all of your town center do a one time training of 4 Guandao and Villages do a one time training of 1 Guandao that is shadow upgraded. The Guandao Stat could be the same as Halberdier in HP(200) but have less Melee Attack of 24, Siege Attack of 30, and Speed of 4 which do makes them stronger than Changdao, but is the slowest Heavy Infantry for China. HaudenosauneeTomahawk Warrior Basically a Melee Version of Haudenosaunee Tomahawk who loses the Ranged Throwing attack but gained speed(5), more Melee Attack(18 perhaps) and Siege Attack(28) while still costing the same. Tomahawk Musketeer Might be Controversial but Tomahawk Musketeer could be a decent unit for Haudenosaunee, since they replace the Regular Tomahawk, but still have the same stat except that now they use Muskets that have faster reaction time and projectile, and their 20 wood cost is replaced with 20 Coin. A Card will be needed to enable this unit which also disable regular Tomahawk but won't transform all of your existing Tomahawk, but you still can ship Tomahawk from the Homecity. JapaneseAshigaru Spearman Idk Japan just felt not right without the Spear Wielding Ashigaru, while Ashigaru Musketeer does use Spear in Melee, having a Pikeman Variant for Japan centered around Ashigaru would be nice to have. For Stats they could cost 60 Food and 20 Coin, having 150 HP, 12 Melee Attack with Cavalry Bonus(x4) and Shock Infantry(x2.5), 34 Siege Attack, and 5 Speed, and Ashigaru Musketeer Cards also affect them. [link] [comments] | ||
Legacy Mods, AI Mods, Random Map mods Posted: 14 Jun 2022 03:38 AM PDT I wanted to mention mods that I have made that are available for download: N3O Added Pack: http://aoe3.heavengames.com/downloads/showfile.php?fileid=4171 AI 11 - Flycatcher + AI 12 - Guardsman http://aoe3.heavengames.com/downloads/showfile.php?fileid=4158 N3O Gold AI: http://aoe3.heavengames.com/downloads/showfile.php?fileid=4179 Map modes: http://aoe3.heavengames.com/downloads/lister.php?category=rms NR Maps, Musket Maps, Downtown Maps, Grand Cmp Maps, Esport Maps: http://aoe3.heavengames.com/downloads/showfile.php?fileid=4141 The first three mods are AI related, and the second and third are AI mods can be played online without needing to install for anybody but host. The fourth is a list to map-modes and uploads that I have made for Legacy Asian Dynasties. The fifth is the five map sets I use most with hosting online games or single player or LAN games. All of these maps start with extra units, extra resources, and extra export and homecity shipments. [link] [comments] | ||
When they have to team to win:)) Posted: 14 Jun 2022 10:37 AM PDT | ||
2v2 Russian Patriarchy Build Order... it affects inquisitors lol Posted: 14 Jun 2022 03:01 AM PDT
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Bug noticed on Indonesia map, Am I the only one having this issue? Posted: 14 Jun 2022 08:19 AM PDT | ||
Livestock suicide against Mexicans Posted: 14 Jun 2022 10:55 AM PDT When I saw people playing against Mexicans on maps with lots of livestock (e.g. Mongolia, Texas, Kamchatka), the opponents of Mexicans will sometimes delete the livestock they've collected right away in case the Mexicans would take it for the hacienda trickle. I'm wondering if this is an effective way to deal with Mexican boom, or it's actually a bad tactic that comes with a great opportunity cost, since haciendas can train cattle per se. [link] [comments] | ||
need help beating Japanese army composition and map control Posted: 13 Jun 2022 06:26 PM PDT I recently started playing aoe3 again, and I have been using Italy, USA and Britain. I have difficulties dealing with the Japanese army composition of ashigaru and their anti-inf artillery. If I train hus to take out the cannons, they get smacked by the ashigaru and if I train culvs to take out their artillery, I find that I practically can't keep up with their artillery production. This often results in me turtling and losing 3/4 map control and end up on mills or plantations around 20-25 mins. I also usually use infantry units and train artillery from a fort or 1 or 2 artillery foundries. Any advice would be helpful as to what I should train/do. I usually do a ff or sf build order. [link] [comments] | ||
African Outlaw stat breakdown (and why the Archers are insane) Posted: 13 Jun 2022 07:30 AM PDT So, African Outlaws (the Desert Archer, Desert Warrior, and Desert Raider) have a ton of potential. The Archer and Warrior are available to Euro/Asian civs on African maps and all 3 are always available to the Hausa and Ethiopians. I took their cost and used the formula (0.84f = 0.6c) for the cost comparisons, despite the fact that normal units cost mostly Food while African Outlaws cost mostly Coin and each can have difficulty in procurement. Here's what their base stats are like when compared to their parallel units - the Crossbowman, Musketeer, and Hussar: Desert Archer vs. Crossbowman:
Desert Warrior vs. Musketeer:
Desert Raider vs. Hussar:
This is, of course, ignoring the 1 extra population each of these Outlaws has which can be nullified with 1 card for all civs except the Hausa (though the Ethiopian version of that card also increases Outlaw HP by 15% so that's kind of a wash). This also ignores how Outlaws get their Industrial and Imperial upgrades for free when you age up to those. Anyway, as you can see Desert Archers are pretty busted, Desert Warriors are a little better than Musks, and Desert Raiders seem balanced. If you've got a good Outlaw civ like Japan or Sweden then I do recommend Desert Archers as a supplement to your military (or just a few as a prodding tool to harass your enemy from long range). Ethiopia gets coin like crazy with the latest patch but unfortunately you only get Xbow/Musk/Huss so if you go for an Outlaw build you may want to spam the Archers but get forced into training one of the weaker Outlaws to support them (outside of team games where your teammate can make a goon-style unit). And as for the faster fire rates of the Archers and the Warriors, they're better for avoiding overkill but worse for scooting and shooting as well as the "alpha strike" which often determines snowballing in shootouts. [link] [comments] | ||
Im a newbie and keep getting destroyed online… how can i defend myself in early-game? Posted: 13 Jun 2022 07:11 AM PDT I like the ottomans because i dont have to focus on vills and can concetrate on other things. I always get rushed by a few cavs which destroy my jans quickly and then destroy the barracks and by that time its pretty much over because i cant attack them in any way because my barracks are gone [link] [comments] | ||
The Patriarchy vs Veteran Musketeers Posted: 13 Jun 2022 12:48 PM PDT
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Posted: 13 Jun 2022 08:23 AM PDT which civ do you think is the best in team games (like 1 vs2 or 1 vs3) and why? every opinion is appreciated [link] [comments] | ||
Panúco Waterway and Infinite Resource Shipments - worth it? Posted: 13 Jun 2022 10:14 AM PDT If you age up with the Tamaulipas federal state as Mexico, you get access to the Panúco Waterway card, which allows you to send resource cards without spending shipments, at the cost of taking three times longer to arrive. This also applies to the infinite Exploration Age shipments, allowing you to send an endless number of resource shipments as long as you have the card in your deck. However, these 300 res shipments now take around a minute to arrive (a rate of 5 resources per second). Is this strategy worth choosing Tamaulipas, a navy-focused state? Would it still be worth it on a land map? [link] [comments] | ||
Posted: 13 Jun 2022 09:04 AM PDT I've seen people doing this lately and I got defeated for multiple times by this strategy. I would like to know how this strategy works out, and the recommended decks and outlaws/mercenaries [link] [comments] |
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