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by checanos on Sat May 19, 2012 2:33 pm

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Modding Report #17
Posted: Tilanus Commodor @ Sat May 05, 2012 2:59 am
Fixing and mixing!

MODDING REPORT #17

  • For an unknown reason our SVN server crashed and everybody was unable to update and commit stuff. With some effective reading I managed to fix it though and now the server's running fine again!

  • Second bad news was that the AI didn't work anymore, it just didn't compile. I'm not an AI scripter, but with a quick introduction from Zephyr I also managed to fix the AI. Works fine again, some additional code I didn't analyze yet messed it up.

  • In the last two month many might have noticed that I updated our social media. New and old images, trying to permanently keep up a stream of news and answering user questions. Hope you appreciate it! Smile

  • Melee infantry like this age1 Pikeman (redesign) will adopt this line formation now:


  • The Spy will be different in the next NE version. Even though still having decent stats, he'll be less of a massable melee unit (cause that just looked ridiculous), but really become a tactical unit in the sense of sabotage (special ability), reconaissance (LOS) and assassination (Crackshot attack). I also made a rough design sketch already. Check out his modes and ranged attack anim:


  • The Longbowman has been kicked. In return the British will get decent Skirmishers/Sharpshooters. The Rifleman will be merged into them.

  • Still working on the seemingly never-ending design of the Chevauleger. Agh. Soo strenuous! This unit's really straining my nerves.

  • Good news for lovers of the once kicked Grapeshot gun! The Organ Gun will become a generic Howitzer, which has two of three possible fire modes already. The known solid shot and the case shot ("Grapeshot") which spreads bullets in a certain angle and causes damage in an area of effect (like 2-3). The Howitzer could historically become an age 2 artillery piece, but may rather be age 3 or even 4 cause of its power. In the planned redesign of artillery, the Howitzer combines fire modes of usual cannons and mortars. The Howitzer is most effective against land military, has normal artillery speed, the drawbacks are the high costs and low armour. It is also the only cannon with three planned fire modes, whereas other cannons have a maximum of 2.


  • The Cavalry Archer is now called Tatar. Both anti-cav cavalry units, the Dragoon and the Tatar also have changed boni now. There is not a malus against villagers anymore, but even a bonus. Their bonus against artillery has been limited to their melee attack. Tatars have characteristically a rate of fire now, but Dragoons still cause more damage in a single attack.

  • The Saxon Cavalry is now called Garde du Corps and will also be available for Prussians and French in shape of one shipment.

  • The Dutch Ruyter and Geus will also be kicked in the next version, since these units are mainly constructed, undefined units. They get the Dragoon and Musketeer instead. The Halberdier may probably stay as unique unit of the Dutch, but that’s not sure yet.

  • The German civ is progressing. They have by standard a worse XP trickle rate than all other civs, but they can compensate and even surpass it with building their Reichstag, that now also offers banner armies (circle armies/troops) instead of single units. The armies are:


    • Verlorener Haufen: 4x Rottmeyster, 4x Doppelsöldner (Merc)
      [Pop: 15; 1xShip 400c - 15sec] - Age II


    • Hessisches Jägerkorps: 1x Sharpshooter, 3x Hessischer Jäger (Merc), 6x Skirmisher
      [Pop:10; 1xShip 900c 400f - 25sec] - Age III


    • Sächsische Gardekavallerie: 10x Garde du Corps
      [Pop:20; 1xShip 1500c - 30sec] - Age III


    • Württemberger Feldartillerie: 2x Horse Artillery, 15x Horse Grenadier
      [Pop:25; 1xShip 1000c 1000f 400w - 30sec] - Age IV


    • Bayerisches Regiment: 10x Gebirgsschütze, 10x Grenadier, 5x Chevauleger
      [Pop:35; 1xShip 1250c 2000f - 20sec] - Age IV


    • Kurhannoversches Regiment: 25x Musketeer, 10x Brunswicker, 5x Dragoons
      [Pop:40; 2xShip 1500c 1500f 400w - 35sec] - Age IV

    Each shipment costs at least 1 shipment and some additional resources. As you can see the German armies are highly beneficial for the German civ, since they have short train times and reduced pop and resource costs. Thus they are the key constructions for offensive gameplay.

    Except the Verlorener Haufen which is a special Landsknecht formation, all the other specialized banner armies represent more or less famous circle armies from German states, which all together shape the imaginary, but historical Reichsarmee (army of the HRE). It’s not complete indeed, the states were numerous and the structure of the empire tended to be very complex and abstract. Nonetheless you should get the idea of how it is supposed to be! Wink

  • The stats of German and Polish Musketeers have been altered for creating deficits in the civs out of balancing reasons. The German Musketeer has +30 HP, but takes now 40 seconds to be built instead of 30 and costs 50c/50f. The Polish Musketeer has 20% less hitpoints, 3 points less dmg, but also costs 5 less coins and food.


Personal review: I’ve been quite busy in the last time with university-related things and even though the last report is quite some time ago, these are in my eyes some great news. A fixed AI, a fixed server and even new rocking content!

Comments: 79 :: View Comments (Post your comment)

2.01 + Hotfix 7.1 with new installers available
Posted: Tilanus Commodor @ Sat Apr 21, 2012 4:48 pm
The users R0gerBlack (also known as MxXx94) and Dark Force created installers for NE 2.01 that also contain the Hotfix 7.1. There is a version for both, PC and MAC. I've finally added them to our downloads page now. So in case you want to (re-)install NE, it's one step less now!

Be sure to have read the ReadMe files though.

Much thanks to R0gerBlack and Dark Force again! A special thanks to SAOL for his efforts to organize these installers!

If you face any problems with these installers please let us and the creators in particular know! Smile

Comments: 25 :: View Comments (Post your comment)

Random Map Idea Contest
Posted: Tilanus Commodor @ Fri Apr 06, 2012 8:34 pm

The legendary RM Scripter AOE_Fan, who also made the Gibraltar and Finland maps for NE, started an Random Map Idea Contest in which he is together with Pepp looking for the best idea of a new Random map which will be scripted afterwards.

Here the info!
Quote:
You have always wanted to make a great RM for Aoe3, but you are not a coder, right? Or perhaps, you don't understand a thing of scripting. Maybe you have decided to learn RMS, but then got lazy?

Well, your dreams have finally come true! For the first time in Aoe3 modding history, you have a chance to get RM based on your ideas, without needing to script it yourself. Isn't that great?

Basically, here is how it works:
  1. There will be one week to post a RM idea, and that will work as your entry for contest.
  2. After a week, judges (AOE_Fan & Pepp) decide on the best idea and announce the winner.
  3. The winner of best idea gets a RM based on it. The map will get scripted by AOE_Fan.


Rules and notes:
  1. Only 1 idea per person is allowed.
  2. Winner is decided by AOE_Fan and Pepp.
  3. There is one week's time to post ideas. The deadline is Thursday 12th of April, 18.00 GMT.
  4. The idea can contain modded things, but they don't come with the map. In these cases, similar replacements from unmodded Aoe3 (+TWC & TAD) will be used as much as possible.
  5. The winner gets permission to use the map in own projects/mods, the same of scripter needs to be mentioned though. AOE_Fan also has permission to use the map.
  6. The winner can edit the map later.


Guidelines, so that you have better chances of winning:
  1. The map should be unique, try to bring something new.
  2. Large areas like "USA", "Europe" or "Russia" are usually hard to make look good. Smaller areas like "Ireland", "Finland" or "Alps" can be better.
  3. The map idea should be thought out well.
  4. If the map has natives, it is wise to use fitting Aoe3 ones, as much as possible.


So, let's start it then, shall we? Good luck for everyone on making those RM ideas. Remember, only one can win!
If you have any questions, just ask. I tried to say every important thing...

PS: The contest is also running in other forums:
WotTA
AoE3H
AgeCommunity


Comments: 21 :: View Comments (Post your comment)

Modding Report #16
Posted: Tilanus Commodor @ Mon Mar 12, 2012 6:57 pm
SCREENSHOT INVASION!

MODDING REPORT #16

  • I've decided now how to design the Rottmeyster, Landsknechte, Doppelsöldner, Pikemen, Chevauleger and the Marauder. Some pics:


    Doppelsöldner (draft)


    Chevauleger (Age II, finished)

  • I've also started redesigning the Age II Musketeer, I've made two drafts, here is one of them:



  • The Sharpshooter finally can fight in melee now! Much thanks to the Modding Council for helping me solving this!

  • I've been equipping several units with new weapons/3d models. Here an excerpt:



  • I'm a lil stuck in finding a concept for Harquebusiers, Dragoons and Musketeers.

  • NE Gibraltar is done! Much thanks to AOE_Fan!
    The map is decorated with a various number rebel galleys and wild animals such as foxes and lions. You can only hire Barbary Pirates on this map. Here some screenies:



    Map Concept


    Coast


    Foxes


    Native Village 1


    Native Village 2


  • As you may have figured out on the first Gibraltar screenie, I and AOE_Fan have been creating trading posts on water. It's only been realized on Gibraltar yet. These trading posts can be built by ships (either Xebecs, Fishing boats or Caravels). The TP is a ship, that can not move from place, but defend itself.

  • I've been messing around a lil with 3d, trying to get an idea of how to get the model orientation (bones) right in the game, no success yet. Help appreciated!

  • The Transport Balloon will not be available in future releases anymore. I'll check other options for balloons though.

  • I've finally done the muzzle flash for grenade rifles. There is less smoke and more sparks. Here a test screenie with Lange Kerls:



Personal review: Holidays are too short to change the world.

Comments: 49 :: View Comments (Post your comment)

2.01 for MAC available again
Posted: Tilanus Commodor @ Sun Feb 05, 2012 2:03 pm
After megaupload.com was taken from the net, NE 2.01 for MAC wasn't available as download anymore. I've now uploaded it on gamefront.com, it is now available in our download section. I will upload it later on our server once I have FTP access to it again. Smile

Comments: 7 :: View Comments (Post your comment)

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