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Age of Empires III

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16,191 downloads

Uploaded:30/10/2006

Age of Empires III: The WarChiefs Demo

aoe3_twc_setup.exe | 516.54 MB

or the Germans. The expansion pack will build off of the exciting real-time-strategy gameplay of "Age of Empires III," providing players with the ability to lead one of three proud Native American civilizations, including the Iroquois Confederation, to expand their empire and fight for control of the Americas.

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9,926 downloads

Uploaded:02/08/2007

Unlimited Units Mod

unlimited_units_mod_by_xsnip3rx.rar | 130.76 KB

Empires 3: The Warchiefs, just paste the Program Files folder into your C: or D: drive, whichever one contains the AOE3 install, and you're set!, enjoy Contact me via MSN MEssenger if you have any questions @ xsnip3rx@mythscape.org REVIEW: Finally, an unlimited units mod has come to AoE3 Files! I am no modder, so I can't make one myself. But this is an essential mod for people who want big battles and have powerful computers. You WILL need a nice graphics card to see all those units in combat. But don't forget, your enemies can also make unlimited units. Reviewed by Suleyman Eisenhower

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2,990 downloads

Uploaded:27/12/2006

Castle Blood

castle_blood_10.zip | 14.58 KB

originally found in Age of Empires II. However, due to obvious differences in the two games, there are a number of changes between this Castle Blood and the old ones, especially as it is unclear as to which Castle Blood this is actually based on (I have never played Castle Blood myself and based this on what others told me). Also due to the mere concept of all-out war, there is bound to be balance issues between civilizations. Only aspects of each civilization which were outrageously powerful were removed or changed. This is more or less simply a response to those who request a "Castle Blood" map for AOE3. There may or may not be updates to this map. If suggestions mass and are reasonable, I might update. In the meantime enjoy! ======================================================== HOW TO PLAY The primary objective is to wipe out all enemy players or capture the Llama in the middle for seven minutes. Players each start with a medium-sized base on their island, surrounding the mainland in the middle. The small outer island holds a sheep; its HP represents the amount of XP the player has. As the player reaches certain levels of XP, awards are granted, which may help or even allow the player to win. Resources are unlimited, creating somewhat a Deathmatch like game. Several notable changes to regular gameplay are: - Aztec Warrior Priest Dance disabled - Aztec Warrior Priest Dance disabled - Iroquios Travois Dance disabled - Oprichniks disabled - Spies tech disabled - All units faster by 100% - Mercantilism and New Years techs disabled - Agents disabled - All units train 25% faster, artillery trains 10% faster. - Walls disabled - Docks disabled - Saloons disabled - Capitol disabled - Covered wagons have no HP (no town centers for Portuguese) - Starts in Fortress Age - Wardrums tech disabled for Sioux (too fast of training).

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2,872 downloads

Uploaded:30/05/2010

Extreme Fortification 3.0

extreme_fortifications_3.0_pc.zip | 6.08 MB

Features ===================== 1. The European and Asian civilizations now have buildable fort walls ingame. 2. The Sioux have been granted thier own walls to compensate for the European and Asian fort walls and have thier own unique wall upgrade tech to increase wall HP. 3. New techs and HC cards are available for all civilizations to help balance out theses new walls especially for the Native Americans. All new techs and cards have their own names, icons and descriptions. 4. Walls can be built over a trade route but you must manually upgrade the wall into a gate piece in order for trains and other trade route units to pass though without the effect of it going straight through the wall. Note: Trade units will not damage the wall in anyway, Gate or not. If you upgrade it into a gate the gate will open in order for the trade unit to pass through. :) 5. I've also incorporated a well liked feature from some of my previous mods that enables you to send homecity shipments straight to your Explorer, War Chief or Monk no matter where he may be. This feature can be useful for calling upon reinforcements that arrive straight to the battle. 6. Just as a little bonus, Explorers, War Chiefs and Monks can now be garrisoned inside Town Centers. 7. About 40 bugs from the original code from ES have been fixed. (A list of these fixes can be found below under History) 8. Any new homecities made after the installation of this mod was installed on Age of Empires 3 original or The War Chiefs Expansion will now start at level 10 just like in The Asian Dynasties expansion. 9.Cavalry now move in a wedge formation instead of an inverted wedge formation when in trample mode. 10.Every military unit (including ships) can now patrol an area or guard another unit. ================== Instructions (IMPORTANT!) ================== In order to use this mod to its full extent there are a few things that you will need to know. Once the mod is installed, following the installation instructions below, you must build your walls from left to right around your base like the direction of the arrows below. ^>>>>>>>>>>>>>>>>>> ^...........................................v ^...........................................v ^...........................................v ^................YOUR................v ^...................BASE..............v ^...........................................v ^...........................................v ^...........................................v

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2,697 downloads

Uploaded:23/01/2007

AOE3MODSvC1

aoe3modsvc1.zip | 10.13 MB

been removed and are now available as Scenario Packs. Look in the Single Player Download section for AOE3MODS Scenario Packs. Since the last release of either version, the following changes have been made: Both Versions: - Introduced a new building, the Sniper’s Tower. - The builder can again build a jail, which can train bounty hunters and sheriffs - A sheriff unit can be trained from the jail. - The builder units actions have been updated and he now carries a hammer instead of a pick axe. - The look of the sniper and his icons has changed, to help distinguish him a little more from musketeers. - Tactics and behavior of the Infantry and Artillery balloons has been refined. These units will also be attacked by outposts now. - Modified the look of the US troopers, to make them closer to the real thing. - In line with the trooper change, the Frontiersman’s appearance has also changed. - The standard games, as well as expansion pack, now supports a 25 card deck. TWC Only: - The new sheriff unit can convert guardians - The jail is not available to Aztec, Sioux or Iroquois - The sheriff unit is not available to Aztec, Sioux or Iroquois - The Aztecs can now build an Outpost. - The Aztecs can train a Spy with unique characteristics - The Sioux can train a Spy with unique characteristics - The Iroquois can train a Saboteur, similar to a partisan The Draugur AI Script, Version 4.00 by Felix Hermansson has been added to this release. These modifications have not been tested in mult-player games but the inclusion of an installer will make switching between the standard game and a moded game easy, for those who regularly play multi-player. The installer will backup all files to be modified and copy the changed files to the correct locations. The original files can be replaced by clicking the remove button. A more complete list if mods include (common mods): - Play as the US - The US get single unique Cavalry unit for hand and ranged combat - The US get a unique explorer - The US get a Trooper in age 2, with upgrades in ages 3, 4 & 5. - The US get a Frontiersman in age 3, with upgrades in in ages 4 & 5. - The US uniquely get the Ironclad in Age 5. - The guard and patrol commands have been enabled for most units - Standard artillery units have been reduced in population count. - A Artillery Balloon Transport can be trained in age 3. It can transport a single artillery unit and it has an attack capability of its own. - A Stun Balloon can be trained in age 3 – it explodes with a wide affect but damage is not great. - An Exploding Wagon can be trained in age 3. - A Goliath artillery unit (based on Fixed Gun) can be trained in age 4. - All infantry have a population count of 0. - A Infantry Balloon Transport can be trained in age 2. It can carry up to 10 infantry or civilian units and has defensive capabilities of its own. - A Troop Carrier can be trained in age 2. It can carry up to 20 infantry units only and has a defensive capability of its own. - A Stagecoach can be trained in age 2. It can carry up to 20 infantry or civilian units. - A Sniper unit is available (to all civs except native americans) from the barracks. - A Partisan unit can be trained in age 2. - A partisan can lay Anti-Personnel Mines. - A Cherokee War Hut is available to all civs to train cherokee mercenary units. - Train the Cherokee Archer - Train the Cherokee Rifleman - Train the Cherokee Mounted Rifleman - Train the Cherokee Mounted Axeman - Cherokee War Hut units get Upgrades in ages 3 and 4. - The war hut is also a defensive building with a reasonably powerful ranged attack but no unique upgrades. - Docks can produce Super Monitors in age 5, for everybody except the US. The US gets the Ironclad instead. - Docks can train an unlimited number of privateers. - Docks can train fireships. (Build limit = 10 units) - The base limit of monitors increased to 4. - The base limit of frigates increased to 4. - The base limit of fluyts increased to 6. - The base limit of galleons increased to 6. - The base limit of galleys increased to 8. - Docks can hold ships. - Settlers can build factories in age 4. - Field Hospitals can train Surgeons, which have population count of 0. - Field hospitals can hold units - The hit points for forts have been increased significantly. - Forts can hold units - Settlers can be trained from houses for everybody except the Ottomans (not Sioux or Iroquois in TWC) - Settlers can be trained from the mill - The hit points for outposts have been doubled - Outposts and Blockhouses can hold units. - Settlers can be trained from the plantation - The Pawnee Mounted Warrior has been added as a mercenary cavalry unit. - The Bounty Hunter replaces the Comanchero as a mercenary cavalry unit. - All cavalry have a population count of 1. - The Ottomans can train Spahi units in the stable. - Outposts and the Russian blockhouses can train mercenary units (standard game only). - Russian town center does not generate settlers in blocks - Town Center can train a Builder unit. (Build limit = 10, not available to natives cives in TWC). - The Builder unit can build the Fort in age 3. - The Builder unit can build most military buildings faster than a settler. - The Builder unit can gather faster than a settler but cannot build economic buildings. - The Builder unit can build Field Hospitals in age 3. (Build limit = 4) - The Builder unit can build a Sniper\'s Tower in age 3. (Build limit = 8) - The Builder unit can build a jail in age 2. (Build limit = 8) - A Sheriff can be trained from the jail. - A Bounty Hunter can be trained from the jail. - Town Centers can hold military units - The hit points for walls have been doubled - The hit points have been doubled and range and damage increased - Many of the HC buildings and some props have been made available in the editor. Only complete buildings have been included (i.e. no buildings with backs missing etc.) - Most new buildings will perform a function similar to an existing building. - The Command Post can train units. - The Fort Wall Stable and Fort Wall Barracks can train units. - An Exploding Weapons Cache that operates like a mine has been added. It does more damage than a mine and is not stealthy. TWC only Mods: - The US uniquely get the Gatling Gun without revolution in age 4. - A partisan can plant a High Explosive Device (Bomb). - The partisan is a stealth unit - For Native Americans Civs, a settler can also build Cherokee War Huts. - The Sioux and the Iroquios get a Pawnee Mounted Warrior as a mercenary unit. - Settlers can be trained from the farm - The fort can train Petards - Mercenary Incan Huaminca can be trained in the Nobles Hut - Russian blockhouses get the Partisan, Sniper, Balloon Troop Carrier and Stagecoach Troop Carrier like the barracks. - A Pawnee Pathfinder mercenary sniper unit can be trained by the Sioux and Iroquois - A mercenary Incan Bolas Warrior can be trained by the Aztecs - The General Store has been made available - A sherif unit that can convert guardians can be trained from the Jail. - The Aztecs can build an Outpost. - The Aztecs can train a Spy with stealth and powerful all round attack. - The Sioux can train a Spy with stealth and she can kill in one stroke. - The Iroquois can train a Saboteur, similar to a partisan and able to lay mines and plant bombs.

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2,546 downloads

Uploaded:06/03/2007

Orca Map Pack

maps_0002.zip | 53.69 KB

differ from game to game offering some additional strategic depth to the map and making it more fun to play. [img]http://img155.imageshack.us/img155/4382/allgvjy7.jpg[/img] Windy Isles TWC : This is a migration style map. You start on a small islands with pretty few resources. You have to migrate to the huge main continent which offers plenty of resources a trade route and some native villages. Control of the ocean parts are sometimes crucial to provide save fishing possibilities. This is what makes the map interesting, control sea or land or maybe try to steal both from your enemy, on which to focus will always be a tough strategic decision. [img]http://img254.imageshack.us/img254/5163/allwixp4.jpg[/img] Tower Nomad TWC : On its first appearance this map had a problem -- Ottomans couldn't be played because of a bug. Here is the great news - I was able to work around this bug so that this map is fully playable now. You start without a towncenter and get only a few villagers and your explorer to start with, a tower can be used to have a safe place for your workers and getting shipments. Natives dont have towers available and start without a tower or equivalent, however their explorers who are able to convert treasure guardians should make up for this. You need your explorer to build a TC so you might want to keep an eye on it. This map offers a lot of strategical options since you dont really have to build your TC first and go for some other start. Dry Lands : The first of the new maps. All those many people who have played AOC before coming to AOE3 know the popularity of the arabia map. We wanted to have something with similar gameplay which is yet different for AOE3 also. This is how the devolopment of Dry Lands started. The map is like arabia one which has only relatively few resources which should turn out in fast gameplay and heavy fights for map control, even more important because there is a waterhole in the map middle which offers some of the sparse huntings. Each player has two native settelments of Cherokee and Cheyenne located close to his towncenter which will greatly help if you want to employ a more defensiv strategy on this map. Pandora's Box : Dare I say, this is the best unknown style map ever made! The variety of different maps you can get is enourmous, yet maps are always reasonable fair. Do I have to say more - no I let the map speak for itself with the following screenshots. First you see a selection of maps which I made to show some of the more rare possibilities like Black Forest style or huge Oceans, secondly you see 15 Screenshots made in a row, so that is kind of what you get on average ! Note : If you see only a black ingame background while the new maps are loading this is fine since the images are not yet ready and will be added some time later.

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2,129 downloads

Uploaded:14/11/2006

Felix Hermansson\'s TWC Random Map Pack

twc_map_pack.zip | 42.71 KB

little islands dot the map and provide an abundance of treasures and resources, but not much space to build. Players start with an additional caravel, galley or a couple of war canoes. There are only a few native settlements around, which makes them even more valuable allies. King of the Valleys This is no \'King of the Hill\' map, but controlling the center is just as vital here. The players start in valleys with either a Cree or Nootka camp close by and are separated by impassable mountain ranges. The valleys meet at the center of the map where a trade route and some gold mines are waiting to be claimed. Controlling this area is the key to victory! Land Unknown Snow, grass, or sand? Different landscapes, varying resources, and random placement of players, natives, and even trade routes make this large map truly random. There are no oceans, but apart from that, just about everything is possible! Are you ready to go exploring? Rainforest This huge map provides the players with an abundance of resources and treasures, but the dense forest also makes moving around difficult, especially for bigger armies. There is no trade route, but up to six hidden Tupi or Zapotec villages. Players and natives are placed randomly, so scouting is essential here! All four maps have been updated for use with AoE3\'s \'The War Chiefs\' expansion. They play basically the same as before, but some minor adjustments had to be made for the new native civilizations to work properly. Check the readme files of the single maps for more information and installation instructions. I would appreciate any honest feedback, good or bad. Please tell me what you liked, what you disliked, and especially, tell me why. If you have any ideas on how to improve the maps, all the better. I would appreciate it even more if you did not modify these scripts without contacting me first. Please send any comments or questions by e-mail to hoodncloak@hotmail.com. Oh, and add \'Age of Empires\' to the subject and use proper language, otherwise your message will probably be deleted by the spam filter. Have fun! Felix

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2,072 downloads

Uploaded:15/03/2009

Ice Age Map

ice_age.zip | 56.64 KB

protect you. Thanks

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2,008 downloads

Uploaded:02/03/2007

The Defense of the Alamo (Reviewed)

the_defense_of_the_alamo.zip | 971.61 KB

another version with a city name of Mexicans and player 1 name of American) and they start off with a lot of cavalry, musketeers, and falconets. you have a small town to the north with some elmetis and villagers who are collecting wood, food and gold. you have to hold the Alamo and when the Mexicans attack you must destroy their forward base. if the church is destroyed then you lose. REVIEW: This is a classic defense scenario where you are outnumbered but your soldiers are designed to counter enemy soldiers. I must mention this at the start: If you do not go to the scenario editor and select the SPANISH team as player controlled, then you will control the wrong side! However, the rest of the scenario is fairly well done. The balance of units is good, with a moderate variety of units. Although there are hardly any triggers, the constant fighting in the fort makes you forget (almost) about other events other than beating the enemy's giant army. The map is Texas literally - though not quite as literal as AoE2's Texas (the body of land surrounded by water that is shaped like Texas). It's the same as the one you get in a normal game, with added buildings. If you want some quick big battles, this is the mission to play. You could also play the second mission in the Act 3 campaign, which is a similar fort-defense map.

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1,927 downloads

Uploaded:02/08/2007

Roanoke 3: History and the Freemasons

roanoke3release_v1.2.zip | 11.35 MB

have survived still struggle to stop Jod and Ickh. This new area of time is confusing to them, great changes of history have been made by Jod and Ickh to help their situation in the future, and to help the Ones("owns"). Their destiny will happen. The Freemasons are also trying to stop them and use Ones("owns") themselves, the Freemasons are only trying to gain power by doing so. The strange people of the ruined Roanoke including Virginia and Brogs struggle to stop Daniel Boone and Jod from stopping them. Created by CaveTown ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ¡Þ To install, simply use the installation program. This will overwrite The Warchiefs campaign, but you can easily restore the warchiefs campaign by using the Uninstallation program. Both included in this zip. To play, go to the Campaign menu and select the Fire and Shadow campaign. ____ I would like to give thanks to... ` Twoqtimes2 ` RiderofEternity ` And anyone else whom might have helped me along the way of making this campaign. This campaign has taken over a year to make, so I hope the for people to think of it as the best of quality; feel free to tell me whatever you would like to about this campaign, whether you like it or not, or whatever. Thank you :) Please send questions and comments to the forum threads, download section or this email adress: CaveTown@hotmail.com ____ Representing Liquid Fire Studios. Find us and our other projects at http://liquidfirestudios.net/ Enjoy! REVIEW: This review is for the first scenario only. FunFactor: 8 Fun scenario, interesting story. I notice a few issues with the triggers that affected the game play ¨C see comments bellow. Balance: 8 It was challenging at the beginning but then after awhile the AI didn¡¯t present much of a challenge. Creativity: 10 Very creative campaign with a nice story and several scenarios to play with. Your install and uninstall programs are top notch. Item Placement: 8 Map design was nice but I didn¡¯t see much eye candy. Quality: 9 A campaign of the higest quality and dedication. Installation Instructions: 10 Very nice story and clear instructions. Additional Comments: There were some issues with the triggers for the first scenario, Pirates kept spawning at the right side of the map even after I destroyed the Mexican base. In addition to that they were idle (over 50 of them). I suggest adding the condition ¡°Is Alive¡± for the TC, so the pirates stop spawning after the TC is destroyed. I also didn¡¯t get the victory message even after I built the Outpost next to the Mexican base. It is not possible to build the outpost inside the base because the game prohibits from doing so even after the base is destroyed. So I built the outpost as close as I could to the base but the victory message didn¡¯t show up. I looked at the victory trigger and noticed that the radios is too small ¨C 30. I suggest you increase it to 50 or 60 and that should fix the problem. I also noticed that you leave too much for the ¡°AILoadstandard¡±. The AI had long gaps between attacks later on which affected the challenge level. I suggest using a second AI (¡°Age3AI¡±) and add a few smaller attacks in between the large attacks. I also think that it would be nice to have higher home city level with more than 15 cards. Overall it was a fun scenario and I am planning to play the rest of your campaign. I would recommend this campaign to everyone. Congratulations on your achievement. Reviewed by MosheLevi at Heaven Games.

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1,834 downloads

Uploaded:27/12/2008

The Prince's Castle

the_princes_castle.rar | 604.88 KB

own it. Defend your castle from the invadors and show them our wrath.

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1,710 downloads

Uploaded:17/03/2009

City Under Seige

city_under_seige.zip | 60.94 KB

http://elitewarriorsofwar.webs.com

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1,704 downloads

Uploaded:31/10/2006

AOE3MODS

aoe3modstwcv1.zip | 1.69 MB

unit for both hand and ranged attack - The Bounty Hunter becomes available as a mercenary unit - The exploding wagon is now a cart full of gun powder barrels - With the introduction of the Saloon, the Outpost and Blockhouse no longer produce mercenaries - Explorers and Warchiefs can now build Cherokee War Huts, that can train Cherokee units - Cherokee Archer available from the war hut - Cherokee Rifleman available from the war hut - Cherokee Mounted Rifleman available from the war hut - Cherokee Mounted Axe man available from the war hut - New strategic and stealthy Partisan unit is available as a regular unit to all european civs - Barrel Mines can be laid (built) by the Partisan - Jaeger has been returned to Mercenary status available from the Saloon - Sniper becomes a regular unit from the barracks - Super Monitor has been introduced to the Dock (except US who get Ironclad) These modifications have not been tested in mult-player games but the inclusion of an installer will make switching between the standard game and a moded game easy, for those who regularly play multi-player. The installer will backup all files to be modified and copy the changed files to the correct locations. The original files can be replaced by clicking the remove button. Included with AOE3MODS for The War Chiefs v1 is a variations of the mod originally created by Lord_chYper. When this mod is installed, buildings can be rotated during game placement by holding down the Alt key and spinning the mouse wheel. Major mods include: (more details availble from installer) PLAY AS THE US: - The card deck provides many of the familiar shipments available to other civilizations but also includes some unique US shipments too. The unique church upgrades are worth getting. - The US get a unique Explorer (Davy Crockett). - The US uniquely get the Gatling Gun without revolution in age 4. - The US get single unique Cavalry unit in age 3, with upgrades in ages 4 & 5. - The US get a Trooper instead of a musketeer in age 2, with upgrades in ages 3, 4 & 5. - The US get another unique infantry unit called a Frontiersman available in age 3, with upgrades in in ages 4 & 5. - The US uniquely get the Ironclad without Revolution in Age 5. - The Ironclad strength and damage has been increased. OTHER INGAME MODS INCLUDE: - Standard artillery units have been reduced in population count. - A Balloon Artillery Transport can be trained in age 2. - A Stun Balloon can be trained in age 3. - An Exploding Wagon can be trained in age 3. - A Goliath artillery unit can be trained in age 4. - All infantry have a population count of 0. - A Balloon Troop Carrier can be trained in age 2. - A Troop Carrier can be trained in age 2. - A Sniper unit is available as regular unit from the barracks. - A new (very strategic) stealthy Partisan unit can now be trained in age 2. - The partisan can lay Barrel Mines. - A new Cherokee War Hut building is available to train native mercenaries. - From the Cherokee War Hut, Train the Cherokee Archer. - From the Cherokee War Hut, Train the Cherokee Rifleman. - From the Cherokee War Hut, Train the Cherokee Mounted Rifleman. - From the Cherokee War Hut, Train the Cherokee Mounted Axeman. - Docks can produce a Super Monitor in age 5 (not US who get the Ironclad). - Docks can train an unlimited number of privateers. - Docks can train fireships. (Build limit = 10 units) - The base limit of monitors increased to 4. - The base limit of frigates increased to 4. - The base limit of fluyts increased to 6. - The base limit of galleons increased to 6. - The base limit of galleys increased to 8. - Docks can hold ships. - Settlers can build factories in age 4. - Field Hospitals can train Surgeons, which have population count of 0. - The hit points for forts have been doubled. - The fort can train Petards - Settlers can be trained from houses for everybody except the Ottomans. - The hit points for outposts have been doubled - The Pawnee Mounted Warrior has been added as a mercenary cavalry unit. - The Bounty Hunter replaces the Comancehro as a mercenary cavalry unit. - All cavalry have a population count of 1. - The Ottomans can train Spahi units in the stable. - Russian town center does not generate settlers in blocks - Town Center can train a Builder unit. - The Builder unit can build the Fort in age 3. - The Builder unit can build most military buildings faster than a settler. - The Builder unit can gather faster than a settler but cannot build economic buildings. - The Builder unit can build Field Hospitals in age 3. - The hit points for walls have been doubled In addition, there are numerous other smaller or associated mods.

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1,661 downloads

Uploaded:22/02/2007

AOE3MODS Scenario Pack

twcscenariopackv2.zip | 5.7 MB

scenarios are included: Rural France (as Germans and as French): There are 2 versions of the same basic scenario. The scene is set in rural northern France at the time of the Franco-Prussian war. France is ruled by Napoleon III and Bismarck has recently established a united Germany. Germany’s use of modern technology made the war bit of a white wash, but most battles were centered on major urban areas. What if more of the fighting took place in rural areas, would Germany have got bogged down like the allies in WWII. When playing as the Germans, you will try to attempt to show that Bismarck’s rapid victories were justified. When playing as the French, you have the opportunity to show that the outcome may have been different. In both cases, this is a simple skirmish; you win if you eliminate all opposing units. Ghost Town: In a lawless environment, local rebels are holding up the every stagecoach that passes through town. As a result, people will just not come to town and the settlement is not developing. There is also an increasing threat from an alliance between the Sioux and the Apache. A US fortress is there to protect against the native attacks and a small supply of resources from a number of trading posts will help man it. However, a federal marshal has arrived with 6 sheriffs to help clean things up and restore life to the town. The initial objective will be to use the sheriffs to convert treasure guardians and build a small army to attack the rebel town to the south. Once the rebel town center is destroyed you will gain a town center and so the real development can begin. While collecting treasures, you will benefit from ‘ageing up’. However, all this is a race against time as an attack from the Sioux and Apache is inevitable. To win, you must destroy all 12 Apache trading posts. Quebec: There are many who would argue that the loss of Quebec to the British was as a result of poor judgment on the part of the Marquis de Montcalm combined with bad luck. You now have the opportunity to replay things and show that James Wolfe was justified in capturing the city. Although he was not much help historically, the Marquis de Vaudruil is there to assist the French and make your challenge that much greater. Also, to make things a little more interesting, if you destroy Chateau Frontenac, you lose - so avoid indiscriminate bombardment of the city. To win, you have to eliminate the armies of Marquis de Montcalm and Marquis de Vaudruil. Caribbean Hideout: The British have been raiding Spanish and Portuguese ships from a secret volcanic island in the Caribbean. Two British collaborators have been captured and have led the enemy to the secret British island. The initial task will be to just stop the enemy from capturing and destroying the hideout. The enemies have brought the collaborators to the Island with them and this gives you an opportunity to repatriate them before they can identify any other secret locations. The enemies have worked hard to persuade them that they should switch loyalties and for now, they will not trust the British. The only way to persuade them to change their minds is to bring the island’s Governor to them. However, you need to be careful, they now fear the British and will attack but you cannot afford to harm them. If they die or the Governor dies, all is lost. Warwick is held near the Spanish Town Center and Bolivar is held near the Portuguese Town Center. Forest Frontier: During the American War of 1812, the Iroquois allied themselves with the British. This is a skirmish that sees Smoke Johnson of the Mohawks and Red jacket of the Seneca come together to fight the US, whose president during this period was James Madison. The terrain is a heavily wooded forest that prevents easy movement between locations. There are small paths in the forest but most rapid movement is made along the banks of a river or via one of the two trade routes. You start with one trading post, which you must not lose, otherwise the game is over. There are 3 other trading posts and you must control them all to win. A friend in need: This is a 2 v 3 scenario. You (as Napoleon) are allied with the Iroquois while your opponents are an alliance of Spain, Portugal and the Sioux. What makes it unusual is that there is no path via land for you to get to your ally. You are well protected behind mountains, with your only vulnerability being via the ocean. This puts your ally severely at risk, with your 3 opponents all able to attack via land. In this scenario, if your ally is eliminated, you will have failed; keep him alive and go on to eliminate your opponents. El Dorado: Buried deep in the rain forest is the legendary lost city of El Dorado. You, as the British, need to find it before the Spanish do. If the Spanish find it, they will simply slaughter the tribes that have protected it secrets and leave the place in ruins. You have the opportunity to establish a new alliance and discover the secrets of El Dorado for Queen Victoria. Mountain Pass: Based loosely on the Franco-Prussian war, you play as the Germans against two French armies. The scene is a mountain pass with a stronghold at each end, one of which you control. On one side of the mountains is a desert like terrain and on the other an ocean. The objective is simple; there are 3 trading posts, control all of them to win. Securing Florida: You play as Spain, having dominated South America; you now have established a presence in Florida and have built a well defended fort to secure your possession. The French, Germans and Dutch will do all they can to stop you. Can your superior defenses hold out long enough for you to build your economy and then your army, so you can eliminate destroy your enemies. Battle for Tenochtitlan: The Spanish conquest and destruction of the Aztecs was not as simple as one may have thought, considering the difference in available technologies. Perhaps the situation could have been different if you were controlling the Aztecs. This scenario gives you the opportunity to find out. Defend the Aztec capital, then eliminate the two town main town centers of the Spanish settlements and the command post at the heart of the fortress.

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1,653 downloads

Uploaded:01/11/2006

Warchiefs Infinite Pop & Build Limit

war_chiefs_infinite.zip | 239.97 KB

from the zip to the same folder and overwrite! Uninstall: Just delete the proto.xml & techtree files and restore your backup! Have Fun! :)

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1,588 downloads

Uploaded:25/11/2006

Fort Wars

fort_wars_30.zip | 43.32 KB

will be needed after a game of Fort Wars! Fort Wars no longer causes errors after the game, and in fact, will fix any sync errors from previous versions!

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1,584 downloads

Uploaded:27/01/2007

Glory (Reviewed)

glory_v1.zip | 1.63 MB

rebels around it first. Then use the troops by the river and the new troops you gained access to after destroying the rocket. Get into the Fort and take out the Confederate's Command Post. HINT Destroying the walls around the rivier will make it easier to get through more quickly. On the other hand this will cause troops to die becuase cannons/rebels are shooting at them. use every soldier available. When attacking the fort, attaack the walls in the left corner. This will prevent soldires dieing from heavy cannon fire. (You will not be able to win this map. It ends the same way as the movie. Many of the events/location of items are also the same as the movie. It is still fun if you like the civil war battles.) Installation: Extract the files Glory.age3xscn and Glory.bak into your MyDocuments/myGames/AgeofEMpires3/scenarios To play the map go into your custom scenario area of the game after you pull up the game. There are only a few problems with this map. ONe is that the confederates bear the American Flag. If you have any problems, comments, or complaints, please email me the author at Wesinator44@yahoo.com or post a comment here. *If this file is distributed it needs the authors consent. REVIEW: Glory. What an epic battle. This scenario relives the last battle in the movie with cannons, musketfire, the marshes, and the defensive fortifications. The night fighting was very beautiful (nice muzzle flashes). Using cassadores was a good choice because even though it was rather boring (only one unit type for each army), the cassador's slow reload is more realistic. Too bad cassadores don't have bayonets like in the movie. The unit placement was thoughtful, but the cannons were placed too close to the walls (I could shoot at the cannon behind the wall, destroying it because the AI doesn't know how to shoot through walls). Doing that, I "won" easily. That was a major downside of this map. No winning allowed whatsover, even after you've blown up everything Confederate. Other than that, this is a good scenario for people who have about 15 minutes to play a big battle. If you like econ, this is not the place to go. Reviewed by Suleyman_Eisenhower, Filefront File Reviewer

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1,569 downloads

Uploaded:10/05/2008

Annihilation Supremacy 2V2

annihilation_supremacy_2v2_v3.zip | 688.04 KB

game play similar to [url=http://aoe3.heavengames.com/downloads/showfile.php?fileid=1587][b]“Strategic Objectives”[/b][/url]. [b][c=blue] This is because there are several military buildings around the map that can be captured and re-captured by any one of the players.[/c][/b] [b]This scenario supports random teams, any combination of team setup as well as FFA setup.[/b] You can also play this scenario with a friend against the computer. [u]This scenario is for TAD+TWC (so you need to have them both).[/u] [u][b]Screen Shots[/u][/b] [url=http://www.moshelevi.com/AOE3/ak_screen245N1.jpg][img]http://www.moshelevi.com/AOE3/ak_screen245TN2.jpg[/img][/url][url=http://www.moshelevi.com/AOE3/ak_screen237NS1.jpg][img]http://www.moshelevi.com/AOE3/ak_screen237TN1.jpg[/img][/url] [b][c=blue]________Map Overview______________Center of the Map________[/c][/b] Please note that in this scenario the Taj Mahal at the center was replaced with a Fort. [b][u] Map Design[/u][/b] Map design by [b]Mahoke[/b] and myself. Mahoke did most of this beautiful map design per my design layout. He did incredible job laying the map foundations very accurately. Mahoke also designed the center of the map. I later on added the outer rings after the map center and foundations were in place. The rest of the work (triggers and cinematic) were done by me. [u][b] Game Play[/b][/u] In the center of the arena there is a Fort that can be captured and re-captured by any one of the players. The Fort gives the player who currently controls it 1200 resources per minute and the ability to train units from it. You also advance to the next age when you capture the center. There are two outer rings around the center of the map with 8 neutral military buildings guarded by guardians. These buildings can be captured and re-captured by any one of the players. Capturing and holding any one of these buildings give players 600 additional resources per minute. Buildings can be captured by 5 military units after all enemy units around the building are killed. Players start in colonial and they advance to the next age every time they capture a new military building. When players loose a military building they go back to the previous age. These buildings consist of Saloons, Artillery Foundries, Castle, Noble Hut, Caravan, and a Corral. Captured buildings allow players to train additional unique units. Players can even train units that are not usually available for their civ when they capture these buildings. For example, the Artillery Foundry allows all players to train a wide variety of cannons. Native and Asian units are also available to all civs from some of these buildings. Each player has a base with one Barracks (30K HP), 3 Outposts (10K HP), Market (5K HP) and a Field Hospital. Players also start with 3 spies and 3 priests. Each base is surrounded with hills and walls (10K HP). Players receive 800 resources per minute from each outpost as long as the outpost is standing. That is your first major income as there are no villagers in this scenario. Military units training time is 3 times faster and unit upgrade is twice faster. Population limit is 220 for all civs and all 14 civs have 120 level Home City with 25 card deck where all cards are military unit cards. The “Objectives” within the scenario explain everything pretty clearly. It is not allowed to delete captured buildings in this scenario. Players who delete any of these buildings will be penalized. [b][u]Playing the Game[/u][/b] Logon to ESO, go to “Browse Games” and Host the game. Select game type “Scenario” and then choose the “Annihilation Supremacy 2V2...” file name from the list of scenarios. [b] You can play this scenario with all 14 civs. All civs have 120 home city level with 25 card deck.[/b] [b][u]Installation Instructions[/u][/b] Copy the scenarios to \"My Documents/My Game/Age of Empires 3/Scenario\" folder. [b][u] Other “Annihilation” Scenarios[/u][/b] [url=http://aoe3.heavengames.com/downloads/showfile.php?fileid=1903][b]“Annihilation” KOTH (FFA)[/b][/url] [b][u]Special thanks[/u][/b] First I want to thank Mahoke who worked with me on this scenario for his beautiful map design. As I said earlier, I could never have done it so well. I would also like to thank Reyk for his map Editor that I used to make the cinematic and screen shots.

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1,365 downloads

Uploaded:01/12/2006

1 Pop Mod

1popall.zip | 495.73 KB


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1,339 downloads

Uploaded:22/04/2007

Colonial Start Maps

colonial_start_maps.zip | 27.92 KB

Discovery Age\" - check it out for some very different opinions), I have created these maps for you to try out the suggested starting conditions. The thread author and others feel that Discovery is too slow and boring, and that you should start in Colonial Age with the units and resources you would ordinarily have by the time you reach Colonial Age. Of course that is a pretty nebulous starting condition and your real position varies from game to game, player to player, civ to civ, and map to map. I have taken three of the standard ES maps for TWC (Saguenay, Yucatan and California) and edited them to include extra starting villagers and starting crates. Each player / each civ will have the usual starting resources PLUS 2 extra starting crates of food, coin and wood, except on the Califronia map I made the resources 3 extra crates of each resource. Also each player will get extra starting villagers - French get 8 Coureurs, Germans get 5 Settler Wagons, and the other Europeans and Native civs get 10 of their usual villagers. This is just for fun and the experience of trying the suggested starting conditions. I have not done any balance testing to adjust the resources between civs, and these may not really be the optimal settings. These settings should allow, however, a variety of options such as a rapid rush (especially for Iroquois with starting Travois and Ottoman with tons of wood) or quickly boat booming. See for yourself if you would like these starting conditions! To play these maps, these 6 files must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play in the original AOE3, as the new terrains and natives will not work. Note that these maps will play on ESO or LAN/Internet or Singleplayer, but that on ESO you will not gain XP for your Homecity. Feedback appreciated!

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1,294 downloads

Uploaded:29/12/2006

Gandalf\'s Giant Random Land Map Plus

gandalfs_giant_random_land_map_plus_twc.zip | 38.03 KB

interesting variation in gameplay. All native civs start with a War Hut Travois, Russians start with a Blockhouse Wagon, and all the rest start with 2 Outpost Wagons. These units help with either defense or map control, or offense if you are so minded. Each player also starts with a Native Scout (yes, an extra if French) – the map is so large that it seems helpful to have that extra scout to find resources and the enemy faster. Otherwise this map is identical to the just-released Giant Random Land Map for the War Chiefs – full description below. Besides the \'plus\' items, what\'s new from the original AOE3 version? Well, the major changes include: 1) addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I did not completely replace the Iroquois, Aztec and Lakota as did ES - they are still possible minor tribes in my map) 2) addition of several new terrain patterns with matched fauna, treasures, forests, native types based mainly on the new maps of the War Chiefs game (the new patterns are from Andes, Araucania – north, south and central patterns, Painted Desert, California – green and desert patterns with several forest variations, Northwest Territories, and a new palm desert pattern) 3) addition of two new possible trade route patterns 4) fixed the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement 5) added more variety to cliffs for some map patterns 6) added more variety in the river feature, with a little less straight rivers and a few river patterns now have shores which are buildable for docks 7) sometimes a central lake, canyon or cliff area acts as a longer partial barrier between teams or sides of the map (but never a complete barrier) 8) simplified a few elements of player placement to reduce size of script 9) added several new placement location options for the Native American tribes This map was originally created in response to requests from other players for \'bigger maps\'. This map represents an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain and/or forest pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is fully twice the height and width of Carolinas for a 2 player game, and about 1.9x the size of Carolinas for other player numbers. Doing the math shows that the area on a 2 player map is 4 times that of Carolinas! The map is of a large contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single long route around the periphery of the map with 6 to 12 Trade Posts (depending on player number), or there can be 2 semi-circular routes following the same course (or a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of native per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible gameplay and strategies. The food resources on each map can vary slightly. There are always 4-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not might have an additional group or two of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is just out of the starting screen), with an additional several per player further off. There are always more total mines than on the standard maps, but given the size of the map some may be quite distant. In this version for the War Chiefs, mines can vary in type, with silver, copper and gold mines possible. Silver and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and are scaled better than on the large ES maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from traveling the entire river length, so docks and ships are of limited use. There are no Water Flags so do not include ship or canoe cards in your decks. Treasures or nuggets are placed in increased numbers above the ES standard (but are not more concentrated due to the size of the map) and are keyed to the map type or pattern - a minimum of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). Sometimes there can also be an extra level 2 or 3 treasure per player, or an extra level 4 treasure per map. This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map, sometimes farther away. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is a much harder task on this large map, requiring a longer time to find the nearby and distant resources, features and the enemy. Of course being a significantly larger map, rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. This map supports FFA play, and extensive testing on the current version was without problems. My testing has not shown dropped player resources for larger player numbers, but on a more crowded map that could be considered a possibility. Early in the project I encountered rare instances of Trade Post or Native Villages not placing, but not in more recent testing of the final version. To play this map, the two files (Gandalf\'s Giant RLM Plus TWC.xs and Gandalf\'s Giant RLM Plus TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is 4 times larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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1,230 downloads

Uploaded:29/10/2006

Finger Lake

finger_lake.zip | 11.24 KB

longer dimension, which is 2x the shorter dimension (and size varies, like the standard ES maps, by player number). There is a long narrow lake, rich in salmon, runnng along the center of the long axis of the map, ending before the map edges. This map is significantly larger than the standard ES maps. There is always one Trade Route on each side of the lake. There are up to several Native villages at various locations, randomly chosen and fairly placed. The Natives will be of one or two types per map (Iroquois/Cherokee, Iroquois/Cree, Huron/Cherokee, Huron/Cree). Mines, huntables, herdables, forest and treasures are pretty standard. The map is randomly summer, fall or winter ( no berries on the winter map). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. Do you try to control the lake for its rich fishing? Do you try to advance up just one side of the lake quickly or do you try to hold both pathways? Could you send transports the length of thelake for a surprise attack? A standard fast colonial rush is a little difficult given the length of the map. And the map is very well suited for coordinated teamwork. To play this map, the two files (Finger Lake.xs and Finger Lake.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the Huron natives will cause the map to not work properly.

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1,177 downloads

Uploaded:30/09/2008

CAMPAIGN - Roanoke 4: Tales of Two Shadows, Chapter 2

roanoke4ch2releasev1.1b.zip | 5.53 MB

WILL OVERWRITE THE WARCHIEFS CAMPAIGN!!! !!!TO UNINSTALL, USE THE UNINSTALLATION!!! EDIT: THERE IS A NEW UNINSTALLER, WHICH ACTUALLY WORKS NOW. By Dylan Bales (CaveTown) Story: When Virginia gained the trust of the United States of America, and stopped Jod, all it did was give Ickh(A(as in the word a)-Uk(as in the word buck)) a new idea; he was going to take over the entire country. During this time, he has already been able to break the Northern and Southern colonies from each other. He did so with the evils of slavery and the British. The Southerners wanted slavery, but the Northerners did not; so, they came into a civil war. The Revolutionary war had only been won a few years ago, and this showed the British that the Americans were weak. The British decided to join in, and invade the states that they could. The Northerners and the Southerners hated the British in the beginning of the civil war, but soon the Northerners were losing, and they needed help. They called upon the British, and the British took over and won almost all of the Southern states, until the only place left to run for the Southerners was Florida. “Why is this called Roanoke 4?” you might ask. This is a continuation of my other campaigns in the Roanoke series; this campaign will not end the series, but it will bring it much closer to the end of the series. This is chapter 2 in my Roanoke 4 piece of the series; there will only be one more piece of Roanoke 4 which will have 1 playable scenario, and then comes Roanoke 5 which will have 2 playable scenarios, and finally Roanoke 6 which will have playable 1 scenario. Agreement - For Installation Please do not edit anything in this campaign without first gaining permission to do so from me; I most likely won't mind if you edit stuff, just please ask me first. If you wish to contact me, email me. (CaveTown@hotmail.com) You may also want to make comments on the campaign in it's announcement thread on - aoe3.heavengames.com - at this link http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=12,35970,0,365 Version Changes V1.1 -Updated Installation -Added Uninstallation -Updated ReadMe V1.1b -Updated Uninstallation -TO PLAY THIS CAMPAIGN, EVERYONE MUST FIRST MAKE SURE THAT THEY HAVE THE WARCHIEFS, AND THAT IT IS UPDATED TO THIS UPDATE - http://aom.zone.com/MGS/ES/loc/patchx104/EN/aoe3x-104-english.exe AGE OF EMPIRES 3 ALSO HAS AN UPDATER WITHIN THE GAME, SO IF YOU DON'T WANT TO DOWNLOAD IT FROM THAT LINK, JUST USE THE GAME'S UPDATER.

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1,143 downloads

Uploaded:17/01/2007

Appalachians TWC

appalchians_twc.zip | 15.94 KB

geographic area not included by ES in the original map set, and 2.) to create an interesting, variable map with the possibility of defensive play. I suspect that there are many who will appreciate the variation in gameplay that this map offers. The update merely replaces Iroquois with Huron, since in the Xpack the Iroquois will not appear in a Native Embassy nor will the Iroquois tech allow Iroquois warriors to be created in a barracks (but are otherwise usable as a minor civ). The map represents the \'Ridge and Valley\' section of the Appalachian Mountains This area, which extends from central Pennsylvania into the northern end of Georgia, is characterized by long \'folded\' parallel ridges, some of which run for hundreds of miles without breaks, and the interspaced valleys. There are some passes or gaps through the mountains carved by streams or rivers. These are generally very steep ridges, heavily wooded, 2500-5000 feet high and not passable except by foot without making some type of road thru the wilderness. During the American colonial period these ridges were a substantial barrier to westward expansion and transportation, and were the scene of significant conflict between the French (with their Native American allies) and the English. The map randomly choses between two basic setups - either a single central ridge flanked by parallel trade routes, or a pair of parallel ridges with a trade route running the length of the central valley. Teams or players are lined up on opposite sides of these central features. The ridges may be interrupted by a \'gap\' or pass, and each ridge ends a few tiles short of the map edge. Each ridge or ridge section, made of cliff terrain, also has a few narrow ramps or passageways to the ridgetops, which can also provide access to the other side of each ridge. It is possible to wall off 1/2 or 1/3 or 2/3 of the map relatively easily (depending on the map features and your chosen walling points), using walls to close off any gaps, ridge ends, and ramp passageways over the ridges. In single player it might be relatively hard to adequately wall off and hold the multiple small choke points, but in a team game it becomes easier by working together to divide up these tasks. You need to pick your walling points carefully - you do not want to exclude NA villages or the trade routes from your claimed section of the map if you can avoid it. Scouting is extremely important on this map to be sure you know the location of all of the passageways thru the mountains. There are 4 different terrain patterns or \'skins\' for this map - taken from the ES maps New England, Carolina, and Great Lakes (both green and snow versions), with appropriate fauna and treasures for each version. Another variable feature regarding map appearance is lighting - there are 2 possibilities for each of these \'skins\'. There are either one or two NA types per map, placed in a variety of fair, symmetric patterns and combinations on the ridges or valleys. The NA will be chosen randomly from Cherokee, Huron, Seminole or Nootka. I am aware that Seminole and Nootka are not really from this geographic area, but I wanted to include additional foot unit types for variety. So when you see either Seminole or Nootka, think Shawnee or Catawba or Lenni Lenape(Delaware) or other tribe involved in Colonial era conflicts in the Appalachians. There is random variation in the number and placement of the Trade Post sockets on the two patterns of Trade Routes. There also is variation in fauna types on the different map variations. The maps contain adequate herdables(cows or sheep), and more-than-adequate silver and forest on each map. Player position and location will vary randomly. In the real world, these Appalachian ridges all run approximately in a NE-SW orientation but for the purposes of variety and gameplay they can also run from the top left to bottom right (NW to SE) on this map. There is full support for the Free-For-All play with any player number. To play this map, the two files (Appalachians TWC.xs and Appalachians TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. I have enjoyed making this very different random map script depicting an area that I am very familiar with. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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1,106 downloads

Uploaded:01/11/2006

Warchiefs TechTree

age3treexpackoct3106.exe | 213.23 KB

for the expansion pack.

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1,073 downloads

Uploaded:02/11/2006

Canyonlands TWC

canyonlands_twc.zip | 9.92 KB

map. It will only work in The War Chiefs Xpack. The only other changes include an increase in the number of natives for lower player numbers. This random map was originally created in response to a request by several forumers at AOE3Heaven for a defensive type map. This map represents the rugged canyon country of the American West, such as is found in Utah, Arizona and parts of northern Mexico. Each team starts on their own land area, surrounded in part by steep impassable cliffs, divided from the other team by a deep canyon with only one narrow connection. This connection is wallable but it is tricky to get the wall edges against a canyon edge or wall to ensure that the enemy is walled off. The map has adequate silver mines, forest, treasures, and a good number of pronghorn, bison and cows for food, all fairly placed. There are always two Native American villages per team for up to 4 players, and 3 villages per side for over 4 players, only in 2-team games. In FFA there is one village per player. These villages are located within the team lands and will be Navajo and/or Apache. There is a single long trade route with 2 trade posts on each side of the map, on each side of the dividing canyon, for a two team game. For games with over 5 players there will be a third trade post on each trade route. However in a Free-For-All the trade route is disabled as it would end up cutting across canyons and disrupting the defensive possibilities of this map. Player start positions have some randomization for variety. This map is a little larger than standard ES land maps. There are possible extra treasures and silver located in the central canyon, accessible only via the crossing point. And for a surprise, keep your eyes open for some desert bighorn sheep hiding in the heights. They were really added as eye-candy, but see if you can figure out how to hunt them (and a few may appear in the lower elevations randomly). In my testing this map always produces fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, and of course, the enemy, as well as taking control of the crossing. This map supports FFA play well for 3 or 4 players. However, with larger player numbers, with each player on his own \'plateau\' the player lands start to get a little narrower and not as defensible - it is harder to keep buildings away from the edges where enemy cannon are able to get to them. Also with larger player numbers in a FFA, the connections start to get more distorted and wider and the canyons more convoluted, making walling a little harder. Play a 5-or-more player FFA at your own discretion; it can still make a fun playable map but some players might not have as great of a defensible position as others. To play this map, the two files (Canyonlands TWC.xs and Canyonlands TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original game version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. This is one of my favorite maps that I have ever made for any game, and I think one of the most visually striking. It has required a lot of trial and error to get the canyons, mesas, trade routes and connections all working appropriately and looking good. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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1,061 downloads

Uploaded:12/01/2007

Unlimited Count Modification

unlimited_count_mod_for_aoe_3_warchiefs.zip | 145.53 KB

Unlimited Outpost-card Unlimited 1000-coin,wood,food Unlimited This modification has been tested for the WarChiefs however it may work for AOE3. ============================================================== Install the Unlimited-Count mod. Place all the files in the game map: C:\\Program Files\\Microsoft Games\\Age of Empires III\\data Make a back-up before please. delete all homecity files that you have made in: C:\\Program Files\\Microsoft Games\\Age of Empires III\\data

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1,056 downloads

Uploaded:21/01/2007

Little Bighorn

little_bighorn_0001.zip | 118.98 KB

and Sitting Bull leading up to and following the Battle of Little Bighorn. Enjoy :)

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1,027 downloads

Uploaded:19/12/2006

Caribbean Dreams

caribbeandreams.zip | 5.04 KB

with Standard Rules.

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1,013 downloads

Uploaded:17/04/2009

Tribe War

tribe_war.zip | 2.86 MB

natives actually fight with each other and that you can only make an alliance with one, even though it is a really short scenario i think it is still pretty good.

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961 downloads

Uploaded:01/11/2006

Central America Plus TWC

central_america_plus_twc.zip | 16.17 KB

is the inclusion of the Zapotec natives. There has also been an update to fix minor bugs. For those who have tried and enjoyed the \'plus\' versions of some of my previous custom random map scrips, I have tried making a \'plus\' version for TWC as well. This is the exact same map as the Central America TWC map, described below, plus each player getting 2 outpost wagons at the start, or if Russian, one Blockhouse Wagon or if native, one War Hut travois. I changed the original formula just slightly, since for the Russians and natives their \'outpost\' or \'tower\' also makes barracks-type units and I did not want to make these naturally strong rushing civs too powerful. The addition of the outpost wagons/ war hut travois gives a little more defensive flavor to the map - these can be used at the base to protect your initial economy or moved to the crossings or resource locations to help defend there. Of course for the Russians and natives, these \'plus\' units transform into blockhouses or war huts and are usable more offensively. I felt that giving them 2 such units might be considered too much of an advantage for them. Consider that the Texas map starts each player with 2 outposts or blockhouses also (though they cannot be placed at will like these). I would really appreciate feedback from players as to their view on these wagons/travois and the appropriate numbers to balance the map. Anyway, I found these a fun variation - hope you will too. Note that the AI will hold these outpost wagons in their town area until the second age, then at some point erect them in their town - the AI does not use these aggressively to hold resources or crossings as a human might. The map starts opponents on opposite shores of the Central American isthmus, which you must cross to engage the enemy. The setup is a little like the old AOK map Scandinavia, except that the map is slightly rectangular. The players occupy the more distant ends of the longer dimension, which is 1.6x the shorter dimension (and size varies, like the standard ES maps, by player number). This gives a slightly longer distance to the enemy than on standard maps. Player starting positions will randomly vary among 4 starting quadrants, as the direction of the orientation of the rectangle can vary along 2 different axes. The map is somewhat larger than the standard ES maps. The terrain is the jungle pattern found on the ES Amazonia and Yucatan maps. The central area on the map is a rugged highlands with several passes thru the mountainous area. There is more variation in elevation than on the standard ES maps. The central highlands can influence gameplay by acting as a partial natural barrier (but there is never a complete barrier to land passage across the map). The Native Americans used will vary, and can include Maya, Aztec, Zapotec and/or Tupi (using some \'artistic license\' to give more options for NA combinations). There can be one or two types of natives per map, in varying number and location. There are always at least 2 NA villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay. Trade Routes randomly vary between 3 different types of routes, each with a few possible patterns and numbers of Trade Post placement. For example, there can be a pair of routes from side-to-side, or a single diagonal route that cuts across the map. This is a rich map. The food resources on each map can vary slightly. There are always several \'herds\' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Cattle are used for the domestic animals, which are present in good numbers. There are extra berries at the start area and some scattered about the map. All of the maps have many fish and whales in the neighboring sea (numbers vary a little and are also scaled per player), which provides a protected place for resource gathering (the enemy would have to send a villager the entire length of the map to put up a dock to get warships into the sea at the opposite end). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Frequently some of the distant mines will be gold mines rather than silver mines, which provide much more coin. Forests are placed fairly and are placed in greater number than on most maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Some extra resources - mines, huntable fauna and cows - are more concetrated in the central highland area. Treasures or nuggets are placed in increased numbers - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off; there are also a few extra treasures placed in the highlands area. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Being a larger map, scouting is slower than on the standard maps, and rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. It is much easier to take to the water for fishing on this map due to the lessened effect of a rush and the safe haven noted above. On maps with increased numbers of NA villages, the opportunity to use larger numbers of native warriors is a lot of fun. Sometimes the map allows for the possibility of a defensive stance, walling off or towering choke points around or through cliffs, although the size of the map may make it difficult. Although this map was designed for 2-team play, you can play FFA. However, players in FFA are spaced randomly in an oval about the map, not lined up along the coasts as in 2-team play. Play FFA at your own risk, as there is the possiblility of unfair player placement. The more centrally located players in FFA will have more difficult access to the seas. To play this map, the two files (Central America+TWC.xs and Central America+TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original game version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. NOTE: This is an edited version to correct problems in the original - the occasional unbuildable native trading post problem (due to one of the native types being improperly enabled - thanks to Darthcast for helping me realize the problem) and the one \"too-bright\" lighting variation. I have also tried to eliminate the possibility of the trade route trade posts being occasionally unbuildable, but due to the irregular contours on this map I am not entirely sure that the problem will not recur. Please let me know if this happens a significant amount of times. Thanks to ES for making this map possible! Feedback appreciated!

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916 downloads

Uploaded:02/06/2007

Baja California TWC

baja_california_twc.zip | 11.29 KB

options and strategies for gameplay. This map is simply an update of the map I made for the original game, with natives updated for TWC to Navajo, Apache, Maya or Zapotec. The map is characterized by a long peninsula with a central mountain highlands. This map is rectangular, not round, to better fit in the length of the peninsula. There is a single central trade route with randomly 3 or 4 trade posts running the length of the peninsula. Each player starts with 2 nearby silver mines, a nearby herd of huntable animals and a second herd a little farther off, and 3-4 scattered pairs of sheep or cows. There are no berries in this arid region, and there are only a few other scattered animals to hunt. The best source of additional food is the the abundant fish in the surrounding seas. Additional sources of coin include a few more mines in the central highlands or in the northern part of the map, or the whales which are most abundant in the sea off the southern tip of the peninsula. Note that the mines in the central mountains are different - they are gold mines instead of silver mines, and are worth 5000 instead of 2000 coin. Since none of the Native American tribes incuded in AOE3 or TWC are truely native to this region, I have chosen the Navajo, Apache, Maya and/or Zapotec, as the possible natives for this map. There will always be 1 or 2 types of natives per map, who will be located at the northern and southern ends of the peninsula or along the central mountain highlands. Each map will have a total of 3 to 5 NA villages (2-5 for 2 player games). Teams (or random players in FFA) are lined up on opposite sides of the central highlands, just inland from the coast. The ridge is interrupted by multiple small breaks in the cliffs to allow passageway to the top and other side, and the range ends well short of the map edge in the north and the southern tip of the peninsula. It is possible to wall off your side of the map, but not easily, given the number of gaps and the ridge ends, and the length of the ridge. Scouting is extremely important on this map to be sure you know the location of distant resources and all of the passageways thru the mountains. The relative amount of resources in the sea can lead players to a naval strategy, although that is not necessary. The unique shape of the map leads to the possibility of naval conflict in any game. Player position and location will vary a little randomly. There is full support for the Free-For-All play with any player number. To play this map, the two files (Baja California TWC.xs and Baja California TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. ES has finally given us the ability to provide map descriptions in the startup screen, and I have included this feature. Note this version should not be played in the original AOE3, as it will give problems with the natives not placing properly most of the time. Note that the original AI of the game does not always play the seas well; I recommend using the Draugur AI made by Felix Hermansson available in the AI Download section. It plays as the European civs much better than the original AI, but am not sure how well it plays the new native civs in TWC. I have enjoyed making this very different random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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902 downloads

Uploaded:16/02/2007

Gandalf's Random Land Map Plus TWC

gandalfs_random_land_map_plus_twc.zip | 34.43 KB

units for an interesting variation in gameplay. All native civs start with a War Hut Travois, Russians start with a Blockhouse Wagon, and all the rest start with 2 Outpost Wagons. These units help with either defense or map control, or offense if you are so minded. Otherwise this map is identical to the just-released Gandalf's Random Land Map for the War Chiefs – full description below. If you have played the version for the original AOE3, you might ask 'What's new from the original?' Well, the major changes include addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I have completely replaced the Iroquois, Aztec and Lakota in this map), addition of several new terrain patterns with matched fauna, treasures, forests, native types based on the new maps of the War Chiefs game, addition of two new possible trade route patterns, fixing the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement, added more variety to cliffs for some map patterns, more variety in the river feature, with a little less straight rivers and some river patterns now have shores that are buildable for docks, and sometimes a central lake, canyon or cliff area acts as a little more of a partial barrier between teams or sides of the map (but never a complete barrier). See below for full description. This map was originally created to represent an 'unknown' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have 'sub-patterns' with the base terrain pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is slightly larger than the diameter of Carolinas basically to allow the addition of the various terrain features, trade routes and natives. The map is of a contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or creating choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single diagonal route or parellel routes accross the center, or single long route around the periphery of the map with 6 to 12 Trade Posts(depending on player number), or there can be 2 semi-circular routes following the same course (plus a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of natives per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies. The food resources on each map can vary slightly. There are always 3-5 'herds' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not have an additional group of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is generally just out of the starting screen), with an additional several per player further off. There are usually more total mines than on the standard maps. In this version for the War Chiefs, mines can vary in type, with silver, copper, tin and gold mines possible. Silver, tin and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and the amount of forest can vary somewhat, and all players have 2 additional small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from travelling the entire river length, so docks and ships are of limited use. Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 5-6 per player per map - 2 of the easy ones nearby, and 3-4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or 'skins' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any 'map screws' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is an essential factor (since you will not 'know' the map in advance) to find the nearby and distant resources, features and the enemy. This map supports FFA play, and extensive testing on the current version was without problems. Early in the project I encountered instances of Native Villages not placing due to crowding, mainly for 2 player maps, but in more recent testing of the final version it seems to be pretty rare. To play this map, the two files (Gandalf's RLM Plus TWC.xs and Gandalf's RLM Plus TWC.xml) must be placed in the folder: My Documents\My Games\Age of Empires 3\RM2. Please do not place them in the game's install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue 'Custom Map' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is a little larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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893 downloads

Uploaded:23/01/2007

AOE3MODS TWC Scenario Pack

twcscenariopackv1.zip | 3.97 MB

is a straight forward scenario that pits you as the US, allied with the Iroquois, against some rouge Spanish elements that are looking for slaves to experiment on. The experiments take place in 3 buildings that have been hewn out of the mountains and are known as Hells Gates. Your job is simple, destroy the 3 buildings. Brain v Brawn: In this game, you play as Napoleon with the challenge of destroying the 3 Ottoman armies that occupy a well defended settlement. Although you start with more resources than your opponents, they will be getting a little help to get going and always remember those defenses. Badlands: The title is based on an area of land that can support little organic life and has been severely eroded over a number of years. The most famous badlands are located in South Dakota, which is where this scenario is loosely based. The Native American nations have revolted against the poor treatment they have received in reservations and have determined that war is the only option. They have established settlements on one side of the badlands, but it will not be long before they cross the badlands to attack your well resourced settlement. A fort has been built to help protect the settlers but will that be enough. Industrial Might: You do not get any settlers in this game but you are given a substantial resource producing capability with a number of factories. You also have two docks from which to create fishing and whaling boats. Plus, you can create a number of builders that can help with chopping trees. As the US, you face the Iroquois and Sioux who are allied with the Seminoles. With substantial fortifications in place, the technological advantage that the industrialized US has, should guarantee success. But how long will it take you to suppress the natives. Louisiana Purchase: This scenario will make big demands on your processing power and is only recommended for the most powerful of systems. You play as Jefferson and you have to persuade Napoleon that selling his interests in North America would be a wise idea. He thinks he is invulnerable, so you need to make him realize that he does not have the capacity to defend these lands so far from home. Doing so will be tough though, you will have to beat off 3 French armies and 2 Iroquois allied armies. However, as much as it may be tempting to do so, do not destroy Napoleon’s imperial palace when you find it. Arena (twc): This is a War Chiefs version of ‘The Arena’ scenario provided with the standard version of AOE3MODS. It has been significantly updated but the basic principle is the same. To gain access to your opponent’s settlements, you need to control the trading post socket outside the gate of each enemy or find other means of entering the territory. Defenses have been added to make the use of balloons more risky.

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821 downloads

Uploaded:05/11/2006

Prairie Rivers

prairie_rivers.zip | 14.05 KB

with 1-4 shallow crossings. This map is somewhat larger than the standard ES maps. If you look at a map of the American Prairie, there are numerous rivers running from west to east, often fairly parallel. This is the appearance I have tried to recreate in this map. The map uses 4 different terrain patterns, randomly chosen, each of which represents a part of the plains. There is always one Trade Route on each side of the map, each with 1 or 2 trade post sockets (player number dependant). There is also a Trade Route with more trade post sockets running the width of the map between the rivers. There are up to several Native villages at various locations, randomly chosen and fairly placed. The Natives used are the mounted warriors found in the game - Cheyenne, Apache and/or Comanche. There are generally more natives than on most maps, although the number will vary. Mines, huntables, herdables, forest and treasures are pretty standard. All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, river crossings, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. The use of the natives should be routine. There is a posssibility of defensive play at the crossings. And the map is very well suited for coordinated teamwork. To play this map, the two files (Prairie Rivers.xs and Prairie Rivers.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the Apache and Cheyenne natives and new War Chiefs terrains will cause the map to not work properly. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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777 downloads

Uploaded:24/12/2006

El Chupacabra

el_chupacabra.zip | 1.97 MB

Amazon to find the Aztecs and the truth about El Chupacabra. Features: -6 scenarios and 7 cinematics! -A free folder to keep the files in! -Unlockables! -Prove you’re winner by downloading this campaign!

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768 downloads

Uploaded:02/07/2008

-Revolutionary War-

internet_post.bak | 44.85 KB


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756 downloads

Uploaded:21/01/2007

TWC Wild West Gold Rush

wildwest.zip | 7.76 KB

not be possible. This is essentially an Inverted Rockies map, where the players all start in a narrow, cirular canyon, with most of the treasures and game being on the central ridge. There are also 4 native villages in the canyon: any combination of Apache, Cheyenne, Comanche, Navajo or even 1 of each. Also, in addition to the two trade routes having 1 trading post point at each end, there is also a middle trading post site. The players also start with 5 miners (unit that has a sort of grenadier type attack and can also gather from any crates or coin source), 1 house and a saloon in addition to the normal starting units and TC. All of the gold mines are in the central ridge, with only 1 silver mine per player in the canyons, making control of the central ridge a priority. This map was inspired by some of the Single player campaigns and Hikaro watching too many cowboy movies when he was a kid. I hope you all enjoy this map as much as I do.

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751 downloads

Uploaded:11/11/2006

The Misadventures of Smyth and Rogers

themisadventuresofsmythandrogers.zip | 80.93 KB

worsen the situation. ~Format~ -Letterbox (Black bars) -Length: Each episode will probably last a few minutes -Requirements: Unmodded, Warchiefs required

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751 downloads

Uploaded:22/04/2007

Team Archipelago TWC

team_archipelago_twc.zip | 24.08 KB

but while the location is imaginary, the gameplay is different and exciting. It is similar to my previous Gandalf\'s Isles maps, with the major change of having players start on team islands rather than separate islands. There are other minor changes as well. The map is slightly smaller than Gandalf\'s Isles and the map can be either slightly rectangular or circular for slight variation in how the islands are placed, giving differences in spacing between various islands and between islands and the edge of the map - in otherwords, a little larger pockets of water for fishing. The map is characterized by each player starting on team islands completely surrounded by water, with variable starting positions, variable terrains, and great variation in the position of other islands in the sea. There is some variation in team player starting positions and distances apart as well. The enemy team will not always be directly opposite on the map. The 29 different terrain patterns are not meant to be a representation of any specific island area, just variety for the sake of enjoyment. These terrain patterns have appropriate forests, fauna, Native American types and treasures to match. Each team island contains one Native American village per team member, all of one type, with a few other villages of a different or same type scattered among the other islands (the number is variable but is also related to player number). On the starting island are 2-3 herds of some type, 2 mines, and 2-3 treasures per team member, and a few possible sheep, cows or llamas. Each player also starts with a couple extra wood crates to help get a dock and initial fishing ships built. Due to the anticipated naval warfare a large amount of forest is present as well. The seas are rich in fish and whales, risky to harvest due to the possiblility of enemy warships, but a valuable economic boost if you can collect them. In addition to the player\'s large starting islands, there are other islands scattered randomly about the map. This random map will always contain a large island with a short trade route and 2 trade posts (or 3 if over 4 players) - this trade route island can be centered or off to one side, depending on player starting locations. The other islands will vary greatly in size and location, and will contain various needed resources. Most important is the coin - there are always a few silver, copper or tin mines and usually a few gold mines (value 5000 coin) scattered about, as well as additional forests, occasional treasures and a few animals. Forest will normall vary a little in amount, and the more \'desert\' areas often will have noticeably less forest than other patterns (but never expect a wood shortage except in prolonged games with serious naval warfare unless you are bottled up on your own island). Other resources also vary a little randomly in amount or number. There are a few small caches of extra resources and possibly a few wrecked treasure ships scattered about on the extra islands - these caches were inspired by features on the map Dogleg Islands by Jugit - I have adapted his idea to this map and changed it a little. There are stacks of firewood, possible gold caches, and stores of food put away by the native inhabitants - steal them for your own use! These vary in appearance and number by the map\'s terrain pattern and with randomization. Well, aside from the above details, how does the map play? There is a need for aggressive control of the seas to control resources - the resources on the distant islands as well as the fishing and whaling that will boost your economy. You need to thoroughly explore the seas and islands to see what is available since there is great variation in how and where players and the extra islands are placed, and of course scout to keep track of the enemy. You need to venture off your island to establish bases elsewhere - economic centers as well as military. This map is truly great for teamwork. Coordinated team play for defense and to control straits and islands is very useful. Coordinated team landings are better at eliminating an enemy. Of course to play this map having a deck built for a water map is helpful - I recommend considering the Admiralty card, free warships, Rendering Plant, Schooners, Improved War Ships, Advanced Dock, and any specific cards for your civ such as Water Dance. Cards giving free wood are also a great boost to get on the water quickly. I am not sure of the value of the Privateer cards - any thoughts on these? I also like having cards to give Forts, Outposts or War Huts - sending these with your landing force is a great way to quickly establish a base on the enemy\'s island and subsequently send HC shipments there. NOTE -This map is much larger than any of the ES-created maps and may give some lag problems for players with slower computers and with greater player numbers. Because of the map size and script complexity, the script will take longer than usual to load. Also note that games on this map take somewhat longer to play due to the size and the need to spread out before launching an assult. There is full support for FFA games in this script, and of course the \'teams\' in FFA result in one player per island. NOTE-The standard AI plays this map poorly since it is not designed to make assults over water. It is really best for Multiplayer games, since humans can plan their assults better!. If you play this in Singleplayer (which can still be fun, of course), I suggest trying the Draugur AI by Felix Hermansson. It seems to put up a better fight with naval ships than the standard AI, although it also does not send armies to attack your home base. Note that in my experience, Draugur AI does a better job with the European civs than the Native civs on the seas. To play this map, the two files (Team Archipelago TWC.xs and Team Archipelago TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. I have enjoyed making this unique random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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747 downloads

Uploaded:14/02/2007

Playable SPC Civs

twc_spcplayable1.zip | 20.31 KB

and Pirates) as well as attempted to balance the two civs that are incapable of reaching the Imperial age, as well as making sure that all 3 civs start with a default 15-card deck (like all the normal civs), so that even if you chose to reset your civ, you\'ll still have those 15 starting cards. Since the SPC civs don\'t start with explorers, I gave them the Portugese explorer shipment card, and enabled it to be sent in age 1. I also included it into the default decks for all three civs. Since Malta can\'t build plantations, arsenals, or factories (has to reach age IV to build them, which Malta can\'t), I gave them Capitalism (gold trickle) in their starting deck, and have it so that at level 25, they can also get Earth Bounty (gold and wood trickle) and distributiism (wood trickle) as well. In addition, I gave them Germantown farmers card so they can build settler wagons, the Rev deck 4 gatling gun card (I tested it and it works), and a number of other infinite unit shipment cards (including inf 8 highlanders, inf 6 rodeleros, inf fireships and inf team hessians) Boston, while unable to reach Imperial age, is still pretty balanced, but I edited the decks to mainly flesh them out as well as give them the ability to get two factories. Since the generation of HVY artillery is not enabled for them, I gave them the German Infinite 1 hvy cannon and 4 uhlan shipment. I also fleshed out the Merc tree and made it so that they can no longer get Merc armies at level 1 (which would be OP, IMO). The US only required fleshing out of the deck and moving some powerful cards up to where they should be in level requirements. In addition, I also added the possibility for a second factory... basically, one of the Age 4 politicians gives a factory wagon and the other gives a fort wagon, meaning that you can have either 2 forts or two factories. In addition, since none of the SPC civs can train spies, I also gave them the 5 spy (level 0), 10 spy (level 10) and Advanced scouts (level 10) cards, seeing as Advanced scouts are basically equivalent to spies in combat, stealth and detection capabilities, and the card enables the Advanced Scouts to be trained from either your TC or Native Ebassies. For more info and some screenshots, go to this thread: http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=14,31362,,10 I hope you have as much fun playing this as I did making it... I\'m also planning on a full mod, which will disable ESO unfortunately, that includes after-game flag images, and the other three SPC civs that I wasn\'t able to include this time.

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747 downloads

Uploaded:10/11/2006

Two Rivers

tworivers.zip | 18.69 KB

map as the recently released Prairie Rivers, a rectangular map with two parallel rivers separating the teams, each with 1-4 shallow crossings. This map is somewhat larger than the standard ES maps. This map uses an \'unknown\' format, with 24 different \'terrain patterns\' including several specific to the War Chiefs (for example, there is a possibility of California or Andes or Northwest Territories terrains and forests as well as many from the original version). There are up to several Native villages at various locations, randomly chosen and fairly placed, always either one or two types of minor Native per map. The Natives used are roughly keyed to the terrains used and can be in many different combinations. I have given a little emphasis to the new Natives - which are each present at a little higher frequency than any of the original Natives. Also the original Iroquois, Aztec and Lakota minor Native tribes, now gone from the official ES War Chiefs maps, are still available but less often than the others. The numbers of Native villages present on a map vary from 3 to 12, partly dependant on the number of players, and the village positions can vary greatly (though they are placed evenly). For example, on my Northwest Territories terrain pattern, you can find Cree and/orNootka, Cheyenne and/or Nootka, Klamath and/or Nootka or Klamath and/or Cheyenne as the 4 possible native chances. Or consider the Andes pattern, with Inca/Tupi, Inca/Mapuche or Mapuche/Tupi as the 3 possible Native chances. Please realize these are not intended to be historically accurate, just fun! There is always one Trade Route on each side of the map, each with 1 or 2 trade post sockets (player number dependant). There is also a Trade Route with more trade post sockets running the width of the map between the rivers. Mines, huntables, herdables, forest and treasures are pretty standard. All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Often some of the distant mines will be gold mines rather than silver mines, which provide much more coin. In general the land between the rivers is \'rich,\' with extra mines, herds, forest and the trade route - also often there are native villages there as well. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, river crossings, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. The use of the Natives should always be considered. There is a posssibility of defensive play at the crossings. Control of the middle land area and the river crossings is an important consideration. And the map is very well suited for coordinated teamwork. To play this map, the two files (Two Rivers.xs and Two Rivers.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the new Natives and new War Chiefs terrains will cause the map to not work properly. Note: I released the more limited Prairie Rivers version with more minor natives per map, with intended focus on mounted native warfare. This map is otherwise quite similar, just with more variety in game appearance and in minor natives. Note: if you only have the original AOE3, don\'t despair! I have made a Two Rivers-V version (V for vanilla) that will play in the original - it has none of the new tribes or terrains. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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734 downloads

Uploaded:01/01/2007

Dogleg Islands QV Quick Download

doglegislandsqvquick.zip | 18.95 KB

interested in the full version. Just put the 2 files in either the RM and/or RM2 folders like all the others. Yes, it works for either TWC or the original AOE3. his map is very complex and will need some effort to load correctly. Especially if you have only downloaded simple .xs and .xml files. The map will load and run if you just use dogleg islands qv.xs and dogleg islands qv.xml like the other maps. This way you can see if you like it and finish the load if you do. This version wil run for either TWC or the orginial AOE3; which mostly just adds to the confusion. This version mostly adds quests which don't have to be completed but help the player, especially if completed early. There are 2 players on each dogleg shaped island on this water map; 1 at each end. So a 2 player game would have 1 island, a 4 player game would have 2 islands, etc. See the included readme for details on positioning the players. Makes a good FFA game. Each island has a trade route and a native village. Works with any number of players, but an odd player(like player 5 in a 5 player game) gets their own smaller island, with no trade route. With the proper AI, you have to balance: building you colony, being rushed by your island mate, being assualted by an enemy landing party, sending aid to protect allies and completing quests. A 7 player game with an extra enemy is a real rush. See the readme for details on getting the AI to fish and make a navy. Options include: don't worry about it, modify the AI, use another AI or use my included AI. The Nomad start has been modified so that human players get a small landing party and computer players only get a covered wagon(no explorer), since the AI can't handle landing parties. The human player has to collect enough wood from trees and treasures for the explorer to build a town center. This works against the computer but I don't do multiplayer so I'm not sure about that. I tried to make the script so it would work with any combination of computer and human players; comments would be appreciated on this.

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713 downloads

Uploaded:27/01/2007

The War For Australia

the_war_for_australia.zip | 171.56 KB

Enjoy! [quote]Objectives: Destroy the enemy's main town centres.[/quote] ============ Installation: Simply copy the file to ageofempires3/scenario folder then play in custom scenario mode. ============

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697 downloads

Uploaded:05/11/2006

AOE3 Racer (Reviewed)

aoe3racer.zip | 6.98 KB

will help you level to better units. Every kill gains you 0.1 speed. At certain levels of XP, you will transform into a Halberdier, then Hackapell, then Nootka Warchief, and finally an all-powerful Learicorn. Do whatever it takes to get to the Llama first. Skip all nature units if you wish. Poke each other to slow each other down. Find holes in the wall to sneak your way through. Anything works! ==================== INSTALLATION INSTRUCTIONS CAN BE FOUND IN THE README INCLUDED IN THE ZIP FILE. REVIEW: Finally, an Age of Empires III multiplayer racing map! This is a short but exciting race to the finish. Your racetrack is a straight line, so there are not problems with unit pathfinding. ptfq also put some funny units into the road. Don't worry, you're invincible, so you won't die. Anywhere from 2 to 8 players can play, but the map is best when played by 4-5 racers. People WILL player dirty, so watch out. You might not even have to download this map because many players play this online (if you connect to a person playing a custom map it will automatically be downloaded).

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693 downloads

Uploaded:27/01/2007

Gandalf\'s Isles TWC

gandalfs_isles_twc.zip | 23.22 KB

not represent any \'known\' region, but while the location is imaginary, the gameplay is different and exciting. What has changed since the original? Several major changes: - new patterns using terrains found in the War Chiefs expansion are added (from the California, NWT, Painted Desert, Andes and Araucania new maps). - new native minor tribes used, and the Iroquois, Aztec and Sioux replaced. - more variability in location of the larger extra island and the trade route found on it. - usually 1-2 more native villages on extra islands - changes in the randomization of forest size and number, in the number of some extra resources, and a few extra treasures - addition of a few \'caches\' of resource crates and one or more shipwrecks containing gold - found on the extra islands scattered about the map; see below. - addition of extra 200 starting wood per player to get out fishing sooner. The map is characterized by each player starting on individual islands completely surrounded by water, with variable starting positions, variable terrains, and great variation in the position of other islands in the sea. Enemy players will not always be directly opposite on the map. The 29 different terrain patterns are not meant to be a representation of any specific island area, just variety for the sake of enjoyment. These terrain patterns have appropriate forests, fauna, Native American types and treasures to match. Each player\'s starting island contains a single Native American village, all of one type, with a few other villages of a different or same type scattered among the other islands (the number is variable but is also related to player number). On the starting island are 2 herds of some type, 2 mines, 3-4 treasures, and a fair amount of forest. In addition to the player\'s starting islands, there are other islands scattered randomly about the map. This random map will always contain a large island with a short trade route and 2 trade posts (or 3 if over 5 players) - this island can be centered or off to one side, depending on player starting locations. The other islands will vary greatly in size and location, and will contain various needed resources. Most important is the silver and gold - there are always a few silver or tin mines and usually a few gold mines (value 5000 coin) scattered about, as well as additional forests, occasional treasures and a few animals. Forest will normall vary a little in amount, and the more \'desert\' areas often will have noticeably less forest than other patterns (but never expect a wood shortage except in prolonged games with serious naval warfare unless you are bottled up on your own island). Other resources also vary a little ranomly in amount or number. The seas are rich in fish and whales, risky to harvest due to the possiblility of enemy warships, but a valuable economic boost if you can collect them. The extra resource caches were inspired by features on the map Dogleg Islands by Jugit - I have adapted his idea to this map and changed it a little. There are stacks of firewood, possible gold caches, and stores of food put away by the native inhabitants - steal them for your own use! These vary in appearance and number by the map\'s terrain pattern and with randomization, and occur only on distant islands. Well, aside from the above details, how does the map play? There is a need for aggressive control of the seas to control resources - the resources on the distant islands as well as the fishing and whaling that will boost your economy. You need to thoroughly explore the seas and islands to see what is available since there is great variation in how and where players and the extra islands are placed, and of course scout to keep track of the enemy. You need to venture off your island to establish bases elsewhere - economic centers as well as military. This map is truly great for teamwork. Coordinated team play to control straits and islands is very useful. Coordinated team landings are better at eliminating an enemy. Of course to play this map having a deck built for a water map is helpful - I recommend considering the Admiralty card, free warships, Rendering Plant, Schooners, Improved War Ships, Advanced Dock, and any specific cards for your civ such as Water Dance. Cards giving free wood are also a great boost to get on the water quickly. I am not sure of the value of the Privateer cards - any thoughts on these? I also like having cards to give Outposts or War Huts - shipping these is a great way to quickly establish a base on the enemy\'s island and subsequently send shipments there. NOTE -This map is much larger than any of the ES-created maps and may give some lag problems for players with slower computers and with greater player numbers. Because of the map size and script complexity, the script will take longer than usual to load. Also note that games on this map take somewhat longer to play due to the size and the need to spread out before launching an assult. There is full support for FFA games in this script. To play this map, the two files (Gandalf\'s Isles TWC.xs and Gandalf\'s Isles TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. I have enjoyed making this unique random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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667 downloads

Uploaded:10/12/2006

The Great Fort Wars 4

the_great_fort_wars_4_0001.zip | 134.12 KB

Bombards,Colonial Militia,Gatling Guns,Li\'l Bombards and the Aztec Empire. Forts everywhere. Just Chaos everywhere!!!! Plus:Lead a new Revolution into battle with Captain Fearless looking better than ever. Loads of Action in this scenario.Enjoy the 4th part of the non-stop action packed series \"The Great Fort Wars\". The developer will make a new scenario every second weekend so that you don\'t get bored!!

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666 downloads

Uploaded:02/11/2006

Glacier TWC

glacier_twc.zip | 8.4 KB

Klamath natives, now there are 4 total native villages per map (either all Klamath or Nootka, or else one of each per side), a change in one of the 3 lighting variations - one seemed too bright, and a slight widening of the glacier for smaller player numbers. This is a map best for 2 team play - but FFA play has been enabled. The map is rectangular, with players starting along the more distant ends of the longer dimension, which is about 50% longer than the shorter dimension (and size varies by player number). This map is slightly larger than most standard ES maps, and a bit smaller than the ES \'large\' series. Players start on a mountainous highland area on opposite sides of a wide glacier. On each side is the usual amount of forest and a few herds of bighorn sheep, elk and/or caribou (and an occasional lone moose - love those new mega-sized moose!), but only one silver mine per player. There is one trade route and one or two native villages (dependant on player number) on each side of the map as well. The native villages are Klamath and/or Nootka. The only extra mines are located on a few exposed mountain tops protruding above the middle of the icefield, and these are gold mines, worth 2.5 times as much coin as the usual silver mines. Treasues or nuggets are placed as a total of 5 per player per map - 2 of the easy ones nearby, and 3 of increased difficulty further off, plus a couple of hard nuggets on the glacial mountain tops. In my testing this map produces extremely fair, balanced maps for 2 team play. Gameplay differs in that it is harder to forward-build than usual due to the presence of the glacier ice, a terrain which limits building. You either have to build on the enemy\'s side of the map or hope to cram in a couple military buildings on the exposed mountain tops - and it is not always possible on every mountain top to build up the size of forward base you might be used to. Because of the limited mines on each side, control of the glacial gold mines is crucial. Most players will \'tower\' these resources as soon as they can afford to. To play this map, the two files (Glacier TWC.xs and Glacier TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Thanks to ES for making this map possible! Feedback appreciated!

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662 downloads

Uploaded:29/11/2006

Sierra del Oro

sierra_del_oro.zip | 10.02 KB

design, with players roughly opposite but crowded slightly toward one end. Resources are standard, except that each player has only one nearby mine. All of the other mines are goldmines and are located in a rugged mountain area in the quadrant away from the player start areas. In a 1v1 game each player is equidistant from the \'Mountains of Gold\'; in a game with more players the teams are equidistant but of course some players on each team are farther from the gold. The terrains of the map will vary between several patterns that could represent arid mountainous regions - using patterns from Texas desert, Painted Desert, Sonora, the California desert or a palm desert. Each player has a nearby small oasis for their thirsty woodcutters. Trade Routes can vary - either parallel routes separating the teams or one route running across the map from one team to the other. There are 4 Native villages of one or two types at various locations (5 if there are over 4 players), randomly chosen from the following tribes: Apache, Navajo, Comanche, Cheyenne, Aztec and/or Zapotec. In my testing this map produces extremely fair, balanced maps for 2 team play. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. The gameplay on this map is unique and offers a variety of strategies. Do you make an all out rush depending on your only mine to support you, or do you establish a secondary base in the mountains to protect your miners? And the map is very well suited for coordinated teamwork. To play this map, the two files (Sierra del Oro.xs and Sierra del Oro.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the new natives and new War Chiefs terrains will cause the map to not work properly. Note there is a separate version for the original AOE3. Thanks to ES for providing the tools to make random map scripting possible. Feedback appreciated!

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652 downloads

Uploaded:14/02/2007

Unit Upgrades Modpack

age3upgrades.zip | 4.07 MB

problem an adds a highlight for some specials like blue tipped spear to show when cheyenne riders have bonus vs other cavalry. (see Jan. 26 below) *** January 26, 2007 Added some new ideas besides just imperial changes... 23610 anti-bldg guerilla sharktooth (blue tips black bow) 45379 cheyenne fury anti-cav (blue tipped black spear) 45385 apache ranged cavalry raiding anti-vill (blue rifle) 46825 assassins (blue knife) 47196 advanced scouts (aymara changed to miskatonic scout) 43695 anti-artillery battle anger wc siox (golden spear) 44085 anti-bldg town destroyer wc iro (black outfit, white arrow symbol) HCXPAdmiralTromp for 2 x hp fluyt look (gold cannons and dutch sails)

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652 downloads

Uploaded:29/12/2006

Trade Go Nuts

trade_go_nuts.zip | 34.02 KB

Posts. Trade Routes randomly vary between a few choices, but there are usually about double the number of trade posts as on my original Giant RLM. This map is ideal for players who like to boom or play treaty games. Establishing a number of upgraded Trade Posts on this map really pays big dividends as the longer routes (from the bigger map) give large amounts of XP, food, coin or wood. See below for the description of the rest of the map features. This map represents an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain and/or forest pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is fully twice the height and width of Carolinas for a 2 player game, and about 1.9x the size of Carolinas for other player numbers. Doing the math shows that the area on a 2 player map is 4 times that of Carolinas! The map is of a large contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or choke points. There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of native per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible gameplay and strategies. The food resources on each map can vary slightly. There are always 4-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not might have an additional group or two of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is just out of the starting screen), with an additional several per player further off. There are always more total mines than on the standard maps, but given the size of the map some may be quite distant. In this version for the War Chiefs, mines can vary in type, with silver, copper and gold mines possible. Silver and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and are scaled better than on the large ES maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from traveling the entire river length, so docks and ships are of limited use. There are no Water Flags so do not include ship or canoe cards in your decks. Treasures or nuggets are placed in increased numbers above the ES standard (but are not more concentrated due to the size of the map) and are keyed to the map type or pattern - a minimum of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). Sometimes there can also be an extra level 2 or 3 treasure per player, or an extra level 4 treasure per map. This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map, sometimes farther away. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is a much harder task on this large map, requiring a longer time to find the nearby and distant resources, features and the enemy. Of course being a significantly larger map, rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. And use of the many Trade Posts is a great way to boost your economy! This map also supports FFA play, and extensive testing on the current version was without problems. My testing has not shown dropped player resources for larger player numbers, but on a more crowded map that could be considered a possibility. To play this map, the two files (Trade Go Nuts.xs and Trade Go Nuts.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is 4 times larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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603 downloads

Uploaded:15/02/2007

Gandalf\'s Random Land Map - TWC

gandalfs_random_land_map_twc.zip | 33.95 KB

original AOE3, you might ask \'What\'s new from the original?\' Well, the major changes include addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I have completely replaced the Iroquois, Aztec and Lakota in this map), addition of several new terrain patterns with matched fauna, treasures, forests, native types based on the new maps of the War Chiefs game, addition of two new possible trade route patterns, fixing the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement, added more variety to cliffs for some map patterns, more variety in the river feature, with a little less straight rivers and some river patterns now have shores that are buildable for docks, and sometimes a central lake, canyon or cliff area acts as a little more of a partial barrier between teams or sides of the map (but never a complete barrier). See below for full description. This map was originally created to represent an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is slightly larger than the diameter of Carolinas basically to allow the addition of the various terrain features, trade routes and natives. The map is of a contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or creating choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single diagonal route or parellel routes accross the center, or single long route around the periphery of the map with 6 to 12 Trade Posts(depending on player number), or there can be 2 semi-circular routes following the same course (plus a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of natives per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible map play and strategies. The food resources on each map can vary slightly. There are always 3-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not have an additional group of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is generally just out of the starting screen), with an additional several per player further off. There are usually more total mines than on the standard maps. In this version for the War Chiefs, mines can vary in type, with silver, copper, tin and gold mines possible. Silver, tin and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and the amount of forest can vary somewhat, and all players have 2 additional small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from travelling the entire river length, so docks and ships are of limited use. Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 5-6 per player per map - 2 of the easy ones nearby, and 3-4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is an essential factor (since you will not \'know\' the map in advance) to find the nearby and distant resources, features and the enemy. This map supports FFA play, and extensive testing on the current version was without problems. Early in the project I encountered instances of Native Villages not placing due to crowding, mainly for 2 player maps, but in more recent testing of the final version it seems to be pretty rare. To play this map, the two files (Gandalf\'s RLM Plus TWC.xs and Gandalf\'s RLM Plus TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is a little larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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544 downloads

Uploaded:29/12/2006

Gandalf\'s Giant Random Land Map

gandalfs_giant_random_land_map_twc.zip | 37.39 KB

Well, the major changes include: 1) addition of Huron, Cheyenne, Navajo, Apache, Klamath, Zapotec and Mapuche Native American tribes to the mix (note I did not completely replace the Iroquois, Aztec and Lakota as did ES - they are still possible minor tribes in my map) 2) addition of several new terrain patterns with matched fauna, treasures, forests, native types based mainly on the new maps of the War Chiefs game ( the new patterns are from Andes, Araucania – north, south and central patterns, Painted Desert, California – green and desert patterns with several forest variations, Northwest Territories, and a new palm desert pattern) 3) addition of two new possible trade route patterns 4) fixed the outside edge trade route patterns so that the trade posts would not lie on the edge of the map with occasional non-placement 5) added more variety to cliffs for some map patterns 6) added more variety in the river feature, with a little less straight rivers and a few river patterns now have shores which are buildable for docks 7) sometimes a central lake, canyon or cliff area acts as a longer partial barrier between teams or sides of the map (but never a complete barrier) 8) simplified a few elements of player placement to reduce size of script 9) added several new placement location options for the Native American tribes See below for full map description. This map was originally created in response to requests from other players for \'bigger maps\'. This map represents an \'unknown\' land with a wide variety of randomly chosen terrain patterns possible (28 patterns total), each with fauna, treasures, and decorations to fit the theme. Some of the 28 patterns have \'sub-patterns\' with the base terrain and/or forest pattern varying slightly or significantly. The Native Americans also roughly fit the terrain patterns as well. Player starting positions will randomly vary a good bit, especially on 2-player games. The map is fully twice the height and width of Carolinas for a 2 player game, and about 1.9x the size of Carolinas for other player numbers. Doing the math shows that the area on a 2 player map is 4 times that of Carolinas! The map is of a large contiguous land area, with a possibility of some cliffs, a lake, mountains, canyon, hills or river (always with crossings - this is a land map) across the center. On this map there can be much more variation in elevation than on the standard ES maps, and the above listed terrain features are not just included for appearance - their presence can influence gameplay by acting as natural barriers or choke points. Trade Routes randomly vary between 12 different types of routes, each with at least 2 possible patterns of Trade Post placement. For example, there can be a single long route around the periphery of the map with 6 to 12 Trade Posts (depending on player number), or there can be 2 semi-circular routes following the same course (or a variety of other patterns). There are 22 possible patterns for the number and location of the Native American Villages. There can be as few as 2 villages, or as many as 10 on a map, and this is sometimes partly dependent on player number. These will be of one or two types of native per map. The NA villages can be placed one or two per player or at certain places along a map axis or per side of the map. This gives a great variety in possible gameplay and strategies. The food resources on each map can vary slightly. There are always 4-5 \'herds\' of some type per player - the numbers vary randomly and types will vary per map theme. Most of the maps have sheep, cows or llamas, and those that do not might have an additional group or two of huntable animals. Most of the map patterns have some berries at the start area, and a chance of some other berries on the map. All maps have 2 mines per player near the start area (though the second is just out of the starting screen), with an additional several per player further off. There are always more total mines than on the standard maps, but given the size of the map some may be quite distant. In this version for the War Chiefs, mines can vary in type, with silver, copper and gold mines possible. Silver and copper mines have the same value, but gold mines are worth 2.5x the amount of coin, and occur randomly in some map patterns (but are almost always more distant, not the start area mines). Forests are placed fairly and are scaled better than on the large ES maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Occasionally the center of the map is relatively clear of forest. For the maps with a lake, river or ponds there may be a few fish at most, but never enough for a good dock boom since the focus of this map is on land. Note that the shallow crossings in the rivers prevent ships from traveling the entire river length, so docks and ships are of limited use. There are no Water Flags so do not include ship or canoe cards in your decks. Treasures or nuggets are placed in increased numbers above the ES standard (but are not more concentrated due to the size of the map) and are keyed to the map type or pattern - a minimum of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off (always there are per player one level 2, one level 3, one level 4 and randomly one either level 2 or 3 treasure). Sometimes there can also be an extra level 2 or 3 treasure per player, or an extra level 4 treasure per map. This map has an amazing number of randomly chosen variations possible - each of the 28 terrain patterns or \'skins\' can have 2 lighting sets for a variety of appearances, at least 2 different patterns of fauna choices, and each has at least a few variants in the possible terrain features. Each map has the above-mentioned multiple variations in Native and Trade Route patterns, and the player starting positions varies unlike the standard ES maps. In standard 2 team games, teams are opposite, but can start in any of the 4 quadrants, at a variety of distances from the map edge. The distance between players on a team can vary significantly, causing the need to consider different strategies for teamwork and mutual protection. Sometimes teammates will be relatively close together for such a large map, sometimes farther away. For 2 player games, there is even more variation in the player start positions and the enemy may not be directly opposite you! Other features that have been randomly varied include the size and shape and height of cliffs, the size, density and underbrush of forests, the size and number of lakes, forested hills or elevation, and many other features. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. I have tried to eliminate any \'map screws\' as much as possible; ‘fair maps’ are one of my main goals, achieved through use various types of map symmetry and testing to eliminate dropped resources and features. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Scouting is a much harder task on this large map, requiring a longer time to find the nearby and distant resources, features and the enemy. Of course being a significantly larger map, rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. This map supports FFA play, and extensive testing on the current version was without problems. My testing has not shown dropped player resources for larger player numbers, but on a more crowded map that could be considered a possibility. Early in the project I encountered rare instances of Trade Post or Native Villages not placing, but not in more recent testing of the final version. To play this map, the two files (Gandalf\'s Giant RLM TWC.xs and Gandalf\'s Giant RLM TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatibility problems in Multiplayer. Do not try to play this in the original AOE3, as the new terrains and natives will not work. A point about the startup: the map area is 4 times larger than the Carolina or similar ES maps and the map script is 4-5 times larger than the standard ES map scripts so it takes longer to load - be patient! Thanks to ES for making map scripting possible. Feedback appreciated!

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527 downloads

Uploaded:17/11/2006

Thanksgiving III

thanksgiving_3.zip | 15.32 KB

work in TWC, and you must have the first patch 1.01 installed. This map represents a \'New England\' fall with lots of turkeys for the harvest, with a few deer or moose, plenty of forest and silver. The map is a bit larger than most of the original, standard ES maps. There are 1-4 crossings across the river that lies between the teams. See below for diffeences from the prior version. The striking new features of the map are the new items inserted by ES in the latest patch into the scenario editor, for a new ES map specially made for the holiday to be named Plymouth - like they did for Christmas last year. For my map, each player gets a few additional villagers called Pilgrims, dressed in traditional \'puritan\' black and white. There are identical in stats to the normal Settlers or Native Settlers except for a few more hit points. Even the native civs will get these units - hey, at the original Thanksgiving the natives and pilgrims sat down at the table together! Each player will also get a few extra crates of food - special food for the Thanksgiving feast. There are also a few spare crates scattered about the map on special pumpkin patches. The nuggets or treasures on the map are special for the holiday theme as well, most of which are fairly easy and yield more holiday food or Pilgrims. NOTE: the Thanksgiving II version released originally does not allow saloon units to be made, even though the saloon itself could be built! Well - the original Plymouth colony forbade alcohol so how could you expect mercs to hang around a bar without alcohol! Anyway, this version will allow saloon units to be created and also includes a few more of the various new treasures, generally food or Pilgrims, so gathering these quickly allows faster advance! There are a couple of random variations in Trade Routes, but there is always one per side. There are a few variations in placement of the Native villages, which can be Huron, Iroquois or Cherokee. Gameplay is going to be a little different - faster to war with the extra villagers and extra food. And most civs are \'housed\' at the start so you will want some settlers gathering wood immediately and building that first house right away. This was not created to be a RMS masterpiece, just a lot of fun! To play this map, the two files (Thanksgiving III.xs and Thanksgiving III.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Last year I made a different Thanksgiving map just before the holidays for the original AOE3. This year courtesy of ES we have some decorations for a different but better map! Note - I tried to also add a few Native Settlers to the European civs - they needed Squanto and company at their feast - but these appeared on the map as the normal settlers, except they still had the Native Settler icon in the UI. Weird, so I deleted that. Thanks to ES for the ability to create custom RMS. Feedback appreciated!

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517 downloads

Uploaded:03/11/2006

Prairie TWC

prairie_twc.zip | 18.49 KB

Cheyenne as additional native types. The appearance of the map is somewhat like the Great Plains map, naturally, but with a number of important differences. First, the map is larger - roughly twice the diameter and 4 times the area of the Carolina map, and even larger relative to Great Plains, for a better feel of the expanse of the New World in general and the Great Plains in particular. Natually this size difference affects gameplay, making a rush, and assualts in general, harder to carry out. Alsp, because of the size difference, scouting takes much more of an effort. There are 7 different patterns of Trade Routes, with variation in number and placement of the sockets. Sometimes there is a single trade route, sometimes two, and you may have to scout carefully to determine the difference. There will be 1-3 Native American types per map, chosen randomly. These will vary in number and are placed in a variety of fair, symmetric patterns and combinations, partly based on player number, partly on chance (for 2 players there could be from 2 to 6 total NA villages, for 8 players form 2 to 12 total NA villages). The natives can be Cheyenne, Commanche, Apache and/or Cree. Again, scouting is crucial to see what you have on the map. Resources vary a little from most other maps - there are a few deer, pronghorn, elk or bison near the player start areas, but out away from the players, often more in the center of the map, there are significantly larger herds of bison. These are large enough to be worth fighting for control of even later in the game. There will be a few berry bushes near the player start areas as well. The forests are placed around the circumference of the map and are not found out in the central prairie, making a difference in wood collection - note there is still a fair amount of wood compared to the standard maps. Mines are placed in a pretty standard manner, as are the treasures or nuggets. Player position and location will vary randomly, more so in a 2-player game (in a 2 player game the players are not always in a directly opposite position). There is full support for the Free-For-All play with any player number, with the players placed randomly. The last unique feature of the map is that there are two variations in the map appearance - a summer version where the prairie looks more yellowed and dry, and a spring version where the prairie is greener and flowers dot the plains. Each of these two \'seasonal\' variations also varies by lighting, with many different lightings possible. If you have spent much time out on the prairie in different seasons, in different weather or times of day, you would note how different the natural light can make the prairie appear. I have tried to capture a little of that variability. Also regarding appearance, there can sometimes but not always be a few small ponds, sometimes some cliffs, canyons or mesas (more for aesthetics than any strategic value - think Badlands or other outcrops of hills or rocks at some places in the prairie). In the forested area surrounding the prairie, there are small hills. To play this map, the files (Prairie TWC.xs and Prairie TWC.xml file) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Note that the .xml file will give a map description at the startup screen. Please do not place these in the usual folder for the original AOE3(or vanilla AOE3) custom random maps, as the addition of the Apache and Cheyenne natives will cause the map to not work properly. I have enjoyed making this unique random map script. Thank you to ES for giving us the tools to do this! Hope you enjoy the map. Feedback appreciated!

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498 downloads

Uploaded:27/12/2006

Ottoman Chronicles (Reviewed)

ottoman.zip | 259.17 KB

by capturing Constantinople.The local Imam suggests to the settler to join the war and find the truth about his past.But deep in heart he felt that if he lead the war on behalf of the Ottoman sultan he might be closer to the truth.Starting with no resources other than some money,this unlikely hero decides to lead the Ottoman war.But what is the truth about his past?Will he be able to face sly bandits,rowdy pirates or the soldiers of an empire which has won many defensive battles?Only if you play you’ll find out. Installation notes:- To play the scenario, extract the file “ottoman chronicles.age3Xscn” to the directory : C:\Documents and Settings\Your user name\My Documents\My Games\Scenario\ *Your user name is the name you use to log on to Windows XP REVIEW: This is an incredibly boring mission where you walk around as a settler. The triggers barely work and parts of the scenario are impossible to complete. Your settler walks around the map ridiculously slowly while you painfully try to complete the secondary objectives. The plot is decent, and the environment is quite realisitc, but that does not compensate for this map's impossibility. Hint: If you want a more interesting game, use cheats instead of completing secondary objectives. The text in the game also has poor spelling. There is not much sound in this scenario. If you like a mission that plays like a good book, then play the Ottoman Chronicles. If you want an exciting battle, then play a different map. Reviewed by Suleyman_Eisenhower, Filefront File Reviewer Questions or comments? Contact me at legotj7@yahoo.com.

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476 downloads

Uploaded:21/11/2006

Plymouth

plymouth.zip | 9.02 KB

III: The WarChiefs is required for this map to run properly. Installation: Download the zip file and then simply extract the contents (plymouth.xml and plymouth.xs) to your My Documents\\My Games\\Age of Empires 3\\RM2 folder.

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473 downloads

Uploaded:19/01/2007

Designer\'s Mod for TWC

dmtwc1.02.zip | 6.28 MB

props for Aztec, Iroquois, Sioux and Revolution Home cities. 4) IGC HC models. 5) Revolution Homecity buildings like the market and chapel. 6) Aztec HC skybox and Sioux HC skybox. 7) JMLlighting. (thanks jml, I hope yopu don\'t mind that I put that in here.) 8) You will also get all of the units, buildings, effects, terrains, trees and skyboxes that were in the Designer\'s Mod for AoE3. Full installation guide included in the readme. Credits: Twoqtimes2 for all TWC HC buildings, units and objects. Custergrant for many AoE3 buildings, trees, terrains, effects and lightsets including the fireworks and weather effects. Kastor for helping with the stringtable. Sziggi for his RPG mod that includes the nugget am_Cave, Magic Spring and other assorted units. Twoqtimes2 for the HC skyboxes and repairs and additions of some of the assorted objects. JML for his cool lighting effect. You will find it at the end of the lighting list. jonathan1222 for the HC units ToMyBoy for the HC Buildings Poisonium for the HC water objects, Placeable Trading Post and Stagecoach RiderOfEternity and BigFatZ for the Japanese Ronin units and tents

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454 downloads

Uploaded:23/11/2006

Plymouth fixed

plymouth_fixed.zip | 7.31 KB

files (plymouth fixed.xs and plymouth fixed.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Check out the other new custom thanksgiving themed maps Thanksgiving II and Thanksgiving III in the download section. Feedback appreciated!

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444 downloads

Uploaded:13/01/2007

Special Ops ; BaseAssault

special_ops_base_assault.zip | 234.12 KB

fun. This map however contains many unique and fun opertunities. Although victory is still decently easy to achieve it is a little tougher and overall the map balance is much greater. Some of the highlights Beautiful introduction and transition cinema from Shorefront assault. Hotswap through many units while mounting a march. Set up and micro multiple gattling turrets while holding a barricade versus hordes of skrelet resistance. Use the aid of a Rocket Birrage to aid your combat. Fight to the top of a hill to destroy a huge fortress using a diverse army. Overall, a much nicer map to play and a little easier on the eyes. Found playtesting more intresting and look foward to your reviews. Keep the comments and reviews coming so the developer knoww what to work on for the next senerio

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438 downloads

Uploaded:26/11/2006

Ironclad Expansion Mod

ironclad_expansion_mod.zip | 12.88 KB

will now have random names like any other AoEIII ship. Installation instructions are included with the mod. Enjoy.

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430 downloads

Uploaded:29/10/2006

WarChiefs Aztec Wallpaper

wc_wallpaper1_1600.zip | 1.56 MB

which you can download here right now! The wallpaper looks brilliant on your desktop and gives it a real feel of the series. So if you are a fan download it now! The download contains *1920x1200 *1600x1000 *1280x800 *1024x640 of the wallpaper.

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424 downloads

Uploaded:01/11/2006

Central America TWC

central_america_twc.zip | 15.29 KB

the inclusion of the Zapotec natives. There has also been an update to fix minor bugs. The map starts opponents on opposite shores of the Central American isthmus, which you must cross to engage the enemy. The setup is a little like the old AOK map Scandinavia, except that the map is slightly rectangular. The players occupy the more distant ends of the longer dimension, which is 1.6x the shorter dimension (and size varies, like the standard ES maps, by player number). This gives a slightly longer distance to the enemy than on standard maps. Player starting positions will randomly vary among 4 starting quadrants, as the direction of the orientation of the rectangle can vary along 2 different axes. The map is somewhat larger than the standard ES maps. The terrain is the jungle pattern found on the ES Amazonia and Yucatan maps. The cnetral area on the map is a rugged highlands with several passes thru the mountainous area. There is more variation in elevation than on the standard ES maps. The central highlands can influence gameplay by acting as a partial natural barrier (but there is never a complete barrier to land passage across the map). The Native Americans used will vary, and can include Maya, Aztec, Zapotec and/or Tupi (using some \'artistic license\' to give more options for NA combinations). There can be one or two types of natives per map, in varying number and location. There are always at least 2 NA villages, but there can be as many as 6 on a 2-player map or 12 on an 8 player map, partly depending on player number. This gives a great variety in possible map play and strategies. The native villages are placed roughly symmetrically for the purpose of fairness in gameplay. Trade Routes randomly vary between 3 different types of routes, each with a few possible patterns and numbers of Trade Post placement. For example, there can be a pair of routes from side-to-side, or a single diagonal route that cuts across the map. This is a rich map. The food resources on each map can vary slightly. There are always several \'herds\' of some type per player - the numbers vary randomly but herds are placed at the same number per player, and types will vary per map theme. Cattle are used for the domestic animals, which are present in good numbers. There are extra berries at the start area and some scattered about the map. All of the maps have many fish and whales in the neighboring sea (numbers vary a little and are also scaled per player), which provides a protected place for resource gathering (the enemy would have to send a villager the entire length of the map to put up a dock to get warships into the sea at the opposite end). All maps have 2 silver mines per player near the start area (though the second is just out of the starting screen), with an additional few per player further off. Frequently some of the distant mines will be gold mines rather than silver mines, which provide much more coin. Forests are placed fairly and are placed in greater number than on most maps, and all players have a few small clumps of trees near the start area to be sure initial wood access is equal. Some extra resources - mines, huntable fauna and cows - are more concetrated in the central highland area. Treasures or nuggets are placed in increased numbers and are keyed to the map type or pattern - a total of 6 per player per map - 2 of the easy ones nearby, and 4 of increased difficulty further off; there are also a few extra treasures placed in the highlands area. In my testing this map produces extremely fair, balanced maps for 2 team play with a wide variety of possible strategies. Effective play involves scouting the various resources, Native types, Trade Routes, map terrain, and of course, the enemy. Being a larger map, scouting is slower than on the standard maps, and rushing is changed and delayed somewhat, affecting gameplay and causing the need to consider new strategies. It is much easier to take to the water for fishing on this map due to the lessened effect of a rush and the safe haven noted above. On maps with increased numbers of NA villages, the opportunity to use larger numbers of native warriors is a lot of fun. Sometimes the map allows for the possibility of a defensive stance, walling off or towering choke points around or through cliffs, although the size of the map may make it difficult. Although this map was designed for 2-team play, you can play FFA. However, players in FFA are spaced randomly in an oval about the map, not lined up along the coasts as in 2-team play. Play FFA at your own risk, as there is the possiblility of unfair player placement. The more centrally located players in FFA will have more difficult access to the seas. To play this map, the two files (Central America TWC.xs and Central America TWC.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2 (not the RM folder for the original game version). Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one of the random maps in that My Games folder from the drop-down window. The files will transfer in Multiplayer if your allies or opponents have not downloaded the files. Please do not edit the files or you will have compatability problems in Multiplayer. NOTE: This is an edited version to correct problems in the original - the occasional unbuildable native trading post problem (due to one of the native types being improperly enabled - thanks to Darthcast for helping me realize the problem) and the one \"too-bright\" lighting variation. I have also tried to eliminate the possibility of the trade route trade posts being occasionally unbuildable, but due to the irregular contours on this map I am not entirely sure that the problem will not recur. Please let me know if this happens a significant amount of times.

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422 downloads

Uploaded:15/11/2006

Thanksgiving II

thanksgiving_2.zip | 14.92 KB

in TWC, and you must have the first patch 1.01 installed. This map represents a \'New England\' fall with lots of turkeys for the harvest, with a few deer or moose, plenty of forest and silver. The map is a bit larger than most of the original, standard ES maps. There are 1-4 crossings across the river that lies between the teams. The striking new features of the map are the new items inserted by ES in the latest patch into the scenario editor, for a new ES map specially made for the holiday to be named Plymouth - like they did for Christmas last year. For my map, each player gets a few additional villagers called Pilgrims, dressed in traditional \'puritan\' black and white. There are identical in stats to the normal Settlers or Native Settlers except for a few more hit points. Even the native civs will get these units - hey, at the original Thanksgiving the natives and pilgrims sat down at the table together! Each player will also get a few extra crates of food - special food for the Thanksgiving feast. There are also a few spare crates scattered about the map on special pumpkin patches. The nuggets or treasures on the map are special for the holiday theme as well, most of which are fairly easy and yield more holiday food or Pilgrims. There are a couple of random variations in Trade Routes, but there is always one per side. There are a few variations in placement of the Native villages, which can be Huron, Iroquois or Cherokee. Gameplay is going to be a little different - faster to war with the extra villagers and extra food. And most civs are \'housed\' at the start so you will want some settlers gathering wood immediately and building that first house right away. This was not created to be a RMS masterpiece, just a lot of fun! To play this map, the two files (Thanksgiving II.xs and Thanksgiving II.xml) must be placed in the folder: My Documents\\My Games\\Age of Empires 3\\RM2. Please do not place them in the game\'s install folder - that will not work. When you start up a skirmish game in Single-player or Multiplayer, use the small blue \'Custom Map\' button, which allows you to then select one the random maps in that My Games folder from the drop-down window. Last year I made a different Thanksgiving map just before the holidays for the original AOE3. This year courtesy of ES we have some decorations for a different but better map! Note - I tried to also add a few Native Settlers to the European civs - they needed Squanto and company at their feast - but these appeared on the map as the normal settlers, except they still had the Native Settler icon in the UI. Weird, so I deleted that. Thanks to ES for the ability to create custom RMS. Feedback appreciated!

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363 downloads

Uploaded:05/02/2007

Amasis vs Black_Ice_Spain - WarChiefs Replay

black_ice_spain_amasis.zip | 359 KB

SIoux][/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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358 downloads

Uploaded:28/01/2007

British-French/Ironclad Merger Mod

britishfrenchironclad_expansion_merger_mod.zip | 15.4 KB

names. =============================== Installation Directions =============================== To install the British-French/Ironclad Expansion mod copy the file \'randomnamesx\' into your Age of Empires III folder marked \'data.\' This is generally in the following location: C:\\Program Files\\Microsoft Games\\Age of Empires III\\data You may want to back up your original randomnamesx file first, as installing this will overwrite it. The steps to install this mod are as follows: 1.) Double-click My Computer. 2.) Double-click C:/ (or whatever your main drive is). 3.) Double-click Program Files 4.) Double-click Microsoft Games 5.) Double-click Age of Empires III 6.) Double-click data 7.) Drag randomnamesx into the window.

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356 downloads

Uploaded:29/10/2006

New UI

aoe3ui_x.zip | 60.55 KB


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354 downloads

Uploaded:10/12/2006

nOObland

noobland_fixed.zip | 1.18 MB

training stuff to become a Kill Things Guy, then go around doing stuff for cash, and fight the most powerful being the world has ever known… Features: -Over 25 missions! -Day/night cycle! -Buy mercs! -A cheaply thrown together storyline! -If you download this YOU\'RE WINNER!!! NOTE: This scenario takes a while to load.

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353 downloads

Uploaded:08/12/2006

The Battle of Reed\'s Creek Sneak Peek

reeds_creek.zip | 281.99 KB

Outlaws, and Confederate occupants that are scanning the area to sniff him out. They must complete multiple tasks, such as taking out a scouting party, protecting a convoy, and creating a fort. The scenario will be divided into three parts; Footholds (Prelude), Strongholds (Middle), and The Lines Become Clear (Climax, Major Battle). TBoRC is part of a campaign, the “Fall of Richmond”, a historical-fiction battle story with much to learn about the city of Richmond, VA. In the course of the campaign, you will learn about many of the historical Civil War landmarks in the area, along with some of the present day geographic features. Storyline: 1861. Lieutenant Colonel Ja Bez was the poor man who walked the streets of Philadelphia in ragged clothes, waiting for something great to happen to him, yet nothing did, until the day he wandered to the pub and was conscripted to the Union Army. For the first time in his life, he had enough to support himself. Being one of the few survivors of the first wave of attacks against Richmond, the confederate capital, and was quickly promoted to the rank of Lieutenant Colonel, due to the respect from his few remaining piers. The order was made that they capture the areas around Richmond first, and build up their defenses on the way. Reed’s Creek is the first of the targets. [quote]Interviews: AztecEagleWarrior: In this new scenario your bringing out, what are you trying to achieve and what are you trying to bring to the players of AoE3? MrNative: Well, it\'s hard to say really. I\'ve laid out a plot line, and I’ve gotten pretty far into it. Mainly, I\'m aiming for a scenario that (I think) has never been done before. Basically, there\'s a bunch of fun to be had (opinion) in this scenario. I definitely believe it will exceed the quality of Scouring the Amazon: both versions. AztecEagleWarrior: How difficult will this scenario be? And will it be like some of the others where they started out easy and have had the difficulty grow overtime? MrNative: It\'s actually a lot harder than Scouring the Amazon. The gameplay is a little slow, and requires patience. It\'s a very hard game to adapt to, because you have very minimal control over what your ally\'s units try to do. The biggest downfalls I’ve had in the scenario are when you try too hard to control them. You simply can\'t micro soldiers you don\'t own. :) AztecEagleWarrior: Will your next scenario maintain a good mixture of appeal to the eye and gameplay that your previous scenarios have had? MrNative: Well, I’m really not planning on beautifying the map, not yet at least. I always will think that Gameplay>Graphics, so I plan to finish everything else before I rush in and add Eye-Candy. AztecEagleWarrior: About how long on average will the scenario take to finish? MrNative: I’m not 100% sure yet. Thus far (not even all the way through the first half), it takes around 10-15 minutes. It will probably take more than twice as long as Scouring the Amazon to play. AztecEagleWarrior: Will the objective(s) incorporate a more defensive gameplay or will you be playing offensively throughout the scenario? MrNative: Throughout the scenario, the tide will change multiple times. First, you have to make it down the road without being clobbered by renegados, then attack a camp, then build a camp, then march/retreat, then upgrade the camp, attack, defend, etc. AztecEagleWarrior: When do you think your new scenario will be released? MrNative: I’m not so sure about that yet. Sometime between December and Mid-January. Aoe3files: How many maps will this campaign contain? Mr.Native: So far, I have one map complete, And really, it depends on how the other scenarios play out as to how I design future maps for the series. Aoe3files:What kind of gameplay will it be? Mr.Native:It is a build-and-destroy scenario with a twist: you have very little control of Ja Bez\'s Guerillas. Aoe3files:How many hours of gameplay do you think it will contain? Mr.Native:The first scenario contains three parts, each ranging from 15-25 minutes, so so far you can expect a good hour or so. Aoe3files:How about the balance in the map? Hard or easy? Mr.Native:Depending on how hard you try to micro (the harder you try, the harder it gets), it can be daunting, or once you\'ve practiced a bit, somewhat easy. Aoe3files:How about the balance in the making of the map? Gameplay or Eye-candy? Or both? Mr.Native:In my perspective, Gameplay>Graphics, but I will add Eye-Candy later, once triggering is complete. Aoe3files:Can you tell us a bit about it\'s apperance? Mr.Native:The graphical appearance? The map is mainly a forest with some clearings, with hilly terrain, and a creek flowing through the middle. There are small encampments scattered about in part two. Aoe3files:What will be the most challenging part of the map(s)? Mr.Native:Part three. It\'s basically an all-or-nothing, pwn-or-be-pwn3d charge. Also, I find part 1 to be challenging. Aoe3files:Will there be any Flying tapirs in the map? :) Mr.Native:Err...\' no. :) Aoe3files:Will there be any secret goodies to discover? Mr.Native:That\'s for me to know, and you to find out. :) Aoe3files:Can you tell us a bit more about the different tasks? Mr.Native:First, you start out with a few guerillas, and have to make it up the road to a scouting camp. Once there, you have to kill them off. After that, you start a colony, then march toward the river, destroy some enemy outposts near the beginning of the scenario, help a convoy, get a fort, and that concludes part 1. In part two, you have to breach the enemy gates, then do a bunch of other stuff, and there\'s so much more to do that I can\'t type because: 1- I\'m starting to get tired of typing and: 2- If I told you everything, it might ruin the rest of the scenario. Aoe3files:What strategy for this map would be the best? Mr.Native:Not trying to micro, and not getting angry because of a faulty AI. You just have to be patient. Aoe3files:Care to give us any advice or tip? ;D Mr.Native:I don\'t think I can stress it enough. I\'ll put it in all caps this time. DON\'T MICRO. :) Aoe3files:How long have you worked on this map so far? Mr.Native:Just over a month and a half. Aoe3files:What\'s the release date? Mr.Native:My best estimate for the first scenario would be Mid-January, 2007. Aoe3files:Have you created any other campaigns, Scenarios before? Mr.Native:I am the creator of both versions of Scouring the Amazon. Aoe3files:Can you tell us a little about them? Mr.Native:They didn\'t make it too far. That\'s my only comment. Aoe3files:Anything special about the map you would like to say? Mr.Native:Don\'t confuse scenarios for maps. As for scenarios, I think it will be the first in some categories. To list some: First to be able to control soldiers (to some extent) without them actually being yours, First to have a named crew who may just have something special about them (try clicking them), First non-ES scenario for TWC with a fort that is constructed by triggers, and probably more that I can\'t think of. [/quote]

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338 downloads

Uploaded:24/12/2006

QazMods - Low Lag Homecity modification

qazmodslowlaghc1.00.zip | 24.86 KB

smoothly than look at a pretty town. BTG_Sean created this concept previously: my changes make it TWC compatible and replace the black backgrounds in some home city views with an image. This modification includes my other mods \"Main Menu mod\" and the \"Deck selection mod\".

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332 downloads

Uploaded:07/01/2007

Reflection Waters #1 Lagoon Resort

reflection_waters_1_lagoon_resort.zip | 780.2 KB

same island. Now you must fight for this island. Only one can win! Can you take the challenge. Download and see. This is mainly made for those who have the high graphics, like Water Reflections. I will updade this if I need to! Please download and review! Enjoy

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328 downloads

Uploaded:16/12/2006

Lord Tahattus\'s TWC Flags - Full

the_yucatan_war.zip | 8.68 KB

flags will have the same style and your game won\'t look so messy ;) The difference between this file and the older one os that many graphic bugs were fixed, now it\'ll look ALMOST perfect. You won\'t notice the difference when playing the game (who would lose precious seconds staring the flag, anyway?)

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322 downloads

Uploaded:06/12/2006

Fort Destruction

fort_destruction_0001.zip | 129.08 KB

against British and you must tear down British fort so your units can pass towards the enemy base.But what if destruction of British fort is only thing you have to do to win a war? In Game:In Fort Destruction you start with one fort, one factory, two docks, wall of houses and three lancers. Tips and hints:On start of your mission set your factoy to produce food and train 5 caravels to tear down enemy outpost.After you finish with outpost train few fishing ships. Comments appreciated.

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321 downloads

Uploaded:11/12/2006

Fort Destruction1.01

fort_destruction101.zip | 141.45 KB

against British and you must tear down British fort so your units can pass towards the enemy base.But what if destruction of British fort is only thing you have to do to win a war? In Game: In Fort Destruction you start with one fort, one factory, one dock, wall of houses and three lancers. You must have Age of Empires 3 The WarChiefs to play this scenario. Note to moders:Please put this file separate from v1.01 file.I\'l be honest:Official reviewer rated my scenario 1.01 becouse it was lacking features this scenario has, so I want this scenario to be separate.

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272 downloads

Uploaded:29/10/2006

Enhanced Text Details

age3tooltipsoct2106.exe | 1.37 MB

you may unselect. Important messages are color coded. Team home shipment messages are in green. Map and civilization descriptions are clearer. Initial gather rates are shown for units and buildings. Recharge times for special abilities are included. When you launch the game you will see Tips - patch version compliant with - and revision date instead of Learn to Play on the main game menu. Extract stringtable* files into c:\\program files\\Microsoft games\\age of empires 3\\data replacing the ones there.

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267 downloads

Uploaded:29/10/2006

Lord Tahattus\'s TWC Flags

twc_flags.zip | 213.53 KB

vanilla version. Sorry for the small description... Please review. [/quote]

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260 downloads

Uploaded:15/10/2009

Survive and Revenge

survive_and_revenge.rar | 294.39 KB


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236 downloads

Uploaded:05/02/2007

Ourk vs Amasis - WarChiefs Replay

finalourkvsamagame2.zip | 448.97 KB

[Sioux][/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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182 downloads

Uploaded:16/12/2006

QazMods - Treasure mod

qazmodsstringtable1.00.zip | 437.17 KB

is shown in its place. The mod changes the file stringtablex.xml.xmb. You may wish to take a backup of your original file, in case you don\'t like the modification.

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173 downloads

Uploaded:24/12/2006

QazMods - Deck selection mod

qazmodsdeckselection1.00.zip | 5.11 KB

chat going on. This mod can be used with other user interfaces. Note: You don't need this mod if are already using QazUI or the Low Lag Homecity mod.

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159 downloads

Uploaded:29/11/2006

Suicide Petard Nitro

suicide_petard_nitro.zip | 3.47 KB


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157 downloads

Uploaded:16/12/2006

QazUI - Standard version

qazuistandard1.00.zip | 45.94 KB

have been moved. It doesn\'t show all information that is possible to be shown in order to keep the interface from being cluttered with various figures. Some of the features include: -Population count and number of shipments displayed with large numbers -Market shortcuts for buying or selling resources -Deck choosing menu relocated to make deck choosing easier while chatting -Partly transparent UI for more viewable area -A clearly marked tribute button -Unit names and owners with a larger font -Much, much more! This UI can be used in both minimized and maximized mode. In the minimized mode there are a little less unit statistics shown, whereas in maximized mode all statistics apart from explorer crackshot/sharpshoot ability stats are visible. This version has the unit training queue above the minimap.

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151 downloads

Uploaded:16/12/2006

QazMods - Main Menu Modification

qazmodsmainmenu1.00.zip | 7.63 KB

likely these players don\'t want to play the learning campaign anymore and do not play on LAN - both of these features have been moved to the Single Player+LAN submenu. This means players who occasionally play on LAN or want to hunt the Learicorn in Learn to Play scenario can still do so.

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140 downloads

Uploaded:05/02/2007

Flowerbud village demo

fb_demo1.zip | 368.41 KB

to create an imagination of what flower bud village would have looked like if it were a colony in the Americas in 1600. This mod will eventually result in a fully playable flower bud village civ. For the meantime, I will release the units that are being created to be placed in the editor. Feel free to use them in your scenarios or mod them into an already existing civ. Includes: All flowerbud light/ranged inf: Flowerbudeers Pollenators Thorns

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122 downloads

Uploaded:16/12/2006

QazUI - Cheese Version

qazuicheese1.00.zip | 45.92 KB

have been moved. It doesn\'t show all information that is possible to be shown in order to keep the interface from being cluttered with various figures. Some of the features include: -Population count and number of shipments displayed with large numbers -Market shortcuts for buying or selling resources -Deck choosing menu relocated to make deck choosing easier while chatting -Partly transparent UI for more viewable area -A clearly marked tribute button -Unit names and owners with a larger font -Much, much more! This UI can be used in both minimized and maximized mode. In the minimized mode there are a little less unit statistics shown, whereas in maximized mode all statistics apart from explorer crackshot/sharpshoot ability stats are visible. This version has the unit training queue next to the minimap, above the actual UI.

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108 downloads

Uploaded:05/02/2007

Ourk vs Mexico_Rayo_mr - WarChiefs Replay

ourkvsmexicogame1semifinals.zip | 362.63 KB

[i]Mexico_Rayo_mr[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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104 downloads

Uploaded:05/02/2007

Amasis vs Black_Ice_Spain - WarChiefs Replay

black_ice_spaiamasis.zip | 451.36 KB

SIoux][/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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99 downloads

Uploaded:05/02/2007

Ourk vs Amasis - WarChiefs Replay

finalourkvsamagame1.zip | 505.24 KB

[Sioux][/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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97 downloads

Uploaded:05/02/2007

Eomer vs Mextli - WarChiefs Replay

eomer_defeats_mextli_1.zip | 322.5 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer [/i]

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95 downloads

Uploaded:05/02/2007

Amasis vs BladeXtreme - WarChiefs Replay

round_4amasis_vs_bladextreme_3.zip | 419.09 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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93 downloads

Uploaded:05/02/2007

Eomer vs Sk1pper - WarChiefs Replay

round_5_sk1pper_vs_eoner.zip | 670.06 KB

[i]Eomer[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper [/i]

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79 downloads

Uploaded:17/01/2007

No Control Group Banners

armybanners.zip | 1.46 KB

group banners. You can still use your hotkeys for them and the idle villager banner will still come up when villies or fishing boats are idle, just nothing else.

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79 downloads

Uploaded:05/02/2007

Amasis vs BladeXtreme - WarChiefs Replay

round_4amasis_vs_bladextreme_2.zip | 368.38 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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76 downloads

Uploaded:05/02/2007

Amasis vs MaXiMuS_ - WarChiefs Replay

_amasis_.zip | 353.08 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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71 downloads

Uploaded:05/02/2007

Ourk vs Mexico_Rayo_mr - WarChiefs Replay

ourkvsmexicogame2semifinals.zip | 359.25 KB

[i]Mexico_Rayo_mr[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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64 downloads

Uploaded:05/02/2007

Amasis vs iGiul - WarChiefs Replay

round_5_amasis_vs_igiul_2.zip | 339.74 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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59 downloads

Uploaded:05/02/2007

Amasis vs iGiul - WarChiefs Replay

round_5_amasis_vs_igiul_1.zip | 401.8 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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56 downloads

Uploaded:05/02/2007

_VipeR_ vs Saya - WarChiefs Replay

viper_vs_saya_game3.zip | 309.6 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya [/i]

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55 downloads

Uploaded:01/02/2007

Blue Gaiden vs Tibe - WarChiefs Replay

round_1_blue_gaiden_defeats_tibe_game_1.zip | 409.6 KB

[i]Tibe[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue Gaiden [/i]

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55 downloads

Uploaded:05/02/2007

Amasis vs BladeXtreme - WarChiefs Replay

round_4amasis_vs_bladextreme_1.zip | 401.19 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

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54 downloads

Uploaded:01/02/2007

Blue Gaiden vs Tibe - WarChiefs Replay

round_1_blue_gaiden_defeats_tibe_game_2.zip | 463.9 KB

[i]Tibe[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue Gaiden [/i]

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53 downloads

Uploaded:02/02/2007

NaturePhoenix vs acidsreign - WarChiefs Replay

aufgezeichnete_spiele_1.zip | 391.54 KB

[i]acidsreign [/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]NaturePhoenix[/i]

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52 downloads

Uploaded:05/02/2007

Finn vs Xeoneq - WarChiefs Replay

finn_vs_xeoneq_round_2.zip | 457.31 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Finn[/i]

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50 downloads

Uploaded:05/02/2007

Sk1pper vs NaturePhoenix - WarChiefs Replay

round_2_sk1pper_vs_naturephoenix.zip | 710.52 KB

[i]NaturePhoenix[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper[/i]

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49 downloads

Uploaded:05/02/2007

Ourk vs BladeXtreme - WarChiefs Replay

ourkvsbladegame2.zip | 449.99 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

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48 downloads

Uploaded:05/02/2007

Sk1pper vs _H20 - WarChiefs Replay

round_3_sk1pper_vs_h2o.zip | 382.49 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper [/i]

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47 downloads

Uploaded:05/02/2007

BladeXtreme vs Blue_Gaiden - WarChiefs Replay

nt_r3_bladextreme_vs_blue_gaiden_g1_l.zip | 405.31 KB

[i]Blue_Gaiden [Sioux] [/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

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46 downloads

Uploaded:01/02/2007

GinPico vs Dr_Jykill - WarChiefs Replay

round_1_ginpico_vs_dr_jykill2.zip | 373.58 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]GinPico[/i]

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46 downloads

Uploaded:05/02/2007

Blue_Gaiden vs MixOo - WarChiefs Replay

blue_gaiden_defeats_mixoo_game_1.zip | 403.3 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue_Gaiden[/i]

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45 downloads

Uploaded:05/02/2007

_VipeR_ vs Saya - WarChiefs Replay

viper_vs_saya_game1.zip | 303.72 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]_VipeR_ [/i]

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44 downloads

Uploaded:01/02/2007

Eomer vs Mor1d1n - WarChiefs Replay

eomer_defeats_mor1d1n_round_1.zip | 579.41 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer[/i]

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42 downloads

Uploaded:06/12/2006

nOObland

noobland.zip | 1.18 MB

then go around doing stuff for cash, and fight the most powerful being the world has ever known… Features: -Over 25 missions! -Day/night cycle! -Buy mercs! -A cheaply thrown together storyline! -If you download this YOU'RE WINNER!!! NOTE: This scenario takes a while to load.

Download

39 downloads

Uploaded:02/02/2007

BladeXtreme vs PyRo_ - WarChiefs Replay

bladextreme_vs_pyro_r1_g1.zip | 388.03 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

Download

39 downloads

Uploaded:02/02/2007

NaturePhoenix vs acidsreign - WarChiefs Replay

aufgezeichnete_spiele_2.zip | 411.65 KB

[i]acidsreign [/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]NaturePhoenix[/i]

Download

38 downloads

Uploaded:05/02/2007

Sk1pper vs MeXiCo_Rayo_mr - WarChiefs Replay

round_4_sk1pper_vs_mexico_rayo_mr.zip | 675.52 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper [/i]

Download

37 downloads

Uploaded:05/02/2007

HerO_ vs Ala_Warz - WarChiefs Replay

hero_vs_ala_warz_game3.zip | 371.54 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]HerO_[/i]

Download

36 downloads

Uploaded:01/02/2007

XypheR vs Jordi - WarChiefs Replay

enregistrer_la_partie_1.zip | 429.43 KB

[i]Jordi[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]XypheR[/i]

Download

35 downloads

Uploaded:05/02/2007

Blue_Gaiden vs MixOo - WarChiefs Replay

blue_gaiden_defeats_mixoo_game_2.zip | 446.72 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue_Gaiden[/i]

Download

34 downloads

Uploaded:05/09/2010

Caribbean - Team Combat

team.caribbean.rar | 2.69 MB

Brithish, in a nice Caribbean map... The ways from strach to God, in 1h18m (could take less... But i wouldn\'t miss all that fun of killing settlers).

Download

34 downloads

Uploaded:02/02/2007

BrUiNz vs DsE_Drunk - WarChiefs Replay

bruinz_vsdse_drunk_3.zip | 440.45 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BrUiNz [/i]

Download

32 downloads

Uploaded:02/02/2007

BladeXtreme vs PyRo_ - WarChiefs Replay

bladextreme_vs_pyro_r1_g2.zip | 404.46 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

Download

30 downloads

Uploaded:05/02/2007

_VipeR_ vs Saya - WarChiefs Replay

viper_vs_saya_game2.zip | 288.74 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]_VipeR_ [/i]

Download

29 downloads

Uploaded:05/02/2007

Eomer vs Mextli - WarChiefs Replay

eomer_defeats_mextli_2.zip | 357.52 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer [/i]

Download

28 downloads

Uploaded:05/02/2007

Amasis vs MaXiMuS_ - WarChiefs Replay

iamaximus_amasis.zip | 353.26 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Amasis [/i]

Download

27 downloads

Uploaded:05/02/2007

iGiuL vs Hero_ - WarChiefs Replay

record_game_222.zip | 325.9 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]iGiuL[/i]

Download

27 downloads

Uploaded:05/02/2007

BladeXtreme vs Edi_16 - WarChiefs Replay

round2_bladextreme_vs_edy_16.zip | 344.77 KB

[i]Edi_16[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

Download

26 downloads

Uploaded:01/02/2007

Eomer vs Mor1d1n - WarChiefs Replay

eomer_defeats_mor1d1n_3_round_1.zip | 343.92 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Mor1d1[/i]

Download

21 downloads

Uploaded:01/02/2007

XypheR vs Jordi - WarChiefs Replay

enregistrer_la_partie_2.zip | 432.74 KB

[i]Jordi[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]XypheR[/i]

Download

20 downloads

Uploaded:05/02/2007

HerO_ vs Ala_Warz - WarChiefs Replay

hero_vs_ala_warz_game1.zip | 378.04 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]HerO_[/i]

Download

20 downloads

Uploaded:02/02/2007

Sk1pper vs HoJu - WarChiefs Replay

round_1_sk1pper_vs_hoju.zip | 790.94 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Sk1pper[/i]

Download

18 downloads

Uploaded:03/02/2007

Lucky_ass vs Blasterboy77 - WarChiefs Replay

lucky_ass_vs_blasterboy77_round_1_game_2.zip | 415.35 KB

[i]Blasterboy77 [Aztec] [/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Lucky_ass [/i]

Download

17 downloads

Uploaded:01/02/2007

GinPico vs Dr_Jykill - WarChiefs Replay

round_1_ginpico_vs_dr_jykill.zip | 371.57 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]GinPico[/i]

Download

17 downloads

Uploaded:01/02/2007

iGiuL vs Debris - WarChiefs Replay

igiul_debris_2.zip | 504.03 KB

[i]Debris[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]iGiuL[/i]

Download

15 downloads

Uploaded:04/02/2007

Mexico_Rayo_mr vs Slamer - WarChiefs Replay

slamer_vs_mexicorayo.zip | 395.46 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Mexico_Rayo_mr [/i]

Download

14 downloads

Uploaded:05/02/2007

Eomer vs Stylo - WarChiefs Replay

eomerdefeatsstylo1.zip | 390.35 KB

[i]Stylo[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer[/i]

Download

14 downloads

Uploaded:05/02/2007

Eomer vs Stylo - WarChiefs Replay

eomerdefeatsstylo2.zip | 372.33 KB

[i]Stylo[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer[/i]

Download

12 downloads

Uploaded:04/02/2007

Qazitory vs DarkonFK - WarChiefs Replay

round2_qazitory_vs_darkonfk_game_1.zip | 436.8 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory [/i]

Download

10 downloads

Uploaded:04/02/2007

Ourk vs Ginpico - WarChiefs Replay

tround2game1ourkwins.zip | 419.83 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

Download

4 downloads

Uploaded:04/02/2007

Saya vs Bruinz - WarChiefs Replay

saya_defeats_bruin.zip | 345.92 KB

[Aztec][/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya [/i]

Download

4 downloads

Uploaded:01/02/2007

Saya vs Avantgarde - Warchiefs Replay

record_game_3.zip | 429.32 KB

[Sioux][/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya[/i]

Download

3 downloads

Uploaded:05/02/2007

Qazitory vs XypheR - WarChiefs Replay

round3_qazitory_vs_xypher_game_2.zip | 474.62 KB

[i]XypheR[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory [/i]

Download

3 downloads

Uploaded:01/02/2007

Qazitory vs CrEaMy_FR - WarChiefs Replay

round_1_qazitory_vs_creamy_fr_game_1.zip | 464.4 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory[/i]

Download

3 downloads

Uploaded:01/02/2007

Saya vs Avantgarde - Warchiefs Replay

record_game_1.zip | 406.52 KB

[Iroquois][/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya[/i]

Download

3 downloads

Uploaded:02/02/2007

BrUiNz vs DsE_Drunk - WarChiefs Replay

bruinz_vsdse_drunk_1.zip | 413.93 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BrUiNz [/i]

Download

3 downloads

Uploaded:05/02/2007

HerO_ vs Ala_Warz- WarChiefs Replay

hero_vs_ala_warz_game2.zip | 399.5 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]HerO_[/i]

Download

2 downloads

Uploaded:03/02/2007

Lucky_ass vs Blasterboy77 - WarChiefs Replay

lucky_ass_vs_blasterboy77_round_1.zip | 410.64 KB

[i]Blasterboy77 [Aztec] [/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Lucky_ass [/i]

Download

2 downloads

Uploaded:05/02/2007

BladeXtreme vs Blue_Gaiden - WarChiefs Replay

nt_r3_bladextreme_vs_blue_gaiden_g2_w.zip | 348.16 KB

[i]Blue_Gaiden [Sioux] [/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]BladeXtreme [/i]

Download

2 downloads

Uploaded:05/02/2007

BladeXtreme vs Blue_Gaiden - WarChiefs Replay

nt_r3_bladextreme_vs_blue_gaiden_g3_w.zip | 388.4 KB

[i]Blue_Gaiden [Sioux] [/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Blue_Gaiden [/i]

Download

2 downloads

Uploaded:05/02/2007

iGiuL vs Hero_ - WarChiefs Replay

record_game_111.zip | 327.66 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]iGiuL[/i]

Download

2 downloads

Uploaded:05/02/2007

Eomer vs Qazitory - WarChiefs Replay

eomer_defeats_qazitory_game1.zip | 324.18 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer [/i]

Download

2 downloads

Uploaded:01/02/2007

iGiuL vs Debris - WarChiefs Replay

igiul_defeats_debris.zip | 462.94 KB

[i]Debris[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]iGiuL[/i]

Download

2 downloads

Uploaded:01/02/2007

Saya vs Avantgarde - Warchiefs Replay

record_game_2.zip | 388.61 KB

[Aztec][/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Saya[/i]

Download

2 downloads

Uploaded:03/02/2007

MaXiMuS_ vs Mateusfam - WarChiefs Replay

max_vs_mateusfam_2.zip | 433.31 KB

[i]Mateusfam[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]MaXiMuS_ [/i]

Download

2 downloads

Uploaded:04/02/2007

Mexico_Rayo_mr vs Slamer - WarChiefs Replay

slamer_vs_mexicorayo_2.zip | 435.88 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Mexico_Rayo_mr [/i]

Download

1 downloads

Uploaded:04/02/2007

Mexico_Rayo_mr vs Slamer - WarChiefs Replay

slamer_vs_mexico_rayo_3.zip | 392.21 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Mexico_Rayo_mr [/i]

Download

1 downloads

Uploaded:03/02/2007

MaXiMuS_ vs Mateusfam - WarChiefs Replay

max_vs_mateusfam.zip | 413.29 KB

[i]Mateusfam[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]MaXiMuS_ [/i]

Download

1 downloads

Uploaded:05/02/2007

Eomer vs Qazitory - WarChiefs Replay

eomer_defeats_qazitory_2.zip | 312.78 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer [/i]

Download

1 downloads

Uploaded:05/02/2007

Qazitory vs XypheR - WarChiefs Replay

round3_qazitory_vs_xypher_game_3.zip | 496.2 KB

[i]XypheR[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]XypheR [/i]

Download

1 downloads

Uploaded:04/02/2007

Saya vs Bruinz - WarChiefs Replay

saya_defeats_bruin2.zip | 339.01 KB

[Aztec][/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]MSaya [/i]

Download

1 downloads

Uploaded:05/02/2007

Ourk vs BladeXtreme - WarChiefs Replay

ourkvsbladegame1.zip | 401.65 KB

[/i] [b][u]Map[/b][/u] [i]Andes[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

Download

1 downloads

Uploaded:04/02/2007

Ourk vs Ginpico - WarChiefs Replay

tround2game2ourkwins.zip | 400.68 KB

[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

Download

1 downloads

Uploaded:05/02/2007

Ourk vs Finn - WarChiefs Replay

ntourkvsfinnround3game2.zip | 410.6 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]

Download

1 downloads

Uploaded:01/02/2007

Eomer vs Mor1d1n - WarChiefs Replay

eomer_defeats_mor1d1n_2_round_1.zip | 484.61 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Eomer[/i]

Download

1 downloads

Uploaded:01/02/2007

Qazitory vs CrEaMy_FR - WarChiefs Replay

round_1_qazitory_vs_creamy_fr_game_3.zip | 422 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]CrEaMy_FR[/i]

Download

1 downloads

Uploaded:05/02/2007

Eomer vs Stylo - WarChiefs Replay

eomerdefeatsstylo3.zip | 392.14 KB

[i]Stylo[/i] [b][u]Map[/b][/u] [i]Painted Desert[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Stylo[/i]

Download

1 downloads

Uploaded:01/02/2007

Qazitory vs CrEaMy_FR - WarChiefs Replay

round_1_qazitory_vs_creamy_fr_game_2.zip | 456.3 KB

[/i] [b][u]Map[/b][/u] [i]Northwest Territory[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory[/i]

Download

1 downloads

Uploaded:04/02/2007

Qazitory vs DarkonFK - WarChiefs Replay

round2_qazitory_vs_darkonfk_game_2.zip | 473.86 KB

[/i] [b][u]Map[/b][/u] [i][i]Painted Desert[/i][/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory [/i]

Download

1 downloads

Uploaded:05/02/2007

Qazitory vs XypheR - WarChiefs Replay

round3_qazitory_vs_xypher_game_1.zip | 349.5 KB

[i]XypheR[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Qazitory [/i]

Download

0 downloads

Uploaded:05/02/2007

Ourk vs Finn - WarChiefs Replay

ntourkvsfinnround3game1.zip | 396.76 KB

[/i] [b][u]Map[/b][/u] [i]Araucania[/i] [b][u]Game Type[/b][/u] [i]Supremacy[/i] [b][u]Winner:[/b][/u] [i]Ourk [/i]