Some Error Happened Please Try Again Traderoute

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Super protox mod v1.4.b!
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v1.4 Special New Feature!
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Walls can now exist built over a Trade Route during game play!

After alot of posts in the forum complaining about trade routes I took the task
upon myself to fix this and then walls can now be built over a trade road.
You tin can merely build the long wall over the trade route and then get as close every bit you can to
the merchandise route with the wall connector without it turning reddish and and so click and
elevate the wall as usuall over the trade route so the wall connector reaches the other side
and the long peice of wall is inbetween. Vwola!
You lot at present have a wall over the trade road but the trade road units will become through the wall
so you notwithstanding have to manually build a gate with the wall as i accept not yet managed to make
it atomatic (if you want it to look better). Simply if anyone manages to make
the trade route units cause the wall to turn into a Gate while very near preferably touching
and then email me at Simalexs@hotmail.com

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Update info version 1.four.b
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Hopefully fixes a small bug where when transforming the wall into a Gate it would move out
of posision on the rare occasion by turning sideways making a pocket-sized gap in the wall.
(Happended twice to me over 6 seperate games when the wall was placed in a gap by
a cliff and then i turned it into a Gate)

Note: If it does happen again but rebuild a small porsion of the wall where
you lot desire the gate in a slightly diferent posision and endeavor over again.

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What this modern does! v1.0
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1. British Manors are at present deletable.
2. Minutemen hitpoints increasced to 300 and wellness does not decrease over fourth dimension.
3. Warrior hitpoints increasced to 300 and health does not decreace over time
(Simular to minutemen but for Native american civs)
4. Outpost hitpoints increasced to 2500 plus buildlimit increaced to 20
5. Blockhouse hitpoints increasced to 2500 plus buildlimit increaced to 20
6. Surgeon hitpoints increaced to 340
7. All trees with 300 forest increaced to 500 forest
8. Berrybush food increaced to 2000
ix. All Abstruse Mines increaced to 5000 gilded
10.All settlers walking speed increaced to 4.5000
11.Settlers and Native Settlers hitpoints increasced to 200
12.Settlers at present build towncenters
13.TownCenter Population Cap Improver increased to twenty
fourteen.Towncenter now cost 500 wood
xv.Towncenters Maximum Contained increased 100
16.Towncenter build limit increased to two and reaches a maximum of iv by age four
17.Towncenter Hitpoints increased to 8000
18.Towncenter can now comprise Explorers and warchiefs
19.FortFrontier MaxContained 100
20.FortFrontier Supports 30 population
21.Unupgraded Walls now take 5000 hitpoints
22.Explorer hitpoint increaced to 500
23.Explorer LOS (line of sight) increaced to 25
24.Explorer walking speed increaced to 4.8000
25.Aztec and Iroquois War Chief walking speed increaced to iv.8000
26.All War Chiefs LOS increased to 25
27.Explorers can now build Towncenters
28.Warchiefs can now Build Towncenters
29.Explores and War Chiefs support 10 poppulation incase you have no towncenter or house
and need to railroad train a Settler
thirty.Explorers now train Settlers
31.War Chiefs now train Native Settlers
32.Explorer and War Chiefs now recovers from death alot faster
33.Homecity shipments tin can at present be sent to the Explorer
34.Homecity shipments can now be sent to the War Chiefs

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Update info version 1.1
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1. While making the mod i had made settlers exist able built factories but
soon institute that this was a trouble for the Dutch who could no longer
build a Capitol since the factory took its identify and left no room for
it. So Settlers can no longer build factories. Removing that problem, everything sould be fine now!
(This is inverse in v1.2+v1.3 by removing The Native Embassy+Bank to brand room for the Capitol)

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Update info version 1.2
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1. Extended Church build limit to four
2. Extended Saloon congenital limit to 2
3. Outpost moved to Age II
4. Blockhouse moved to Age Ii
5. Wall moved to Historic period II
vi. Plantation moved to Age II
vii. War Hut moved to Historic period Two
viii. Settlers build Factorys
9. Coureur hitpoints increased to 220
10.Native Settler hitpoint incerased to 220
11.Dutch Settlers no longer build Banks instead the Dutch Explorer does.
12.Forts contain Explorers and State of war Chiefs
13.Fort hitpoint increased to 10,000
14.All Settler blazon units (including native settlers and pilgrims) have a new layout for thier building icons for easier use.
15.Homecity shipments text fixed to say "ship hither" insted of "ship to this building" since the Explorer is non a building.
16.Settlers can't build a Native Embassy only the explorer can
17.Gatling Guns can no longer be trained in the Artillery Deport instead they are trained in the Fort.

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Update info version 1.3
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one. All abstruse settlers can no longer tin can build a Native Embacy simply the Explorer still can this fixes the Capitol problem
where the french settlers could not build a capitol
2. The second set of 15 Infinitesimal men at present have thier correct cost of 375 nutrient & coin
three. Covered carriage & Boondocks Travois at present take meliorate line of sight
four. The wall upgrade "Bastion" is now only availible in one case in age 4
iv. The Bastion upgrade costs slightly more to brand more realistic
5. Walls and gates cost slightly more later the Bastion upgrade to residual out the walls strenght
six. Mines increased to take 10,000 Gold from 5000 in v1.0
7. Trees increased to take 800 Forest from 500 in v1.0
9. Field Hospital price decreased to 300 forest
10.Plus More than Revolution residual fixes

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Update info version 1.4
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ane. Fixed iron horse upgrade for trading mail to its proper posision
2. Inverse the Stagecoach to a more realistic Merchandise Wagon plus covered wagon look.
3. Upgrades for trade route slightly more expensive
iv. Mills, Farms & Plantations tin can at present contain sure units eg settlers
5. Mill cost slightly decreased
half-dozen. Forts now add together 50 population.
7. Fixed the Build gate trouble where a villager would crusade the wall non to become a Gate while he or she was in the way
8. Walls are now buildable beyond a trade route!!!

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Revolution Update + Balance Fixes
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1. Afterwards a Revolution you tin now build Settlers, Settler Wagons, Coureurs and Angling Boats Depending on your civilization.
2. After a Revolution All Villager type units can no long build a Barracks, Stable, Arsonal, Arms Carry or Factory.
3. All units in the Atillery Deport railroad train slighty slower after a revolution.
4. All Settler type units train slightly slower subsequently a revolution
five. A Revolution is now slightly more than expensive to balance out being able to railroad train Settlers
6. There is now a build limit of 7 settler units subsequently a revolution

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Bug Fixes within the Techtreex
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one. The Heavy Fortifications shipment now has the missing Revetment tech.
2. The Ship 3 Galleys menu now shows the correct icon.
3. Revolutionary San Martin's Imperial Howitzers are now correctly named.
4. Native warriors upgraded with the Blood Brothers shipment are at present correctly named.

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Bug Fixes within the strintablex
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i. Chinampa shipment fixed to say "Chinampa Shipment has arrived" instead of "Grain Market Shipment has arrived".

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Works on LAN to I tested it!
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To download my mod get hither!
http://aoe3.heavengames.com/downloads/showfile.php?fileid=1566
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[This message has been edited by Simalex (edited 09-28-2007 @ 04:17 PM).]

dykeseaced1962.blogspot.com

Source: http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=14%2C34175%2C%2C10

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