Here is a number of tech trees showing all the units, buildings and technologies available and to the British in Age of Empires III. The age icons , , , , signify the ages in which the buildings, units and technologies become available. Clicking on the icon links to the corresponding page.
Any plans to add one in a patch?Creator of Eastern European Castle mod pack AuthorReplies: Victor Petrini Skirmisher posted 10-20-05 09:43 AM EDT (US) 1 / 17 I only played the demo, but you're right, there isn't a tech-tree.Pitty!It was probably omitted because the civs in AOE3 are very similar, and if you saw the tech-tree you would have had a pretty bad impression about the imagination of the designers.Another problem is that you can't see the unit attributes (hp, attack, armor...) only that of enemy units when you click on them. (probably to hide the fact that all "unique" units are the same, only the names differ)[This message has been edited by Victor Petrini (edited 10-20-2005 @ 09:44 AM).] shilly Skirmisher posted 10-20-05 09:48 AM EDT (US) 2 / 17 You can see the stats, just click on a unit, and look at the richt part of the UI. You should see two tabs there, click on the bottom one and behold: your unit's stats johnn Skirmisher posted 10-20-05 10:03 AM EDT (US) 3 / 17 I sure hope it will come in a patch. The tech tree is one of the things that make age games great. The_Assimilator Skirmisher posted 10-20-05 10:09 AM EDT (US) 4 / 17 Quote:
Age Of Empires 3 Tech Tree
The only thing it DOESN'T show, is details of what unit counters what. e.g. Used against blah blah blah. Counter with blah blah blah blah. Bonus damage vs blah blah blah blah. Those stats are missing. also, in the new demo i cant get the unit history panel to apear. Victor Petrini Skirmisher posted 10-20-05 11:46 AM EDT (US) 5 / 17 Thanks! I didn't notice that. MockHamill Skirmisher posted 10-20-05 11:54 AM EDT (US) 6 / 17 Most of the technologies in AOE III are in the Home City. So if you add the standard technologies and the home city technologies the number of techs is much larger then in AOK.Still it would be a bit hard showing a standard tech tree since the techs are split between standard technologies and home city technologies.[This message has been edited by MockHamill (edited 10-20-2005 @ 11:59 AM).] Dagobert Skirmisher posted 10-20-05 12:03 PM EDT (US) 7 / 17 Mockhammill is right, the tech tree is mostly in the Home City.The only way to see all the cards available to your civ is when you press on "choose new cards" in the "manage Home City" interface.Could be nice to have this information in game, for all civs, as it was the case in AOE2. But as you never know what is the exact deck of your opponent, it would not be that useful. But having the basic tech tree of each civs (regular buildings, what units they can produce, would be interesting). Just there, you already see some originality. (You see unique units, which units a given civ have or don't have, ...) GUNS_N_ROSES Skirmisher posted 10-20-05 12:06 PM EDT (US) 8 / 17 You can see the unit stats by just pressing "ALT" while you have the unit selected. Dagobert Skirmisher posted 10-20-05 12:16 PM EDT (US) 9 / 17 Pressing alt to see FULL unit stats just work with the regular UI.Using the minimized UI, you don't see all the stats. Unfortunately, the missing stat are the most important one ( range, attack, defense) I prefer the graphic with the small interface, but to get all the information available, I play with the large UI. fatookit Skirmisher posted 11-16-05 06:56 AM EDT (US) 10 / 17 it is because the technology tree always change with home city cards. it is too difficult to make a tech tree in aoe3. ison Skirmisher posted 11-16-05 08:15 AM EDT (US) 11 / 17 I dont think is hard to make ...maybe time consuming but not hardAs i imagine it you could have the tech tree of units f.e. and right by next of the unit ALL the cards that affect the unit in ANY way (i dont know how this could be done graphically but im sure there are people with imagination to do it)Anyway im planning to do a full tech tree for French when i get the time...ill be sure to post it here when its doneIm thinking on doing it in excel ...any other suggestions? StonewallJ Seraph Emeritus (id: Conquistador34) posted 11-16-05 02:58 PM EDT (US) 12 / 17 Quote:
So does the normal version. king of ages Skirmisher posted 11-16-05 03:13 PM EDT (US) 15 / 17 For the most part, YOU create the tech tree. xentelian Skirmisher posted 11-16-05 04:08 PM EDT (US) 16 / 17 I am working on it.I posted a pic in topic online civilization chart over at agesanctuary.comI cannot post pics here.Tools for Age of Empires Series at =modpacks Robokku Skirmisher posted 11-17-05 10:07 AM EDT (US) 17 / 17 Quote:
Age of Empires II Microsoft Corporation. aoe2techtree was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II, and it is not endorsed by or affiliated with Microsoft.
The big difference between the Asians and the Europeans is that stepping up to another Age (unlocking another level of the tech tree) doesn't involve upgrading the town centre. Instead, they build Wonders, which is one of the more obvious hints that Big Huge's Brian Reynolds, formerly one of the chaps behind Civilization, has his hand quietly on the wheel here. The Wonders are far more engaging than just waiting until you've got enough resources and then clicking on a button to beef up the town centre. You get to choose where they're placed; they're towering, ornate constructs that add extra visual character to your settlements; and, because you've got to task a few of your villagers with constructing it, there's a real sense of event to it. You can see it gradually being built, and once it is it's an eye-catching tribute to your awesomeness. Or to your ability to make tiny men chop down trees, depending on how you look at things.
Most importantly, you get to choose from a selection of Wonders (six per faction), each of which come bearing passive or active bonuses. The Chinese Confucian Academy slowly produces free artillery pieces, Japan's Great Buddha temporarily shows you what your enemies can see, and the Indian Taj Mahal can intermittently force a brief ceasefire. This last can be a hilarious annoyance, rendering the giant, angry enemy squad that's just turned up in your base unable to do anything but stand around, while you cheerfully roll over some reinforcements. Other Wonders increase resource trickle or provide buffs, so choosing which you're going to build and when adds an extra layer of gentle tactics to the game. And fun - being that much more engaged with the tech tree strips away more of AOE3's coldness.
[This message has been edited by Vardamir (edited 08-08-2017 @ 12:30 PM).] AuthorReplies: danielpereira Squire posted 01-19-16 09:32 PM CT (US) 1 / 42 Nice work you have done Vardamir! It was about time for someone to do an article like this one! I hope this helps many new modders!The Portuguese Civ Mod III - Download at the BlacksmithA mod that adds new civilizations, a new age, a new resource and introduces new gameplay features!2nd place as Best Mod Pack in AoKH GOTY 2013 (PCM I) 1st place as Best Mod Pack in AoKH GOTY 2015 (PCM II) 2nd place as Best Mod Pack in AoKH GOTY 2017 (PCM III)"And he that sat upon the throne said, Behold, I make all things new. And he said unto me, Write: for these words are true and faithful." - Revelation 21:5 (KJV) Keisari Tapsa Smith posted 01-20-16 03:09 PM CT (US) 2 / 42 Nice guide Advanced Genie EditorFollow coding here and here. TriRem Huskarl posted 01-20-16 04:05 PM CT (US) 3 / 42 Great article Vardamir ! Much needed too, it will definitely be useful to many modders (starting with me ).It's nice to see articles like that being created recently, we now pretty much have a complete AGE guide that covers all the basic aspects of data editing.Fluctuat nec mergitur. rageofempires Squire posted 01-20-16 08:59 PM CT (US) 4 / 42 Vardamir, I love you so much. #VardamirForPresident2020Hey I'm back MrMew Huskarl posted 01-24-16 00:58 AM CT (US) 5 / 42 What on Earth have I done here?I tried adding a building to the tree, and three units. One of which to the Town Centre.Time of TeaStill in the Dark AgeDon't be a melodramatic clown. Mr Wednesday Vardamir Huskarl posted 01-24-16 08:32 AM CT (US) 6 / 42 The lines to nowhere? That happens when a building has more connections than connected items. Are your new units showing up? You can't add new buildings without hex edits, though.AoK: RealmsAdds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and VietsProteus and Genie Converter - AKX installers for modern times John the Late Knight posted 01-26-16 02:21 AM CT (US) 7 / 42 I meant to write a guide for this for over 2 years but never got to it. :/Good work!The AoKH Continuous Screenshot Competition X The CSC Archives VI Unnamed RP Map project - 99% finished Knaber Squire posted 01-26-16 07:34 AM CT (US) 8 / 42 You cannot add new buildings without exe editingDarn, that explains why it doesnt work... ;-;And exe editing is pretty complicated, right?[This message has been edited by Knaber (edited 01-26-2016 @ 07:41 AM).] Vardamir Huskarl posted 01-26-16 01:12 PM CT (US) 9 / 42 It's certainly up there. If you only want to add one, there is a Sea Gate enabled for use on the tech tree but not actually used.AoK: RealmsAdds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and VietsProteus and Genie Converter - AKX installers for modern times gag2000 Squire posted 01-26-16 09:32 PM CT (US) 10 / 42 does the sea gate also works on cd version ? iirc i was just able to add the sea gate icon into the age 2 hd version, because they included it for the forgotten.edit: ok tried it out and it works, good to know seems they planed to include palisade gates into the game, strange why they didnt do it.AoC Modifications:- Queuing Researches- Previews of Buttons- Conquerors Shadow Fix[This message has been edited by gag2000 (edited 01-26-2016 @ 09:38 PM).] NEHT Squire posted 07-07-16 05:10 PM CT (US) 11 / 42 I enabled Slingers and Imperial Camels to all civs (by giving any civilization as requirement in their techs)(in part of my personal noob/cheat/unbalancing full-tech mod*), they are buildable but do not show in tech tree. I also added new level of Handcart and Blacksmith's upgrades, they also are researchable and working, and also do not appear in the tech tree. I added all of these in tech tree in AGE editor as shown in this thread. The case of Slingers and Imperial Camels causes me to thing that tech trees could be after all hard-coded.I play on AoE2:HD with both expansions and use AGE 2016.3.13.What extactly does "Total units and techs by age" and "Total units and techs at first by age"? Maybe there problem lies, but i changed this for blacksmith with no effect.EDIT: I've done with my new researches, but not with units.*Aside note: I also add some pretty unbalancing additions to some team bonuses and buff Huskarl and Japanese. I also moved Huskarl and Slinger recruit icons to not block Eagle Warriors in Barracks and Hand Cannoners in Archery Range.[This message has been edited by NEHT (edited 07-07-2016 @ 05:51 PM).] Vardamir Huskarl posted 07-07-16 06:30 PM CT (US) 12 / 42 What extactly does "Total units and techs by age" and "Total units and techs at first by age"?I'm not sure if this does anything, actually.I haven't done any tech tree work on the HD edition, but I would assume it's the same or a similar issue as Missionaries and unique ships in the base game. The Monastery and Dock have a hardcoded number of connections, with the higher number for Spanish/Vikings/Koreans... hardcoded for that particular civ.AoK: RealmsAdds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and VietsProteus and Genie Converter - AKX installers for modern times Achesun Squire posted 11-20-16 11:00 PM CT (US) 13 / 42 I tried to move the hand cannoneer to the siege workshop by changing the "Upper Building" to siege workshop, but in the tech tree it still appears in the Archery Range. Is there anything else I need to do? Vardamir Huskarl posted 11-21-16 07:41 AM CT (US) 14 / 42 You'll also need to add the hand cannoneer to the list of units available at the siege workshop and remove it from the Archery Ranges' list.AoK: RealmsAdds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and VietsProteus and Genie Converter - AKX installers for modern times Achesun Squire posted 11-22-16 08:35 PM CT (US) 15 / 42 Thanks, Vardamir! It's working! Tocaraca Squire posted 02-19-17 06:50 PM CT (US) 16 / 42 Quoted from Vardamir: 2ff7e9595c
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