Aoe 3 warchiefs 1158 windows 7




















You must be logged in to post messages. You are not logged in. Please Login or Register. Topic Subject: Warchiefs Setup Error: Aoe3 vanilla and TAD install fine on her system, but when it comes to warchiefs she gets a setup error and cannot install it. Google tells us to change drive letter, restart, delete temporary files, defragment, reinstall, etc.

But nothing works. Anyone have advice? That should open up the windows temp folder, delete all the files that you can from there and close the folder. Next check the following. Existing accounts have gained a WarChiefs statistics section. A new account is not necessary or even allowed. This is probably to prevent two accounts being used by one person. Players Home Cities and levels will carry over with the ability to reselect cards, although all rankings and other stats will be reset.

There is a new victory condition, called the "Trade Monopoly", similar to the Wonder condition in earlier games. If a player or team controls more than half of the trading posts in the Industrial or Imperial Age, they can start a timer, for an amount of food , wood , and coin. The other team must destroy trading posts until the team with the trade monopoly holds less than half of the trading posts.

If the other team does not destroy enough trading posts before the countdown expires, the player or team who started the countdown will win. Note that the team which started the timer cannot build more trading posts during the timer's effect. A Revolution feature is included as well. Instead of going to the Imperial Age , you may choose to have a revolution which is cheaper, yet riskier. After this revolution your settlers change to Colonial Militia and you cannot produce any more Settlers , stagnating your economy.

The advantage of a revolution is that it gives your military a boost, allowing you to gain the upper hand and to break a tight battle. But if your initial attacks fail, your inferior economy will allow your enemy to defeat you more easily.

Once one side has had a revolution, it is no longer an option for the opposing team, and they can only go to the Imperial Age. Instead of the European ' Explorer ,' the native tribes receive a 'War Chief,' who provides more versatility throughout the game.

For example, the War Chief provides a bonus to the units around him, potentially turning the tide of battle See New units. War Chiefs also have the ability to convert Treasure Guardians , such as bears and pirates, to the player's cause, instead of having a special ability to kill guardians like the Explorer has. The War Chief have a larger late-game influence than the Explorer , but are more expensive to resurrect this takes much work of Villagers at the Fire Pit.

Another feature for the expansion, is the use of Stealth mode. All natives can use this ability from the beginning, as one unit per native civilization can become invisible to the enemy this cannot be activated when enemy units are nearby. They share the stealth ability, as do other miscellaneous units Ninjas , Native Scouts , etc. Though when near to an enemy outpost or Town Center the unit will become visible. The Home City system has been slightly altered as well. Decks can now go over 20 cards by allowing one extra card every ten levels of the Home City with a maximum of 25 cards.

They all offer different units, supports, and improvements. All these items are very similar to the European Home Cities. The Aztec use Tenochtitlan as Home City. The Iroquois also starts the game with one Travois , which can transform into most Iroquois buildings.

The Fire Pit is available to all Native civilizations. By having villagers dancing at the Pit, it gives the various bonus to the native civilizations. This is done by selecting one of a variety of dances, including: The Fertility Dance speeding up unit creating , the Gift Dance which increases base Experience gathering , the alarm dance which spawns the Native equal of a minuteman , and the Mother Nature Dance increases population limit.

The Iroquois have the unique Founder Dance, which spawns new Travois. The Sioux have the Fire Dance, which increases unit damage to buildings. This is to compensate for the Sioux lack any dedicated siege units. There are also dances available in the Industrial Age that produce powerful units.

Several new units have been added; most of them are native unique units for the Native American civilizations while some are additions to the European military. In addition to the new units, outlaws and two random mercenaries can now be trained by Europeans at their Saloon.



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