
ORIGINAL BIN and CUE Images
1. Unrar.
2. Burn or mount with Daemon tools.
3. Install the game. When asked for a serial enter one of the following:
Moderated Message: [color=red]~Key(s) Removed~
#15 Posting serial numbers, activation keys or codes in messages is not allowed.
Code: http://www.warez-bb.org/viewtopic.php?t=15678
twncam
4. Copy the cracked files located in the Crack directory on the CD to your installation directory.
5. Play the game.
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Code: http://www.bestprotect.net/?DYKCXPH
http://www.bestprotect.net/?SFSEIFYXLDSID
http://www.bestprotect.net/?PPNUTEOIEKTKM
http://www.bestprotect.net/?YDUWR
http://www.bestprotect.net/?ZVOXCJWNAVSKHNB
http://www.bestprotect.net/?VKBIEJCWOHMD
http://www.bestprotect.net/?TFFALNIIEGKNBBH
Pass:
Code: ash@warez-bb.org
Age of Empires III: The War Chiefs is the official expansion pack for the real-time strategy game Age of Empires III. It was announced by Ensemble Studios and Microsoft Game Studios on March 7, 2006. The game went gold on September 19, 2006. The demo version was released October 4, 2006. The full game was released on October 17, 2006 in the United States.
New content
The War Chiefs offers several enhancements on Age of Empires III, and as with any expansion-pack you must have the original Age of Empires III installed. The enhancement include three new playable Native civilizations, new Home City cards, new buildings, a new single player campaign, new units, and several other enhancements. The three new native civilizations are the Iroquois, the Sioux and the Aztec.
Other additions to the game include new minor native tribes. The Huron replaced the Iroqouis, the Cheyenne replaced the Lakota (Sioux) and the Zapotec replaced the Aztec. Other new tribes include the Klamath, the Apache, the Navajo, and the Mapuche. The expansion includes 16 minor tribes, compared to the original 12.
There are also 6 new maps including: Northwest Territory (representing Oregon, Washington and British Columbia), California, the Painted Desert, Araucania (which have three varieties: Northern, Southern, and Middle), Orinoco, and the Andes. There is also a map called "unknown", where every feature of the map will be random.
European civilizations received a new building called a saloon to hire random mercenaries as well as map specific human treasure guardian units. They can also build the native embassy, where they can train native soldiers from allied tribes. This building can be built anywhere on the map like a normal building can, so the natives don't need to be produced at the trading post as in the original game. New units have been added for the Europeans, mostly artillery, mercenaries, and other advanced units.
The campaign, which is 15 missions long, includes the Black family in a more historical setting. One act of the campaign follows Nathaniel Black as he spends the family's entire fortune supporting the American Revolution. It includes the Battle of Bunker Hill. This occurs between the second and third acts of the original campaign. The second act follows Amelia Black's son, Chayton Black, and opens during Red Cloud's War.
Few changes have been made to Ensemble Studios online. Existing accounts have gained a Warchiefs stats section. A new account is not necessary or even allowed. This is probably to prevent two accounts being used by two people. 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 post sites in the Industrial or Imperial Age, they can start a timer, for an amount of food, wood, and coin. If the other team does not destroy trading posts until the player controls less than half, 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 militia and you cannot produce any more settlers, stagnating your economy. When you start a revolution, you can choose a historical revolutionary leader (such as Simón Bolívar) who gives you a bonus. 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.
One more new feature of the War Chiefs expansion is the implementation of the War Chiefs themselves. 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'. All natives can use this from the beginning, as one unit per Native Civilization can become invisible to the enemy (this cannot be activated when enemy units are nearby). For the Europeans, there is a Home City card that ships five spies (available even to early Home Cities). They share the stealth ability, as do other miscellaneous units (ninjas, native scouts, etc). Sometimes when enemy soldiers are near the invisible unit, it becomes revealed and vulnerable to attack.
Instead of using a Home City, the Iroqouis and Sioux have five members of the Tribal Council, including the Chief, the War Leader, the Shaman, the Wise Woman, and the Messenger. 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 Iroqouis also starts the game with one Travois, which can transform into most Iroquoi buildings.
The firepit is available to all Native Civilizations. By having villagers dance 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 Experience gathering), the alarm dance (which spawns the Native equal of a minuteman), and the Mother Nature Dance (increases population limit). The Iroquoi 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 of siege weapons. There are also dances available in the fourth age that produce powerful units. The Sioux and Aztec dances produce Dog Soldiers and Skull Knights, respectively.
Copper and Tin mines have been added, but these do not produce as much coin as the gold and silver mines.
The Warchiefs Expansion Pack
Thursday, December 20, 2007 by kristadi
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The Warchiefs Expansion Pack
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