D3NNISK'S FORTS enables you to turn any Onslaught-map into a classic Real-Time-Strategy battlefield.
You must establish a base of operations, gather resources, research new technologies and upgrades as well as take care of your base's energy supply and defences.

Here is a list of some features:
  - 2 playable factions (Version 3.0)

  - unique upgrades and technologies to be researched

  - new vehicles

  - various structures including resource-processing, energy supply, technology, unit production, 
   defence and special weapons buildings

  - Tech-Tree ( vehicles and structures require other structures before they become available )

  - All Energy Turrets will be removed from the map since it is now up to you to set up an effective
    line of defence.

  - In order to provide enough space for your first structures, no vehicles will spawn near your Power
    Core.

  - Mineral fields and –fountains will be spread over the map. Number, expansion and richness of those
    deposits can be adjusted in the mutator-configurations-menu.

  - Every player is allowed to place structures. To what extend friendly structures can
    be sold by players, the host can adjust in the mutator-configurations-menu.

  - Alternatively, Bots will deploy structures as well.

You need the UT2004 ECE Bonus Pack installed to play this modification.

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FORTS 3.2 FORTS 3.2 released Mineral Extractor
Blog RSS Feed Report abuse Latest News: FORTS multiplayer update released

3 comments by D3nnisK on May 4th, 2014

The new version of my modification takes focus on multiplayer compatibility and introduces new features such as an all-new construction system and an RTS camera mode.

FORTS 3.2 Mineral Extractor

Change Log for FORTS 3.2:

General changes:

- Construction Vehicle introduced
- Mineral Extractor introduced
- Harvester, Pioneer and Harvester-Base removed ( maybe re-introduced later again )
- improved A.I. support for base-building
- improved loadout system takes players who change the team during a round into consideration
- RTS-Camera-System introduced for all controllable buildings
- Building interaction (repair, sell, ...) now is part of the RTS-Camera-System
- Bots will leave a building when a player trys to enter.
- Major code changes and improvements for networ support and reliability

Conglomerate:

- Multiplayer ready (with some minor bugs)
- Gladiator chassis collision fixed
- Reactor Booster now affects all placed reactors at once
- Battlemaster weapon-pawn bug fixed
- Cicada machinegun-turret bug fixed
- ION CANNON has now a larger radius of effect
- Scout HoverBike introduced ( to call in ION CANNON stike )
- Scout HoverBike cannot be hijacked

Anubian Alliance:

- not yet Multiplayer ready...
- Bee Drone now serves as a repair and support unit
- Assault Rifle tracer effect fixed
- Cobra plasma cannon has now a higher firing rate
- Cobra machinegun bug fixed

I want to mention that there are still some bugs when playing via a local area network.

D3nnisK's FORTS 3.2

Thanks for the support and have a lot of fun with FORTS!
Dennis

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D3nnisK's FORTS 3.2

D3nnisK's FORTS 3.2

May 4, 2014 Full Version 0 comments

The new version of FORTS takes focus on multiplayer compatibility and introduces new features such as an all-new construction system and an RTS camera...

FORTS 3.1 Commander's Manual

FORTS 3.1 Commander's Manual

Nov 21, 2012 Guides 5 comments

This is the up-to-date version of the Commander's Manual. To enable new players to have an easy start I uploaded the manual seperately. The Commander's...

D3nnisK's FORTS 3.1

D3nnisK's FORTS 3.1

Nov 20, 2012 Full Version 12 comments

This is version 3.1 of my FORTS modification. As announced, I added some new content and fixed some bugs. The network-bug is not completely eliminated...

D3nnisK's FORTS 3.0 full download

D3nnisK's FORTS 3.0 full download

Jun 19, 2011 Full Version 2 comments

This is version 3.0 of my FORTS modification. I added lots of new content and fixed some mean bugs. Now, there are 2 factions to play with. Have fun with...

FORTS 3.0 Commander's Manual

FORTS 3.0 Commander's Manual

Jun 19, 2011 Guides 7 comments

The Work on Version 3.0 is finished. To enable new players to have an easy start I uploaded the manual seperately. The Commander's Manual gives you useful...

D3nnisK's FORTS 2.1

D3nnisK's FORTS 2.1

Dec 31, 2008 Full Version 0 comments

Happy New Year everybody! Latest version with multiple changes/fixes. See the full description for details

Post comment Comments  (0 - 10 of 68)
Schevengac
Schevengac Jul 17 2014, 8:40pm says:

Hello! Its me again i have some ideas. After my last ideas i hope you arent Angry on me:D. 5 are for structures and 5 for vehicles, so this is it:

Structures:

1. The shelter can have upgrade to have it a light machinegun
2. Can you add please water battlefield and add to every side ship yard?
3. The tesla coil can have upgrade to have it a electric reaction
4. A armory where can players buy a weapons for small prices

5. A bunker

Vehicles

1. Air vehicle Arch angel, invisible, gauss machinegun, class scout, light armor, small damage and cost 500$
2. Ground vhcl Hound Hunter, none special, tesla weapon, class assault, medium armor, high damage, and cost 755$
3. Ground vehicle Spartan, two weapons, grenade launcher, class mech, medium armor, 2x medium damage and cost 900$
4. Air vehicle Kjoll, can summon storm, lightning ball cannon, class speacial, heavy armor, small damage and cost 1000$
5. Ground vhcl Hades, can make earth shake for 10 seconds, mini nuke cannon, class super tank, ultra heavy armor, brutal damage and cost 3500$

So what do you say?

+1 vote     reply to comment
D3nnisK
D3nnisK Jul 20 2014, 6:59am replied:

I say: what nice ideas! Maybe you can send me some concept art?

+1 vote     reply to comment
Schevengac
Schevengac Jul 21 2014, 5:26pm replied:

Structures or Vehicles?
i am bad at drawing, but i got a friend what makes beautiful pictures, so i ask if he can draw this
It will take some time, i will tell when its done OK?
PS: if you ignore 2, it will not going kill anybody:)

+1 vote     reply to comment
Schevengac
Schevengac Jul 21 2014, 5:33pm replied:

From structures
If you understand. :D

+1 vote     reply to comment
UberSoldier
UberSoldier Jun 17 2014, 3:16pm says:

Hi D3nnisK, I would mo to combine my mod with your. I have already half done technique. I could add it to the menu purchase.

Rusut.ru

+1 vote     reply to comment
D3nnisK
D3nnisK Jun 23 2014, 3:24pm replied:

What exactly do you mean with "combine" my mod with yours?

If you want to take parts of FORTS for it, I must say no, sorry.

+1 vote     reply to comment
DarkDragonic
DarkDragonic Jun 15 2014, 4:10pm says:

How has AI building been improved? I enjoyed playing the mod a lot in 3.1 just by making the other team spawn with vehicles, i never really understood how to add beacons for it in Editor. Is it smart or do they still need those placement helpers?

+1 vote     reply to comment
D3nnisK
D3nnisK Jun 23 2014, 3:16pm replied:

The Bots still use construction markers on my maps (you can find them under Actor\NavigationPoint\DKsAIConstrSite inside UnrealED). On maps without construction markers or when all markers are blocked somehow, the AI trys to find existing buildings and places other structures nearby. If there are no structures, the place structures randomly or near mineral fields. The type of building to be placed is determined by an algorithm.

Does this help you?

+1 vote     reply to comment
Kolbosa
Kolbosa May 22 2014, 5:30am says:

Best mod, glad that it is still not die. Contact me, i glad to help you, have some exp in programming modelling and texturing, can translate to russian, will happy help with something...

+2 votes     reply to comment
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Guest Apr 4 2014, 7:11am says:

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Platform
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Developed By
D3nnisK
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Release Date
Released Sep 12, 2008
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