Fort Walls Mod RC2
Jul 05, 2008 Demo 0 commentsWow MODDB really wants you to put as much info in as possible huh? Well as stated numerous times :P, this is the RC2 of the mod. Fully working fort walls...
† Fortified Walls Mod -RC2 †
Green = Updates are released
Blue = Progress on the mod
Amber = Issues/problems/etc
Many people have been wondering why you could never build the fort walls, also no-one has currently worked out how the wall system worked...until now!
For the first time in AO3/TAD you are now able to built the fortified walls which have occupied the bases of the AOE3/TWC/TAD campaigns.
Created via an upgrade it works in the exact same way as the "Bastion" upgrade and turns the image into the fort walls image but with death animations and the actual model AND attackable by the enemy! It really is the actual wall, and it has build animations.
Through many hours of tedious work and frequent "WHAT THE FUCK?" moments...this is version 2 of my mod now, only for TAD now because its easier code, but if the demand is high, I'll try for AOE3/TWC versions too.
Also...a surprise is in this version :P .
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**Installation**:
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ALWAYS BACK UP FILES FIRST BEFORE INSTALLING MODS!
Simply extract the folder in the archive (using "winrar" or "winzip" like programs) to the "data" and "art" folders.
These files are usually found in "C:\Program Files\Microsoft Games\Age of Empires III (Or your "root" in other words)
MAKE A BACK UP OF "PROTOY.xml" AND "TECHTREEY.xml" and "STRINGTABLEY.xml" FIRST AS THIS MOD ALTERS THOSE FILES.
As you may become lost if you want to un-install. Then load up the game and enjoy!!
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**Un-installation**:
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(X = The drive you installed the game on)
Simply remove the folder "buildings" folder from X:\\Microsoft Games\Age of Empires III\art.
AND THEN REPLACE your "backed up" copies of "PROTOY.xml" AND "TECHTREEY.xml" and "STRINGTABLEY.xml" to X:\\Microsoft Games\Age of Empires III\data
Viola! Your sorted.
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Bugs and limitations:
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Currently there are no known bugs, but there's a couple of limitations (1 wall/mod related and 1 game engine related).
1) Wall structure, currently it matters not correct? Well I'm afraid this has to change, example is that walls face backwards if not layed properly, basically you have to build ALL walls like this from now on in the below examples fashion.
You know how most people lay walls like this:
}------------------} (arrows indicating direction of when you "drag out" the wall) from left to right?
Well to make the walls face the right way round with the "wall" bit facing out you need to do the reverse and from right to left:
{------------------{
And for vertical instead of this way:
V
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V
You do this:
^
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^
Picture Reference:
Got it? Good.
I apologise that it has to be like this, I will try to fix it somehow in the future..could be close future :D.
One more thing:
-As of typing this...adding more that 25 cards is not possible, it seems to be hard coded into TAD and TWC at the moment, but works for AOE3 still. No-one seems to know what they did, how they did it, or if there's anyway to get more than 25 cards for decks, I know there are "workarounds" such as copy/paste techs from high level homecitys etc, but nothing all that feasible yet.
2) So if anyone knows of any way (like in the AOE3 "40 Cards for HC" mod) to increase the max cards limit practically, do let me know and you shall be rewarded hehe :D!
But FEAR NOT! As I have many ideas to get around this for you all, which I'm currently experimenting on :).
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Credits:
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Me:- For actually implementing and creating the mod
Kjn:- For great support and patience in helping me identify problems in code
Felda:- Build anims and "raving" supporter xD
Brix:- For continued support/ideas/ and well just being my "defence" it seems xD. Many thanks dude :D.
$al:- My beautiful girlfriend who has allowed me to spend hours upon hours on this and has only complained once xD! Thank you for being so patient, love you loads :D!
AoE3/TAD:- For actually allowing me to mod this in :)
Enjoy!!!!
If you do decide to download and try my mod, please provide me with some feedback + don't forget to rate :). Any bugs, errors, mess ups or whatever do let me know ASAP :).
AND REMEMBER! PLEASE DON'T MODIFY OR CHANGE ANY OF MY CODE AND RE-RELEASE IT WITHOUT ASKING PERMISSION FROM ME FIRST AND CREDITING ME WHERE DUE...Otherwise I will hunt down your your ass! ^^! Seriously...its not big...its not clever... and it harms the whole modding community.
I'd just like to say now, beware of a guy called "simalex" as he has been messing around with my code in the past, so if you see him on here, report him asap. Thanks.
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*Things to come in the future:*
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Quick Overview:
-Addition of more new upgrades to make other civs more overall balanced, such as additional defences..."recovered" lost technologies due to a possible "copy+paste" job from ensemble them selves lol.
-Extended build limits on some buildings to accommodate balancing.
-Some new SUPREME upgrades which really hit hard!!...but all in good balance.
-Giving you...the players more choice over what you want to upgrade and when.
-Providing suitable icons, names, description, "resistance" values, upgrade attributes + bonus's plus some other nice features
-Adding some new cards! New special abilities for each race (hopefully) focusing on their strengths and weaknesses.
-Oh and a better program for the "readme", I'll do it in "word" next time then port to adobe so its nicer on the eyes :).
Please Enjoy!
0 comments by Tyranick on Jul 13th, 2008 digg this super bookmark
OK lets lay this out nice and neatly hehe.
Q1) I see that this mod is currently for TAD. Do you have any major plans in the future to make versions for AOE3 and TWC on their own? - felda1337
Yes I will! It should not be too hard at all to do this, its usually just a job of copying code over from one place to another but...this issue is more complex. AOEIII uses different code "prefixes" than both the expansions so this will require a clean up of the code and quite a bit of tweaking to get all of the features to work at their best :)
Q2) Do you plan to feature something where you can let troops enter the fort walls and start firing from them as like an up front defence? -Gen Kenobi
At this time...no I'm afraid. I've don't some experimentation with it and it could work, but its not that fact of functionality that bothers me, it's the issues around balance. Natives have a hard enough time trying to take out a European or Asian race as it is, and sticking loads of troops in the frontal walls will make it ever harder. But I will look for some kind of compromise in the future, we'll see.
Q3) Will this work mod online over ESO or LAN? - Many people
Like with all mods, ESO then no. But LAN YES :D! All you have to do is make sure that BOTH YOU AND YOUR OPPONENT(S) have this mod installed, and you should be able to play it fine :).
Q4) You mention the issue of the walls appearing backwards if you don't build them the right way, will this ever be fixed? - Some people.
In the short term no. We still can't seem to figure out WTF is going on with this issue. I thought at one point it was a simple code swap in the .XML files from the current wall data to add to this but...its doesn't work like that. Besides with a bit of practice, you can get used to building them the other way with no issues.
Q5) I here rumours about your adding a whole bunch of new units and techs and things like that as well as buildings, care to give us a sneak peak? - Everyone
This is correct! But I'm not saying anything here, look below the Q&A :P.
Q6) How are you handling balance? You keep saying its one of your primary concerns but what is it your actually doing? - Brixton_A1
Short answer? A lot. Long answer? Not that much at all really. Confused yet? Good :P.
Basically, this criterion goes into determining balance of my mod:
-Power of the tech
-Costs
-Caps
-Means of obtainment
-Number of uses
-By providing slight disadvantages too.
A lot is going on, so fear not. Everything should work out to your liking.
Q7) Release date for full version? - Most people
Your gonna hate me for this but...basically "When it's done" :P.
-Features the 3 new "MegaTex"
-A couple of new cards for races
-New buildings
-1 new unit for Asian/Natives/Euro's (Test units really, but they work fully)
-Brand new revised Icons for all the techs/upgrades etc
-A collection of MUST HAVE maps from the community
What I'm currently working on
I'm currently working on a lot of things really. The biggest thing happens to be the cannonball projectiles for the "upgraded" outposts and super units so to speak. Each race will feature one or two areas of specialty depending on their background etc. Working on adding multiple resistances (If possible, like ranged + siege for example) and revising a couple of stats for the bigger badder units. Figuring out how to "scale" units to make them bigger :D.
And a few secret things too...
Screenshots of new icons
These are the current Icons that will be in RC3:
From left to right (top & bottom)
Asian Fortified Walls > Fortified Walls > Indian Fortified Walls > Native Fortified Walls
Supreme Fortifications > Eastern Mass Defences > Blessings of our Ancestors
(Indian walls are same as Asian walls as far as specs go, I just thought having oriental looking fort walls for the Indians looked odd.)
All 64x64 so they all look great as cards and techs in game :).
Future of the mod
Well as you all know, I hope to include as much custom content as possible without throwing the game off balance. I've wanted to try all of these things ages ago but never knew how, now luckily I can...but of course it takes time. I wanted to share with you all, my passion for this AWESOME game by allowing my self and you to try some new cool things you haven't seen before, to add some cool news features and technologies. And to really push the engine to its max!
I also forgot to mention that, I'm trying to figure out a way to get more "debris" to break of structures when they are damaged, and to make it hand around a little longer. Because I think a lot of buildings need to look a lot more "roughed up" before they completely collapse.
Oh and I wasn't going to do this...but why not. I'll let you in on a little secret I'm planning for the final release...a super weapon of some kind! *cough* AOM Meteor *cough*. Huh? No I didn't anything :S...lol.
Well that's your lot for now, hope you enjoyed the read. Thank you for your questions and support, and please keep them coming! The more feedback the better :)
Wow MODDB really wants you to put as much info in as possible huh? Well as stated numerous times :P, this is the RC2 of the mod. Fully working fort walls...
Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.
***UPDATES***
Make sure your keeping an eye on this mod page people or MODB's "main" news section :).
(I.E Via clicking "PC" on the main page then "news" for example) because in the coming few days, there's going to be a major progress report featuring information about:
-Content that will be in RC3
-Current things/features I'm working on
-Screenshots of more icons, units, buildings, etc
-Questions you want answered, features you'd like to see
-Taking the mod to the next level
So pay attention, "Track" my mod if it helps, and most importantly make sure you give me as much constructive feedback as possible :).
@ Kenobi.
I'll update you, and everyone on that subject, in the upcoming news release which should be up by Saturday :).
I mean the "mods" section not the "news" section lol xD.
We have an updadte?
The walls now can be garrisioned?
Your PC is now dissinfected(no virus)?
Thanks,
Gen.Kenobi
Cool, now if only we could find a way to get guys up there....
Guys up where? On the walls? It's not possible. There's no data to suggest that any form of walking on a building can be done. Remember the mechanic is not the foundation for this game.
Anyway thanks for comment :).
Good news! I've just got photoshop back so I should be able to start getting the edited icons up and running within the day. I've got a few done now so stay tuned :D
But the walls garrisioned will fire when soldiers was inside there?
Thanks,
Gen.Kenobi
Umm yes they should. As I said i will look into that idea in RC4 :).
I've had a bit of a setback here today folks...i suddenly got s shit load of infections from this...something i downloaded lol. Might of been from this torrent i got as a reserve but, who knows.
So i've had to go into lockdown currently, so RC3 is delayed for another 12 hours or so.
BUT FEAR NOT!
I have managed to get some AWESOME pictures to use as icons for 3 of my "main" upgrades which will feature in RC3, the newly titled "MegaTex™" so to speak :).
Stay tuned a little longer :D.
nice idea for a mod, its looking good
Thanks a lot :).
Update on the updates! (???) lol
I'm still experimenting with things, looking for new icons, and other things.
Does anyone have any comments or feedback on the actual mod it self yet? I need your feedback :).
only if i could try at progarm to use at fort wall