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† Fortified Walls Mod -RC2.1 †

Current Update Status:
AS OF JUNE 2009:
RC 2.1 TAKEN DOWN! Wrong version xD!
This is a simple maintenance patch to accomodate for the fan patch and 1.02

*********
THIS MOD WILL WORK WITH
THE LATEST PATCH + THE AGE OF SANCTUARY FAN PATCH 1.1a!!
*********


STAY TUNED!

--Update Key--
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 .

----------------------------
**Installation**(WITHOUT AOS FAN PATCH):
----------------------------
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!!

----------------------------
**Un-installation** (WITHOUT AOS FAN PATCH):
----------------------------

(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.

--------------------------------------------------------
**Installation (WITH AOS FAN PATCH)**:
--------------------------------------
------------------

Make a back up of the DATA folder in C:\Documents and Settings\USERPROFILE\My Documents\My Games\Age of

Empires 3\Fan Patches\Age Sanctuary 1.1 and put it somewhere safe.

Extract the DATA + ART files of my mod here.

Run the TAD Patch launcher, selecting the AOS Fan Patch 1.1a as normal

ENJOY!!
-----------------------------------------------------------
**Un-installtion (WITH AOS FAN PATCH)**:
-------------------------------------------
----------------

Simply remove my files mentioned, and replace the original files back here in the above directory or wherever

you installed your game.

Run patch launcher again as normal to confirm the default files

----------------------------
Bugs and limitations:
----------------------------

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
|
|
|
|
|
|
V

You do this:

^
|
|
|
|
|
|
^
Picture Reference:

RIGHT WAY
WRONG WAY

Got it? Good.

I apologise that it has to be like this, but it is UNFIXABLE

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 :).

-----------------------------
Credits:
-----------------------------

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.

-------------------------------
*Things to come in the future:*
-------------------------------

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!

Image RSS Feed Latest Screens
Sample icons V1. Wall examples Wall examples
Blog RSS Feed Report abuse Latest News: Updates coming!

0 comments by Tyranick on Jun 22nd, 2009 digg this super bookmark


As above, new content to come soooooooon! ^

As soon as new patches come out (and I can find a decent AI mod) I will RESUME work on this mod and bring it to RC4! Never mind RC3 lol. I will try to put as much time as I can into this whilst not going overboard...if I can remember how to use photoshop, new icons will ofc accompany everything else as well!

Front page updated now too.

Dunno what ill add some...gimme ideas!

Over and out for now!

Downloads RSS Feed Latest Downloads
Fort Walls Mod RC2

Fort Walls Mod RC2

Jul 05, 2008 Demo 0 comments

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...

Comments  (10 - 20 of 24)
OMG!72
OMG!72 Jul 7 2008, 9:54pm says:

Cool, now if only we could find a way to get guys up there....

+1 vote     reply to comment
Tyranick
Tyranick Jul 8 2008, 6:39am replied:

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

+1 vote     reply to comment
bartpp7
bartpp7 Jul 7 2008, 6:01am says:

nice idea for a mod, its looking good

+2 votes     reply to comment
Tyranick
Tyranick Jul 7 2008, 6:32am replied:

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 :).

+1 vote     reply to comment
mdavis55
mdavis55 Jul 10 2008, 3:42am replied:

only if i could try at progarm to use at fort wall

+1 vote     reply to comment
Lucifer
Lucifer Jul 5 2008, 10:06pm says:

very interesting mod, keep it up ^^

+2 votes     reply to comment
Tyranick
Tyranick Jul 6 2008, 10:57am replied:

Cheers madkill :D.

What the..the rating bar has disappeared again. Hmm maybe it's so I can't rate my own mod, can you guys still see it?

Anywho none the less.

The whole increasing the max cards for TAD mite be a problem, it looks as if TAD "may" of hard coded it this time around. I'm aware of the mod for AOE3 but since then its all changed. there's a work around but it involves a lot a ballsing around and wont benefit you guys anyway.

So instead, I've increased the rates in which you take to get 25 cards. So now when you've got a level 40 or 50 HC you'll have the maximum /25 cards.

Sorry about this but I've got new ideas so don't worry :)

+1 vote     reply to comment
Tyranick
Tyranick Jul 5 2008, 7:50pm says:

*EDIT*

Damn, 5 mins ain't long enough for edit time :(.

I just wanted to add if anyone knows why my text on my "news" is colliding with the side of the column, please do let me know as it looks odd lol :S.

+1 vote     reply to comment
Gen.Kenobi
Gen.Kenobi Jul 7 2008, 6:29pm replied:

Maybe, after you try to upgrade the walls, you could(i don't know if this is possibily) make a military carrer for all military units, like this: 0 kill recruit, 1 kill soldier, 5 kills coorporal, ...
It could be great! :)

Keep going with your great work!

Thanks again,

Gen.Kenobi

+1 vote     reply to comment
Tyranick
Tyranick Jul 7 2008, 7:14pm replied:

You mean like an RPG based experience system? I guess you could script that in XML. Although as far as those kinds of systems go, I'm more familiar with LUA so, I dunno.

It doesn't really fit into the AOE universe, unit verterency. Because each unit and buildings is carefully designed to have its strengths and weaknesses. Imagine a cannon taking out 5 or 6 anyways every wave, it would rack up ludicrous amounts of power quite quickly...not easily controllable and very unbalancing.

I'm sure it's doable, but its not feasible for AOE I'm afraid. There's already 100's of upgrades that can pretty much resemble in sequence what you want.

This mod primarily focus's on experimenting with new things to do with defence. Of course there are also plenty of "offensive" techs/cards to come soon :).

Only issue now is selecting suitable position on the "choose new cards" menu for my new cards to go.

Next version will feature the 3 main "BIG" upgrades for Asians/natives/euros as a little tester for balance and all that kind of stuff, ready to start with the techs afterwards :)

I still need more feedback on the mod in its current state everyone, thanks again for the support currently though :D

+1 vote     reply to comment
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Age of Empires III Icon
Platform
PC
Developed By
Tyranick
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Official Page
Aoe3.heavengames.com
Release Date
Released Jul 4, 2008
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Real Time Strategy
Theme
War
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Last Update
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