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...
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Current Update Status: ********* --Update Key--† Fortified Walls Mod -RC2.1 †
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!!
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STAY TUNED!
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**(WITHOUT AOS FAN PATCH):
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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** (WITHOUT AOS FAN PATCH):
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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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**Installation (WITH AOS FAN PATCH)**:
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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!!
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**Un-installtion (WITH AOS FAN PATCH)**:
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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
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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, 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 :).
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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.
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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 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!
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 community today (totally free) and do things you never thought possible.
If you can make them garrisionable with soldiers who will fire and be show, this mod will be the better realesed for AOE3!
Thanks,
Gen.Kenobi
Garrisonable walls?!
Lol now there's an idea. I don't think it will be all that realistic though, after all i could just make an upgrade that make all outposts and defensive structures garrisonable by all infantry instead, but walls them selves wouldn't be all that smart..since your still need a line of "active" defence.
If you meant allowing units to walk on the walls? Impossible I'm afraid, the game engine isn't designed to do that I'm afraid.
But your idea opens up other ideas, so thank you very much for your input :D.
Oh wait i haven't even uploaded the actual file yet xD!! Oops, I'll update the post with the mod for you all try out.
*Remember its RC2 so it's still technically "beta". But its fully functional but just isn't complete yet, for what I actually have planned that is.*
More news will come soon! Currently having some issues with max card limits. Will update ASAP.
Once again thank you for your input Kenobi :D
I don't know if you're played Empire Earth 3(stupid game i prefer the first, spended money out!) but the only good thing this game has is the possibility of the units to go inside the walls by one wall acess, and by them fire out and make a good defense.
If the game can't doesn't matter.
Thanks for read my idea and sorry for my badly english...!
(i'm brazilian)
Gen.Kenobi
Now that I think about it...it could be possible. I think all that needs doing is some sort of entry flag and exit flag, garrison and un-garrison.
I don't know if you would be able to get every unit garrisoned to fire individually...but I could make it so, the more units garrisoned = more attack (like the town centre) and the more units garrisoned = faster fire rate.
I shall put it on my list for some experimentation. Thanks once again :D. No problem about your English, I'm not much better my self at time hehe :P