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Modpacks » Fort Walls Mod -RC2.1 RELEASED! Works with new patch + AOS fan patch!
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Fort Walls Mod -RC2.1 RELEASED! Works with new patch + AOS fan patch!
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Author |
File Description |
Tyranick |
Posted on 12/19/07 @ 03:11 PM (updated 06/25/09)
File Details |
Game Version: |
TAD |
Screenshot:
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AS OF JUNE 2009, MODDING SHALL RESUME ASAP!
AS OF JUNE 2009, MODDING HAS RESUMED! HURRAH!
This is a simple maintenance patch to accomodate for the fan patch and 1.02
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THIS MOD WILL WORK WITH
THE LATEST PATCH + THE AGE OF SANCTUARY FAN PATCH 1.1a!!
*********
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† Fort Walls Mod -RC2.1 †
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Many people have been wondering why you could never build the fort walls,
also no 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 AOE3.
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!
Through many hours of tedious work and frequent "WHAT THE F---?" 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.
-Added my own BRAND NEW icons for the upgrades!!
-Works in campaign!
(Asian outposts removed until I find better implimentation...will appear back in RC3, promise ^^)
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**Installation (WITHOUT AOS FAN PATCH)**:
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Simple 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-installtion (WITHOUT AOS FAN PATCH)**:
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(X = The drive you installed the game on)
Simply remove the folder "buildings" folder from X:\<where ever you installed to>\Microsoft Games\Age of
Empires III\art.
AND THEN REPLACE your "backed up" copys of "PROTOY.xml" AND "TECHTREEY.xml" and "STRINGTABLEY.xml" to
X:\<where ever you installed to>\Microsoft Games\Age of Empires III\data
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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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Its still right to left/ top to bottom people..
Currently there are no known bugs, but there one limitation
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, current example.
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 look right you need to do the reverse and from right to left:
<------------------<
And for vertical instead of this way:
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:
RIGHT WAY
http://img91.imageshack.us/img91/5093/correctsf9.jpg
WRONG WAY
http://img248.imageshack.us/img248/8371/wrongpg7.jpg
Got it? Good.
I apologise that it has to be like this, but it is UNFIXABLE
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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 "defense" 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!!!!
AND REMEMBER! PLEASE DONT MODIFY OR CHANGE ANYTHING OF MY CODE IN HERE AND RE-RELEASE IT WITHOUT ASKING PERMISSION FROM ME FIRST AND CREDITING ME WHERE DUE...Otherwise I will hunt down your your ass! ^^!
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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 defenses..."recovered" lost technologies due to possibly
"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 weakness's.
Extended cards limits to 30 or 35. and making requirements for some cards "Home city level" based for additional
balance.
**SEE PAGES 2/3/4 for "sample" new features :)**
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 :).
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Attention to everyone who downloads this. there's (as of typing this) 887 downloads and only around 7 people have commented with only 4 reviews. At least do the decency to rate and comment please if you decide to download my mod. Thank you :).
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Enjoy!
PS! ALL ABOVE FEATURES AS OF JUNE 2009 WILL EVENTUALLY APPEAR! |
Pages: [1] 2 3 4 5 6 » Last » | Author | Comments ( All | Comments Only | Reviews Only ) |
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Simalex |
Posted on 12/20/07 @ 09:49 PM
i dont want the review that was here previously to effect your overall mark.[Edited on 07/04/08 @ 05:08 AM]
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Tyranick
File Author |
Posted on 12/21/07 @ 03:40 AM
1/5? and i think u misunderstand a bit dude.
1) This isnt a complete release, this is a test to see how it fairs
2) I didnt just edit the proto and techtree dude, i added the very difficult and painstaking added code in the "wall_1x1/2/3/4 "etc
3)Yes having to build walls that way is a little inconvineient but i adjusted in like...1 minute and dude to mention it it 4 different rating? Come on.
4)Not so good un-installation? You remove the files your put in the art folder and replace my techtree/proto with your default 1.
I've nenver seen what your mod is, nor have I ever heard you were working on such a mod, your being a bit more than harsh, your nitpicking, i mean have you actually even bothered to try to change how you build walls?
You say you made a similar mod...but you do release you need to go through the individual sections to make sure the submod referal, gr2 models, the ddt models and the death idle etc anims all correclty corralate to the tech?
And the reason i didnt do the bastion thing is because i didnt want to forcefully change that upgrade as that would have been far to easy, i saw it better to make an actual upgrade.
Besides this version is a BETA dude, to see how others would go about it, but it seems your 1 who cant adjust, again i apologise for this, if you scrapped the idea fine. Little thing you should know abot me...I DONT GIVE UP.
Version 2 or 1.1 or w/e will feature the icons and the stringtable data and hell i maybe even able to find a way to forcefully turn the walls the right way.
Then again i guess i thank you for your comment however harsh it may be.
I know how your trying to word it...dont take my stuff and throw it into your mod dude, thats not nice at all as it took me ages doing the wall system.[Edited on 12/21/07 @ 03:41 AM]
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Gyu Ho |
Posted on 12/21/07 @ 05:04 AM
I think you miss understood me im making my own mod and my mod has nothing to do with the wall_1x1/2/3/4 files im only using the wall gate file that i extracted from the data bar 1 using Aoe3ed i havent even downloaded yours yet and why would i im an experienced modder and i know how to create my own things i dont need your mod to make mine mines already finished and mine doest just update the stone wall it mods the WOoden wall to to make it more interesting i only mensioned that i have been working on the same idea you have and that mine will be slightly different so that you dont think im copying you! I dont give up either i might only be 14 but that doesnt im not going to release my mod because someone managed to make something simular to my mod and uploaded it before i could. Im still going ahead with my 1.6 update for my mod!
Another thing i didnt wont ur rating to be a one i didnt even look to see what the computer cauculated the average to be so im sorry i thougt it would come out as a three ill try and change that now!
Edit: I had to get my friend to sign in for me i forgot my password again and i didnt wont the hassal of reseting it again and i had to hurry my mum told me to get of the computer in 2 minutes[Edited on 12/21/07 @ 05:09 AM]
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Tyranick
File Author |
Posted on 12/21/07 @ 09:26 AM
Thankyou felda for your review, didnt get some of it but nice to see you like it, considering its very much incomplete...starting to regret uploading it.
As for you gyu ho. My mod will do far more than as you say "update the stone wall" which it doesnt as i said its not a "right over" its its own structure...
Ok for people who care heres another break down of whats to come:
--TRY!!!!! to fix the backwards wall thing (hopefully)
--Give walls correct attributes/mulitpliers. resitances/icons/armour
--ANOTHER upgrade to the fort wall, to balance out issues with TWC and TAD civs respectively or to just naturally iron them out
--Ability to LOCK gates (hopefully)
--Build anims (getting closer)
--Sort for expansions and patches i hope
--China doesnt seem to have a "fort wall" so either i will copy japans wall or maybe make my own
--Possibly reduce tech to age 4 and make new tech age 5
--Get better icons
--Impliment into cards as TEAM ONLY + extra cost over seas benifit and tax
+ more as i say
TWC version is done virtually.
I considering wheter to make it so natives upgraded wall/gates are the special wood/fort gates and walls as they seem to look suitable instead of a fort wall or stone wall, but we will see.
And gyu, np about rating, hopefully you can change it or hopefully other people will like and boost it up :)[Edited on 12/23/07 @ 07:42 PM]
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Simalex |
Posted on 12/23/07 @ 06:24 AM
Isnt it nice to have someone to compete with. This will only mean that both our mods get better.
I hope this doesnt mean we cant be age of empires modding friends[Edited on 07/04/08 @ 05:11 AM]
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Lisbon_Navigator |
Posted on 12/30/07 @ 05:53 PM
Man, I would really love to be able to lock gates just like in Age of Kings, thought I'd rather be given a choice (you know, You could just let the normal wall be and add a "fort wall"(preferably the stone wall, or even both) to the building list. I don't know, I never modded, but it would get preety cool if we could build normal AND fort walls in the game, as well as lock the gates.
Just a thought here... As I said before I'm no modder, but do you think it would be possible to garrison walls? That way the unit would stand on top of the wall and attack any enemy it saw (obviously only ranged infantry could garrison the wall). That would be a great add-on as well... |
Tyranick
File Author |
Posted on 02/20/08 @ 03:37 AM
Hey lisbon.
Wow ive been away for ages, kinda gave up on this mainly coz of similax but mainly because of work and other games.
So lemme get this straight...you'd like fort walls and stone walls as seperate entities?
That wont be to hard to do as long as i remember how to do it lol =P
As for the garrisoning...i guess you could apply the same concept as the town hall or sentry tower...but as for actually making the unit fire its own weapon...im not sure. It may have to be a seperate entitiy entirely, like some sort of invisible platform or w/e
But I'll give it a go, + i solved another problem:
Im only making this for TAD. Its to much work and its harder to do making seperate versions for all the games, sorry but im just making it for TAD for ease and for well, most people have it now.
Last time i checked, i had the fortwalls fully working...the version above is like a RC1 Beta, i will remove the file at some point and come back and upload a fully working one.
The hard bit last time was trying to get all the races wall types to work with one another, then when i found out the coding was different in TAD and TWC omg that pissed me off lol.
Ill have another crack at it though, dont worry i Will complete it sometime =] |
age of hell |
Posted on 03/01/08 @ 12:34 PM
I try to open it, but nothing happens |
updelete |
Posted on 06/20/08 @ 01:42 PM
where do you put the files under? |
Tyranick
File Author |
Posted on 06/25/08 @ 05:24 AM
Wow people are still interested hehe. This is getting updated soon btw people.
It says were to install it dude, wherever you have AO3 installed, in the root you should see two folders "buildings" and "art". Copy the files into there but be sure to back them up first.
Next time I'll include the defaults in case people forgot, or make an installer |
Pages: [1] 2 3 4 5 6 » Last » |
HGDL v0.8.2 |
Rating |
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5.0 | Breakdown |
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Playability | 5.0 | Creativity | 5.0 | Art and Sound | 4.8 | Installation/Instructions | 5.0 | Story/Description | 4.8 |
Statistics |
Downloads: | 5,978 |
Favorites: [] | 0 |
Size: | 795.53 KB |
Added: | 12/19/07 |
Updated: | 06/25/09 |
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