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Wall upgrade 2.0 RC9 (Moved)
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Author |
File Description |
Simalex |
Posted on 12/22/07 @ 11:53 PM (updated 12/18/08)
File Details |
Game Version: |
AoE3+TWC+TAD |
I told you this mod has moved why didnt you listen? The new mod is called Extreme Fortifications
heres where its moved to...
http://aoe3.heavengames.com/downloads/showfile.php?fileid=2288
or if you have Age of Empires III on mac try this...
http://aoe3.heavengames.com/downloads/showfile.php?fileid=2287
oh and i change my email adress and so to my name. i didnt like my old name.
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Pages: « First « 1 2 3 4 5 [6] 7 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Simalex
File Author |
Posted on 07/03/08 @ 07:53 PM
thanx for the quick reply.
As i said this hasnt been thorouly tested and is subject to change. eg costs other and oter stuff.
As for your idea that i copied tyranic a day after he released his mod you couldnt be more mistaken. If you still have my release candidate 5 then you will see in all of the wall.xml files in the art folder that i made the asain civs all have the code for asian fortified walls for the asians and in the description txt for RC5 it even states that the asian now have their own fort walls to. In my mod versions the asians have always had there own fort walls as off RC4 (1.4) so i sorry but your theory is wrong. Also the asian fort walls were working in the TAD 1.0 version but due to a code change by ES envolving the wall.xml file my RC5 didnt work. I have no intention of copying other peoples work. Im not accusing tyranic of stealing my asian fort idea but if anything im the one who should be suspishous. My 1.4 wall mod with the asian fort walls had been hosted here for some months so i came up with that idea long ago.
Also i re-encorperated the normal stone walls due a request stating they prefured to upgrade to the fort walls rather that it being forced upon them so here once again i have not copied tyranic.
as for the code you wish to have from me i cannot give it to you because i feel deeply offended that you even had the idea that i have stollen ideas and coding from someone else. In that sence your saying that tyranic has all the ideas so why dont you ask him and see if he know because (*sarcasm*) i must have stollen that code from him to(*sarcasm*)
No hurt feeling but i dislike being called a thief. I spent 3 days from 3pm in the afternoon to 1am in the morning redoing this mod because it aparintly wasnt working for some. I didnt have to remake this mod but i did so that it may work for you now but i in no way have copied or stollen ideas from tyranic.
And i will get around to balancing costs and so on. Also your statment about not liking the walls going over the trade route i cant do anything about because this is one of the most requested features by fans of AOE3 to be incorperated by ES so i wont change my mod on the wim of one person. And begin able to put the walls over the trade route in no way unbalances the game.
As for your black cards problem. I have no idea why its doing that it works on all of my computers and no one else seems to have this same complaint. I anyone does have the same problem then please say so. Are you sure you have the latest AOE3 patches from ES eg 1.01a?
thanx again for the interest and your opinions i will start the blancing process as soon as i can.
Edit: I saw that tyranic copied my 'beta' stats idea and then changed it to Release Candidate as soon as i did. Just goes to show how much influence my mod has on him.
Edit2: when i encorperated the asain fortified walls in my 1.4 version i at the same time came up with the idea off keeping the original asian stone wall corner and just upgrade the inbetween sections. I even went as far as blending the two walls colour together so that the two walls didnt look so different to one and other. And again i did this months ago so me copying tyranic is impossible because his mod was only for Age of Empires 3 original and not the asian dynasties.
Edit3: this mod has support for all of age of empires 3 and its expansion and tyranics does not. so balancing is more difficult because i have to make three versions rather than one soaly for TAD like tyranic thus it also takes me longer to make this mod and there is also room for three times more bugs and error due to having to make those three versions.
[Edited on 07/03/08 @ 08:07 PM]
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Simalex
File Author |
Posted on 07/04/08 @ 04:28 AM
Release Candidate 7 is out.
Edit: Is anyone else experiencing cards from the homecity turning black other than Brixton_A1?
Is it remotly possible CinTex for you to edit your rating now that what your arguments were against this mod have been fixed.
Also anybody elses comments or ratings on what you liked/disliked will be grately aprieciated!
[Edited on 07/04/08 @ 05:21 AM]
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Brixton_A1 |
Posted on 07/04/08 @ 05:21 AM
Simalex..you have completely blown out of proportion what I said. I was never acusing you of stealing anyones code, all I said it that both of these mods looked suspecious, and because tyranick released his first, it just seemed to me as some sort of rivally was going on. As I say again I utmostly apologise for making it seem as if i was actually accusing you, because I wasn't.
As for the asian forts thing, tyranick hasnt even downloaded any of you versions since your first 1 (as said in his first post, he's not interested), so you can't accuse him of stealing your code, i've been round to his house, on his computer. I even posed the question to him last night on MSN and he said to "come over and look for yourself" i spent 2 hours going through both sets of code to see if he had copied you, he hasn't at all. He uses a checksum in all of his files from now on so its easy to spot. But i know for a fact his thoughts for the asian walls have been circling on the official ES forums for a long while, I suggest you look on "the modding thread" and look at the dates of posting.
But you have to admit, both your mods are going to be similar anyway because there's only really one way it correctly works, you in the same territory, so its likely to be familiar.
And to clear things up:
-I did not call you a thief at all
-I have in no way said "tyranick has all the ideas" I may be his freind, but i'm not malicious enough to spitely take sides. When it comes to mods its all about quality.
Listen, i realise you have taken ages on this mod. I can see that you enjoy what you do, you've taken my advice in the past, you've improved your communication with me and other members, you've tidied up your posts, and your grammar has improve a lot since last time. You owe your self a round of applause.
About the code i requested. Look, again i never "said" you were, but you cant simply look down on me for having "an idea". We are human beings, we make mistakes and we try our best to fix them. I'm not affiliated with tyranicks mod at all, like i said i dont know my way in or out of all that stuff, i'm a mapper..i have my own life and my own projects. I've given you support as a fellow modder, surely you can look aside my mistakes and help me with my map scripts. Because whatever you did with those fort walls works extremely well and i'd love to know how you did it, your benfiting not just me, but a VERY large community of mappers in this case. Because its not just walls, its every single building at times. Like I said if your worried about what tyranick is up to, just PM me it.
I swear on my life that if I find he's copied it over, i'll tell you straight away and you can report him. Thats fair isnt it?
"The minority speaks louder than the majority" a rather famous quote i forget who from heh. But anyway i for one dont like the trade route walls feature. In my opinion it does unbalance the game. Because its like being able to build over impassible terrain. Now then if the trade route vehicle did damage to anything that was in its way? That would be really cool and would re-instate the balance i reckon.
@ edit1:
Actually, ty's mod has been in beta since he first released it. he's just never had time to amend that i assume. simalex..you have no influence on him at all. I have just proved this. So he's using the "RC" idea..sim i told him my self to do that because its the correct way to represent mods that are in beta, just like i told you to. don't blame him because i told him to use the "RC" tag from now on. Yes it does look coincidental but its the truth honestly.
@edit2:
How is any of us to know you came up with that idea first? we are not mind readers hehe. And i havent played any of your earlier versions so I can't comment on this
@edit3:
I realise this too. But he, me, felda, cintex all have TAD. and i know a lot of people don't and thats why he told me he was going to make it support all 3 versions eventually, i prefer playing TAD becauses its 3 in 1 so to speak plus i love the Japanese 8].
So again, I heartily apologise and never once did i actually pin any name on you as stealing or being a thief. Like you said, it was a idea that i was indeed very mistaken on, i dont want to get involved, so lets bury this subject now.
Btw, np about the costs im sure you'll have a look. Whats new in RC7?
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Simalex
File Author |
Posted on 07/04/08 @ 06:39 AM
Wow i wasnt expecting that long post Brixton_A1 but thanx i feel alot better.
Now how do i PM you iv never heard of that before.
And about your map problem.
Could you please explain in great detail what exatly the problem is, how it happens where it happens and so on so i can have a look into it because from what iv heard so far im not to sure if my code can help but ill be happy to look into it for you :)
And yes i have cleaned up my posts a bit because i felt like the criminal before hence me having a go at people and being angery about people disliking my mod because they think i copyed tyranic. Not that you think that anymore.
If you know someone with my previous 1.4 mod then get them to give it to you so you can see for youself that i had the idea of asian fort walls and yes with the same stone corners as in tyranics mod before he even thought about the Asian Dynasties. I even made a new texture for all of the original asian stone walls so that when you upgraded them to fort stats they didnt look so different. Remember i did all of this months ago.
And if you in anyway ever get hold of CinTex please remind him iv fixed the problems he hated so much please remind him to edit his rating as those bugs are fixed.
also are you still experiencing those black cards. if so could you upload another screen shot because i want to get to the bottom of this.
Oh yea and RC7 is simply some more balancing stuff that you mentioned in some previous posts.
thanx agian for your post Brixton_A1
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Brixton_A1 |
Posted on 07/04/08 @ 08:51 AM
Oh that is ok. I like to type a lot so i always make my self perfectly clear 8D.
Ahh..theres no PM service on these forums, not a problem. You can email me it @
theswallowingfears@hotmail.co.uk
instead 8].
Oh i'm almost certain your code will help, totally positive. Right ok i'll explain as best i can. Im making my maps, they have lots of scripted events in them, one of them is going to feature many cool things, deformable terrian, AI building walls, day/night cycle, rain, snow etc etc and it has many little quirks. The situation is..I cant just place walls on the map the right way round, they have to be flagged at the "GetPos=" variable so the AI (are even able) to start building them when the event is called. Now the same thing can happen for players, they do some quests to start with then the game can shift into a "silk road" game or a "Regicide" game (giving access to walls) depending on their choices etc.
Now my problem lies in that..at the moment i cant figure how to tell the walls to face the right way, all of my other code is fine, i just need something to tell it to make the walls face the right way in my map, to work with your mod (upgrades etc). Its exactly the same as how you have managed to fix the campaign "inside out" problem, so im positive with your bit of code I can get it to fix this, the same with the scripted event buildings as well. (Providing you tell me were you currently have the code, i can work from there) and thats all i need. So yeah, we should give it a shot and i'll update you on my progress to see if it did the trick. Which as I've said too many times already heh, I'm sure it will 8].
Many thanks in advance and if you could please send it me asap i'll be forever thankful, as deadlines loom ever closer hehe.
Yes i'm very impressed with your improvement in presentation, many congrats 8].
Hmm I don't think so, tyranick never got your mod past the very first version so..hmm maybe felda has it. Or maybe $al..yeah she's more likely to archive files than felda is heh, so i'll ask her when i can.
Sorry i dont think i'll be able to get a hold of cintex, since there's no pm service and i dont know his email. Maybe you'll get lucky and he'll return. But i'll try for you somehow.
@ The black squares. Well i don't know what you did but it seems to be fixed. How very strange. This is why i work with RMS instead of the data/art files heh.
Finally, np once again. |
Simalex
File Author |
Posted on 07/04/08 @ 08:40 PM
Im realy not sure if my code can help because all that it did was take awy the fort wood walls from the civilization in the campaign and that then resolved the wall problem that i had.
I will how ever look into trying to make the stone fort walls buildable either way i dont know how yet but ill look into it.
Im guessing $al is the person you belive to have the 1.4 version of my mod? If that person does have it you can then see for your self that i didnt copy tyranic with the asian for walls but remember that you must have TAD 1.0 and not 1.01a.
And just as an extra anouncment RC8 is already in the making and focuses mainly on minor bug fixes in my code i have found and some major balance changes. Also i have writen up a list of what each new card and tech does which i will upload to the forums after RC8 has been released so a disscusion on balancing the mod even furthur can begin. |
Brixton_A1 |
Posted on 07/04/08 @ 10:05 PM
What do you mean you just "took them away"? Which missions were effecting your mod, can you tell me?
I was talking about the the very first missions of "ACT 2" in the AOE3 campaign called "Defend the colony" when I upgrade to the fort walls, they are backwards in some places and facing the right way in other places. A screen shot of what I mean I will show you in the morning, it's late here. But I recommend you play that mission, upgrade to fort walls, and you'll see exactly what the problem is currently.
Sim, stop going on about it already you've told me 5 times now, i get it already, i know you didn't copy him or each other as i said i compared both of your codes for hours, so no need to bring it up again its all done and dusted 8].
Yes $al should have that file, as I said she's always been the organised one heh.
Your releasing another version already? Wow take it easy 8]. Let us know when that forum post is up so i can see your new features.
--edit--
Tried RC7. Now the techs are too cheap heh, personally I recommend you alter the build times and cost for the 3 major factions.
For example, your euro upgrade is 1000/1500 and takes just over a minute, but the upgrades are more substantial. I recommend 1400-1800 and 90 seconds build time
Natives should be more expensive on wood than gold, maybe 1400-1200 or something and 60-70 seconds
And the Asian one takes much longer to build but but the prices for that seem fine, maybe 1000/1250/ and 500 food or something, since they love their animals heh.
Anyway it seems sound. I think your ready for a full release soon.
[Edited on 07/05/08 @ 10:06 AM]
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RicoMetal |
Posted on 07/06/08 @ 09:29 PM
Playability: 1
(Insert Playability analysis here)
Creativity: 4
(Insert Creativity analysis here)
Art and Sound: 1
(Insert Art and Sound analysis here)
Installation/Instructions: 1
(Insert Installation/Instructions analysis here)
Story/Description: 1
(Insert Story/Description analysis here)
Additional Comments:
Por que são a modificação quebrada e não o trabalho quando feitos para a segunda versão? eu pensei que esta liberação caracterizaria as paredes de madeira mas não faz porque não porque você removeu as paredes de madeira do forte! você toma minha alma e rouba-a para seus próprios. meu deus eu não posso começ a quadrados pretos a disspapear o ruptura meu jogo e eu chanfro o reparo! seu instale não repara o jogo. e você quebrou meu jogo em linha todo o mim diz é bom é arte do modelo e fora do projeto mas a modificação quebra o jogo assim que eu avalio o ponto baixo, o mais importante você regicídio da ruptura e o jogo de seda do estrada e o em linha dá-me a erro mostra má pesarosa da taxa modificação que má eu supor a modificação da direita de i nunca uma opinião de menos de 4 i sempre outra vez.
[Edited on 07/06/08 @ 09:31 PM]
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Brixton_A1 |
Posted on 07/06/08 @ 09:55 PM
What in gods name..
??
Hold on simalex, i'll see if i can get a translation for you. This guy was in Ty's thread but gave a translation there. How odd. He must be so angry he didn't even bother, assuming its a "he".
--edit--
Ok i managed to get a translation, it was the best i could find on such short notice but, here's what he said. it's very odd. He accuses you of "taking away" his soul and insulting him or something by the looks of this:
"Why they are the broken modification and not it work when made for the second version? I thought that this release would characterize the walls wooden but it does not make because not because you removed the walls wooden of the fort! you take my soul insult me and steal it for its proper ones. my god I cannot começ the black squares disspapear the rupture my game and I bevel I repair,! its installs does not repair the game. e you broke my on-line game all me says is good is art of the model and is of the project but the modification breaks the game as soon as I evaluates the low point, most important you regicide of the rupture and the game of silk of the road and on-line one of - the error shows to me sorry it to me of the tax modification that I to never assume the modification to me of the right of i a 4 opinion of little of i always another time."
Very bizzare. How much of that you or i understand is a gamble i'm going to guess heh.
--edit2--
Ok from what i can tell from that odd comment is:
1- He doesn't like that you removed the fort wood walls
2- How strange, he now has the "black squares" problem
3- I think what he meant by "its installs not repair the game" is that he got rid of the mod or cant get rid of it and it doesn't fix his issue or something
4- He complains of online being broken, well obviously it's a mod heh
5- I think here he is meaning to say that the "silk road" and "regicide" gametypes are broken as well and some sort of error.
6- Not sure of this last bit, i gave it a few other translations on other sites but i think he is trying to say something like "I wont get a the opinion mod with the right of less that 4 ever again" which i assume means he will never download a mod with less that 4/5 anymore or something.
Strange people lurk this website. We really need the admin back for these threads to monitor the comments again. It really saddens me for the authors of mods, such as you sim, that have to put up with this kind of thing. Who knows he could have a genuine problem he cant get across properly but..mostly likely just another moron. Stealing his soul? Oh deary me.
[Edited on 07/06/08 @ 10:25 PM]
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Simalex
File Author |
Posted on 08/03/08 @ 06:39 AM
Thanx Brix for the translation. I havnt been here for awhile hence my lack of responce but im back now and so is RC8.
Oh and heres a link to that balance discussion i mentioned..
http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=14,36351,,10[Edited on 08/03/08 @ 06:43 AM]
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HGDL v0.8.2 |
Rating |
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2.7 | Breakdown |
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Playability | 2.7 | Creativity | 4.3 | Art and Sound | 3.2 | Installation/Instructions | 3.5 | Story/Description | 3.0 |
Statistics |
Downloads: | 2,119 |
Favorites: [] | 0 |
Size: | 275.00 Bytes |
Added: | 12/22/07 |
Updated: | 12/18/08 |
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