Posted on 12/17/08 @ 10:30 PM (updated 07/26/09
Extreme Fortification 3.0
Created by Lord_KiLLM$
Made for PC
1. The European and Asian civilizations now have buildable fort walls ingame.
2. The Sioux have been granted thier own walls to compensate for the European and Asian fort walls and have thier own unique wall upgrade tech to increase wall HP.
3. New techs and HC cards are available for all civilizations to help balance out theses new walls especially for the Native Americans. All new techs and cards have their own names, icons and descriptions.
4. Walls can be built over a trade route but you must manually upgrade the wall into a gate piece in order for trains and other trade route units to pass though without the effect of it going straight through the wall.
Note: Trade units will not damage the wall in anyway, Gate or not. If you upgrade it into a gate the gate will open in order for the trade unit to pass through. :)
5. I've also incorporated a well liked feature from some of my previous mods that enables you to send homecity shipments straight to your Explorer, War Chief or Monk no matter where he may be. This feature can be useful for calling upon reinforcements that arrive straight to the battle.
6. Just as a little bonus, Explorers, War Chiefs and Monks can now be garrisoned inside Town Centers.
7. About 40 bugs from the original code from ES have been fixed. (A list of these fixes can be found below under History)
8. Any new homecities made after the installation of this mod was installed on Age of Empires 3 original or The War Chiefs Expansion will now start at level 10 just like in The Asian Dynasties expansion.
9.Cavalry now move in a wedge formation instead of an inverted wedge formation when in trample mode.
10.Every military unit (including ships) can now patrol an area or guard another unit.
In order to use this mod to its full extent there are a few things that you will need to know.
Once the mod is installed, following the installation instructions below, you must build your walls from left to right around your base like the direction of the arrows below.
NOTE: NOT FOLLOWING THESE INSTRUCTIONS WILL result in the walls being built backwards. Failing to build even the original smaller wooden wall that looks like they can be built in either direction will result in the fort walls being turned inside out after using the new fort wall upgrade!
This may take a few goes to get used to.
I apologize that it has to be like this but for now there is no solution to this problem.
How to use the wall over trade route feature:
Simply make sure that the start and end sections of the large wall segment are on either side of the trade route. The wall posts can not be built on the route itself.
Installation and uninstallation instructions are inside the
Extreme Fortifications 3.0 (PC).zip
AOE III : 1.13
TWC : 1.04
TAD : 1.02
A full list of changes in this version and other version history of this mod can be found within the readme file in the 'Extreme Fortifications 3.0 (PC).zip'
Credits + Additional Info
*Me for making the entire mod
*Brix for his release candidate stats idea
*xentelian for his brilliant post on bug solutions (thanx)
*JuStDo for spell checking everything hehe
*spleeze for his excellent readme suggestion
If errors or bugs do occur please report them to me ASAP so i can then fix them, instead of just complaining to me about a faulty mod. Im only human after all.
This mod is not compatible with any other Age OF Empires 3 mod currently available. Im not promising to make compatibility packs just yet but you are more than welcome to post a request and your wish might be granted some time in the future. Think of me as a genie with a terrible hangover that is taking a long needed break from the tiring hobby of modding. Your only other option for now is to contact the other modder whom has made this other mod you wish to be combined.
PLEASE I URGE YOU NOT TO MODIFY OR COPY ANY PART OF MY MOD AND THEN RE-RELEASE IT WITHOUT FIRST ASKING FOR PERMISSION FROM ME AND CREDITING ME WHERE NECESSARY! EVEN IF YOU WISH TO CREATE A COMBINED MOD USING MY MOD I WOULD AT LEAST LIKE TO BE ASKED FIRST.
As I have created this mod out of the goodness of my heart, spending countless days, endless hours and numerous brain cells banging my head against a wall when i got stuck among errors, I do hope that a few moments of your time to give feedback on this mod is not too much to ask? It would be much appreciated.
Don't like some of the features? Then check out my Trade Route mod for a simpler version.
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|Author||Comments & Reviews ( All | Comments Only | Reviews Only )|
Arkantoz Jr said,
"Thanks for the speedy reply. I'm making a bunch of changes to the game to make it more realistic. Here is what I have so far.
-All builder limits have been removed.
-You can continue creating settlers, and fishing ships after revolting.
-There is now a day/night cycle on the random maps. A day is equivalent to 24 minutes
-Walls can be built over the trade routes. However if they are not converted to a gate then they will be destroyed by the train.
-The train and Stage coach now do damage!
-All Calvery units cost 2 population
-All Infantry, settlers cost 1 population
So I have all that, plus your mod!
I also plan to make the AI build walls and make the buildings rotatable before placing them.
Do you got any ideas or suggestions?"
Could you notify me when your mod is finished? it sounds interesting.
[Edited on 06/19/11 @ 05:48 PM]
Hey there Foopaux.
I haven't been actively modding for Age of Empires in a long time. Good to still see some interest. Long ago I planned on making one last update (3.1) to my mod with a few cool additions but as it is I haven't got much time at the moment for such things.
Here's a sneak peak (http://imageshack.us/f/827/testfkj.jpg/) at one of the things I had been working on as well as implementing the AI building walls. Though shhhhh it's supposed to be a secret. ;)
Besides some new additions that might be added in future this mod is pretty much complete.
As for Mr. Arkantoz Jr, the only things on that list that would make sense are the day/night cycle, the walls over trade route (isnt that my mod anyway?), and the train and stage coach damage (again, also my mod). Everything else could potentially upset the balance of the game and give some civs an unfair advantage. If you ask me it might be best to leave the population cost alone unless evenly subtracting the same amount from every unit.
Hope that helps.
[Edited on 06/22/11 @ 03:35 AM]
(Insert Playability analysis here)
(Insert Creativity analysis here)
Art and Sound: 5
(Insert Art and Sound analysis here)
(Insert Installation/Instructions analysis here)
(Insert Story/Description analysis here)
best mod that allows turtling combined with the ottoman great bombards you can have an interpretable fortress
You should make one for NE! But you made a good job on that!
hey. im a noob so i question is? where do i hav 2 place this mod? now its in startup but i dont know if thats right.
To Augustus Black: I'm not really working on my mod anymore at the moment but if NE wants to integrate my mod into theirs or you wish to do it yourself you are more than welcome.
And to joop: Just read through the readme text file carefully and follow it step by step and you shouldnt have a problem :) If your unsure about any part you are more than welcome to ask :)
Does the wall over trade route work in TAD?
I got a bug with wodden fort walls, they are all black (no texture) (im using aoe 1.14)
So I have attempted to install the mod. Followed every step to the letter.......cannot get it to work. 3 of my friends have downloaded this mod and it works fine. They watched me follow the same steps they took and it hasn't worked for me. I launch the correct AOE version and the walls are no different. I have uninstalled and reinstalled both mod and game countless times are still cannot get the game to recognise the mod.
Any advice would be greatly appreciated.
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