January 20th, 2007
Posted by pftq

Teleport in Area Effect

        Following up on my last release “Convert Units in Area”, I’ve configured the “Teleport Unit” effect as well to take in area inputs.

        It works just as one would expect.   A center unit is selected, which is not teleported of course.   Player ranges to teleport from can be set as well as unit type (which should be defined if possible.. looping through all types is very hard on the computer).

        The exact same code works on Age of Mythology and Age of Empires III, expansion and non expansion.

        Teleport in Area Effect

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January 15th, 2007
Posted by pftq

Convert Effects for AOM/AOE3

        Figured out how to do knowledge base queries in XS just yesterday - and after playing around with it for a bit, created this as my first endeavor. :p

        Age of Empires III’s editor lacks a few vital triggers. One is the Change Units in Area effect from Age of Mythology and another is missing from both games: Convert Units in Area. These effects perfectly fullfill both.

         As far as I know, such an effect  has never been created before (however, the technique has been known since 2003…  everyone must have been asleep or it got buried).   There have been some attempts to  create  a Convert in Area effect, but they were always partial.   This is the first true Convert in Area effect that does exactly as one expects.  

Download: Convert Effects

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January 14th, 2007
Posted by pftq

Arrays in AOE3 RMS

        It has always been believed that  Age of Empires III’s coding language  was extremely primitive  and did not have arrays.   Every single time, instead of storing sets of variables, one had to go through and actually name every single one.   Sometimes this wasted hours per script.

         However… RMS Arrays DO exist! By most random chance, I found them in less than a minute skim through the ai files >_< All this time we've been using vars over and over again.. argh!

        More information on my AOE3 Scripting Page  

There might be even more functions than this. I’ve only just found out there were arrays in the past 10 minutes. XD

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January 13th, 2007
Posted by pftq

Castle Blood 1.1

        Castle Blood 1.1 has been released, addressing a number of suggestions and problems brought up by players all around.   There are not too many changes, but the gameplay varies rather significantly (especially lategame).   Enjoy!


 - by pftq
 - January 4 2007 - January 13 2007
 - Cleaned up script a bit
 - Explorers granted in beginning of game, but Town Centers not buildable until later.
 - Longbowmen Guard and later techs enabled.
 - Final looping award randomized between Mediocre Bombard, Learicorn, and Fluffy
 - Fort techs and SOME fort units enabled for Natives.
 - 2 pilgrims at 15000 XP award, 5 pilgrims at 25000 XP
 - Livestock Pens disabled
 - Petards disabled
 - XP check that removes sudden 15000 XP gains (when cheat units die)

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January 12th, 2007
Posted by pftq

Ladders Game Search

        Fort Wars and Castle Blood Ladders have been updated with an even better search feature.   Games can now be searched for winning and losing player (look up how many matches have occured between players etc).   Enjoy!

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