August 18th, 2006
Posted by pftq

AOE3: Fort Wars 2.0 Released!

Alrighty it’s done! :D

Get it right now in the Fort Wars Download page!

Complete Changelist!

[2.0 from 1.5 Summary]
- Editted by pftq
- AOE3 patch 1.08, April 12 2006 - August 18 2006
- Updated accordingly to all patches including patch 1.08
- Autoformations removed. NO SYNC ERRORS after game, but island units may randomly move.
- Starting the game in Nomad Age gives the map fun random changes each time. (list further below)
- Spawn is slightly faster overall.
- Starting Music mutable.    

== CIVILIZATION CHANGES ========
- Revamped civ bonuses to include large main strength and small weakness.
- Spanish receive 25% cheaper everything but have a 85 coincap.
- British start the game with 1 of each upgrade and two extra Towers but nothing else.
- French receive an extra HP upgrade to their Cuirassiers with every 1.5 upgrade made but have 25% less building hp.
- Dutch receive 25% faster coin rate and 10 higher coincap (more coin per kill and xp) but 10 less pop.
- Portuguese bonus changed to: 3 LOS upgrades with +2 range and 10% attack (tech, here it’s 1/3 upgrade) for ranged cavalry every 2 upgrades but weakness of -1.5 speed.
- Russians get 40% faster spawn and 10 more pop but 20% lower hp on spawn units and their upgrades.
- Germans can spawn fast mercenaries at 95 coin but everything is 15% more expensive.
- Ottoman gets 20 lower coin requirements for spawning but no artillery spawn.

== STAT CHANGES ========
- Counter infantry rifling gives light infantry with firearms more bonus vs hand infantry.
- Attack and HP scaled up from 2.2 to 4.0 (4 times normal stats), making upgrades only 7.5% effective
- Fort HP scaled from 55000 HP to 25000 HP and set to 7.5% HP upgrades instead of 10%. Repair time from 500 to 400.
- Tower hp scaled from 4600 to 1800.
- Fort attack now included in scaling and upgrades.
- Tower attack remains tripled from supremacy to give instant kill attack (10.0 scale instead of 4.0)
- Fort Attack and Tower attack upgrading is still 25%.
- BASE OFF REGULAR STATS…Spawned artillery lose 4 range and cost more pop.   Heavy Artillery has less HP (little over falconet).
- Great Cannons given a 1.0 speed boost to match the speed of regular artillery.
- Cannons gain 1 pop (requested by The_Hunter)
- Manchus gain 1 coin cost (requested by The_Hunter)
- Ronin and Bolas are 1 pop, Great Cannons are 3 pop.
- Outpost Wagon base HP increased by 300.

== BUYING ========
- Upgrade purchases ramps all unit upgrades.   Ramps halved.
- Speed upgrades increases upgrade costs by 2 but adds 0.3 to unit speeds.
- Cost increases are displayed in purchase texts.
- Bolas Warriors made a superunit costing 60 coin, goes up 5 every purchase. Similar to Circe in NW.
- Ronin now cost 40 and goes up by 5 every purchase and made similar to Hersir in NW.
- Tower upgrades made regular store item.
- Tower upgrades give no HP (building HP already does).
- Building HP upgrades costs 25+4.
- Mortar costs 20 coin instead of 25.
- Great Cannons cost 30 +5 coin.
- Super Speed costs 40 coin but doesn’t increase.
- Morale Special - 30% HP boost for 45 seconds. 30 coin
- Medic - Heals all units but vulnerable for 10 seconds. 40 coin
- Removed buying over pop cap.
- Reset purchase delay to 5 seconds - no need since mercs bought in groups.
- Surgeons removed.
- Posts and Explorer Removed.
- Fort Repair lowered to 80.
- Fort made units cost only 2 coin now.

== NOMAD AGE BONUSES (one each time) ========
- 10 speed boost
- 75 coin starting units.
- No cost increases.
- Coin comes 2 times faster.
- Reinforcements come every minute.
- Spies tech enabled
- Super range longbowmen and high bonus lancers vs infantry.
- The map is shrunk.
- Forts contain Llamas instead of Sheep.

== MAP LAYOUT ========
- Unbuildable terrain forming a spikey disk in the center of the map prevent towers from holding onto the llama.
- Outlying islands now given cliffs to maximize area (islands look bigger and cleaner).
- Swamp environment enhanced to be more like a swamp.
- Llama gives 1 coin of XP every 8 seconds to start.   Faster every 5 min by 1 second.
- Explorer dogs removed for pointlessness. (no Explorer)
- No rain or snow due to lag with slower PCs.

== AWARDS ========
- Awards changed and re-arranged.   Several new awards added.   Awards made less powerful to not put the enemy so ahead.
- 600 kills now: 4 Oprichniks, 4 Towers, 3 Mortars
- 800 Kills now: 2 Ronin, 1 Bolas Warrior, 2 Great Cannons
- Added Buyable +1 Special Duration as third 7000XP Award (starts at 20 coin).
- Spawnable awards no longer kill existing units due to conflict with German’s mercenary spawning.
- No game enders.

== TECHNICAL ========
- Archer attack tech replaced with Guard techs due to giving merc and native archers double upgrades.
- Merged all store island buying functions into one to reduce script size and make more efficient (faster load).
- Merged various other parts of the script to reduce filesize and loadtime.
- Script further optimized for less lag/load time.

 

Hope nothing bad happens cause I’m gone now! Bye! :P

152 unique view(s)
August 17th, 2006
Posted by pftq

AOE3: Fort Wars 2.0 Finalizing

        Alrighty I’ve got it set that by this friday, I’m going to release Fort Wars 2.0 no matter what.   Been way too long and the sooner I get rid of it - the better.   Not that it’s incomplete.   Far from it.   It is very playable and really just needs a few quick tweaks here and there.   It just gets on my nerves now.

        Here’s the complete changelist from the latest released version of FW - which is 1.5.   Took me forever to sift through my notes and summarize them.   If you don’t like the list cause it’s too long - TOO BAD.

        Wow… The whole thing began April 12…. That’s more than 4 months ago… -_-

VERSION HISTORY:
[2.0 from 1.5 Summary]
- Editted by pftq
- AOE3 patch 1.08, April 12 2006 - TBA August 2006
- Updated accordingly to all patches including patch 1.08
- Autoformations removed. NO SYNC ERRORS after game, but island units may randomly move.
- Starting the game in Nomad Age gives the map fun random changes each time. (list further below)
- Spawn is slightly faster overall.
- Coin rate sped up by 12% in regular game.
- Starting Music mutable.  

== CIVILIZATION CHANGES ========
- Revamped civ bonuses to include large main strength and small weakness.
- Spanish receive 25% cheaper everything but have a 85 coincap.
- British start the game with 1 of each upgrade and two extra Towers but nothing else.
- French receive an extra HP upgrade to their Cuirassiers with every upgrade made but have 25% less fort hp.
- Dutch receive 25% faster coin rate and 10 higher coincap (more coin per kill and xp) but 10 less pop.
- Portuguese bonus changed to: +2 range and 10% attack (tech) for ranged cavalry every 2 upgrades but weakness of -2 speed.
- Russians get 40% faster spawn and 10 more pop but 20% lower hp on spawn units and their upgrades.
- Germans can spawn fast mercenaries at 95 coin but everything is 15% more expensive.
- Ottoman gets 20 lower coin requirements for spawning but no artillery spawn.

== STAT CHANGES ========
- Counter infantry rifling gives light infantry with firearms more bonus vs hand infantry.
- Attack and HP scaled up from 2.2 to 4.0 (4 times normal stats), making upgrades only 7.5% effective
- Fort HP scaled from 55000 HP to 25000 HP and set to 7.5% HP upgrades instead of 10%. Repair time from 500 to 400.
- Tower hp scaled from 4600 to 1800.
- Fort attack now included in scaling and upgrades.
- Tower attack remains tripled from supremacy to give instant kill attack (10.0 scale instead of 4.0)
- Fort Attack and Tower attack upgrading is still 25%.
- BASE OFF REGULAR STATS…Spawned artillery lose 4 range and cost more pop.   Heavy Artillery has less HP (little over falconet).
- Great Cannons given a 1.0 speed boost to match the speed of regular artillery.
- Cannons gain 1 pop (requested by The_Hunter)
- Manchus gain 1 coin cost (requested by The_Hunter)
- Ronin and Bolas are 1 pop, Great Cannons are 3 pop.
- Outpost Wagon base HP increased by 300.

== BUYING ========
- Upgrade purchases ramps all unit upgrades.   Ramps halved.
- Speed upgrades increases upgrade costs by 2 but adds 0.4 to unit speeds.
- Cost increases are displayed in purchase texts.
- Bolas Warriors made a superunit costing 60 coin, goes up 5 every purchase. Similar to Circe in NW.
- Ronin now cost 40 and goes up by 5 every purchase and made similar to Hersir in NW.
- Tower upgrades made regular store item.
- Tower upgrades give no HP (building HP already does).
- Building HP upgrades costs 25+4.
- Mortar costs 20 coin instead of 25.
- Great Cannons cost 30 +5 coin.
- Super Speed costs 40 coin but doesn’t increase.
- Morale Special - 30% HP boost for 45 seconds. 30 coin
- Medic - Heals all units but vulnerable for 10 seconds. 40 coin
- Removed buying over pop cap.
- Reset purchase delay to 5 seconds - no need since mercs bought in groups.
- Surgeons removed.
- Posts and Explorer Removed.
- Fort Repair lowered to 80.
- Fort made units cost only 2 coin now.

== NOMAD AGE BONUSES (one each time) ========
- 10 speed boost
- 75 coin starting units.
- No cost increases.
- Coin comes 2 times faster.
- Reinforcements come every minute.
- Spies tech enabled
- Super range longbowmen and high bonus lancers vs infantry.
- Llama gives 3x the amount of coin.

== MAP LAYOUT ========
- Unbuildable terrain forming a spikey disk in the center of the map prevent towers from holding onto the llama.
- Outlying islands now given cliffs to maximize area (islands look bigger and cleaner).
- Swamp environment enhanced to be more like a swamp.
- Llama gives 1 coin of XP every 8 seconds to start.   Faster every 5 min by 1 second.
- Explorer dogs removed for pointlessness. (no Explorer)

== AWARDS ========
- Awards changed and re-arranged.   Several new awards added.   Awards made less powerful to not put the enemy so ahead.
- 600 kills now: 4 Oprichniks, 4 Towers, 3 Mortars
- 800 Kills now: 2 Ronin, 1 Bolas Warrior, 2 Great Cannons
- Added Buyable +1 Special Duration as third 7000XP Award (starts at 20 coin).
- Spawnable awards no longer kill existing units due to conflict with German’s mercenary spawning.
- No game enders.

== TECHNICAL ========
- Archer attack tech replaced with Guard techs due to giving merc and native archers double upgrades.
- Merged all store island buying functions into one to reduce script size and make more efficient (faster load).
- Merged various other parts of the script to reduce filesize and loadtime.
- Script further optimized for less lag/load time.  

Trust me if you think that list is ugly - you don’t want to see the raw list I had before…

174 unique view(s)
August 14th, 2006
Posted by pftq

42 New Look

        42 Section  has had its layout redone.   Should be a lot better and cleaner.   Notably I kept everything in the banner.   Not sure what theme I’m going for - I guess a sort of space/mechanical look.   The content itself hasn’t been changed yet so it looks a bit weird.   I’ll work on that later.

154 unique view(s)
August 13th, 2006
Posted by pftq

Creations Center Finished

        Okay the section didn’t look as good as I wanted it to be but it’s good now, and I think it’s safe to move on.   It’s a bit empty right now due to the lack of content - but that’ll be fixed when I finish the site and get back to making stuff :P

        I might consider allowing submissions - make it like a place to host things… I don’t know yet.

157 unique view(s)
August 13th, 2006
Posted by pftq

Email Form Created

        A friend of mine (Xero)  brought to my attention that  I should have an email form instead of a direct link (for a variety of reasons).   I decided why not and checked for some free form scripts.   I’m using now a FormMail by www.tectite.com.   It seems to work pretty well.   Comes with alot more optional fields than I currently have up.   If anyone thinks I should put more fields - go ahead and let me know (maybe even through the Email Form :P ).   Anyways that’s up.

        On a side note - Running out of ideas a bit on the Creations Center color scheme.   So you may see it changing alot over the next few days.

163 unique view(s)