June 28th, 2006
Posted by pftq

AOE3: Fort Wars 1.5 Released!

After two months, I finally decided to add a few changes. :P

 VERSION HISTORY:

[1.5]
- Editted by pftq
- AOE3 patch 1.07, June 26 2006
- Removed Wardogs due to techs causing problems.
- Fixed several exploits.
- Obfuscated script with a program written by Matei to prevent hacked/editted Fort Wars versions.
- Switched 50 coin and 25 coin heavy infantry units.
- Super Speed cost goes up by 5.
- Speed upgrades decreased to 0.1 delta from 0.5
- Take out 3 ad 5 upgrade awards to speed up load time. Shift 1250kills 5 ronin… award down to 1000 and change to 3 ronin, 3 GC, and 7 lakota
- Grenadiers cost 1 more pop, Organ Guns cost 2 more, and cannons cost 3 more pop.
- Cannons have 4 less range and 8 less LOS.
- Reduced starting lag by spreading it farther apart.

DOWNLOAD HERE

234 unique view(s)
June 26th, 2006
Posted by pftq

AOE3: First No-Rush Mapsets Released!

        Furby_killer originally created maps to enforce No-Rush games by building  a wall - a real, solid wall.   This brought on many problems.   For one, they didn’t always place correctly or there were small gaps.   Second, ranged units could still attack through the wall.   Third, to make room for the wall, the map was modified ever so slightly - therefore not creating a real No-Rush duplicate of the original maps.   It was great, but it wasn’t perfect.

        Having build several walls without flaw before in previous Fort Wars test versions, I brought to his attention a method to do this perfectly without flaw.   There were also invisible structures that could be used and diplomacy could be set to end all attacking for a period of time.   This did not require changing of the original map layouts.   The invisible wall was simply put over and through anything that got in its way, creating a true No-Rush duplicate.

        After several days and tests, we came up with a perfect NR version of Yukon.   It was ready to be played, and other maps to be made were not to be too much more difficult as we now had the code to copy to other maps (with some adjusting to the new maps of course).

Check out the latest maps we have released HERE!

233 unique view(s)
June 23rd, 2006
Posted by pftq

pq Gallery Created

pq Gallery

         The gallery has been up for a while now, but nothing really worked. Now it’s got a decent skin and a few albums up. I’ll upload more from my collection when I feel like it. :P

242 unique view(s)
June 21st, 2006
Posted by pftq

42: Uploaded First 2 Games!

  The first two games on the site have been uploaded.   Special thanks to K2xL for permission to putting them here.   I’ll try to find more flash games soon.   If there’s any specific game you want me to check for, just leave a comment or send me an email. :)

You can see the two games in the 42 Section:

Stick Avalanche  

Stick Shooter

240 unique view(s)
June 19th, 2006
Posted by pftq

AOE3: Fort Wars Section Completed

        After several days’ work, the Fort Wars section of the site is finally up and done.   It features the download, an in-depth changelog, a  gallery,  Fort Wars related  links, and much more.   Pretty much everything about or related the Fort Wars script can be found there.

        I also spent the last couple of days compiling a history page of the map.   Fort Wars had an interesting start.   For one, it was never meant to go anywhere - certainly not become one of the most, if not the most, played user-created map on Age of Empires III.   I had managed to track events every day of the project up to the release of Fort Wars 1.0.   I might add commentary from the other authors as well if they decide they want to.

You can find the Fort Wars section of the site right HERE.   Enjoy!

294 unique view(s)