July 19th, 2006
Posted by pftq

WiB: Episode 1!

        Originally, I intended to release WiB (which I still don’t know what it should stand for) as one long movie.   WiB is the story (if you can call it a story) of three “secret agents” who aren’t doing quite well in their jobs.   Through a series of rather random and very strange events, they may be able to prove themselves worthy once more.   More information can be found at the main WiB page.

        It is indeed very long  - so long that I considered releasing in short episodes instead.   The first episode focuses on the latest mission given to these three agents.   Will they succeed? What will go wrong this time?

         A quote from the sypnosis of the episode:

“Three secret agents - Ray Dargen, Tom Boici, and Jacky Hammerhead - are constantly failing their missions. No matter how difficult, no matter how easy, they always mess it up one way or another. They are on the verge of being fired and have little chance or redeeming themselves. Their upcoming task is a simple one. Protect the bank from being robbed. Will they they succeed in their latest assignment?”

        The video comes in two qualities, high and low.   The video is streamed however so I’d suggest trying the high-quality version before resorting to the low quality.

Everything related to WiB, including Episode 1, can be found at the WiB Main Page.

234 unique view(s)
July 18th, 2006
Posted by pftq

pq Forums Opened

        pq Forums has finally been set up.   This is just temporary stuff right now so there’s at least some forum in existance.   The skin’s going to have to be redone no doubt and there’s not really a banner at the moment :P.

But it’ll get better.   I’ll fix up this place a bit more when I have the time.

In the meantime welcome to pq Forums!

238 unique view(s)
July 2nd, 2006
Posted by pftq

Site Redone for Firefox

I just so happened to try Firefox instead of Internet Explorer today and WOW my site looked like a piece of junk. I was wondering why several of people kept claiming my banner was disconnected from the top or that the words were spread too far out.

Well the site’s gotten redone to suit both browsers now. There were a few things I couldn’t get to look the same on both browsers though. The site still looks best in Internet Explorer.

Here are some screenshots of IE and Firefox comparisons from the old layout for those interested :P

Internet Explorer Mozilla Firefox
Home Page Home Page
AOEIII Creations AOEIII Creations
249 unique view(s)
June 28th, 2006
Posted by pftq

AOE3: Fort Wars 1.5 Released!

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


- 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.


236 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!

237 unique view(s)