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Building Rotator for RE 1.03

Posted: Sat Jul 24, 2010 1:42 pm
by murdilator
See the title. There has been a building rotator out for TAD for a while, and it is compatible with ES online. The previous ones could work with FP as well. It is kinda cool and I used to have it.

EDIT: FIXED LINK:

http://aoe3.heavengames.com/downloads/s ... ileid=1932


I hope that many of you will enjoy this - it allows rotation just as in the scenario editor.



regards,



murdilator

Re: Building Rotator for RE 1.03

Posted: Sun Jul 25, 2010 3:35 am
by Sporting_Lisbon
One question! Won't Aloysius go on a "Hammer of Justice!" rampage and ban people with the rotator?

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 1:17 am
by murdilator
Hmmm....He might if people report it. But we would have to ask him personally first. It might be worthwhile.

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 1:21 am
by Sporting_Lisbon
The doubt is because you can't rotate the buildings without the said add-on, which brings a little advantage over people who don't have the add-on. There was a similar issue with an add-on that allowed you to zoom out more than usual.

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 1:35 am
by joe4holly
How about custom UI then ?

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 1:44 am
by Sporting_Lisbon
Solus and ES have made it clear a long time ago that they're fine, it's ok to use them.

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 1:52 am
by joe4holly
That then makes Rotators safe to use then. It not that much of a cheat because the game lets you rotator your camera anyway.

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 2:04 am
by Sporting_Lisbon
Not just the camera. A dutch base is much more efficient with the building rotator, Alwasim uses it. Getting the banks in diamond shape makes the pathing harder. I wouldn't ban people for it, but Aloysius is hard to figure out.

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 2:30 am
by 36drew
I agree that you would definetly need permission. I have played vs. alwasim and it pissed me right off every time he used it. A complete unfair advantage.

Lisbon is right though, Aloysius is an odd entity. His banstick might become erect, or perhaps it will remain limp is in the wind... who knows...

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 8:03 am
by Zutazuta
It's just modding the game files. If a building rotator is illegal, then so is a fan patch, which RE openly supports. I'd assume its fine to use. ;)

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 1:46 pm
by murdilator
Or they could put it in their next patch to fix everything ;). People would actually be excited again, lol. It is just as in the scenario editor.

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 2:06 pm
by Bart331
I have tried the building rotator but never really liked it, so i think its personal preference if you use it or not. And lol, why ban ppl for rotating a building xD

Re: Building Rotator for RE 1.03

Posted: Mon Jul 26, 2010 7:58 pm
by Saethwr
Look at the date, Posted on 01/06/06 @ 09:39 AM.

The Mod was posted for 1.03 Nilla, not TAD.

Re: Building Rotator for AOE3+TWC+TAD

Posted: Wed Jul 28, 2010 11:52 am
by murdilator
I have fixed the link and found the real link to what I am talking of:


http://aoe3.heavengames.com/downloads/s ... ileid=1932


This was updated, so no wonder I did not see it. It is compatible with all game versions and will not cause CRC mismatch. To test it, I myself should probably try the first go. However, switch from FP to RE may cause it to revert back to normal; idk.


regards,



murdilator