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View Full Version : General information about Worms Forts, and a few FAQ.


AndrewTaylor
7 Jul 2004, 00:06
I'm adding this here as well since I figure nobody reads it wherever it is so I might as well plaster it all over the forum until nobody can miss it:
How Can I Fix The Sudden Death Mode?

There will be a patch released soon:
We are planning to release a patch in the coming weeks, mostly to fix the issue with Sudden Death which people have raised. Since we have to patch a number of versions (Euro, Russian, Czech, Trymedia etc) and then test it, it might be a couple of weeks. I will post more news when I have it.
Check the "WF Patch" sticky.
Thankyou for bearing with me on this.

A not-terribly brief introduction to Worms Forts Under Siege.
There have been a few people arrive lately and post things like "I've just arrived and wtf is wfus?", so I thought a general introductory post would be useful. So here goes.

First things first: Worms Forts Under Seige is the new Worms game. It is out now in Europe, on PC, X-Box and PS2 in Europe, online via. TryMedia in America, and with an American console release to follow, and offers a new twist on familiar Worms gameplay by the introduction of forts. (Note: Team17 have no control over which consoles the game is released on, and petitioning, suggesting to, and otherwise bugging them cannot change this simple fact.)

This isn't to say it's become an RTS game; a better anaolgy would be MoonBase Commander, but it's still very much Worms - only now said worms have a fort.

If possible, you should get hold of today's (5 Aug 04) PC Gamer, whose cover DVD (and possibly CD) has an exclusive demo version of WFUS. This demo, though not intended for download, has been circulating the internet a lot lately - though an officially downloadable demo is planned for the near future. A second, and much improved, demo is also available, but much harder to get hold of.

The best thing to read if you want to know how the game works and plays is probably Eurogamer's preview [ Click Here (http://www.eurogamer.net/article.php?article_id=55522) ], which details, among other things, how a turn plays:Upon spawning, we find our spineless troopers stationed around a small fortress in the corner of a large square map, with the enemy in much the same position in an opposing corner, and the lower section of our "weapons" menu is dominated by blacked-out blocks and a picture of a tower with a little number ten in the corner.

Selecting the tower brings up a series of flashing boxes nearby, each equidistant from our central fortress, and a number of spinning stars can be seen all over the map. The stars, we're told, are victory locations, whereas the flashing squares are active deployment points. In an attempt to kill two birds with one banana bomb, we opt for a flashing square with a star inside it - and within seconds our a tower springs up, and a wall pops up connecting it to our central fort. Still on the same turn, we opt for a giant yellow chicken weapon and send it tweeting towards the enemy, before it explodes in a shower of... very little indeed.The best thing to read for up-to-date information about the release date, press releases, and other updates is this website [ http://wormsforts.com ]. Retailers' websites started making up release dates and publishing them as fact in about October, so pleasecheck everything against wormsforts.com before you pass on this "wisdom" if you're still wondering about other regions.

A list of previews can be found on the WFUS website: [ Click Here (http://wormsforts.com/about.html?area=pres&pres=link) ]. Some of these are more informative than others. (In fact, at least one has at least two glaring errors in it.)

Lastly, a few common myths disspelled:

WFUS was developed by a different team to W3D, although both teams are part of Team17. This means that not only was WFUS in development long before W3D was released, but also that the development of WFUS does not prevent Team17 from maintaining W3D.

The GameCube is more than capable of running WFUS. Sega chose not to release it for the Cube because it didn't seem profitable. The Mac port will probably follow along later, if Feral Interactive feel the need to make one this time.

At no point in this game will you be expected to mine for resources. In fact, all you need to build something is an HQ, and since you need that to survive, you ought to be building as much as you can. There are stars dotted about the landscape, and building on them "collects" them. There are then certain types of buildings that you can only build when you have a certain number of stars. You do not lose these stars when you build the buildings. There is a "Science Lab" and "weapons factory", but they have no cumulative effect, so if you lose them you're back to square one, and they don't give you access to any new weapons anyway. Just improve or restock the ones you have.

Oh, and the terrain itself is indestructable, though the forts aren't quite so tough. This is a design feature-- the game would not work with destructable terrain.

Star Worms' Worms Forts demo tutorial (edited slightly by me)
This was written based on the PCGamer demo - when the "official" demo, and indeed the full game, is released this is subject to change.

The object is to destroy the enemy stronghold, which is very strong (pun unintentional).

There are different classifications of weapons:

Those that can be used anywhere: eg. Bazooka, Grenade, 50 stone canary
Those that can be used from towers, or better: eg. ballista, cluster launcher, mortar
Those that can be used from keeps, or better: eg. rhino, chili con carnage, minigun
Those that can be used from castles, or better: eg. super hippo, the fridge bomb and the giant crossbow
Those that can be used from citadels: eg. trojan donkey, armageddon, rocket launcher, trebuchet, monkey troop, giant laser

To build a tower you need to have a stronghold, tower, keep, castle or citadel on one of the stars.
To build a keep you need to have 2 strongholds, towers, keeps, castles or citadels on one of the stars.
To build a castle you need to have 3 strongholds, towers, keeps, castles or citadels on one of the stars.
To build a citadel you need to have 4 strongholds, towers, keeps, castles or citadels on one of the stars.

(or any other object like hospital or weapon factory)

The strongest weapons can be used from citadels; The weakest from towers (or better), so ideally you want to get a citadel to do more damage to the enemy stronghold to win. To get a citadel you need to occupy these stars by building on those spots. To do this you need to get close to the spot.

To occupy a star you must have another fort (tower, keep, castle etc) at least 1 "square" near to it. You'll see what I mean when you see how the buildings are arranged. It can also be done diagonally.

If an enemy is occupying a star that you want to build on then the best option is to destroy that fort using your weapons, and then occupy it. For this reason they are not allowed to immediately build on that square, otherwise the game would go on like this until someone ran out of resources.

Try not to go power crazy and try and destroy each keep, castle etc. Remember: The main goal is to destroy the enemy stronghold.

It is possible to get a citadel on the single player, you need luck and skill. Once you get a citadel you can attack the stronghold with the best weapons which do 650+ damage! The Siege Orager only does about 188 so it is a big advantage to have a citadel.

Don't build your forts all in a line. Otherwise the enemy can attack the one nearest to the stronghold, breaking the chain and the forts further away from your stronghold will explode. The rule is that any building which is not linked to the stronhold collapses, so if you build wide rather than long, you should be OK. Usually walls appear to show these connections more clearly, but sometimes a feature of the terrain will block the wall - such as the enclosure surrounding your stronghold on the single player level of the PCGamer demo. In this case, though the only wall is to the central tower, the keeps are also connected to the stronghold.

To use a weapon you need to jump onto the top of one of your towers, keeps, castles or citadels and select one of the weapons. You must be on the flat spot on the top of the fort to use the weapons for that fort.

Hope that helped.

Oh also - in the grey crates you can find buildings - towers, keeps, castles and citadels. You can use these whenever you like and disregarding the number of stars your team occupies. For example, your team occupies 2 stars and you collect a citadel, even though you aren't occupying 4 stars you can place it somewhere because you collected it in the crate. If you find a weapon in a crate you still need the appropriate building to fire it from, however. The hostpital requires a utility to function - and this utility was not included in the PCGamer demo, though oddly the Hospital itself was.

I've left this thread open in the hope that someone might contribute something useful - by which I mean helpful, confirmed and verifiable information that someone new here might not posses and appear all the more foolish for it - not obscure factoids like "the towers rotate" or your own speculation or desires.

If you still have any questions about WFUS, please search the forums, and if no answer is apparent feel free to post a thread about it (unless there already is one) - if you want to know, you're probably not alone. Don't ask in here, though - sticky threads full of nothing very much get on my nerves.


Added bit about the European release date - 31/10/04 /thomasp
Updated things based on release date, new demo, etc. It was time to di it - 5/11/04 /andrew
Post release update - 22/11/04 /andrew

thomasp
7 Jul 2004, 16:52
Both USA and Europe XBox versions will support XBox Live. There is a press release on the [Worms Forts:Under Siege Website (http://www.wormsforts.com)]

The PS2 version will not be compatible with online play, for financial reasons.

Swed Simon
5 Sep 2004, 09:40
Even though it has gone months, this is still an link that still gets asked for to often by people who don't have a clue of what search is.
Klick here to download the WF:US demo (http://games.softpedia.com/public/scripts/downloadhero/3-243/)

Here are a few more links in case the first is busy - Andrew

Fileplanet:
http://www.fileplanet.com/files/140000/143955.shtml
3D Gamers:
http://www.3dgamers.com/games/wormsfortsus/#filelist
FileFront:
http://files.filefront.com/3575942;...ficial%20Demos/
Ozforcesfiles:
http://www.ozforcesfiles.com/pafile...on=file&id=1871
CNet:
http://roundpoint-cnet.com.com/Worms-Forts-Under-Siege-demo/3000-7490-10307988.html
Gamers Hell:
http://www.gamershell.com/download_6623.shtml

AndrewTaylor
23 Nov 2004, 16:39
RESOLUTION ISSUES/NEW LAUNCHER DOWNLOAD
To run WFUS at a resolution other than 800x600, add the commandline switch /RES=1280x960 or whatever to the shortcut. This is detailed in the FAQ, but this Q is A far more F than the others, so I thought I'd put it here too. However, if you still want a launcher like W3D had, then this post contains the Launcher programme I wrote for WFUS:

Originally posted at http://forum.team17.co.uk/showpost.php?p=330234&postcount=22

If anyone wants a Launcher, here's one wot I wrote. It has the following amazing features:

Header picture stolen wholesale from WFUS!
Resolution and refresh rate control!
Checkboxes for windowned mode, no music, no movies, and shutup tags!
Launches WFUS!
Launches W3D to boot!
Checkboxes for invert mouse tags and, just for fun, the delightfully pointless invert worms tag! (W3D only)
Remembers your settings!

So now you only need one shortcut to play both games, which is good if your desktop space is at a premium.

If you download it, make sure you edit the INI file to include the correct paths for W3D and WFUS -- otherwise it won't be able to find them. (I don't know how to get the registry entries for installation paths, and I don't really want to because the registry is a stupid idea that should never have been added to any OS.)

Edit: I'll probably add a feature to automatically set the height to 3/4 of the width when you enter the width like I did on my Minesweeper game's launcher -- that will save people remembering whether it's 768 or 786, which is the hardest part about using computers.
________________
Attached file: wfuslauncher.zip (http://www.personal.leeds.ac.uk/~phy1amt/wfuslauncher.zip) (that links to my own webspace, so will still work when the forum purges the original attachment.)It's essentially the same as the W3D one (in fact, it can launch both games) but with a few extra checkboxes.

Edit: I've trimmed this thread down a bit as well to remove side-conversations that don't really help anyone anymore.

AndrewTaylor
9 Feb 2005, 12:51
Just incase anyone missed the other thread:

Console versions of WFUS for North America (PS2 and X-Box) have been (unofficially) confirmed by Team17 staff. This does not affect the TryMedia release, which is still the only way to get the PC version short of importing it.

double post edit

How Can I Fix The Sudden Death Mode?

There will be a patch released soon:
We are planning to release a patch in the coming weeks, mostly to fix the issue with Sudden Death which people have raised. Since we have to patch a number of versions (Euro, Russian, Czech, Trymedia etc) and then test it, it might be a couple of weeks. I will post more news when I have it.
Check the "WF Patch" sticky.