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Bardan

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PostSubject: Re: Tyrak Reworked   Tue Jul 23, 2013 7:32 pm

There is something definitely wrong with the Undead Maceman; otherwise known as the Taros 3rd party 'TARSKELW' - which apparently was conscripted into the first rendition of Tyrak by the original author.

Just now, I was playing as Taros testing him there, and had three Cabals churning him out to the enemy Aramon base. They successfuly destroyed numerous buildings without crashing the game, died by catapult and Meteor explosions, and finally only crashed the game when they ganged up on and killed Elsin.

Da'fuq? I'm not seeing how adding a corpse will fix this issue, as it doesn't seem to be with them dying, but with them destroying their targets somehow. Vaerun, you have any ideas? Sage?

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PostSubject: Re: Tyrak Reworked   Tue Jul 23, 2013 8:03 pm

I'll tell AxlRose to give you a space in the tak bestiary so you can upload your stuff there and see what things are giving you problems.

In the fbi file I see the description repeated twice:
description=Taros;
description=Taros;

I would go through every single face of the objects in the 3do files because it is missing the transparent(purple) textures. Other objects such as Hip is missing a team texture. Go through them and make sure all the textures are there.

The unit also has missing 'faces' in the head for example. Head5 (veteran) object has the 'faces' for the eyes + mouth of the unit.

The unit should be ok if it doesn't have a corpse because there is no command calling for it. The unit would just vanish when it dies.

The script file is missing the Head5(veteran) objects in the 'piece' section. AmrUR5 and ArmUL5 do not exist in the 3do file. Under Create(), it also has these 2 objects that do not exist:
Create()
hide ArmUL5;
hide ArmUR5;

Under StatusControl(): It shows again those 2 missing objects, and it's missing the Head5.
hide torso;
hide ArmUL;
hide ArmUR;
show Torso5;
show ArmUL5;
show ArmUR5;

In conclusion, the game crashes because of missing textures, getting veteran because of missing objects, and the transformation should show Head5( unit's face + golden head textures).

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PostSubject: Re: Tyrak Reworked   Tue Jul 23, 2013 8:11 pm

Hmm, most of that went well over my head. Thanks, though, I'll try to have a closer look. Is this all in 3do or in Script as well? I haven't yet really played with scripting, and only marginally in 3do.

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PostSubject: Re: Tyrak Reworked   Tue Jul 23, 2013 8:13 pm

The issues are in both, the 3do and the script files.

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PostSubject: Re: Tyrak Reworked   Tue Jul 23, 2013 9:23 pm

Here you go Bardan.

DL this file and put the three files in your appropriate Tyrak folders.

UndeadMaceman


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PostSubject: Re: Tyrak Reworked   Tue Jul 23, 2013 9:31 pm

This is in case you want to look at the bestiary; you can find tyrak there.

http://www.takingdoms.net/rx/bestiary3/

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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 3:29 am

Vaerun wrote:
Here you go Bardan.

DL this file and put the three files in your appropriate Tyrak folders.

UndeadMaceman

You, sir, are fantastic! I'm off to bed, just checking in on my laptop, but will get on it tomorrow.



Sage wrote:
This is in case you want to look at the bestiary; you can find tyrak there.

http://www.takingdoms.net/rx/bestiary3/

I'm actually building on that Tyrak v3 provided. After the relatively drastic facelift it might be hard to tell, but it's there. Not sure how this sort of thing might have been missed, truthfully. (At least I'm pretty sure I'm working based on that v3...)

I've just sat here and watched a season of American Dad while I rebalanced the prices/stats. I just had an idea earlier which I might look into, but first I want opinions.

I currently have Dark Gryphons as less-than-spectacular Tier 1 flyers. I considered swapping them to be a harder-hitting Tier 2, and putting an "Imp" in Tier 1. The Imp would be, essentially, a Rictus rip. Maybe throw some small wings on him, maybe make him aquatic only. The idea would be to shift some things so Tyrak isn't totally crap in terms of aerial/naval capabilities. Right now, all they have is the crap version of the Dark Gryphon and an Undead Giant that can wade through water, and the less-than-Divine Dragon trio.

So... thoughts?
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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 12:55 pm

Right, so... last night I got tired of all the 'tarX..' and 'TARyx..' and 'TARx..' variations of file names, so I went through and altered all of them to a single format of 'TARYx...'  I did this in every single folder from anims down to unitscb, in every file that I'm aware (might have skipped some of the corpses, now I think of it), but everything seems to be working just fine.

Except the Undead Maceman.  I took the version Vaerun provided and renamed it according to my new format.  When I load the game, it doesn't crash.  When I produce every unit, they perform ably.  When I so much a queue the Maceman, though, the game crashes.  Instantly.

I'm at my wits end with this guy, so I'm releasing the tentative - and quite unfinished - renovation of Tyrak.  It is now located here.  It is still missing pieces, but if any can figure out the Maceman, I'd be personally very grateful.

I can be reached on Skype/MSN for those who have my contact. Cheers.
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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 1:52 pm

Just played your version. It's nice. The undead maceman had a none texture on the hip that needed to be replaced with the liflogo tex to make it non crash. Only one other problem is the head is gold.
Easy fix.
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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 2:59 pm

Vaerun, I missed you by a few minutes.  I leave Skype up on the desktop all the time, and I'd wandered off in the next room to each lunch with the Mrs.  I'll give the 3do another check when I can.

EDIT: fixed the none texture with the tuniclogo one as needed; is the gold skullcap a problem?  Or is it simply there fore veteran status?  I've no idea how the veteran bits work, in all honesty. All i know is the bloke is still crashing the game.

Also, would love some balance/suggestion feedback on the race as a whole.
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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 3:30 pm

Sent the race to your hotmail account or pick it up here:

Tyrak4
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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 3:40 pm

Much appreciated! What'd you do, if I might ask, in detail?

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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 3:50 pm

Just fixed the Undead maceman seeing as it did have a few more problems besides the script.
Noticed it had two head pieces, so grabbed the skeleton archer from taros and plopped that on there after deleting the two head pieces. Could not figure out why the head was gold until i noticed the name was head_5 and not head5 as in the script. So changed that in the sript. Added a lifelogo tex to the nothing on the hip and ran the race againt Araman and looks to work. Only thing it is missing is a corpse piece imho. But can have it just disappear like the blade demon if you do not want to use a corpse; Change set FINISHED_DYING to 1 to set MAGIC_DEATH to 1 and comment out the call-script death.
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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 4:27 pm

Hmm. Neat. The Finished_Dying and such, is that in the script? I'll need to crack that open to have a look.

But yes, I plan on including a corpse. It doesn't seem right to leave it out for this particular unit.

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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 8:46 pm

Haha! Pictures to come! Very, very satisfied with it thus far...

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PostSubject: Re: Tyrak Reworked   Wed Jul 24, 2013 11:01 pm

First up is the Undead Maceman, so ably fixed by Vaerun.  Here's a group of them fresh back from ransacking a Tarosian base.  Notice the gold veteran (just above the pointer).  He has a golden AXE.  Interesting, that.  I'm not altogether sure how to alter that to a gold mace, but it's now on the to-do list.  Either way, I'm glad they are working! Anyway, you can see the Divine Lodestone just below them.
Spoiler:
 

Next we see the Undead Giant marching away from the "Dark Asylum," I still hate that name.  've left the Veteran Maceman/Axeman for scale, and just to the upperleft are a few Death Knights.  The Giant is a bit... not buggy, but maybe jumpy?  When you Scale Up everything, it doesn't mean the script keeps up, so it's not going to be so smooth as I'd like.  Likewise... he has no shadow, and I'm not sure why.  I've included the '= shadow14;' or whathaveyou in the .fbi, but still not luck.  Meanwhile, on the lowerleft, you can see the upgraded buildpics of Tier2 (Dark Asylum).  All but Xorn & Zadok got new pics.
Spoiler:
 

There are two items here I'd like to point out.  First is the fact the deity, Zadok, is being summoned - with the aid of the Forsaken (Divine Builders).  Yes, they can help.  And yes, Zadok is mounted on a huge friggin' horse... or Nightmare?  I dunno, didn't give it much thought, just took the Zadok Hellbringer unit and Upscaled him.  His shadow doesn't quite jive either, but meh.  The other item is that thingy-ma-jig in the top of the image.  That is the Rift Portal... a sedentary transport, capable of 50 occupants and a HUGE freakin' range.  All the way across most maps.
Spoiler:
 

Here Zadok is almost done - and just look at the time!  Most deities take an hour, with steady mana supply, but Xorn getting help from the Forsaken speeds the deal - though drains mana rapidly.  On most maps, it wouldn't be prudent.  I've also created the triple divine dragons (yes, there's a limit of 3!), but they are no match for other Divine Dragons one-on-one.  They are designed much more for anti-personnel hit-and-runs, or dogfighting together.  I'm not terribly satisfied with them YET, but I'll get there.  Oh, and yes, the Dedicated (Tier 2 builders) are producing Gremlins en masse.
Spoiler:
 

Hellbringer Lives Again!  Pulled him up alongside those Death Knights for scale.
Spoiler:
 


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PostSubject: Re: Tyrak Reworked   Sat Jul 27, 2013 12:57 am


Was playing your version of the race on a map with some water/islands and noticed that the "dedicated"? cannot be transported by the transporter. That did not bode well as alot of the mana was on these islands.

Also, the corpse on that hellhound seems to not be working properly.


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PostSubject: Re: Tyrak Reworked   Sat Jul 27, 2013 1:33 am

Hmm... Not sure about the transport issue. Will have a look when back I my work pc. Maybe the FBI reads 'cantbetransported = 1'? Not sure why it would, but if so I'll fix it.

Anyway, I'm not sure yet how to help the AI expand overseas, but then I rarely play such maps as all AI seems to be incapable. Sure, maybe Dark Priest, Priest of Lihr, and Pegasus Builder. Thirsha sometimes, too, but in nearly every case, they never stray far from the 'center' of their empire...

Several of the corpses need work. What is the Felhound's particular issue?

Lastly, how do you feel about the naming? Builders always seem a tad odd. Dark Summoner just didn't feel right, and Warlock is too generic. You can't put "dark" in front of everything. so I had to change both. I think Forsaken works pretty well with the theme. Dedicated was a reduction/alteration of two or three others I tried out. I like to think of both almost like a social class, and of just 'a' builder. But then, I really immerse myself in the Roleplaying elements.
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PostSubject: Re: Tyrak Reworked   Sat Jul 27, 2013 3:45 am

Just throwing those issues out for you in case you want to do something about them.
I fixed them already.
Issue1: cantbtransported = 1; commented out.
Issue2: Felhound corpse tdf file, you need to take a look as the file is not prepared. It makes the felhound corpse look like it's littering the ground as there is no name and it's not targetable to be reclaimed/reanimited and so on.

Naming is whatever floats your boat. I had named the Illohir units generic or ominous sounding names early on, but then there are the issues of other 3rd party races or mods conflicting with units because they both have that same name and when played that race would get a weird pic but it would be your unit and so on. To combat those issues, I generalized the Illohir units using either Chaos, Drow or Khazra with their specific name. For now it works and in theory, it should cut out conflicts.

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PostSubject: Re: Tyrak Reworked   Sat Jul 27, 2013 10:24 am

Fair enough on the names.

Yeah, as said, there is still plenty of work in the corpses area. I have my final database exam this weekend, then 3 short papers to write, then I'l have some time to devote to really combing through the details.

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PostSubject: Re: Tyrak Reworked   Thu Aug 01, 2013 11:26 am

Planning an Alternate Tier structure with some new units to spice things up a bit. However, I did just get my \"***\" handed to me by the new 'cheating' Tyrak.

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PostSubject: Re: Tyrak Reworked   Thu Aug 01, 2013 3:00 pm

wow i like the changes when you get finished send me the link and the new pictures look pretty cool

atleast let me work with you on solaron

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PostSubject: Re: Tyrak Reworked   Thu Aug 01, 2013 11:08 pm

Bardan wrote:
Planning an Alternate Tier structure with some new units to spice things up a bit. However, I did just get my \"***\" handed to me by the new 'cheating' Tyrak.

Bold = Don't Have
Italics = Needs Edits

Xorn
-Manakiln (Lodestone)
-Wall
-Gate (X)
-Gate (Y)
-Crypt
-Netherfire Tower
-Felguard

Mausoleum
-Ether Eye
-Gremlin
-Undead Macemen
-Undead Bowman
-Felhound
-Wraithwing
-Broken

Broken
-Manakiln
-Wall
-Mausoleum
-Netherfire Tower
-Corpse Cannon
-Reliquary
-[Proposed Alt-Tier]

Reliquary
-Bone Golem
-Reaper
-Death Talon (scythe-claw flyer)
-Rift Demon
-Undead Giant
-Netherguard Warden
-Corpse Cart (can raise undead macemen, catapult-esque combat)
-Broken
-Forsaken

[Alt-Tier]
-Skitterling (fast cannon-fodder spidery critter)
-Goros (think Mortal Kombat, multi-limbed berserker)
-Satyr (heavy magic caster)
-Ethereal (wispy looking polearm fella, cloaking)
-Netherwyrm (flying mana-eel, melee & small radius AoE toxin, cloaking)
-Nether Ray (larger, more agile, slower and weaker lob/ranged cousin)
-Netherwing Drake (big and awesome, that's it)
-Broken
-Purifier

Purifier (I want to say he looks like he's playing the accordion. That just sounds awesome. Like the Forsaken 'Divine' builder, he can help with any construction.)
-Manaforge (Divine Lodestone)
-Ogre Slave (not... sure)
-Ogre Piper (smokestack backpack powers him in every way! mini-melee-mechwarrior w/anti-tech bonuses)
-Ogre Burner (flamethrower with volatile explosive backpack)
-Mekgineer (carries wrench he can throw, gives AoE buffs to all mechanicals, can help build)
-Biomekker (Mekgineer with body-enhancements; powerful ranged AoE boomstick)
-Felreaver (big ugly scary black manatech; big all-robot mechwarrior - so awesome, it's the land-based Divine Dragon sort of guy)


Forsaken
-Manaforge (Divine Lodestone)
-Rift Portal
-Stormspire (Nasty long-range structure; calls down FelRain/Netherstorm upon thine enemies)
-Twisted One
-Netherguard Elite
-Netherstorm Dragon
-Xorn

To Be Added... maybe... somewhere...
-Banshee
-Cthulhu
-Lobstrocity
-Colossus
(replace Bone Giant?)
-Shifter (think big, black salamander, with nasty teeth and some sort of putrid nether breath; wicked fast in water, useless out)



Lord chris wrote:

atleast let me work with you on solaron

What sort of work can you do? And what kind of collaboration did you have in mind?


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PostSubject: Re: Tyrak Reworked   Fri Aug 02, 2013 2:16 am

well i had some classes with video game programming ( computer games to be extact) and i can test games i test new era with rachy to find bugs and poblems if need be because 1 person cant find them all out on his one. I just need to relearn alot of the 3do

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PostSubject: Re: Tyrak Reworked   Mon Aug 05, 2013 4:15 am

To be my Temporary Workspace

The Netherworld Forces of Tyrak

Xorn, an ordinary mage who once had no true aspirations of power or influence, now uses the twisted magic of the Nether to full effect.  The Undead Souls and Demonspawn are the backbone of his might, called upon through the Void.  Xorn's undead servants obey without question and, due to their strange presence on this plane of existence, are often immune to worldly effects, and heal far more quickly, but the structures do no self-repair much at all.  Xorn's weakness is his navy -- souls are easy to pull through the Void; war engines far less so.

Felking (Xorn)
The FelKing is but a humble host; his lifeforce is adjoined by the soulshard of his God and Maker, Zadok.  As a byproduct of his creation, his magics are tainted by the twisted forces of the Nether.  A servant himself, he has the ability to raise the fallen corpses of his foes before the souls depart, reviving them to serve as assistants.  Xorn himself has the ability to strike with bolts of Fel lightning and explosive fire, as well as a wave of despair -- ripping souls from flesh.

Tier 1

Wall
Built by: Xorn and Broken
Like the other kingdoms, Tyraki Walls are a passive form of defense.  They can be created to surround vulnerable structures or funnel enemy troops into killing grounds.  They are durable, but not insurmountable.

Gate
Built by: Xorn
Zadok is a jealous god and prefers to keep certain abilities to his own design.  His soulshard influences Xorn so that only he and no other may grant access through fortifications.  The gates are made thick and spiked, to deter attacks at close range, inflicting minor damage for all who pass - save the undead servants of Tyrak.

Manakiln
Built by: Xorn and Broken
Much as other kingdoms extract mana for manipulation, so too do the Tyraki.  The Kiln performs the same effect, pulling the mana from the earth into the bricks for easy access and storage.  As a result, Tyrak's 'lodestones' are capable of a higher capacity of mana storage than most other races.

Netherfire Tower
Built by: Xorn and Broken
These bastions of twisted defense house dedicated servants to Xorn and Zadok, their runed staves capable of calling upon the Fel magics of the Nether.  Netherfire is notoriously potent, hard to control it splashes in every direction to burn hotter than brimstone.  When enemies gather too close, the Netherfire can be poured over the side is a stunning wave of destruction.

Felguard
Summoned by: Xorn and Forsaken
These hardened warriors often act as bodyguards to the favored of Zadok.  At one time, Xorn was not allowed to gather many to his side, for fear he would grow too bold.  Now, however, Zadok has granted the ability to summon these powerful troops to the Forsaken as well, so that many may take the field at once.

Mausoleum
Built by: Xorn and Broken
Here the dead are prepared for the hosting of fallen souls, reanimated to project the power of Zadok across the lands of Darien.  Akin to the ranks of Taros, the undead are accompanied by other beasts of the Nether.

Ether Eye
Summoned by: Mausoleum
Zadok discovered long ago that he could shift the matter of the Netherworld to his will, bending it to serve his needs in uncommon ways.  One such is to grant him visions beyond sight, guided by an orb in the sky.

Gremlin
Summoned by: Mausoleum and Broken
One of the apparent original denizens of the Nether, these little beasts are savage as they scamper along and rake their enemies with twisted claws.  They are not durable, however, relying on numbers to bring down a foe.

Undead Bowman
Summoned by: Mausoleum
The muffled clattering of bones can be heard behind the tabards of these fleet-footed troops.  Not particularly heavy-hitting, they can launch more arrows in less time than many enemies of the same type.  This is in part to their twisted origins, speeding their capacity, though they are perhaps the least capable of taking punishment.

Undead Maceman
Summoned by: Mausoleum
Far sturdier than the bowman, the Macemen are heavily armored and capable of deadly strikes with their spiked maces.  Sporting a large shield and full body armor, their brittle bones are well-protected, though such weight impedes their movements drastically.

Felhound
Summoned by: Mausoleum
This creature is a corrupted cousin to the wolves of Darien.  Some are said to have two heads, or perhaps size legs.  Whatever the case, they breath flames from their volatile innards.  Of course, they they die, the resistance fails and those innards explode outwards.

Wraithwing
Summoned by: Mausoleum
If on those dark cloudy nights you see some shadow flicker across the moon, there stands a good chance it be a Wraithwing.  Partly incorporeal, their connect to the physical plane is tenuous at best, leaving them very vulnerable in combat.  However, capable of striking from the sky with a Firelance, their small area-of-effect embers help counter their relative inaccuracy.

Broken
Summoned by: Mausoleum and Reliquary
Reanimated from corpses by Xorn

The souls of the Broken are selected for the same basic reasons as Xorn.  They were empty husks, shells of men and mer who held no ideals or desires.  Thus they make the perfect impassive servitors, obeying every command to spread Zadok's wrath.  Armed with a Sparkstaff, their souls flicker like candles when they perish.

Tier 2a

Reliquary
Built by: Broken
In the vaulted chambers of the Reliquary, advanced conjuring spells pull forth the powerful ranks of the Nether.  Mostly more undead minions, they significantly broaden Xorn's combat capabilities.

Corpse Cannon
Built by: Broken
Sometimes, it's a bit of a curse relying on things of the physical world. The need has arisen to empower the defenses of Tyrak by granting a more substantial cannon - this particular one fires a compressed mass of bone, blood, and bloated flesh. This vile concoction is hurled with such force that even reinforced siege engines break apart upon impact. A side-effect of the putrid projectile is an area of effect poison for living creatures.

Tier 3

Bone Golem
Summoned by: Reliquary
Cobbled together from the disjointed remains that don't quite fit into a complete unit elsewhere, the Bone Golem might sport a femur for a fist, or a broken jaw for a foot.  Because of this weak structure they are relatively fragile in combat, but like they Bowman they are quick on their 'feet.'

Reaper
Summoned by: Reliquary
Utilized by the Tyraki elite as spies, assassins, and bodyguards, the Reaper may blend into the shadows and strike with deadly scythe.  Though small, don't let them fool you - they excel at cutting down those units which are larger and more powerful.  Able to slip in and out of sight, they are your first hit-and-run option.

Death Knight
Summoned by: Reliquary
This headless horseman rides into battle upon a skeletal steed, swinging a censured flail.  The curses and fumes of the flail have varying effects on the knight's foes - from mental intoxicants to simple bludgeoned death.  Unable to stand against more orthodox knights, the Death Knight is designed more for skirmishing on the flanks.

Rift Demon
Summoned by: Reliquary
The Rift Demon shares some similarities to other demons as in the ranks of Taros,, capable of lobbing deadly attacks relatively long distances. Though having to 'bleed over' through the Void, the Rift Demon is somewhat intangible and thus very weak.  It's attacks are unguided, but affect a wider area at shorter range.

Undead Giant
Summoned by: Reliquary
Beasts and humanoids of every shape and size are beckoned to serve Xorn, including the fearsome Undead Giant.  Towering over the ranks of his enemies, and dwarfing some buildings, the Giant wields a spiked mace the size of a horse.  With such terrible force, structures are quickly decimated - and the lack of internal organs means the Giant is resilient to considerable damage.

Wight Lord
Summoned by: Reliquary
Heavily-armored and powerful, the Wight Lord carries a dread vorpal blade for close-combat work and can call upon Fel lightning to strike enemies far away.  With the power of the Nether, he may also force the weak-minded to submit to his will.  Perhaps the most effective use of his power is his ability to raise his victims from the dead into corrupted soldiers.

--->Unworthy Thrall
--->Reanimated from corpses by Wight Lord
--->Hulking twisted warriors, these heavy troops wield large blades used to smash enemies.  Slow and cumbersome, they are best suited to supplement the Wight Lord and his retinue as auxiliary strike teams.

Netherguard Warden
Summoned by: Reliquary
Originally utilized as Zadok's own bodyguard, the Wardens have evolved into the elite marksmen of Tyrak's armed forces.  Their long-range attacks are capable of incapacitating defensive garrisons, as well as area of effect anti-personnel options.  Due to their skill, they are calm and dedicated, taking great pains to ensure the most accurate shot.

Forsaken
Summoned by: Reliquary
The Forsaken are named by the denizens of the Nether for the method of their rise to power.  Having given up their very souls to Zadok, they are endowed with great power and soulbound to his lifeforce beyond the Void, thereby able to aid Xorn's summoning of the deity.  They are responsible for the conjuring of the most advanced elements of the Tyrak forces.

Tier 4

Manaforge
Built by: Forsaken
This lodestone upgrade is by far more effective than other racial amplifiers, largely due to the inherent link between mana and the Void.  The Manaforge pulses with raw power, drawing upon the untapped mogrium deposits to great effect.  However, the forge is designed for rapid mana extraction, not storage longevity.  Thus while the Manaforge pulls more mana, it stores far less than its counterparts.

Twisted One
Summoned by: Forsaken
These corrupted mages are so distorted, their bodies now protrude hideous horns and leaking boils which they hide in the folds of their robes.  The Twisted Ones act as advisers to Xorn in peacetime, but are primarily the battlemages of Tyrak, wielding devastating spells to wreak havoc upon enemy ranks.

Rift Portal
Summoned by: Forsaken
Though it is not possible to completely throw open the gates to the Void, a parallel 'pocket' may be utilized for bending space.  The Rift Portal serves this function, tapped by the crystal in the center of the pedestal.  With this device, dozens of troops can be transported huge distances to disrupt, bypass, or overwhelm enemy defenses.

Netherguard Elite
Summoned by: Forsaken
The Netherguard Elite are veritable tanks, heavily armored and wielding massive maces, they are slow - yet immensely powerful.  A single swipe of their heavy weapons impact a large area, injuring all opponents in arm's reach.  Very capable of serving as either the vanguard in an attack or a last-ditch defense, any enemy caught in their grasp will simply cease to be.

Netherstorm Dragon
Summoned by: Forsaken
So powerful, the Void can only accept the strain of three existing at a time.  Not as powerful as the dragons of other races, they are still highly capable killers and - when used in tandem - can dominate the battlefield with their diverse attacks.

Zadok Hellbringer
Summoned by: Xorn
Lord of the Void and Bringer of Destruction, Zadok was once a powerful Kandran mage who survived the Great Cataclysm by taking refuge in the Netherworld before being banished there for eternity.  The very will of Zadok is the source of all Tyrak's efforts in Darien, in one last bid to retrieve him from his prison to unleash hell upon the earth once more.

_________________
Tyrak Reformist
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Last edited by Bardan on Tue Aug 06, 2013 2:49 pm; edited 5 times in total
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