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 NewEra 5.1 in Progress

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Sage
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PostSubject: NewEra 5.1 in Progress   Sun Jul 20, 2014 10:13 pm

*Feel free to post any bugs or balancing issues.*

On this version, I'll be working on fixing the veterancy level issue with the higher tiers.

The issue is that many units turn to bronze too soon.

In the script files I noticed that on all the original units I checked they had 2 veterancy levels, 4 and 9. While many 3rd party units have 3 veterancy levels: 2, 4 and 9. I believe by changing the level 2 to 4, and the 4 to 6, it may fix the issue. (this happens mostly on tier 4 units) - Vaerun helped me figure this out.

8/2 The game won't crash when zhon's barracuda is made. - reported by Chris.

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Last edited by Sage on Sat Aug 02, 2014 9:07 pm; edited 3 times in total
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Lord chris

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PostSubject: Re: NewEra 5.1 in Progress   Mon Jul 21, 2014 8:00 pm

hmm with 3rd party i think they where trying to do the bronze, iron, gold thing but probly messed up with the numbersand some of the T4 units ie mummy is a T2 unit for cursed

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PostSubject: Re: NewEra 5.1 in Progress   Wed Jul 23, 2014 1:48 pm

oh and you should increase the fly build time to that of the gargoyle cause they are way to spamable and with nothing but flys and fire demons you can wreak even the toughest of bases

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PostSubject: Re: NewEra 5.1 in Progress   Sat Aug 02, 2014 9:09 pm

8/2 The game won't crash when zhon's barracuda is made. - reported by Chris.

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Sage
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PostSubject: Re: NewEra 5.1 in Progress   Mon Aug 04, 2014 10:14 pm

This is from Verazcpt.
What does this mean? does it have anything to do with turning veteran?


StatusControl()
{
var Func_Var_1, Func_Var_2;
Func_Var_1 = 0;
Func_Var_2 = 0;
while( Func_Var_1 )
{
Func_Var_2 = 32;
sleep 100;
}
return (1000);
}


This one for verhgun is weird too; it doesn't show the level of vet, unless they are coded differently.

StatusControl()
{
var Func_Var_1;
Func_Var_1 = 0;
while( TRUE )
{
Static_Var_4 = 32;
if( FALSE )
{
if( TRUE )
{
hide turret;
show turret_5;
Func_Var_1 = 1;
}
}
else if( TRUE )
{
if( TRUE )
{
hide cannon;
show cannon_10;
Func_Var_1 = 1;
}
}
sleep 1000;
}
return (Func_Var_1);
}

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Vhaerun

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PostSubject: Re: NewEra 5.1 in Progress   Tue Aug 05, 2014 2:47 am

The hgun looks fine with the decompiled script. Maybe your scriptor is corrupted or acting funny. The verazcpt I assume is an Azurian spire, which the creator did script the Azurian units a certain way. There are no Veteran textures for that unit, however, the creator of verazcpt may have the status control part of the script where the game recognizes the veterancy of the unit without having to manually code each veterancy level and without veteran textures. Therefore it has to be assumed as long as the unit works and the game does not crash during veterancy, the unit is working as intended.

Shows as for Verazcpt:
StatusControl()
{
var Func_Var_1, Func_Var_2;
Func_Var_1 = 0;
Func_Var_2 = 0;
while( !Func_Var_1 )
{
Func_Var_2 = get VETERAN_LEVEL;
sleep 100;
}
return;
}

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Sage
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PostSubject: Re: NewEra 5.1 in Progress   Tue Aug 05, 2014 1:25 pm

Ah thanks Vaerun. Can you post what you see for the verhgun? It seems like it has 2 types of transformations and 32 seems to be the level of vet, but it doesn't make sense to me.

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Vhaerun

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PostSubject: Re: NewEra 5.1 in Progress   Tue Aug 05, 2014 6:54 pm

Your welcome.

The hgun looks like a standard Vet script:
StatusControl()
{
var Func_Var_1;
Func_Var_1 = 0;
while( Func_Var_1 < 2 )
{
vetlevel = get VETERAN_LEVEL;
if( Func_Var_1 == 0 )
{
if( vetlevel > 4 )
{
hide turret;
show turret_5;
++Func_Var_1;
}
}
else if( Func_Var_1 == 1 )
{
if( vetlevel > 9 )
{
hide cannon;
show cannon_10;
++Func_Var_1;
}
}
sleep 1000;
}
return;
}

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PostSubject: Re: NewEra 5.1 in Progress   Fri Aug 08, 2014 5:32 pm

Lol Vaerun, this is your crendrone unit: it has 4 levels!

StatusControl()
{
var Func_Var_1;
Func_Var_1 = 0;
while( Func_Var_1 < 4 )
{
Static_Var_12 = get VETERAN_LEVEL;
if( Func_Var_1 == 0 )
{
if( Static_Var_12 > 0 )
{
hide lleg1;
hide rleg1;
show lleg1_5;
show rleg1_5;
++Func_Var_1;
}
}
else if( Func_Var_1 == 1 )
{
if( Static_Var_12 > 1 )
{
hide lleg2;
hide rleg2;
show lleg2_5;
show rleg2_5;
++Func_Var_1;
}
}
else if( Func_Var_1 == 2 )
{
if( Static_Var_12 > 5 )
{
hide lleg3;
hide rleg3;
show lleg3_5;
show rleg3_5;
++Func_Var_1;
}
}
else if( Func_Var_1 == 3 )
{
if( Static_Var_12 > 9 )
{
hide Lweaponlock;
hide Rweaponlock;
show Lweaplock_10;
show Rweaplock_10;
++Func_Var_1;
}
}
sleep 1050;
}
}

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Vhaerun

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PostSubject: Re: NewEra 5.1 in Progress   Sat Aug 09, 2014 6:31 pm

Lol.
Not my unit originally. Only thing I modified was the weapon. Never touched the Veterancy part.
Still, having 4 different points of veterancy is possible because the creator of the unit wanted to show off more of the unit gaining veteran at different levels instead of the standard 5 and 10.
I show a different script:
StatusControl()
{
var Func_Var_1;
Func_Var_1 = 0;
while( Func_Var_1 < 4 )
{
vetlevel = get VETERAN_LEVEL;
if( Func_Var_1 == 0 )
{
if( vetlevel > 2 )
{
hide lleg1;
hide rleg1;
show lleg1_5;
show rleg1_5;
++Func_Var_1;
}
}
else if( Func_Var_1 == 1 )
{
if( vetlevel > 4 )
{
hide lleg2;
hide rleg2;
show lleg2_5;
show rleg2_5;
++Func_Var_1;
}
}
else if( Func_Var_1 == 2 )
{
if( vetlevel > 7 )
{
hide lleg3;
hide rleg3;
show lleg3_5;
show rleg3_5;
++Func_Var_1;
}
}
else if( Func_Var_1 == 3 )
{
if( vetlevel > 9 )
{
hide Lweaponlock;
hide Rweaponlock;
show Lweaplock_10;
show Rweaplock_10;
++Func_Var_1;
}
}
sleep 1050;
}
return;
}
Your script shows the unit gaining status at 1,2,6,10 and mine shows at 3,5,8,10.

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Sage
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PostSubject: Re: NewEra 5.1 in Progress   Sat Jul 16, 2016 9:19 pm

Vaerun,

Is it as simple as making those number bigger for units to become veteran in a longer period of time?
For example, a 3rd party unit lvl4 kills four units to turn bronze, so I change...let's say the veterancy level from 3 to 5, will this allow this unit to turn bronze after having to kill way more units than before?

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Vhaerun

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PostSubject: Re: NewEra 5.1 in Progress   Sun May 28, 2017 10:31 pm

Hi Sage,

Got your message.
Sage wrote:
The issue is that many units turn to bronze too soon.
Yes, you could change the veterancy level in each script from 3 to 5 or you can change the experiencepoints value in the units fbi.






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PostSubject: Re: NewEra 5.1 in Progress   Wed Jun 07, 2017 6:30 am

Hi, guys!

Due to all downloading links seem having been broken, I can't find any ReadMe or Changelist or any similar info for this mod. Could anyone provide me with such a help, please?
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