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Clay4141

Posts: 479 Join date: 2008-08-02
 | Subject: Re: Illohir bug testing Sat Aug 21, 2010 11:43 pm | |
| I plan on trying this out later. Thanks for the heads up Sage! |
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KM-Sage Lead Designer of Ta Kingdoms: The New Era

Posts: 489 Join date: 2008-08-02 Age: 25 Location: West Haven
 | Subject: Re: Illohir bug testing Sat Aug 21, 2010 11:51 pm | |
| It seems like you did some good arrangements, but there are many units and buildings missing thinking this is the final version for this race. The mon entrance is pretty cool hehe. |
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Clay4141

Posts: 479 Join date: 2008-08-02
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 12:20 am | |
| Gravoid seems to be spazzing out like hes humping the ground when just sitting there...
mon entrance is sweet. can u make something like that for the original mons? lol each unique idk...
i dont see any units or buildings missing sage... if anything i think is see more. |
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Vaerun

Posts: 70 Join date: 2008-08-09
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 12:27 am | |
| Hi,
Thanks for the compliments, bugs and feedback! That is odd Sage, I am not understanding what you mean by missing buildings and units. They should all be there unless you have an older Illohir version that is conflicting with this one. Maybe you should re-download and reinstall the files to the Kingdoms directory, but make up backups of your old Illohir files, by moving them or renaming them. Unless, Sage, you were used to the old build order whereas each tier of builder could build lower tier buildings in addition to its tier. No longer, but, I changed the names and unitnames to match up with the Illohir symbol that is now selectable like the Azurians and made the cool intro anim. However, there is a bug with that intro whereas if the starting posiition is too close to the edge, esp. on maps like 4 corners at the bottom, the game will crash. So, a temporary fix will be to open that map with carto and move the starting positions on the bottom starting positions a little farther out from the edge and save that map.
ILLOHIR DOWNLOAD |
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Clay4141

Posts: 479 Join date: 2008-08-02
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 12:33 am | |
| Vaerun... the chaos dragon can be captured. the other "dragons" cant be... is this on purpose? stupid mind mage just stole mine =[ |
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Vaerun

Posts: 70 Join date: 2008-08-09
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 12:36 am | |
| Lol, Clay! Could be possible with the gravoid. |
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Vaerun

Posts: 70 Join date: 2008-08-09
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 12:38 am | |
| Woot! Dont you just love it! Yep, That was intentionally left in there to give it that chaos factor. However, I have not tested it where if you build another one and steal the other one back will you have two?
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KM-Sage Lead Designer of Ta Kingdoms: The New Era

Posts: 489 Join date: 2008-08-02 Age: 25 Location: West Haven
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 12:43 am | |
| Sorry, I think the new era was conflicting with it. Very nice progress. I'm sure you can do more to it. It's looking good. |
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Vaerun

Posts: 70 Join date: 2008-08-09
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 1:18 am | |
| Hi,
I don't think New Era could conflict with it since all the units have their own sidenames. Thanks though Sage! I tried doing more like add in custom panels, but game keeps crashing. I think its more a GBPro problem which are not saving the *.bmps correctly. Once again, thanks! And please more feedback or bugs! |
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Clay4141

Posts: 479 Join date: 2008-08-02
 | Subject: Re: Illohir bug testing Sun Aug 22, 2010 9:09 am | |
| Ill have to try that out Vaerun...
and Illohir sure has gone a long way. I didnt know what to expect but there are so many changes, and everything is animated and dark yet colorful... that I love it. |
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Canuovea
Posts: 8 Join date: 2011-07-28
 | Subject: Re: Illohir bug testing Thu Jul 28, 2011 4:17 am | |
| Ah. I must have played an older version, but if you read my battle report (if this is still going) and find things you don't like which you have not dealt with yet then... there you go. I'm especially curious to find out if Ashtaroth is actually damageable now! I will test the newer version. |
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lacerta
Posts: 6 Join date: 2011-09-17
 | Subject: Re: Illohir bug testing Sun Sep 18, 2011 6:13 am | |
| Hi! Just wondering if you'd be so kind as to reupload this Vaerun :] I stopped playing TA:K for a while, and lost all the things I'd downloaded (and almost all the units/3DO models) that I'd made...). Last Illohir I remember was 9h, and it was brilliant (I still never figured out what all the .fbi definitions in it did). I'd really love to be able to try out this new one!
Also while we're on the topic, does anyone else think it would be worth having a "Requests" subsection in the Downloads forum? Virtually every old TA:K site is now dead (RIP Fileplanet and MTMC), and any surviving third party races or units will be in the hands of players rather than centralised on these sites. So I think it could be really valuable if people could request an old 3rd party file, and whoever happened to have it could upload and share the link! |
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Vaerun

Posts: 70 Join date: 2008-08-09
 | Subject: Re: Illohir bug testing Sun Sep 18, 2011 1:32 pm | |
| Let's see if this works.
Illohir Race
AZurian Race
Hopefully this works.
Vaerun |
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lacerta
Posts: 6 Join date: 2011-09-17
 | Subject: Re: Illohir bug testing Thu Sep 22, 2011 12:55 pm | |
| Thanks Vaerun! (and thanks Warped Mind?). Both the races are brilliant and still so underappreciated (not that there are many TAK players left to appreciate them)...
There were a couple of things I noticed with the Azurians though; I won't comment on the balance (!) but the Apprentice's waterline value seems to be taller than the unit itself, with the result being that it can't be hit in water :S Similarly, I don't know what's up with the tank but something is off so that every attack on it misses and it can only be damaged residually. It might be that its model is just too squat, or the sweetspot in the script is defined as something it shouldn't be, so things aim for the air above it.
Also, some of the units have really low unitnumbers (Mammoth - 4, Avalanche - 165, Fortress Golem - also 165) - which should (?) cause conflicts with the OTAK units; the Aramon Barbarian for example is also unit number 4. However I'm sure I've seen a Barbarian in the same battle as a Mammoth without crashes (though admittedly not at the same time) so I'm not sure how this works!
They're so much improved on the earlier Azurian versions in terms of design, creativity, and polish, and are absolutely horrid to play against!
Illohir are great too! You really can't appreciate the creativity that's gone into them by just playing them, I hope future TAK modders take lots of inspiration from the complexity and neat tricks of the units (I definitely will if I can get a move on with it). The one unit that makes me really unsure balance-wise is the Fallen; with its speed and mobility (and cloak) it really isn't difficult for it to get into an attacking position, at which point the damagemodifier activates and it suddenly gains bulk comparabe to the dragons :S And all for the low low price of 982 mana, it's a little scary!
They're a clear cut or two above every other third-party TAK race though, thanks for the upload Vaerun (and for making them obvs!) |
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Vaerun

Posts: 70 Join date: 2008-08-09
 | Subject: Re: Illohir bug testing Thu Sep 22, 2011 1:55 pm | |
| Thanks! Azurians I think I gave you my modded version where they build a bit faster and have a lbit more mana for AI purposes. However, I believe that is on CB and not on OTAK. Illohir, a thorn in my side balance wise, especially with all the tricks I can instill in that race. But, most of the units that can cloak out of the box, are for ai purposes. The fallen, seemingly tough when they attack; however once they stop attacking, one shot will kill them. So plan accordingly! Vaerun |
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