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DeeKay
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PostSubject: BugFixes   Thu Feb 07, 2013 1:22 pm

Hey guys, I have fixed some bugs in TA:K and wanna suggestions, ideas, critiques and bugs to fix! ^^

I will put here, bugs, symptoms, and if I already fixed it, or not.

Here we go:

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Attack & Build at the same time
- It doesn't have sense - I already fixed.

Open-Gate - Melee and Ranged units can't hit it - I already fixed.

Wisps' attack "bug" - Error comited by Cavedog when created Crusaders Balance - I already fixed.

Thirsha, Dark Priest, Fire mage, etc, charging weapons and attacking from its back - It doesn't have sense² - I already fixed.

Mage Archer's Paralyze Arrow - It doesn't paralyze properly. Another error comited by Cavedog when created Crusaders Balance - I already fixed.

Creon gate "bug" - You can't attack it while patrolling. Another error comited by Cavedog when created Crusaders Balance - I already fixed.

Kirenna delay attack - She just takes hour to attack, till you click to her attack again - This one I'm having problem because when I decompile its script, then compile, she doesn't spin the trident when building... Help? Please. ;P

Offscreen - Units goes to off screen =p - Can't be fixed, I think it's in the engine.

Units killing themselves when they are too close each other - This is not a bug, but I hate it and I think I can fix lol! - Trying to fix. =)
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That's it, what I can do for now, any another bug that you'd like to be fixed? I can try to fix it and add here. Very Happy

I don't wanna things like "Thirsha back attack, if you remove this, thirsha will be a shit", \"*****\" please, it has no sense, it has to be fixed, if Cavedog would like to her attack from her back, Cavedog did her like Gryphon! But, Cavedog didn't, so it's not fair. If Thirsha can do it, all units can too.
I mean, I don't wanna gay reasons! I wanna reasons that are convinsing!

Also, I won't put downloads until you guys, decide to make a new patch like 4.2bb, or make a mandatory hotfix to play online! I just post it to you guys, see what is possible doing a new patch: these fixes and much more. I'm not saying that all of these bugs will be included in a new patch, just wanna your suggestions, what do you think... =)

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Last edited by DK-Manolo on Thu Feb 07, 2013 2:00 pm; edited 1 time in total
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$_ARTHAN

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PostSubject: Re: BugFixes   Thu Feb 07, 2013 1:39 pm

Excellent work, dear Manolo!
Just to mention a few things:

a) Offscreen can be fixed via scripts if greatly needed. I've already did it in Fairplay and works fine. However, it is more like an off-screen punishment rather than a fix, but still...

b) Units killing themselves when they are too close to each other has to do with a unit's AoE. Berzerkers and Executioners are two very good examples and they both make sense; both are crazy/bloodthirsty melee units, so they just don't care if they hit any allies along with their enemies. Imo, this souldn't be changed, because Cavedog meant it to be like that and it adds variety to the game.

If you need any help don't hehistate to ask. GL&HF Wink
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PostSubject: Re: BugFixes   Thu Feb 07, 2013 1:52 pm

IMP_ARTHAN wrote:
a) Offscreen can be fixed via scripts if greatly needed. I've already did it in Fairplay and works fine. However, it is more like an off-screen punishment rather than a fix, but still...

b) Units killing themselves when they are too close to each other has to do with a unit's AoE. Berzerkers and Executioners are two very good examples and they both make sense; both are crazy/bloodthirsty melee units, so they just don't care if they hit any allies along with their enemies. Imo, this souldn't be changed, because Cavedog meant it to be like that and it adds variety to the game.

a) Are you going to put it in all maps? lol. I just think, if people don't like offscreen, just play in CD/DC maps. ^^
But, fix with map's scripts is a good idea too.

b)Nah, they kill themselves because they don't use their range to attack (they walk a little more than they should to attack, like fire demon and cannoneers), and Lag helps a little. Did you know, executioners shouldn't attack themselves because it has big range to attack (like spearmen, he has 85 range and warrior/swordsman 30), big enough to AoE doesn't kill his ally. I was thinking of use Amazon Knight structure: if enemy is too near, go back a little and continue attacking. So, when warrior enter in a swordsman, it will walk back and try to attack again! =)
Just trying yet, I will bring news soon.

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$ MalinOMW

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PostSubject: Re: BugFixes   Thu Feb 07, 2013 2:24 pm

DK-Manolo wrote:
{i want quote only one thing so blablablabla}....

I was thinking of use Amazon Knight structure: if enemy is too near, go back a little and continue attacking. So, when warrior enter in a swordsman, it will walk back and try to attack again! =)
Just trying yet, I will bring news soon.


i think unit can dance with it, but maybe not (amazon not dance) but mele got short ranges, and turining back (rotate + move + then atack)

but ya its annoying when my 3 swordsman hit 1 enemy and 2 other my swordsman (they got small AoE)
berserkers true are crazy, specially without CB they got huge AoE (even atacking many buildings they splash almost everyone)



but shoting back self its not bug its nice trick imo
with everything i would agree but shoting back is too sweet Very Happy

Edit
amazon got min range 100
like catapults (but they got bigger 180 (btw without CB catapults was really strong it was x2 cheaper, and it could solo melle tier1 unit cause they dont had any minrange, also they had more health) )

Edit 2
i know that "with everything i would agree but shoting back is too sweet Very Happy" mean gay but thats my opinion Smile


Last edited by MalinOMW on Thu Feb 07, 2013 2:34 pm; edited 1 time in total
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PostSubject: Re: BugFixes   Thu Feb 07, 2013 2:30 pm

Shooting back is as trick as ghost is.
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PostSubject: Re: BugFixes   Thu Feb 07, 2013 7:14 pm

Come on shes the wind monarch who lived for more than a thousand years, she can very well predict the direction of her lightning attacks  Rolling Eyes
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