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 NewEra 6.0 in Progress

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Sage
Lead Designer of The New Era Expansion Project
Sage

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PostSubject: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySun Jul 20, 2014 9:13 pm

Problems: Many 3rd party units go veteran early in the game, and some are randomly causing the game to crash.

I've noticed in the script files that on all the original units have two veterancy levels, 4 and 9. While many 3rd party units have three: 2, 4 and 9. However, the vet shields appear at levels 3, 6, and 9. So to make textures appear at the same time as shields do, I'll be changing the two level ones to 3 and 6. And the three level ones to 3, 6 and 9.

To do:

1. Check every 3do dead files for missing textures
2. Add missing veteran objects, textures and transformations
3. Check every script file to match the shields' veterancy level
4. Make all units resurrectable and create and add corpses, frozen and stone models where missing
5. Increase exp points in larger tier units
6. Resize tiers units 2-4
7. Remove gates and gods from monarchs to have them build by T2 builders(gates) and T4 Houses(gods)

The list below shows all the problems that have been fixed in v6.0 (currently in the making).


Aramon - done

North gate - has missing dead 3do textures.
T1 Dragon ship - has a missing dead 3do file, needs it taken out from the fbi description, crashes when becoming veteran, needs new veteran textures and transformation, needs a corpse.
T1 Axe Cavalry - needs vet textures and transformation, needs corrupted textures replaced.
T1 Emen - needs vet textures and transformation.
T1 Joreth - needs vet textures and transformation.

T2 Maceman - needs vet textures and transformation.
T2 Ayala - textures missing in both 3do files, needs a fisting attack for when she's out of mana, needs vet textures and transformation.
T2 Dragon Slayer - needs a second vet transformation and textures, needs the spear to attack in the right direction, needs corrupted textures replaced.
T2 Ballistic Archer - needs team and vet textures, has corrupted dead textures.
T2 Onager - needs vet textures.
T2 Bombard Tower - needs vet textures, needs a corpse.
T2 Joreth on Horse - needs vet textures and transformation.
T2 Priest - needs a corpse.
T2 Acolyte - needs a new corpse.
T2 Chariot Archer - crashes the game before it gets built.

T3 Church - cannot be built in tight spaces, needs corpse remodeled.
T3 Grenadier - Explosion area of effect decreased.

T4 Centaur - needs a second vet transformation and textures, needs the spear to attack in the right direction, needs new team textures, has corrupted dead textures.
T4 Airship - needs vet textures.
T4 Avalanche - has a missing dead 3do texture.
T4 Angel - needs a warrior's armor and veteran textures.
T4 Giant Boar - needs vet textures and transformation.
T4 Thunder Drake - needs vet textures added.
T4 Alabaster Tower - needs missing spear and vet spear for the paralyzer attack to look like it's coming from somewhere, needs to throw the spear in case a unit cannot be paralyzed.
T4 High King - needs vet textures and transformation.
T4 Rolling Tower - can no longer be captured.

Creon - done

Mana Vault - has a missing dead 3do texture.

T1 Hedgehog - Needs vet textures for the gun, needs a corpse.
T1 Wheel Warrior - Does not attack, needs wheel spinning while attacking, needs vet objects, textures and transformation, needs corpse.
T2 Tortoise - Script errors, requires 3 damage points while only having one.
T1 Volo Machine - Game crashes when turning vet, needs vet objects, missing vetlevel.
T1 Gun Boat - Needs vet textures for cannon and turret, needs corpse.
T1 Fire Wagon - needs corpse.

T2 Steamer - has a missing dead 3do texture, missing vetlevel and getveteran coding, sound script error.
T2 Attack Drone - needs vet textures, needs laser to appear as if it's coming from the cannon, needs a stone feature.
T2 Amphibian - Script errors, requires four damage points while only having one, needs a corpse.
T2 Wacker - Does not attack, needs wheel spinning while attacking, needs vet objects, textures and transformation, needs corpse.
T2 Submarine - Script errors, requires 3 damage points while only having one.
T2 Bomb Sprinkler - Decreased minrange and explodeas areaofeffect.
T2 Shock Trooper - needs corpse.
T2 Decoy - needs corpse.

T3 Cyborg Knight - has many missing dead 3do texture, needs arms and hammers' vet textures.
T3 Automaton II - has missing textures, needs additional objects for vet transformation, needs its own corpse.
T3 Stinger - needs a second object for veterancy, needs arrows to attack forward, and drop bombs in a straight line.
T3 Beast Rider - needs both weapons to attack automatically either at close or long range combat, needs maxdamage decrease.
T3 Dino Rider - needs both weapons to attack automatically either at close or long range combat, needs maxdamage decrease.

T4 Iron Juggernaut - Needs vet object and textures for the turret, needs a corpse.
T4 Steel Clad - Needs vet textures for the cannon, needs corpse, needs mortar attack working.
T4 New Drone - Needs damage identifiers fixed.
T4 Ornithopter - Needs the engine to be the 2nd vet object.
T4 Sentinel - Needs vet objects and textures, needs corpse.
T4 Storm Bringer - Needs a second vet object and textures, gets corrupted when decompiling cob causing the game to crash when getting built.
T4 Capitol Atys - Reads non-existing dead model, needs dead model.

Taros - done

T1 Fly - gets built too fast, increase build cost and time, needs vet textures and transformation.
T1 Skull Thrower - projectile needs to do less damage, explosion class is wrong.
North Gate - has a missing dead 3do texture.
East Gate - has a missing dead 3do texture.
T1 Scorpio - needs vet textures and transformation.
T1 Baron Leimar - needs vet textures and transformation.
T1 Zombie - needs corpse.

T2 Piranha - needs vet textures and transformation.
T2 Sea Shadow - needs vet textures and transformation.
T2 Pirate Ship - crashes when becoming vet.  
T2 Mirazi Heket - needs vet textures and transformation.
T2 Heligrin - needs vet textures and transformation, needs corpse.
T2 Weather Witch - needs corpse.
T2 Rictus - needs corpse.

T3 Cult of Lokken - needs to shut the heck up!
T3 Mad Warlock - needs vet textures and transformation, needs corpse.
T3 Lich - needs corpse.
T3 Rat - needs corpse.
T3 Blade Demon - needs corpse.
T3 Fire Mage - needs corpse.
T3 Chaos Jammer - Adjust armor added, limit 4.

T4 Summoner - doesn't get selected when pressing ctrl+b.
T4 Mummy - needs vet textures and transformation.
T4 Skeleton Rider - needs vet textures and transformation, has a missing texture, needs corpse.
T4 Ghost Rider - needs vet textures and transformation, needs corrupted texture replaced, needs corpse.
T4 Bone Dragon - needs team and veteran textures.
T4 Necromagus - needs vet textures and transformation, needs corpse.
T4 Thunderhand - needs vet textures and transformation.
T4 Efreet - needs vet objects retextured, needs corpse.
T4 Fallen Angel - needs corrupted textures replaced.
T4 Belial - needs corpse.
T4 Shadow Lord - needs corpse.

Veruna - in progress

T1 Dragoon - needs to attack ground units only.

T2 Mermaid - has a missing dead 3do texture, add vet textures/script/took out corpse in fbi, crashes when comes out from water
T2 Hydro Gun - has missing unit and dead 3do textures.
T2 Chariot Warrior - has missing unit and dead 3do textures, needs vet textures and transformations.
T2 Chariot Archer - corpse file missing
T2 Mobile Mortar - has many missing dead 3do texture, needs vet textures and transformations.
T2 Wizard - needs vet textures and transformations.

Pillar of Light - AdjustJoy decreased.

T4 Rain Master - add the beast claws attack, needs the rain annoying sound removed.
T4 Ribaud - has missing dead 3do textures.
T4 Cray - Acid Spit weapon needs to attack above waterline.
T4 Angel of Light - needs vet textures and transformations.
T4 Griffon Rider - missing vet transformation for the spear.
T4 Harpoon Tower - needs vet textures and transformations.
T4 Lord Azdurain - needs script sound issues fixed.
T4 Maniac - needs to be retextured to reduce the jarring.
T4 Golden Oracle - Added, long range attacking structure

Zhon

Tree(gate) - Has many missing textures, needs to occupy more ground space.
Sacred Fire -  AdjustJoy decreased.
T1 Kobold Slave - Game crashes when the unit attacks.
T1 Wyvern Rider - Crashes the game when becoming veteran.

T3 Barracuda - Game crashes when this unit is built.

T4 Treeant - has many missing dead 3do texture.

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Last edited by Sage on Fri Aug 23, 2019 8:45 pm; edited 219 times in total
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Lord chris

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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptyMon Jul 21, 2014 7:00 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 6.0 in Progress   NewEra 6.0 in Progress EmptyWed Jul 23, 2014 12:48 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 6.0 in Progress   NewEra 6.0 in Progress EmptySat Aug 02, 2014 8:09 pm

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

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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptyMon Aug 04, 2014 9:14 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 6.0 in Progress   NewEra 6.0 in Progress EmptyTue Aug 05, 2014 1:47 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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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptyTue Aug 05, 2014 12:25 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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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptyTue Aug 05, 2014 5:54 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 6.0 in Progress   NewEra 6.0 in Progress EmptyFri Aug 08, 2014 4:32 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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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Aug 09, 2014 5:31 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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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Jul 16, 2016 8:19 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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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySun May 28, 2017 9:31 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 6.0 in Progress   NewEra 6.0 in Progress EmptyWed Jun 07, 2017 5:30 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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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Mar 10, 2018 8:37 pm

Hi Vissavald,

I apologize for the very late response. This is probably what you're looking for: http://kingdoms.catsboard.com/f14-the-new-era-structure

Sage

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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptyTue Apr 16, 2019 9:40 pm

Lord chris wrote:
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

FLY
buildcost = 156;
buildtime = 55;

GARGOYLE
buildcost = 185;
buildtime = 102;

Your right about that. I'll match the numbers with gargoyles'.

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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat May 18, 2019 10:24 pm

The New Era mod is currently in progress. Take a look at the first post, and see all the work that has been done recently.

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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Jun 29, 2019 9:14 am

Hey Sage, I'm so happy New era is back in development, its such a cool mod, I was just playing some today, as much as I could.

Let me know if you need any help/testing on anything.

I was wondering are you planning to put the units that were taken out from earlier version of the mod back into the mod when they are fixed or are they staying out? Any planes for new units and structures or it it just about stability and fixing what already exists,

Thanks so much for your effort on this, let me know..
Alex
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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Jun 29, 2019 6:25 pm

Hey AMP,

Thanks for your message. I'm currently working on Taros, and once I'm done fixing all the bugs for this race, I can upload a v5.4 for testing purposes.

Right now, I'm focused on getting all units fixed, but if you have any ideas of what you'd like to see in the mod, please post them.

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Last edited by Sage on Sat Jul 27, 2019 8:50 pm; edited 1 time in total
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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Jul 27, 2019 5:23 am

thats awesome, Id love to help you test!

Good to know you are working on Taros,

I was playing aramon vs aramon recently and it seems Aramon is the most stable race in NewEra 5.1
(5.1 is the latest version i have. is 5.2 any better?)
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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Jul 27, 2019 6:23 pm

Well, NewEra 5.3 fixed many issues for Aramon and Creon. I didn't officially release it, so I only gave it to a few people to help me test it. I should have 5.4 available tonight. I'll be on Discord in case you want to download it. Version 5.4 should have all issues taken care of for Aramon, Creon and Taros.

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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySat Jul 27, 2019 11:57 pm

Awesome, I really look forward to seeing what you have, also some guy on here once made a single player campaign using new era units, I don't know if you know about that, but I have a copy. I can send it to you if you like, i will have to dig it up from my collection...
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PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptySun Jul 28, 2019 12:42 pm

I think Arthan was trying to create it. Yeah, I'd definitely like to have it.

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NewEra 6.0 in Progress Empty
PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress EmptyMon Jul 29, 2019 3:42 pm

Hi, Have a look at this:

https://uploadfiles.io/43owqumk

I think this is the lastest version (???)

of a new era singleplayer map pack created by someone on this forum, I dont know if youve seen it but give it a look and let me know what you think.

I think The arthan one might be different one im not sure (if it is Id love to see that also)
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NewEra 6.0 in Progress Empty
PostSubject: Re: NewEra 6.0 in Progress   NewEra 6.0 in Progress Empty

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