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 New Era 5.1

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Vhaerun

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PostSubject: New Era 5.1   Mon Oct 10, 2016 2:48 am

Good mod!

Concerning zhon kobold's slave. Why is it a unique unit as in only one can be built? And it crashes the game when it hits something. However, I fixed the unit so it works. Something wrong with the weapon being called weapon and the script not liking that but it is more complicated than that.

Also zhon should stay with there mobility factor as in keeping buildings to a minimum and using other builders to build new units?

Just some insight, Sage if you happen to read this.

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Sage
Lead Designer of Ta Kingdoms: The New Era
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PostSubject: Re: New Era 5.1   Mon May 08, 2017 8:56 pm

Hi Vaerun,

If I remember correctly, every race has its t1 heroe unit, which is why it's limited to one. Could you please upload and link the fixed unit here?

Are the zhon builders static? They shouldn't be. I think the only building unit is the treehouse, a t1 builder. It was made into a stronger unit to avoid the builders getting waved in the begging of the game as a way to balance out all races. What do you think?

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Vhaerun

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PostSubject: Re: New Era 5.1   Tue May 09, 2017 1:02 pm

Been awhile! Good idea with the T1 hero. Not sure what I did to fix that unit, although after looking it up, did notice it did not have any frozen/stoned fbi tags or cantbestoned/cantbefrozen.

Update: Looked at another 5.1 new era file and noticed what was wrong: The 3do model has weapon as a model. Change that to sword or something else, not weapon because weapon is used as a local variable in the attack script.

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Last edited by Vhaerun on Tue May 09, 2017 1:13 pm; edited 1 time in total (Reason for editing : Update)
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Lagi



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PostSubject: Re: New Era 5.1   Thu Aug 10, 2017 1:42 pm

I just start playing TAK few days ago. Jump right into NA5.1. I didnt play any multi, so I'm noob, and what I writte is probably heresy. so far i played only Taros, I didnt play vanilla, so im not sure what is realated to mod and what not.

you can build many Mirazi Heket characters, it should be only one at the time

t3 dark priest shouldnt be able to assist with units building. I hate constructor assist-spam near factory in TA. dark mason work nice in this regards.

t4 summoner isn't missing some builder flag? i can not mark him with key-shortcut.

gargoyle seems less useful than fly's. flys can attack but gargoyles not?! its completly abstract.

skull thrower is too good as tier 1 siege unit. it should be shitty balistic weapon usefull only to hit the immobilized target with a little bigger range than tower (even outrange by late towers). projectile should be slower and do less damage to units. right now its most used by me unit.

ghost ship is too cheap as all terrain transport, available too soon. It render navy useless.

cult of loken ship sounds are played all the time, it pissed off.

what is the point for not setting invisible mana vault or well of souls. Short period of blinking, if mana is depleted? invisibility shouldnt drain mana ?

what is the point to switch chaos jammer off, what it do? it radar area anyway either on or off.

pirate ship is not able to create piranha?

Lokken can not resurects zombie in patrol mode? micro its too cumbersome to use this skill.
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Sage
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PostSubject: Re: New Era 5.1   Sat Mar 10, 2018 11:18 pm

Hi Lagi,

I've just came back to this game in general, today. I'll try to get to your comment as soon as I can.

Thank you for the feedback.

Sage

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PostSubject: Re: New Era 5.1   Sun Mar 11, 2018 8:41 pm

Lagi,

I'd recommend starting with vanilla to understand the basics of the game. it could turn out to be confusing if you start with the mod, but I'll try to answer your questions as best as possible.

1. There is no unit limit in Aramon's Assassin, so to balance the game, Mirazi shouldn't either.

2. Assisting should come later in game when T3 and T4 units are available. It'd be hard to handle mana if Dark Mason's assist from the very begging.

3. I'll look into why the T4 Summoner doesn't get selected when pressing ctrl+b.

4. Gargoyle's purpose is to scout. Fly's purpose is to attack.

5. Skull Thrower - "projectile should be slower and do less damage to units" This is very good feedback. I'll look into it.

6. I haven't change any stats on ghost ship. I think it's pretty balance since it's a slow moving unit and very easy to kill by t1 archers. What do you guys think?

7. Lol at the Cult of Lokken. I agree. I'll look into it.

8. Invisibility for the Wells of Sould only drains the units mana. If you uncloak the unit, let the mana build up, then it should give you tons of time to cloak it. Invisibility is meant for enemy's units passing by and not being able to attack it.

9. The Chaos Jammer gives tons of radar, similar to a Veruna lighthouse, which gives sight.

10.  Sounds like a cool idea to have Pirate Ship create piranhas.

11. If you hold the shift key and click over dead units, you can quickly select in large amounts. I don't know if it's possible to resurrect units in patrol mode. Vhaerun - is this possible?

Thanks for your feedback, Lagi.

Sage

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APM



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PostSubject: Re: New Era 5.1   Fri May 25, 2018 4:52 am

Good to see there is still some activity on this wonderful mod.

Thanks to all who have helped to create it.

The priority should be to stop the game from crashing to desktop. Sadly without fixing this is isnt really playable.
Not an easy thing to do I know.
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Vhaerun

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PostSubject: Re: New Era 5.1   Sat Jun 02, 2018 5:45 pm

Apm,

If you wish to try and fix this mod, I can help. All I need you to do is pinpoint the unit or units. The best way to do this is to to take off LOS, save often and then scroll around the map as you play and hopefully when you scroll around, the map will crash at that area so you can narrow down the unit. I would do this but I do not have time trying to find the errors.

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Wqaopl

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PostSubject: Re: New Era 5.1   Fri Jun 08, 2018 5:25 pm

you could start with the chariot archer and the mermaid who crashes when exiting water =}

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PostSubject: Re: New Era 5.1   Mon Jun 11, 2018 2:02 pm

Ok, those two units are fixed. See bug file for changes. Send me more unit bugs/crashes. I want to help Sage get this mod working right so it it playable.

Sage, I would advise that you need to go over the units fbi files and look for tags that do not exist. Such as when I was playing against Taros, I noticed the skullpult's weapon did not explode on contact with a surface. The explosion class was wrong/did not exist in the explosion tdf. However, I did update both.
I also noticed someone pointed out the skullpult was too good, so i changed the weapon tolerance to be more general and not so exacting.
Download: NewEra 5.1.1a

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