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 Tyrak Reworked

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Bardan

Bardan


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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyTue Aug 06, 2013 2:18 pm

Hmm. Say I'm working on a unit, like the Aramon Swordsman, which produces a corpse when it dies. Well, what if I don't want it to? What do I have to edit to make that happen? I assume the .fbi for corpse would change, yes? Do I simply remove the line altogether? Meanwhile, does this require that I crack open the script and alter something there?

On the other side, what if I'm working with a unit, like the Zhon Troll, which does NOT produce a corpse when it dies - assuming I have the 3do, how would I go about making it so a corpse does appear?
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Sage
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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyTue Aug 06, 2013 2:27 pm

You can simply comment out the line like this:
//corpse = arasword_dead;

Under feature/ corpses, you can copy a similar unit's tdf file, replace all the zon......_dead names, and edit anything you need. Finally, add the corpse line in the fbi file.
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyTue Aug 06, 2013 5:47 pm

So there's nothing in the script (.cob?) that calls the corpse?
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Sage
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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyTue Aug 06, 2013 6:09 pm

The dead.tdf calls the dead.3do, and the the fbi command calls the dead.tdf.
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyTue Aug 06, 2013 6:11 pm

Ah, I think I see. Thanks!
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyThu Aug 08, 2013 11:26 am

Right, so corpse, frozen, and stone .tdfs should all be done. Ish. I want to make the Bone Golem and Undead Giant fall apart into big piles of bones, so those are the only ttwo I'm really lacking. And I might need to check the structure debris, but that's it.

Otherwise, the 'Basic' version of Tyrak 4.0 should be done...
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyThu Aug 08, 2013 1:44 pm

Mental Note: Paralysis up front, and double the Netherfire.
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Lord chris

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyThu Aug 08, 2013 9:55 pm

umm ok XD
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyFri Aug 09, 2013 12:25 am

Hmm... so problem.  Earlier tonight I was testing, all was fine, no worries.  I then go take a shower and realize I still need to edit a couple of things, so I come back and:

1) Shrink the Netherfire Tower
2) Work on the Netherguard Warden's .fbi
3) Um... I really think that's it.  Maybe some altered costs or something.

Then I get this message as soon as I open the Multiplayer screen (using TAK Switcher, only my Tyrak is loaded):

Quote :
Parse error in. TDF File! Data field - '=' not found - name = 'DAMAGE' from file
What does this mean?
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Sage
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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyFri Aug 09, 2013 2:32 pm

Check the latest tdf files that were edited; you probably erased something or you forgot to close the line by using the semi colon ';' It's indicating that a vaule is not being read.
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyFri Aug 09, 2013 9:53 pm

Sage wrote:
Check the latest tdf files that were edited; you probably erased something or you forgot to close the line by using the semi colon ';' It's indicating that a vaule is not being read.
That's what I figured, but here's the problem. I edited the whole lot of .tdfs for corpses, frozen, and stone in one session. So it could be any. But then, I'm also pretty sure I play tested after that without issue. Thus the only thing I can think of that I worked on was just the tower and warden. I mean, I will definitely go back and check every .tdf in the features folder, but I'm at a loss...
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyFri Aug 09, 2013 10:48 pm

More ramblinga

Four Domains on Tyrak
-Aataar
--Necromancy, magic-heavy, portals, ruthless

-Melqaar
--religocity, keeper of the house, rebirth, stolid

-Kaaliik
--original netherwalkers, twisted, time, stubborn

-Reziif
--plague, destruction, change, brutal and efficient
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyMon Aug 12, 2013 10:55 am

Irritation. I've gone back through just about everything twice and can't find what's off/missing in any of it. Here's the full mess if someone can figure it - Skydrive - Tyrak
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySat Jan 23, 2016 10:16 am

Oh, goodie! I'll have to pick this up at some point, even though it's been 2-3 years...
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyMon Jan 25, 2016 4:15 pm

Now I remember why this was such a pain. I'm simply too inexperienced for one, and after so long, I can't remember half of what I knew a decade ago. Ah, well.

Luckily, Vaerun had an older version of Tyrak from my earlier updates. Before I screwed whatever it was up that I screwed up. So I was able to recoup most of my losses without too much fuss.

Now, however, it seems almost as if any minor changes I make cause the game to crash, so I'm beginning to wonder if there's something underlying I haven't seen before. I'll continue poking about and see what I can come up with.

For now, retweaking a few units that might've been OP before. I'll have an updated To-Do list once I've gone through it all once again.

Cheers!
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyMon Jan 25, 2016 5:50 pm

T1
Add Gremlin
Add Lobstrosity (and buildpic)
Nerf Hellhound explosion

Netherfire Tower +Cost, +Reload rate

T2
Nerf Bone Golem speed/punch aoe
Nerf Reaper HP
Nerf Bone Giant all-round

Bone Cannon +Cost +Range(?) +HP

T3
Move Wight Lord to Forsaken's buildtree, +hp, attacks
--Add Unworthy Dead build/res
Netherstorm Dragon revisions... speed, hp, attacks


Last edited by Bardan on Tue Jan 26, 2016 9:45 am; edited 1 time in total
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyTue Jan 26, 2016 9:45 am

3rd Party Things to Thieve:

Tarnite - Nightmare - T2 flyer, single magical attack

Tarfam - Skeleton Rider - T2 fast attack support

Tarzap - Kandra's Claw - T1 defenses, altered name & weapon

TarSpectre - Spectre - T2 Naval asset

Tarphantom - Phantom - T3 assassin sort

Tarlcda - Demon Artillery - T3 quasi-Treb (buggy)

Tarpro - Re-add T3 Builder "Twisted One" (*All other pack units to Orison?)

Tarcchk (?) - T3 fast attack?

3rd Party Things to Investigate:
-Tarworm (canbuild)
-Tarwagon (Lokken's bottle?)
-TarTemp (weapons)
-Tarrider (weapons)
-Tarice (weapons)
-Targhast (texture = Mist Demon)
-TarCursedKnights (status in Cursed/Illohir?)
-Tarloc (weapons?)
-Tarlord (3do?)


-Pickleloaf: Tarbomb & tarorb, tarfroze (weapons)

-FU Taros: tarobi (Dark Obelisk), tarmanastone (Furtive loadstone)
--Tarchap, tarfiend, tarrev, tarwight - Chapel, Fiend, Wight, Revenant - these were a small Red Warlord expansion, like Ice Age for Zhon. I am staking claim because I balanced them, \"****\" it.

-d71: crashes due to "tarsking" 3do. Probly Lokken unit.
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptyTue Jan 26, 2016 11:51 pm

Fel = Red Shock
Nether = Green Fire
Void = Blue/Lightning stuff
Rift = Star stuff


Xorn
----Felbolt, Void Aether, Netherwave colors right? & Raise dead animateas Dedicated
-Manakiln
-Gate
-Wall
-Crypt
-Fel Orb
-Felguard
-Zadok (deity)

Crypt
-Nether Eye
-Gremlin
-Undead Bowman
-Undead Footman
-Felhound
-Voidwyrm *****create (mini basilisk, legless & hover, blue)
-Lobstrosity
-Dedicated

Dedicated
-Manakiln
-Wall
-Fel Orb
-Netherfire Tower
-Nethershard mine *******add (explode wave)
-Crypt
-Cathedral
-Gremlin

Cathedral
-Revenant
-Wight
-Fiend (cheaper, weaker)
-Poltergeist (Spectre)
***Rework spells - stun/paralysis
-Felknight
***Rework magic attack (AoE) and 3do?
-Nether Ray *****like voidwyrm, but Orm-based
-Demon (Riftspawn)
***Balance weapon
-Forsaken
***Remove 2/3rd spells, keep Homing Void... Bolt thingy
***Adjust stuff

Forsaken
-Manakiln
-Voidshard mine *****add (paralyze wave)
-Rift Portal
-Dark Asylum
-Felreaper
-Netherwing Drake (mod dark gryphon mount)

Dark Asylum
-Abomination (Riftspawn)
***Tough as nails
-Spellsword
***Cloak, Stun opening attack attack
-Netherguard Ranger
***Simple sniper, maybe Netherfire arrow for AoE
-Banshee
***Screech chills yer bones!
-Wight Lord
---Build Wight, animateas Unworthy Dead (?)
***Rework spells, sword and single ranged - ball lightning?
-Nightmare
***Rework spells, drop 1, nerf 2nd to 1, and pirate Hellscream
-Twisted One
***Rework spells

Twisted One
-Manaforge
-Netherwing Dragon
***Riftspawn? Fel, Nether, and Void attacks
-Netherguard Elite
***stupidly strong melee, AdjustArmor
-Soulshard mine
***add (Mind Control wave at Vet)
-Riftshard Howitzer
***create (Pris tech projectile, tis demon artillery sort)
***Wicked long range, large AoE, weak against buildings. Anti-personnel treb.
-Xorn
-Zadok


Last edited by Bardan on Thu Feb 25, 2016 8:49 am; edited 2 times in total
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySat Jan 30, 2016 2:37 pm

So... latest edits have crashed TAK without explanation.

...

\"****\" it.

Edit: Figured it out. Had to do with incompatible canbuilds and unitsCB. I'd forgotten to copy the changes from non-CB.

Now it's fixing little typos from renamed files.
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySun Jan 31, 2016 9:33 am

Mmk. As you (whomever is still reading) can see above, my newest buildtree has replaced the Tier 2/3 Bone Giant with something else. That's fine. The file had been renamed from whatever it was to TarBone, or TaryBone. Can't recall. Now, however, I've combed through all my files and removed it altogether. That's buildpic and canbuild down through features and scripts and then unit .fbis. Any mention of TarBone or TaryBone is gone.

But Kingdoms crashes when loading Tyrak, calling an error for the TarBone.3do.

Shazbot! I really do think that once I get this sorted, it's fine-tuning and balancing what I have, while I work on the 3-4 new unit .3dos. Then it's done. Like, for real done.
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySun Jan 31, 2016 12:29 pm

Right-o.

Fixed the darn TarBone.3do issue.
Fixed the Chapel's emitbuild issue. It was too close to the building to conjure properly.

Need to fix a few issues about weapons. Either too weak, too odd, or wrong animation.

By the way. Has anyone ever come across an issue where the NAME of your spell causes the game to crash? I simply changed the name of my T3 builder (Twisted One) from something... whatever to "Netherbolt" and the game on loading crashed and said "Unknown Weapon Type: Netherbolt." It was just the NAME of the attack, nothing else. Why is that an issue?
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DeeKay
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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySun Jan 31, 2016 12:59 pm

A semicolon maybe? Or haven't you defined the weapon type?
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Vhaerun

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySun Jan 31, 2016 1:03 pm

Or opening/closing brackets, such as {}...
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Bardan

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySun Jan 31, 2016 1:09 pm

To bypass the issue so I could actually test the rest of the race, I just copied the weapons from another unit. So whatever. I'll figure the naming later. BUT now this guy... well, he has 3 weapons here, as befits the top tier builder. But in-game, he has no weapon buttons, and his first attack is a short-range wave attack, then he reverts to the weaker lightning weapon.

Here's his file:
Twisted Weapons:
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Vhaerun

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PostSubject: Re: Tyrak Reworked   Tyrak Reworked - Page 5 EmptySun Jan 31, 2016 3:10 pm

Forgot weaponswitching = 1; if you want to manually be able to select the weapons.
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