| Tyrak Reworked | |
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+6$ MalinOMW Rachy-DB __Best Ever____ Vaerun Lord chris Bardan 10 posters |
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Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Tue 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 Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Tyrak Reworked Tue 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Tue Aug 06, 2013 5:47 pm | |
| So there's nothing in the script (.cob?) that calls the corpse? | |
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Sage Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Tyrak Reworked Tue 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Tue Aug 06, 2013 6:11 pm | |
| Ah, I think I see. Thanks! | |
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Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Thu 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Thu Aug 08, 2013 1:44 pm | |
| Mental Note: Paralysis up front, and double the Netherfire. | |
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Lord chris
Posts : 219 Reputation : 2 Join date : 2013-02-24 Age : 29
| Subject: Re: Tyrak Reworked Thu Aug 08, 2013 9:55 pm | |
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Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Fri Aug 09, 2013 12:25 am | |
| Hmm... so problem. Â Earlier tonight I was testing, all was fine, no worries. Â 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. Â 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 Lead Designer of The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Tyrak Reworked Fri 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Fri 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Fri 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Mon 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Sat 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Mon 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Mon 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Tue 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Tue 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Sat Jan 30, 2016 2:37 pm | |
| So... latest edits have crashed TAK without explanation.
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\"****\" 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Sun 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
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Sun 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 Administrator
Posts : 531 Reputation : 26 Join date : 2011-03-19 Age : 25 Location : Brazil - SP
| Subject: Re: Tyrak Reworked Sun Jan 31, 2016 12:59 pm | |
| A semicolon maybe? Or haven't you defined the weapon type? | |
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Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Re: Tyrak Reworked Sun Jan 31, 2016 1:03 pm | |
| Or opening/closing brackets, such as {}... | |
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Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 38 Location : Proletariat Republic of Arza
| Subject: Re: Tyrak Reworked Sun 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:
blahblahblah... watermultiplier = 0.81; wind = 1; workertime = 10; }
[WEAPON1] { aimtolerance = 1024; buttonimagedisabled = redLightningPU; buttonimagedown = redLightningPU; buttonimageselected = redLightningSBh; buttonimageup = redLightningSB; emittime = 10; explosionclass = teeny explosion; hweffect = red lightning; innercolor = 255 255 255; middlecolor = 170 40 0; name = Soul Tap; outercolor = 180 30 5; range = 300; reloadtime = 3; subtype = lightning; type = Line of Sight; weaponvelocity = 600;
[DAMAGE] { default = 655; } }
[WEAPON2] { aimtolerance = 1024; areaofeffect = 125; buttonimagedisabled = FireBallGPU; buttonimagedown = FireBallGPU; buttonimageselected = FireBallGSBh; buttonimageup = FireBallGSB; edgeeffectiveness = 1; explosionclass = lightning explosion; firestarter = 1; manapershot = 100; name = Spirit Spark; nimbus = 1; range = 350; reloadtime = 0.75; soundhitclass = explode1; turnrate = 180; type = Guided; weaponart = FireballB; weaponvelocity = 1000;
[DAMAGE] { default = 200; } }
[WEAPON3] { aimtolerance = 33000; areaofeffect = 400; builduptime = 1; buttonimagedisabled = FireRingPU; buttonimagedown = FireRingPU; buttonimageselected = FireRingSBh; buttonimageup = FireRingSB; explosionclass = megaflame; decaytime = 1; edgeeffectiveness = 1; manapershot = 900; name = Void Ripple; nimbus = 1; radiusart0 = ring_fx_whiteA; radiusart1 = ring_fx_whiteB; radiusart2 = ring_fx_whiteC; range = 200; reloadtime = 5; ringcount = 10; ringdelay = 0.45; ringduration = 1.2; showeffect = 0; firetstarter = 1; soundhitclass = fire; spritecount = 30; type = Remote Effect; weaponvelocity = 1000;
[DAMAGE] { default = 600; } }
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Vhaerun
Posts : 118 Reputation : 12 Join date : 2014-01-12 Age : 44 Location : VA, USA
| Subject: Re: Tyrak Reworked Sun Jan 31, 2016 3:10 pm | |
| Forgot weaponswitching = 1; if you want to manually be able to select the weapons. | |
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| Tyrak Reworked | |
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