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 NewEra 4.1

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Sage
Lead Designer of The New Era Expansion Project
Sage


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Age : 37
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PostSubject: NewEra 4.1    NewEra 4.1  EmptyMon Aug 12, 2013 12:50 am

As I was playing a ffa with Chris and Double on NE 4.0, I've noticed that my tak had crashed when a group of wyvern riders were progressively becoming veteran. I went back to its model and found out that it had missing veteran textures. So, the reason why I'll be working on a new version for a couple of weeks will be to check all the models for the 3rd party units that I have added so far.

Included the TaPowerVeteranCut ai.
Defense increased on all 5 3rd party mons due to their cost and buildtime. 16,000 to 20,000

8/14/13 Transformed walls into units. They can now be part of your army.
Wall Stats:

8/13/13 Added missing textures to:
Aramon:


8/13/13 Added missing textures to:
Veruna:


8/15/13 Missing textures added to:
Creon:

8/16/13 Missing textures added to:
Taros:

8/17/13 Missing textures added to:
Zhon:


Last edited by Sage on Sun Aug 18, 2013 10:53 am; edited 14 times in total
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
Reputation : 8
Join date : 2008-08-02
Age : 37
Location : West Haven

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyTue Aug 13, 2013 2:04 pm

Defense increased on all 5 3rd party mons due to their cost and buildtime. 16,000 to 20,000

8/13/13 Missing textures added to:
Aramon:


8/13/13 Missing textures added to:
Veruna:


Last edited by Sage on Fri Aug 16, 2013 2:21 pm; edited 1 time in total
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
Reputation : 8
Join date : 2008-08-02
Age : 37
Location : West Haven

NewEra 4.1  Empty
PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyWed Aug 14, 2013 8:55 pm

8/14/13 Transformed walls into units. They can now be part of your army.
Wall Stats:

NewEra 4.1  Walls10
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Vaerun

Vaerun


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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyWed Aug 14, 2013 11:07 pm

Only problem I might see with this is that the walls would now count towards the unit limit, whereas with them being features, they do not.
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$_ARTHAN

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyThu Aug 15, 2013 5:39 am

Vaerun wrote:
Only problem I might see with this is that the walls would now count towards the unit limit, whereas with them being features, they do not.
Indeed. I am not sure the Walls' change is going to be a good one. Walls are far from indestructible in TAK (they just have to be attacked manually, like every map feature does) and having every piece of wall as a seperate unit causes these "problems":

1) Aesthetics: Every piece of wall is going to either have a health bar or a round circle when selected. This is really going to crowd up your screen with green circles and/or bars.

2) Technical: Unit limit reasons.

3) Gameplay: Units can be Ctrl & D to be instantly destroyed, can be given to allies, can be hurt by allies and enemies but your artillery and arrows passes through them etc.
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Sage
Lead Designer of The New Era Expansion Project
Sage


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Age : 37
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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyThu Aug 15, 2013 9:59 am

Indeed walls are far from indestructible in tak when they are "features". The stats can be changed, and their health are only 10,000 which by cannons, they can easily be destroyed with a few hits.

1. The bars don't look that bad in game, example: take a look at the screenshot I posted. Circles? you are probably never going to select a wall during game; it isn't necessary.

2. Unit limit reasons: I thought about that, and what I can do is add the 5k unit addon to the game just like I did with the gamespeed one. If you are worried about lag, you don't have to because walls are non-movable units, which do not cause lag.

3. Walls can be deleted as well if your strategy requires to make a path for your units. Your units will only be able to shoot through the walls because they are part of your army. You normally use gates as walls and build catapults or cannons to destroy them. Well, you can do the same against walls. The great thing about them is that once you hit a wall with a cannon or a catapult, the walls around the one you are hitting get damaged as well because of their area of effect.
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$_ARTHAN

$_ARTHAN


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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyThu Aug 15, 2013 10:41 am

Since New Era is meant to be a new & enhanced TA:K experience, I would say go for it and have unit-like walls. We can still have our feature-like walls in OTAK. Very Happy

Btw, I dislike the fact projecties can pass through Gates; I am a hardcore hater of Gates and I use them online just because everyone else does. It is possible to remove them by either using scripted maps or honor rules (much like the "no trebs" honor rule). However, the rest of the community has a different opinion about Gates; they like them, they want them. But it doesn't matter; TA:K is incredibly fun, even with Gates built in the middle of nowhere. Razz
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
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Age : 37
Location : West Haven

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyThu Aug 15, 2013 8:52 pm

The 5k unit addon will not work; however, it isn't so necessary to have more than 500 units per player in the game because almost no one gets to make such numbers. And you only get to build walls to protect structures, which at the end are not much. The best thing about it, is that you can always delete them if they are not needed.

Hey Vaerun, is there a way to make the t2 mana stones upgrade themselves to t3?
If you look at xtap, you can see that it has some kind of option to upgrade itself.
Would it be possible for a unit to change its model and stats with this kind of upgrade?
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
Reputation : 8
Join date : 2008-08-02
Age : 37
Location : West Haven

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyThu Aug 15, 2013 11:03 pm

8/15/13 Missing textures added to:
Creon:
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Vaerun

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyFri Aug 16, 2013 12:53 am

Sage as advice, please do not use the xtap. It was an experimental unit that I was testing and wanted others to test.

Not sure on the upgrade. Seen it in some TA mods, however, that type of scripting is complex.

But, I did fix the exe/icd problem for the 5k units.

New Era exe
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Sage
Lead Designer of The New Era Expansion Project
Sage


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Age : 37
Location : West Haven

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyFri Aug 16, 2013 11:09 am

Would you be able to tell me more about the xtap unit? I've had it for years now, and it has not given me any problems yet. I would like to keep it as the only unit being built by chief engineer. But if you tell me in detail why I shouldn't use it, then I won't.

The exe works great man! great job. But it's supposed to be v4.1 and not 4.2 Razz
Do you think you can add a fix for the pathfinder issue as well? I think the last time you did was on the exe  itself and not on the icd like you just did with new era for the 5k.

If you are able to do this, I wouldn't name it new era 4.2 or 4.1 because people would think that it is related to the mod. Instead, we could release an unofficial 4.2 patch that would allow 5k units with the pathfinder fix to be playable online. And if it has to do with allowing more ram usage, we could probably do an 8gb limit.
What do you think?

patch name: Vaerun 4.2?

New: I tested the launcher in Warzone and GR, but the game appears with the 500 unit option. I've checked all my launchers and they all have the 5k, except kngdomsnocd.exe which gives you 200.

This time I tested it through the switcher/ host network game; it launches with the 200 unit option. But when I go back to get to the skirmish screen, it shows the 5k. Why do you think online through warzone let's you select 500 and 200 through a network game?

Do you need to change other digits in the icd for all these launch options to allow 5k?

I went back to warzone, and launched without kingdoms.key and showed the 5k.
How would the 4.2 work if the kingdoms.key is blocking it?
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
Reputation : 8
Join date : 2008-08-02
Age : 37
Location : West Haven

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyFri Aug 16, 2013 6:28 pm

8/16/13 Missing textures added to:
Taros:
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
Reputation : 8
Join date : 2008-08-02
Age : 37
Location : West Haven

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptySat Aug 17, 2013 11:08 pm

8/17/13 Missing textures added to:
Zhon:
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Sage
Lead Designer of The New Era Expansion Project
Sage


Posts : 1226
Reputation : 8
Join date : 2008-08-02
Age : 37
Location : West Haven

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PostSubject: Re: NewEra 4.1    NewEra 4.1  EmptyMon Jul 18, 2016 9:41 pm

I'm closing this topic since the missing textures for all five races have been added.
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