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 3.2 TNE

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Clay4141
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Clay4141

Clay4141


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PostSubject: 3.2 TNE   3.2 TNE EmptyTue Aug 04, 2009 12:13 am

Iron Boss, the old looking tank unit, i think that its name.... it doesnt attack? O_o
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Sage
Lead Designer of The New Era Expansion Project
Sage


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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyWed Aug 05, 2009 12:50 pm

Since it has two attacks, it takes longer for one to come out. A good example is the creon stinger that it uses the 2 arrows, and then it drops the bombs when the units are closer.
The arrows from the tank does seem to work fine for closer range units. It uses the 2nd attack for longer range. Is anyone else having problems with this unit?
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Clay4141

Clay4141


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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyThu Aug 06, 2009 12:43 am

It works when using the f key or patroling. But when you go to target a unit manually, or target the ground, it just moves to that location without attacking.
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naton9

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PostSubject: Re: 3.2 TNE   3.2 TNE EmptySun Dec 06, 2009 8:32 pm

bugs/balance (read units were not tweaked yet for balancing- ideas for balancing from single
player games)

-Verunia's new largest mana is bugged, your only allowed one max
-Valor of thrisa regenerates too fast. Each team's dragon should have their regeneration
rate switched with valor's (computer thrisa can wipe out enemy teams with a single
valor on defult A.I.)
-top tier building should cost about x10 more mana than it currently does as it seems waaaaay too cheap. unsure if that was done on purpose but would be unsure as
to why.
-any structure that can load/unload units becomes a short range teleporter that can be used to teleport units up and down cliffs or behind attacking enemys. not sure if this is a loop
hole or was designed intentionaly
-lokken's 3rd teir flying builder that the dark priest builds is bugged. It can not build as it
zips past where it wants to build and the project is dropped. There is a loop hole to this: having a second flying builder gaurding the first will build whatever the unit it guards is trying to build.
-thrisa's builders have too high hp. Buildings are huge wood and stone...and magic... structures so yea they would have high hp. Units that can build can get out of dangers way by moving where a structure can not so they would have less hp expectially if they can fight.
-every once in a while my game will crash mid way through a map, someone posted that
it may be a unit reaching veteran status. maps that ive played that have had a lot of computer opponets fighting each other have been the games that crashed. Ive had huge battles on the orginal total annhilation kingdoms and never had this probelm before. As to which unit that may be causing it im unsure


ideas/suggestions (as if any more were needed)

-toggle repair ability on/off when potroling
-another level of vertren status beyound gold
-rearrange listed units in building by price (cheapest to most expensive then heros and builders)
-special symbol indicating unit is a 'hero'/limited max
-buildings should subtract 1 unit from the building que when youve reached the max unit of that unit (or max units overall). Computer likes to try and build a hero it already has
and the building will try to build but cant intill that hero dies
-building that gives any unit that is built to have bronze vetern status already
-Elsin has issues with his spells as he just stands there instead of attacking
-all teams haveing some way of converting enemys i.e. verunia and creon.
-mind whipper of verunia should have a 3rd spell that converts enemys
-maybe have heros built in a seperate building


I LOVE this game but The New Era is the first time in a LOOOONG time ive gotten lost in playing kingdoms.
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Wqaopl

Wqaopl


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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyMon Dec 07, 2009 12:04 am

on a nuber of points (not in order)

it is mostly agread that there should only be 2 types of loadstons. only alowing one of a 2ed type was a way awound this.

as for using transports are telaports...... well we would have to chainge the seage towers name Wink

the torus T4 billder is buged but the way i got around this was to get locken to billed it. your idea soulds better tho =)

the zhon billder was originaly too week and are too valubull to use in combat so the hp thig was done to counter this. having your billder constantly rushed at the beging of a game can get tiering. as it is thay are still vunrabul from othere mons.

as for game crashes this is a unfinished 3ed party mod taking resorses from different plases. it will have loads of unkone bugs in it hopfully all woerked when it is finished. =/

there are already 10 levels of vetarensy that more than dubbles the strenth of the unit......


as for your unit limit thing it will get anoing if i want to set the billder to go for EVER.


there are some good ideas in your post but balansing kingdoms is a verry difficult problem for a lost of diferent resons that main one being that pepel tend to faver there stratagy over otheres.

i agre with your idea about rearainging the unit list to price tho =D
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TF-Lord-hawk-claw

TF-Lord-hawk-claw


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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyTue Dec 08, 2009 11:39 am

there is an issue when i use the mod, when i turn the unit limit up from 500 after like 40 mins into a game, (when i think the AI has more than 500 units) evryone (me ais) the units lose the abbility to move around eachother, the will like walk into a wall and just stand there & never move around. just get stuck. and the ai will have hundreds of units.
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naton9

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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Dec 11, 2009 2:01 am

a pathfinding patch would be great

also- ive found that a frozen priestess from verunia causes my game to crash.

for a full tech game i create maps that have a frozen builder from each team waitting to be revived. ive noticed when i place a frozen priestess on the map then play it will cause my game to crash if i move the screen over to where the priestess was placed. if i dont move the screen toward the frozen unit i can still play the map. anyone else have a similar probelem like this with fronzen units causing issues?

the only other thing is ive noticed that the spear knight of aramon has a hit box issue. ranged attacks seem to just pass through the knight without causing damage. close range attacks as well as splash damage will still cause damage.

for the number of things added to the game from this one mod the bugs and issues are quite minor.
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Clay4141

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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyThu Mar 11, 2010 7:42 pm

TF-Lord-hawk-claw wrote:
there is an issue when i use the mod, when i turn the unit limit up from 500 after like 40 mins into a game, (when i think the AI has more than 500 units) evryone (me ais) the units lose the abbility to move around eachother, the will like walk into a wall and just stand there & never move around. just get stuck. and the ai will have hundreds of units.

This isnt sages mod that it happens in. This happens in any online play. I've had it happen with 200 unit limit many times. The computer can't handle that many things at one time. Too many instructions. You can still use them, but it you have to be more careful on how you move your units.
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Wqaopl

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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Mar 12, 2010 12:48 am

it would be cool to beable to increas the resorses TAK can use when runimg. making TAK a multy core program would be g8 too.
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Sage
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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Mar 12, 2010 2:04 pm

We added the mana vault to incrase the amount of mana you can gather, and we also added the lvl3 mana stone. Is this what you are referring to?
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ACE

ACE


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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Mar 12, 2010 2:23 pm

Wqaopl wrote:
it would be cool to beable to increas the resorses TAK can use when runimg. making TAK a multy core program would be g8 too.

LMAO imagine that, tak with crysis system requirements
It would make for some huuuge battles
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Wqaopl

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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Mar 12, 2010 2:28 pm

Quote :
LMAO imagine that, tak with crysis system requirements
It would make for some huuuge battles

the battles would not have units stuck behind eachother triying to get to the front. whats the point of haveing 5000 units is they cant move anywhere.
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TF-Lord-hawk-claw

TF-Lord-hawk-claw


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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Mar 12, 2010 10:10 pm

yes. we need a movemnet patch.
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Sage
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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Jun 04, 2010 9:09 pm

Wqaopl wrote:
Quote :
LMAO imagine that, tak with crysis system requirements
It would make for some huuuge battles

the battles would not have units stuck behind eachother triying to get to the front. whats the point of haveing 5000 units is they cant move anywhere.

All you have to do is create clean and bigger maps. Also, try the tamec ones, you can have great battles there. To accomplish this, I added the mana vaults and lvl3 mana stones. This will give people more resources to build huge armies. Not enough units? This mod is the solution to this problem. Now every race has a t1, 2, 3, and 4 for units and structures. Also, don't forget to make maps with mana in water because I made mana stones being able to get build in water. 3.3 is coming soon!
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TF-Lord-hawk-claw

TF-Lord-hawk-claw


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PostSubject: Re: 3.2 TNE   3.2 TNE EmptyFri Jun 04, 2010 11:35 pm

no. like we NEEEEED a movement patch. that is the limit to the larger battles
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Sage
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PostSubject: Re: 3.2 TNE   3.2 TNE EmptySat Jul 16, 2016 9:09 pm

Clay,

The steel clad unit now attacks in v5.1 even if enemy units are not around.

I'm closing this topic since the issue with the Steel Clad unit has been fixed.
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