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 Illohir bug testing

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Sage
ACE
Clay4141
WG-Chronos
TF-Lord-hawk-claw
Vaerun
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Vaerun

Vaerun


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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyTue Aug 13, 2013 12:28 pm

Fantastic!

Tierofnohope, get a molydeus or two up against an avatar and more than likely the avatar will not survive unless it's on non-cb because the avatars hit for much harder. However, the molydeus do get a big advantage versus avatars but have weak attacks against the general populace.

Ya, I started looking for pics on the net and decided to use them instead of 3do/background images.

I believe Red Warlord when we were in UA at the time gave me what he had done regarding Illohir, such as the beastman, armor, rift and some others. I guess RW gave up on the race or he had other projects to do. So with some input from other UA members on what they wanted in this race(I was still new to modding), I took existing 3dos then modified them to the best of my abilities. Although most of my creations at the time were retexed units, I would try to make the scripts and fbi tuning to be much more than the standard. I studied what the peeps at the TAuniverse site used and tried to tie that in with the Illohir units. I guess as I got older and became better with the modding programs, I decided Illohir needed a makeover, something to give it cohesion, not a motley collection of units and ideas from a TAK clan long gone. Utilizing the Azurians blueprint, whereas they were some sort of crystal units with a bluish tint, Illohir became more devilish/demonic.

And the background of course was that Anharat was a bastard child of Lokken whose goal in life was to dethrone the old man, much like Mordred wished to dethrone and usurp King Arthur.

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Bardan

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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyTue Aug 13, 2013 6:24 pm

Indeed. Red Warlord I think just kind of grew out of it. I caught him 3 years ago on MSN for about 5 minutes, but haven't seen him since.

What was UA, btw?

I've always thought the 3rd party races needed proper cohesion; I mean, all of the Cavedog races did. Aramon was a juggernaught on land, no air, and rather lackluster, but capable navy. Veruna is a naval powerhouse, lackluster air, but a horde of cheap, but effective land units. Taros is possibly the most well-balanced in terms of air/land/water - they don't have water, really, but with air you don't really need it - but Taros suffers from perhaps the worst defensive structures in-game (thus they must use FireDemons/Rictus as support). Zhon is master of the skies, versatile on land, fair in the water, but defenses are non-existent... but they're a 'mobile' race, so that's something interesting if you're a wicked good player. Creon is tech-savvy with all sorts of bizarre things; if it weren't for the Neo-Dragon, though, they'd be in trouble.

As you say, the Azurians really set the bar for 3rd party, giving a uniform theme, and really trying to create something that meshed well. The original Tyrak was just a horde of Taros-intended undead units. Even after the make-overs, it still is (really), but at least it's not a shameful thing. And I intend to add a bit. I kind of see the Tyrak I've morphed and Illohir as existing sort of in similar planes of existence... or rather, they are both 'possibilities' of existence, accessed (originally) through some Rift/Void/Nether/Portal and effectively exist in another 'dimension' of time and space. I haven't played the Cursed race except maybe once or twice over the years; it might well be more of an Underworld (of the undead) than Tyrak; but I'm fairly certain Illohir takes the cake on demonic forces.

That's the whole reason I want to start revising these races. Tyrak had some basic continuity, but was just lacking as a balanced race. Solaron has a promising premise, but is shockingly lacking; Orison is just silly in most respects. Brakada strikes me most as a reinvisioning of what Veruna could be, with some more out-and-out magical units involved and a devotion to the "Light" or whathaveyou. The Azurians are just bomb. Played the latest version of them a couple of days ago. Holy crap are they awesome! I think I prefer the old Pandora's Box T1 siege, though... annoying as that bugger was.

Gemsis was a... an odd take on a conversation I was part of. It was before Illohir was imagined, I believe, but based on another book by the same author whose creation of Illohir came from. In this other book, damned if I remember the name now, it's been 10+ years, there was a strange melding of worlds and this invading force of humanoids utilized crystals embedded in their skin essentially as... well, steroids - as well as telecommunication devices. This gave them a tremendous advantage as the world they were invading was predominately your typical heroic fantasy swords/shields kind of thing. Next I know, the idea was picked up as a sort of mesh of that and what the Azurians were - living rock and ice... so why not living crystal? Or 'gems' in this case. Never liked the name, shockingly bad concept at times, and so I never jumped on that bandwagon.

Ethia was imagined before I came around, but was still only in the planning stages. I tried to hook it onto the already-well-developed Sands of the South race that FthzMcgraw was working on, but it never took. Vastly different aims, could never have worked. Some similarities in concepts, but they were (in an odd way) each others' antithesis. You have you Egyptian sort of race, well-established, civilized and sedentary; then you have these Nomads out of the wastes alongside monstrous beasts with crazy powers. Instantly set to be rivals. The Ethia you have now is amazing... I think I was the only other person besides Fthz himself to play the final full-race version of SoS. Wish I still had it, but of course, that was half a dozen computers and nearly half of my life ago. I'll finish it one day, if my memory holds out. There's really very little missing... I'm just buggered if I can remember the Monarch's name... 'Aiden'? Or is that from another race?

I pretty much refuse to recognize a lot of the other races, as they are lots of cobbled together messes. The AoW races are part of a total conversion and thus are in a class all their own; same with the Fairies and Demons which were designed to be played exclusively with one another.
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Sage
Lead Designer of The New Era Expansion Project
Sage


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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptySun Sep 15, 2013 10:29 pm

The Illohir race is pretty awesome; I'm looking forward to add it to the NewEra mod if you allow it; the version I tested was the one from 8/15/13.

Some things I had trouble with:

1. It was hard for me to identify what was t1, 2, 3, etc..
2. All the builders look very similar to each other.
3. Towers were very hard to kill; I think they have too much hp.
4. Could you make the flying units stay up in the air like in the NewEra mod?
5. Could you add the tier level to the name of the buildings/ builders?
6. I couldn't figure out what to make sometimes. The unit photos are not very clear to what the units really look like.
7. I'd love to see some kick \"***\" music for it.
8. Can you please add everything into one hpi file? I tried this but the game crashed for me.
9. Could you make the walls be units instead?
10. There is also a unit from the highest tier that doesn't show up, only the health bar appear. Was this intended to be like this?

This is it for now. Keep up the good work. The buildings look awesome by the way.


Last edited by Sage on Mon Sep 16, 2013 3:26 pm; edited 2 times in total
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Lord chris

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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyMon Sep 16, 2013 12:40 am

towers are alright the chaos nexus doesnt do shit vearun what is it suppose to do its just there
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Vaerun

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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyMon Sep 16, 2013 10:33 am

The nexus is like a pillar, but with a larger range and better bonuses. However, only 5 can be built.
Regarding Illohir in New Era, I believe you already have some of the units, although they are the older versions in that mod.
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Sage
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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyMon Sep 16, 2013 3:30 pm

I'm thinking on adding the whole race to the mod. I would need all the illohir files separated from the 3 races and packed into one .hpi file. It makes it a bit harder to work with by having all 3 races' files compiled together.

What do you think of all the 10 things I've posted? Would you be able to work on that?
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Lord chris

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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyWed Sep 18, 2013 12:32 pm

sage what about the others we already discussed delean, cursed and illohir but what about gemises and fairy and vearun thanks for the info but what bounses does it give?
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Sage
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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyWed Sep 18, 2013 2:22 pm

All those races have many scripting and model problems. Illohir is well built and it would be a perfect addition to the mod, especially if a new story line gets created as Illohir being the bad guys.
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Lord chris

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PostSubject: Re: Illohir bug testing   Illohir bug testing - Page 3 EmptyThu Mar 13, 2014 9:09 pm

the nexus doesnt do squat but sit there and look pretty while the other towers are getting there asses kicked by tons of riders, am i suppose to build a tower ontop of the nexus to make it work but thats the only thing i can think of that can make the nexus usefull but other than that its a total waste of mana
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