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| Oblivion Aftermath Changelog | |
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| Tweet Topic Started: May 27 2009, 03:23 PM (1,074 Views) | |
| DemonSlayer98 | May 27 2009, 03:23 PM Post #1 |
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I made this topic to keep you updated with what I've changed. When you change something just make a quick post with your changes so I/You know whats new. v .8 -Remade the ally/war triggers to be much cleaner. -Merged the Multiboard setup with the introduction trigger. -Merged the Ally setup with the introduction trigger. -Made triggers that only run once destroy themselves after running. -Added the game mode voting system. -Made starting units paused while players are voting. -Changed the leaving trigger so that it removes the leaving players buildings. (not tested) -Added the visibility modifier to the God area. -Gave the god picking spell unlimited range for faster picking. -Made a new victory trigger that works with allied players. (not tested) -Burma snow now halves the entering units speed insted of setting them to a flat value. -Made it so your allies can't steal your units with the conversion god aura. -Added a city seller to each gate to avoid confusion on how to buy a town. -Removed a leak in the Building Respawn trigger. -Fixed it so when a players castle dies they aren't forced out of the game. -Also fixed it so farms aren't removed when the castle is killed. -Updated everything so that the new town works. (New Kvatch) -Added an ability to your starting unit that pings non-taken towns. -Fixed an exploit where you could walk around Kvatch's gate. -Made the sheep ignore trigger a lot smaller. -Merged the Vineyard ignore trigger with the sheep trigger. -Removed some player leaks in the intro trigger. v .8d -Fixed it so you can't take Kvatch's Count with the god aura. -Added an upgrade to the guard towers. -Added an upgrade to the gates. -Fixed the buildings not spawning for people.. I think. -Moved the Chey spawn into the city. -Further reduced the mana regen aura. -Remade the contracts so that they more random. -Added the Poison Food Supply contract. -Found a fix for the hunters and deer thing. (I have to see what you think about it) v .8e -Fixed the gates having 500 less health when opened. -Fixed a glitch in the foul play contract where it would display the wrong name sometimes. -Totally revamped the Poison Food Supply trigger. (Needs testing) -Fixed the few units who could still target deer. (Excluding hunters of course) -Removed a major glitch found in the ally trigger. -Removed the hole in Ley's wall. -Fixed the invincible gates. -The farms are now return to 'The Leaderless' when a player leaves/dies. -Made it so sheep (horses) stop spawning when the player leaves/dies. -Fixed a small leak in the Vineyard merchant trigger. -Removed the down arrow cheat. >.> -Added an animation for when a unit gets converted. (Requested in the beta) -Added the refund if the contract fails. If I do anymore I'll update the list. Edited by DemonSlayer98, Jun 5 2009, 12:02 PM.
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| Urgan | May 30 2009, 11:06 AM Post #2 |
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Some things you may want to look into... -Move the spawn of Cheydinhal Units within the city, maybe near the south lamp post - Fighters Guild Death structure does not show up from Bruma and New Kvatch - Mages Guild Death structure does not show up for New Kvatch, not sure about bruma. - Theres still a random big arrow flying around...
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| Urgan | May 31 2009, 10:45 AM Post #3 |
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I've got work from 1-6 today Demon, so if you have any extra time when you fix the above things, if you could do these other things, that'd be awesome... - An Upgrade System for the towers, like i had explained to you awhile back.. maybe make them slightly bigger looking, with a darker tint.. maybe 200-300 more health, with maybe 10-20 more damage, costing around 120 gold to upgrade. - A Reinforced Gates upgrade, that perhaps works the same way as the tower upgrade system iff possible.. 400 gold to give a gate 1,000 more health. - Further reduce efficiency of Julianos' mana regen.. you gain mana back almost instantly still. - Make the system where you cannot attack enemies inside a city region unless maybe the gates are broken, or they're inside the region... |
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| DemonSlayer98 | Jun 1 2009, 12:22 PM Post #4 |
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Map Making Team
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Yeah I'll start adding this stuff. I was taking a break yesterday... and being lazy.
Edited by DemonSlayer98, Jun 1 2009, 12:27 PM.
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| Urgan | Jun 6 2009, 09:48 AM Post #5 |
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I'll be at work today, not sure when I'll be back, but it shouldn't be too terribly late. If you can, try to make that second dialog box that randomly auto selects bases |
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| Urgan | Jun 7 2009, 11:42 PM Post #6 |
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v.9d -Made Sweeping changes to income system. Overall gold gained from things you can gain gold from.. is decreased -New Kvatch Sentry Tower in place -White Stallion Lodge for Leyawiin in place -Made some minor terrain changes -Horses for New Kvatch town now travel to the back gate to reduce clutter. -Finished Fort Farragut for Cheydinhal -May have made a minor fix to gates, where units will always go to a gate thats open, and not even consider a gate thats closed -Added Floating Text for Deer kills -Changed Model of Archer to Crossbowman [they had crossbows in Morrowind, so its not too lore breaking] -Changed Armor of Thief to unarmored -Removed Foul Play Contract -Replace Foul Play Contract with a Dark Brotherhood Assassin Unit -Reduced cap on Crossbowman from 24 to 18 -Added a Credits section in the Quest Menu Bugs Discovered -Disabled food supply contract , was not working , killed units owned by the seller, and units for a player allied to the seller. Was a bit broken when choosing players to poison food supply. Instead of choosing another player that met the criteria, and had enough units to kill, it would give an error message and refund. Needs some revamping. Edited by Urgan, Jun 14 2009, 01:21 PM.
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| DemonSlayer98 | Jun 8 2009, 10:46 PM Post #7 |
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I'll be on tomorrow... most likely. Just letting you know I'm not gone.. just busy atm.
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| Urgan | Jun 16 2009, 01:41 PM Post #8 |
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Didnt die on me, did you demon? |
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| DemonSlayer98 | Jun 16 2009, 10:58 PM Post #9 |
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Nope I'll try catching you tomorrow. |
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| Urgan | Jun 17 2009, 08:31 AM Post #10 |
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Thank god.. I have a lot of work this week/graduation ceremony...and I'll be working over 45 hours next week... [Part time job my ass..] so.. I won't be able to work on the map a lot
Edited by Urgan, Jun 17 2009, 08:32 AM.
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