| 11-27-2004, 10:46 PM | #121 |
i cant open TTor loader says me that thing of ( that errors o windows xp)send or not send some solutions? |
| 11-28-2004, 09:18 AM | #122 |
1. read read me and do all things from there 2. if it still doesnt work, Try reinstall ttor or warcraft... Xp is always Xp i Found weird Bug: Swamp Dweller swapling Started shooting Those Flame Balls on tree and gain lumber aka Chaos Lumber Gathering , When i killed the Swampling , Swamplings Rotten Crospe Shooted Falme Balls and still it shooted when cropspe were deceyed |
| 11-30-2004, 05:24 PM | #123 |
Will be fixed for full release by simply removing disguise ability. :P |
| 11-30-2004, 08:00 PM | #124 |
Hahah. Nice one RF =D. |
| 12-13-2004, 08:52 AM | #125 |
Rightfield, try to add collision objects to your building models (dwellers for instance), it should reduce the lag 10x. Just a friendly advice :P |
| 12-17-2004, 05:06 AM | #126 |
Guys this is the best mod ever. I thanx you so much for the posibity of bringing this quality work for free. I played the previous version and on this new one you have made art. I am fascinated, love everything !!! Just one little thing I ve been experiencing is that eventhough I have the patch 1.17 an error occurs randomly that crashes the game when I am playing ttor that is some file nightelf2.mp3. I solved this by dissabling the fx and some other sounds and I am playing fine. Again EXCELENT WORK !! ![]() |
| 12-19-2004, 02:42 PM | #127 |
Guest | Hi i am new here. So heres my problem i downloaded ~80 mb file(The Tales of Raviganion). That file(rar) takes up only 10 mb(in my comp) and has error which sais unexpected end of archive and it only has folder with read me file in it(which i cant read cos of error). I dont know if it was asked before if so sorry. |
| 12-20-2004, 12:58 PM | #128 | |
Guest | Quote:
Corrupted file. Download again. |
| 12-20-2004, 02:08 PM | #129 |
What Lacryse said. :P |
| 12-23-2004, 06:05 AM | #130 |
Guest | Sorry to bombard you with this all at once, but: The mod leaks memory, and this gets far worse depending on the number of AI players. I suspect most of this is related to AMAI, but there are several ways you can minimize memory leaks in the mod itself: Make sure all locations generated by scripts are removed by RemoveLocation(). Eliminate the use of unit groups as much as possible. If unit groups must be used, ensure that they are removed by DestroyGroup(). You could eliminate unit groups for most weather effects by instead creating an intangible neutral passive unit in the center of the map with an aura that has 99999 range and affects neutral units. (This still won't work for the view-range effect.) Periodic building effects (Refinery, Redwood) could be activated by the Factory ability, which automatically creates units. However, it does not activate the "unit summons a unit" event, forcing the "unit enters region" trigger to be used, and making it difficult to reference the building that created it. Also, it remains active for constucting or decaying units, making it necessary to create triggers that remove the ability when starting construction, adding it when construction is complete, and removing it again when the building is destroyed. Temporary intangible units (Refinery fireballs, Magic Missile) should have a negative regeneration rate so they die automatically after a period; otherwise, they can sit in one place forever, or AIs can drag them all over the map. Dweller: Maelstrom and Gate of Idramm are based off the same spell; trying to cast one will sometimes cause the Galapagos Mage to cast the other. Level 3 Gate of Idramm drags buildings around (provided they're far enough from the center), and any level of the spell can teleport buildings if cast directly over the building. It's possible to get more than one Slarg King by abusing God Call (kill the Slarg King(s) you have, start training another one, then revive the dead ones.) The Slarg King's Corrosive Rain does not give you bounty or experience for units it kills. Try basing it off Starfall instead of Tranquility. Healing Wind does not affect spell immune units. Try this: in the object editor, set "hero ability" to true. This makes the "required level" field appear. Set this to 2 to make the game think it is an ultimate (ignores spell immunity). Then set "hero ability" back to false. Is the Slarg King's splash damage supposed to damage your own units? Even more annoyingly, it appears to destroy items. The Heatseek Acid upgrade does not appear to work. Even if it did, it would disable Disease Cloud (which only works with artillery attacks). Instead, you could make an Acid Pool ability based off Burning Oil (which now works with missile attacks). Edit: Never mind about Disease Cloud; I forgot it's the Abomination version and doesn't fling Plague Wards. Although, what's the point of this? You're not supposed to let enemies near your artillery anyway. Why is Haste based off a negative spell? I'm pretty sure Abolishers will auto-dispel it if there are enemy negative buffs on the unit. Edit: Is Minute Meteor supposed to damage and slow units when cast (Thunder Clap)? Troll: When some Troll buildings are destroyed, the ground texture never disappears. Snotling Bombers are considered "ancient" and cannot be repaired. Wood Elf: AI players send Architects to create new buildings before they're finished with their current building. Then they attempt to send Craftsmen to finish the buildings, interfering with gathering resources. AI Wood Elf teching is usually far behind other races, possibly because of this (and slow lumber gathering). You can eliminate the need for lumber floating text entirely by creating a dummy unit with the Inventory(Hero) ability, giving it a Bundle of Lumber, then removing the unit. You can remove the sound effect from the Bundle of Lumber ability (it would get to be annoying). The trees spawned by Redwood Trees block pathing. Chaos: You should probably have a fail-safe trigger to prevent AIs from moving Refinery fireballs around, activated by any order that is not for it to harvest. Incante Morbide is based off Spirit Link; I'm pretty sure that when one unit with the buff is attacked and takes extra damage, other units with the buff will be healed. AIs constantly burrow Scarabs, most likely because they have 90 hp and the computer thinks this is low. Either increase their hp (I think 110 might do) or prevent AIs from building them. The Burning Horror's Soul Corrupt does not appear to work; it probably conflicts with Firestream, which is based off an orb ability. Other: AIs do not learn ANY hero skills. Some model issues exist (missing attachment points, selection areas too large for Triceratops, Magic Bar etc) but I see you've been working on those. Has anyone else had these following bugs in the Mac version?: After Strength of Ghnomb has been researched, clicking on a Lumber Mill causes a crash, possibly related to the Strength of Schlee icon. Certain maps load about 75% and then get stuck. These appear to be the maps with Slarg, Larch and Salman creeps. I hope this can help you make a great mod even better. I love what you'e doing here. Keep it up! |
| 12-23-2004, 12:58 PM | #131 |
Thanks a bunch for the comments. I really need some people to point out the bugs. Many of these was already mentioned and are already addressed but some are new. I'll see what I can do about. I have no idea how to fix those mac bugs though seeing as they work on PC. I'll talk to Lord Vexorian and maybe AIAndy and see if they got any clue about it. Again thanks. |
| 12-28-2004, 01:25 PM | #132 |
I love this mod but few things still stop me from enjoying this master-piece to the fullest. I found few problems: For the Wood Elf's: 1. They should be able to make at least 5 Redwood trees and not only 3 2. The Upkeep (even Minor) prevents the displaying of the lumber harvest (the nice green letters disappear) 3. Divine Fury towers have Magic Sentry, but there isn't upgrade for it if I remember correctly. 4. Caravan has to 2 Scroll to Town Portal why? 5. It seems that tracking icon in disabled state is missing 6. Why don't you make the Lady of Woods available at level 2 so u could heal some of the injured units. Trolls : 7. This is a suggestion Thief have build button, but empty - why not allow thief to build fake buildings that disctract your opponents from the real ones. 8. When you have pigs why don't give them ability to heal nearby units - they come to the healed unit, die and unit gets his health restored "in a very delicious way"(pig meal). Also u could add some pigs the Warhog ability (like militia for pigs) and see the pigs chase out enemies. As for the Dwellers. 9. The swamp Dwellers are really cool but it seems that Poison Stinger is missing his upgrade (one that looks like corrosive breath). The button is disabled because it needs the upgrade, but upgrade is nowhere to be found. 10. I noticed for the swamp dwellers they have a building Swamp Trickster that both sells items and upgrades - by my opinion it looks rather "ugly" somehow I don't like having the same unit for upgrades and items(it's confusing me :( ). And the Chaos. 11. The Arch-demons Volcano spell cannot be cast he has only 435 mana on level 10 and Volcano lvl 6 demands 700. All this are just some minor unimportant glitches, your mod overall rules. But if u want it to be more popular please reduce the laaaaag, i once had to restart Warcraft (it froze) .Also i know I'm a pest, but here are mine suggestion: 1)Organize the icons so that the unit has its upgrades below its icon not some others unit, 2) Don't mix items and upgrades- they don't go together, 3)Why don't add Chaos some insane ability - if they are chaos they must be both good and evil at a same time - for example make a Shortburst spell - it could make unit (friendly and enemy) increase damage and attack speed to unbelievable value for 15 sec after that spell is gone affected units dies. 4) Please lower the upkeep to atleast 180. Keep up the go(o)d work . |
| 03-31-2005, 01:53 AM | #133 |
Guest | Hai there, i'm new here, i am confused where to download The Tales of Raviganion, could somebody please tell me where to find it? |
| 03-31-2005, 06:20 AM | #134 |
http://race.wc3campaigns.com/download.htm over here. |
| 04-24-2005, 03:42 AM | #135 |
Just some thoughts... Some diference in Unit scale, its fine, its even cool...but huge diferences, fucks up gameplay, i know that demigods(or w/e) are supposed to be big, but u need they that big? as for some other "normal" units too... again...some diference in unit speed, nice, too much, fucks up balance and gameplay too. eg: the troll harvesters, thats insane fast u can quick surround enemies. the rain...OMG, plz take that slow rain debuff, its stupid, btw all units on normal weather seem to be fast(that is ok, but the rain, and lighting sounds/animation all the time its horrible.) you got some nice skins and stuff...but some of the animation aplied on them are horrible(im not a skinner/modeler/or w/e and i guess this is not some easy thing to fix, but im sure u guys can do much better). this 4 things, i believe to be the major problems this mod has, some bugs get in second. So if you want, i think this can be someway ajusted(i know they were planned to be like this), cause you wont be able to get balance and an enjoyable gameplay experience this way. as for the hole rest... GG guys, well done. I know you spent some huges amount of time on this, so tkz for all your effort. |
