Change on Tarna concept - funtitans, carchas and other stuff
Change on Tarna concept - funtitans, carchas and other stuff
Hi guys,
as we had several players complaining about avatar, arena t-rex, donkey kong and that other golem ruining some parts of the game (which I can personally agree with; scusami, lo siento, bocsánat), Kharg, Morgana and me have decided to change Tarna's concept a little.
Instead of the so-called funtitans, the tribes will receive units on lower levels that can be built more than one time. Which units they will particulary be is not fully known yet.
The funtitans will further be available in Tarna's Amazon temple, but only when you have Miyagi and Trader on level 4 as well; like that they follow their, let's say, destiny, or at least their names.
Your suggestions are very welcome. The plans have been like those so far:
Units you receive for Tarna level 4:
Norsemen: Giganotosaurus rider
The fast and strong, but expensive giganotosaurus rider is a good lategame alternative for mammoths. His high damage and hitpoints, but low armor, are especially good versus Dragon Clan or Norsemen armies.
Buildable in: Big animal farm
Resource costs: 1000 food - 180 wood - 120 stone
Time taken to be trained: 35 seconds
Slot: Level 3
Hitpoints: 3000
Defense: 10 meelee, 10 ranged
Damage: 60
Frequency: 30 attacks per minute
Skulls given on death: 60
Missing: Icons (finished 95%)
Dustriders: Carcharodontosaurus rider
The Carcha rider is basically a weaker and cheaper version of allosaurus, though available way earlier. Their high damage but low armor can counter heavy T3 battle units like the rhinos, saltasaurus archers or even brachiosauruses and CBT.
Buildable in: Huge dinosaur farm
Rescosts: 350 - 80 - 30
Time taken to be trained: 30 seconds
Slot: level 3
Hitpoints: 2500
Defense: 0 meelee, 0 ranged
Damage: 50
Frequency: 35 attacks per minute
Attack bonuses: Only 50% damage dealt against buildings
Skulls given on death: 50
Missing: Proper icons
Dragon Clan: Tarbosaurus
As the DC is able to deal a lot of damage but has the lowest HP/armor type on epoch 3, the tarbosauruses can help tanking damage. Due to their own quite little damage, they get less useful in lategame.
SEAS: Carnotaurus - 0% finished
A Seas unit ready for big battles and very suitable for defending your base
Post your idead into this thread or contact us via Xfire:
Kharg: khargone
MrMorgana: mrmorgana
Scrat: parascrat
Arvinder: arvinder101
This post keeps getting updated to the latest plans.
as we had several players complaining about avatar, arena t-rex, donkey kong and that other golem ruining some parts of the game (which I can personally agree with; scusami, lo siento, bocsánat), Kharg, Morgana and me have decided to change Tarna's concept a little.
Instead of the so-called funtitans, the tribes will receive units on lower levels that can be built more than one time. Which units they will particulary be is not fully known yet.
The funtitans will further be available in Tarna's Amazon temple, but only when you have Miyagi and Trader on level 4 as well; like that they follow their, let's say, destiny, or at least their names.
Your suggestions are very welcome. The plans have been like those so far:
Units you receive for Tarna level 4:
Norsemen: Giganotosaurus rider
The fast and strong, but expensive giganotosaurus rider is a good lategame alternative for mammoths. His high damage and hitpoints, but low armor, are especially good versus Dragon Clan or Norsemen armies.
Buildable in: Big animal farm
Resource costs: 1000 food - 180 wood - 120 stone
Time taken to be trained: 35 seconds
Slot: Level 3
Hitpoints: 3000
Defense: 10 meelee, 10 ranged
Damage: 60
Frequency: 30 attacks per minute
Skulls given on death: 60
Missing: Icons (finished 95%)
Dustriders: Carcharodontosaurus rider
The Carcha rider is basically a weaker and cheaper version of allosaurus, though available way earlier. Their high damage but low armor can counter heavy T3 battle units like the rhinos, saltasaurus archers or even brachiosauruses and CBT.
Buildable in: Huge dinosaur farm
Rescosts: 350 - 80 - 30
Time taken to be trained: 30 seconds
Slot: level 3
Hitpoints: 2500
Defense: 0 meelee, 0 ranged
Damage: 50
Frequency: 35 attacks per minute
Attack bonuses: Only 50% damage dealt against buildings
Skulls given on death: 50
Missing: Proper icons
Dragon Clan: Tarbosaurus
As the DC is able to deal a lot of damage but has the lowest HP/armor type on epoch 3, the tarbosauruses can help tanking damage. Due to their own quite little damage, they get less useful in lategame.
SEAS: Carnotaurus - 0% finished
A Seas unit ready for big battles and very suitable for defending your base
Post your idead into this thread or contact us via Xfire:
Kharg: khargone
MrMorgana: mrmorgana
Scrat: parascrat
Arvinder: arvinder101
This post keeps getting updated to the latest plans.
Re: Change on Tarna concept - funtitans, carchas and other stuff
I would also like to point out that should you wish to continue using the funtitains in their current non useless form then it is best to make a copy of the current seasmod folder and rename it, it is then a simple case of creating another info file (they can be opened in notepad) then to be able to use the new folder in the game just make a copy of the current shortcut and change -enable SEASMOD into -enable folder name
This is for a seemingly small number that like to play single player and don't want their fun spoiled by the guys that play multiplayer
This is for a seemingly small number that like to play single player and don't want their fun spoiled by the guys that play multiplayer
Thanks to Henry for making the animation
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Re: Change on Tarna concept - funtitans, carchas and other stuff
Imo, Smilodon rider is useless. There is Eusmilus, and 2 same units will maybe distract players...
Anyway, i hope you dont change techtree... you dont have the latest version...
Anyway, i hope you dont change techtree... you dont have the latest version...
I've never seen code like this.
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Re: Change on Tarna concept - funtitans, carchas and other stuff
It's not the same unit. Smilodon riders are used at a different game timing. The only thing they have in common is that both are sabretooth tigers and have speed 4.AnthonyCole wrote:Imo, Smilodon rider is useless. There is Eusmilus, and 2 same units will maybe distract players...
We have also tried to add a chariot to its back but that didn't work properly, so.. anyway.
If you have a better suggestion, it's always welcome.
Of cause we have to change the techtree. But go on, solve our confusion..Anyway, i hope you dont change techtree... you dont have the latest version...
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3rd Place X-Mas Tournament 2010.
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Re: Change on Tarna concept - funtitans, carchas and other stuff
I dont think the game needs more extra units. We should make the existing ones being used more often.
I will give you techtree before new release
I will give you techtree before new release
I've never seen code like this.
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Re: Change on Tarna concept - funtitans, carchas and other stuff
i think it's a really good idea, because the funtitans ARE op!
Re: Change on Tarna concept - funtitans, carchas and other stuff
k, plans changed.
like this it seems now:
DR: carcha
NM: giganoto
DC: spino
SEAS: carnotaurus
but plz suggest ideas
we r not half way finished
all we know is that funtitans are.. umm..
fun!
but not more..
like this it seems now:
DR: carcha
NM: giganoto
DC: spino
SEAS: carnotaurus
but plz suggest ideas
we r not half way finished
all we know is that funtitans are.. umm..
fun!
but not more..
2nd Place Johnnyzocker's Tournament 2008.
2nd Place Saturday Battle Tournament 2010.
3rd Place X-Mas Tournament 2010.
2nd Place Saturday Battle Tournament 2010.
3rd Place X-Mas Tournament 2010.
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Re: Change on Tarna concept - funtitans, carchas and other stuff
i would honestly prefere if you would add the atroxosaurus either instead of carchara or as a new unit, the atroxosaurus with be so much better and i would rather use it instead of carchara but that is just my oppinion, it would be good to use atrox as a completly new unit though instead of replacing allo
Re: Change on Tarna concept - funtitans, carchas and other stuff
can flying units be added??
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Re: Change on Tarna concept - funtitans, carchas and other stuff
not as we know it
we would need a game engine and help from pros to ever do that, well we could if we can figure how to get the rocket ramp into a unit, so we can control a pterandon.
we would need a game engine and help from pros to ever do that, well we could if we can figure how to get the rocket ramp into a unit, so we can control a pterandon.
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Re: Change on Tarna concept - funtitans, carchas and other stuff
lol
The problem are simply the server scripts. If we find a way to make them modable, we can do ALL WE WANT in PW.
1. The Server scripts are digitally signed
2. SEK wanted no flying units in the game
3. Usless fact: Trader was invented to be a flying trader, if players want to trade res, he comes and buy/sells goods
The problem are simply the server scripts. If we find a way to make them modable, we can do ALL WE WANT in PW.
1. The Server scripts are digitally signed
2. SEK wanted no flying units in the game
3. Usless fact: Trader was invented to be a flying trader, if players want to trade res, he comes and buy/sells goods
I've never seen code like this.
CEP Moddb | CEP download
ParaWelt TicTacToe | Multiplayer TicTacToe/Connect four/etc
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Re: Change on Tarna concept - funtitans, carchas and other stuff
Ok, all descriptions for the dino riders are done, including miyagi's secret new unit, i doubt it is secret though anyways, i'll add them all to the correct folder under dropbox later today
Re: Change on Tarna concept - funtitans, carchas and other stuff
picures of it??
Re: Change on Tarna concept - funtitans, carchas and other stuff
-removed-
Last edited by Apfellord on Wed Sep 20, 2023 12:24 pm, edited 1 time in total.
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Re: Change on Tarna concept - funtitans, carchas and other stuff
Please give Demetrius a screenshot (using PM)