TA: Kingdoms Mod - Page 3

TA: Kingdoms Mod

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

<Thump>

<Gets back into chair> Wow...that looks like its really comming together nicely. Excelent job.
AxlRoseRX
Posts: 11
Joined: 14 Nov 2005, 07:08

Taros and Veruna Race done

Post by AxlRoseRX »

and the Taros and Veruna race are done:

Image

Image


Image

Image

more screeshots at:

http://www.kingdoms-rx.com/gallery/view ... ame=spring
Last edited by AxlRoseRX on 18 Jan 2008, 07:16, edited 1 time in total.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: Taros and Veruna Race done

Post by PauloMorfeo »

AxlRoseRX wrote:and the Taros and Veruna race are done:
...
:shock:
The map Ancient Arena looks so much better with TA:K !!!
AxlRoseRX
Posts: 11
Joined: 14 Nov 2005, 07:08

Post by AxlRoseRX »

heres the basic port now I need you guys to help me make it perfect.

http://www.kingdoms-rx.com/forums/index ... wtopic=134
Last edited by AxlRoseRX on 18 Jan 2008, 07:17, edited 1 time in total.
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

it looks WAY better i tought !!! actually it looks good if u dont take a closer look... i would help u any way i can but damn i just dont have skills yet
AxlRoseRX
Posts: 11
Joined: 14 Nov 2005, 07:08

Post by AxlRoseRX »

Masse wrote:it looks WAY better i tought !!! actually it looks good if u dont take a closer look... i would help u any way i can but damn i just dont have skills yet
Yes you have the skills (cursors)

http://taspring.clan-sy.com/phpbb/viewt ... c&start=14

Now you don't have an excuse :? could you please take the original TA: Kingdoms cursors and make them into spring format??

here are the original TAK cursors.

http://www.kingdoms-rx.com/spring/cursors/cursors.zip

Then you can add them to the mod, test them and send them to me and I will add them. You like many can be of lots of help to this project I am trying to get started with.

Already talked to Zaphod and he promissed lots of stuff to be added to Spring to be more flexible, it will soon, by ends of January suport most of the TA:K format and many other cool things that will surely take Spring to a new Level.
Last edited by AxlRoseRX on 18 Jan 2008, 07:18, edited 1 time in total.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

even the move changing thing? that was awesome :-> (u know when u chose whether ur monarch shot fireballs, lightning or a ball of pwnage spreading from him)
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

Looks wonderful!
Of course, The unit's footprints and that odd way of building units have to be changed, and perhaps high trajectory for the catapults would be nice.
And an intangible mass thingie instead of a nanonlath effect would be superb.
gundalf
Posts: 1
Joined: 13 Dec 2005, 17:29

Post by gundalf »

looks cool axl hope it all works soon cant wait to play it

just hope trebs arent as invincible :P
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I guess purple is supposed to be transparent. Too bad SJ said he was not going to add transparency.
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

I'll have to get OTAI to support it.

BTW, IHMO, I think that if you only want to have one resource, use metal. But that's just my opinion. Really, very nice looking.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I've already downlaoded and started messing with NTAI.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

w00t!

Now me and my freinds can throw hordes of zombie's at eachother for no readly apparent resone!
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

PS:I just played it and was dismayed! The Taros team's building works like a Zhon building unit, and (to make it worse) the zombie's built at 1 hit point...per minut!

Is something wrong with the scripting, or am i going crazy?
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

im back... my comp had issues... ill take a look at the cursors :wink:
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

/bump
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

that mod is coming very cute and diferent from the currently available mods :-)
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