MegaGlest Forum
Modding and game content creation => Mods => Topic started by: gameboy on 13 November 2008, 07:13:55
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The mod's original creator gAMeboy has discontinued this mod, he left it at version 0.8. -Archmage- and MirceaKitsune picked up development and made a version 0.9 fixing the massive AI issues. Versions 0.9.x were created behind the scenes, enhancing particle effects and textures, along with fixing other various issues. A testing veresion was released but not advertised much. Now -Archmage- has released 0.9.6, at which the new developers discontinued the mod due to the return of AI issues. Licensed as CC-BY-SA.
Downloads
Version 0.97 - MG Compatibility Update (2011) (http://dl.megaglest.org/elves_097.7z)
Yellow: Buildings
Green: Units
Blue: Upgrades
[attachment=0:3ju8sqmf]Elf Tech Tree.jpg[/attachment:3ju8sqmf]
Ent, Wood Guard and attack for tree, need Mystical Forest
Silverthorn Arrows: Archer attack increased
The Minstrel's unit Militia, is actually Forest Militia
Griffon needs Beast Taming
Ent Water all units now re-gen
Griffon Rider needs Elven Taming
Quenya Upgrades all units with HP, Attack and Speed
Elves Specialty: High LOS, Buildings Build fast, High Speed, Moderate HP, Re-gen.
Elves Negative: Low Armor, Low Building HP, Units and Upgrades take a long time.
Infantry: Gladrim Archer: Good at Defense, Grey Elf Archer: Offensive unit with low armor, Swordsmaster or Magol Hedir: Good agianst buildings and cavalry.
Forest Militia: Can be called once in a while has a negative re-gen.
Cavalry: Lancer: good against building, has high armor, moves slower than other cavalry, Reaver: Horse archer, low armor moves and trains fast.
Defense: Wood Guard: has a long range and high HP. Redoubt(not included in the diagram): Morph from Gladrim Archer, good for makeshift defense, when attacking enemy base's and defending your own new base.
Energy Units: Minstrel: has a low range fast attack, can call Ent and Forest Militia, Wise Elf: Has a Long Range slow regenerating attack. Can plant tree, Tree Circle, Wood Guard and Tree of Life.
Beasts: Griffon: Throws Stones at enemies, good against buildings, moves quickly. Griffon Rider: throws stones and fires arrows at enemies, making it the most powerful unit of the faction.
Worker - Elf: can Build all buildings can only plant the tree, can Morph into Wise Elf.
Siege: Ent: Throws Heavy blows at enemies and buildings, has high HP.
2.0A Update - Archmage
So I did a lot of work last summer towards an Elves 2.0, but alas I've very much lost interest in this game and have been back more recently for modding purposes only. This was something I was working on on and off, but ended up putting aside to work on Egypt Remastered.
I don't plan to finish this overhaul, but it is well progressed with many models new and enhanced, textures fixed, building scales mostly fixed, a lot of new animations, and some new sounds. I also restructured the faction multiple times(mostly because of the AI), and it's very roughly balanced. The faction does require more resources on purpose, but it's units are a lot stronger now. This means that the resource-cheating AI(when it plays the faction properly) can be quite brutal.
I'm releasing it as is, as version 2.0 Alpha. Feel free to modify or reuse the faction or it's source material as you wish. I request, but do not require credit for myself. Mod credits are in the faction folder.
Download - Elves Faction 2.0A w/ Faction Links - 126MB ZIP (https://drive.google.com/file/d/0B1TUVKDu5jKROTJURW1CWXQxYlU/view?usp=sharing)
Download - Elves Faction Source Material - 198MB 7z (https://drive.google.com/file/d/0B1TUVKDu5jKRbHVjRE9tYXBSb28/view?usp=sharing)
The download button is on the top right, icon is down arrow.
(http://i.imgur.com/ze7ggKE.jpg)
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okay, here's the dowload, a few model are oversized and there are no construction model, oh and on more thing the reaver costs song, now i didn't put a command to get song so in the elves.xml, just add starting resource song or remove song from the resource req. of the reaver.
http://www.mediafire.com/?sharekey=2e40 ... b9a8902bda (http://www.mediafire.com/?sharekey=2e4004805cbbc1fcd2db6fb9a8902bda)
plz. comment
[GAE 0.4??????? - @kukac@]
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Let me get this straight, you plan on making something for GAE 0.4 before we even have 0.3??? What gives?
(Although to be honest, its best to leave GAE alone for now, since its not as popular... Okay, maybe I'm just fusy because I haven't had success with GAE yet, but...)
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i actually meant the elf faction is version 0.4
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AAH! You have the same AI problems as Omega's Military!
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what?????? tell me.
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The Ai doesn't play...
Now, with me, there are 4 People who had this problems. We need to solve it, but I have no issue from what this problems might coming...
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okay, thanks for telling me, but hows it otherwise?
Edit: when i tried it the AI made a few more Elves.
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here are some screenshots.
[attachment=2:u8hq3kt0]screen0.jpg[/attachment:u8hq3kt0]
[attachment=1:u8hq3kt0]screen2.jpg[/attachment:u8hq3kt0]
[attachment=0:u8hq3kt0]screen4.jpg[/attachment:u8hq3kt0]
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I didn't mention this before because I was fairly certain someone else would catch it, but I guess that just hasn't happened yet... so anyway, it's supposed to be corral, not coral.
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thanks john, i didn't know that. :-[
okay 0.6 will be released in about a week, so it will be included in that.
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a.. question should i make the buildings smaller or leave them as they are?
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Yes, definately! That was one of the more annoying things when I played your faction. Theother was the AI.
Let's try to fix the AI problem. Did you make all new XMLs, or did you use others as a template?
Did you do something wierd with the faction.xml?
Any other abnormalities?
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Yeah, it seems pretty good. The main things I noticed were the enormous buildings, song, and how the Elves attacked with the magic from initiate.
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Yes, definately! That was one of the more annoying things when I played your faction. Theother was the AI.
Let's try to fix the AI problem. Did you make all new XMLs, or did you use others as a template?
Did you do something wierd with the faction.xml?
Any other abnormalities?
i used a other xmls as a template. and i don't know what i did with the faction xml, cause i had the xmls made a long time ago.
i'll make two buildings smaller the academy, i have already made and the corral.
about the AI, i haven't finished with the faction so there are no restriction to any unit or building that might be the problem.
@Ullalluloo song is a resource all unmounted units can sing, each time a unit sings you get -1 song resource, your elf Minstrel can sing for -5 song while the Wood Hall can sing for -20 song.
BTW can someone tell me a good place to get free music?
also can someone suggest a good attack for the gryphon, right now this is what i've come up with his first attack is an anti sky attack, the gryphon is good against sky units, his second attack he throws stones at enemies BUT he can only throw stones every 30 seconds.
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okay, i tried shifting some command and put the starting resource high, it turns out the AI built all the buildings but didn't plant any, either they ran out of resources because they had a high pop of Elves or they don't know how.
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So they're not harvesting?
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They can't plant trees to increase their Tree resource.
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Why don't you change it so that the plant tree command is with the other build buildings commands and just keep one tree. To produce Tree, just do like I did in Dark Magic with the Energy Fountain; use an invisible unselectable unit to produce, and each unit can cost different amounts but give you more or less Tree. Download Dark Magic as an example.
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Never give buildings the regeneration ability.
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That is totally unrelated, please explain what you mean.
But if you're trying to spew out random facts, plase do it all in one post, so I can get knowledgeable from one place. =}
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okay heres an idea i got, it also explains why i gave the trees a regen,
when you build a tree you don't have to keep a worker till it gets done it'll regen to its max hp when you place the foundation, so heres the idea i give the tree a growing animation for its build skill so it'll look like its growing, but i'll only animate it till a point, so there will be a command called grow when activated the tree grows bigger, each time the tree grows bigger you get more tree.
how about it?
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Great News! The Ai has now started (after changing a few commands) harvesting as well as building and planting.
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Please tell us what you did !
I and some other still have the same AI-Problems.
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The tree gains hp and when it has 1400 the building hasn't been build yet but it can be build any further because it already has got full health.
I had to make one of my units attack the tree while others were repairing until the building was really finished.
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yeah! i saw that, thats why i changed the build time of all trees to 1.
@mictes i changed the order of the commands 1st the stop 2nd move 3rd harvest 4th plant 5th build 6th attack 7th repair. you also can change the order of the buildings you want to build.
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so is the download link in the secound post the new one with the changes? or is it not out yet or do we need to change it ourselves?
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i'll post it on wednesday.
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bad news, as soon as i lower the starting resources and put restrictions for units and buildings the ai stops doing anything other create more elves and do nothing, and when i remove restrictions but lower the starting resources the harvest. i'll try to fix it if i can't then i'll release 0.6 and let one you try it.
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The screenshots look great, but you might want to remake the texture of the town center(or the whole thing), because it looks sorta bland.
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if your talking about the tree of life then thats just a big tree, theres a new model in 0.6, so be sure to download it.
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okay i still can't get the AI to work, but why delay a release, so here it is.
http://http://www.mediafire.com/?lycmee5mg1t
68MB
The Changes:
Added Content:
Units:
Magol Hedir
Gryphon
Wood Guard
Upgrades:
Beast Taming
Elven Taming lore
Other:
Music
Fixes:
changed the Tree of life model
added song command to units
added grow command to tree
changed Corral and Academy models
removed shapshooter from archers
fixed plant command, now all tree grow almost instantly
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I wanted to try it, but it doesn't work (for me) whats wrong?
I simply get
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
Is this mod only for GAE?
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what?
I tried it in the original glest it works, did anyone else get this problem?
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I just tried your faction and I think its very good. I tried it in GAE 0.2.10 and it works without any problems.
I'd like to post my constructive criticisms for your faction.
+ Excellent faction music loop.
+ Tree based buildings are great! especially the growing tree and the wood guard.
+ magol hedir looks good.
+ Tech tree is not too big or complex like some other faction mods
+ Unit models and textures are generally good.
/ 2d icons are well made but are hard to differentiate because they are all green.
/ Ents are not implemented yet :(
- The resource system doesn't seem to work very well.
- Faction is massively unbalanced atm. (this covers alot of different problems)
- Forge building seems unnecessary to house a single upgrade.
- Non-tree building textures need improvement.
- Griffon texture needs improvement.
Thats all I can think of right now.
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ok, now it works for me too!
I installed it again and now its working. I don't know what was wrong.
And its really a nice new faction!!!
Lots of good new model.
Some are a bit too big for my opinion and some build up much too fast (trees).
The buttons look really good, but it's a bit difficult to devide them.
One hint for the animations. You should export one frame less. If the start and the end frame looks the same, skip the end frame. Otherwise you get these stocking animations.
Another problem I see is that the cpu will always have trouble with the sing ressource. Probably its better to replace it with something like housing, something like every units needs a tree( or a part of a tree ) to live. But probably I'm wrong and you get the things working.
I think there are still a lot of things to do, but I'm very curious what it looks like when it is in the final version!
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thanks for the complements, comments and tips.
actually most of my walk animations have one frame less, but thanks anyway.
as for the buildings, i'm still at designing some smaller ones hopefully in my next release they'll be smaller,for sing i think i'll change it back to food.
i'm still working on perfecting the trees so... well whatever.
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okay, i'm having trouble texturing the wise elf, so i'm hoping one of you guys could help, i want the texture to be like Elrond in LOTR you know flowing gown and all that, thanks in advance.
[attachment=1:mcacqoph]wise_elf.rar[/attachment:mcacqoph]
[attachment=0:mcacqoph]wise elf.jpg[/attachment:mcacqoph]
- The resource system doesn't seem to work very well.
- Faction is massively unbalanced atm. (this covers alot of different problems)
- Forge building seems unnecessary to house a single upgrade.
- Non-tree building textures need improvement.
- Griffon texture needs improvement.
i didn't see this before, i'm sorry.
resource - for sing, i'm going to change it to grace for that, i'm gonna have to add another building, the Elven Sanctuary.
unbalanced - ATM
Forge - i'm gonna remove a the elven taming lore upgrade, so i'll add two more upgrades for the forge.
Texture - i'll see to it, btw by buildings which ones do you mean.
Gryphon - My bro said the same thing he said it looked like a dog, so i'm going to totally re-model the gryphon(even though i spent four days, animating it).
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You Elf faction looks pretty cool to me. Can't wait to play it and the other new factions you guys are working on.
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here's a teaser wciow
THE Ent
(http://www.mediafire.com/imgbnc.php/733161c1e95538f1af551f74d20c5e982g.jpg) (http://www.mediafire.com/imageview.php?quickkey=xzym4zio3hg&thumb=5)
fully animated, i just need the wise elf for a new release
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Wow! the Ent looks really good gonna be good to see it in-game.
I'll go finish texturing the Wise elf.
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simply wow!
this model is really good!
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okay, 0.8 is set to release sometime in the second week next month, it won't have any new sounds, but many new models and retextures and of course a few units: the Ent, Minstrel, Wise Elf, Huorn and two new upgrades.
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Wowza. That rar is 68 Mb. Most of the other factions are usually 15 Mb. :o How'd it get so big?
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aaa... its not very clean ::) and the models are very big and some have two to three texture files.
BTW its good to see you back, its been like month.
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Wow, it is looking good. Nice ent model. I'll download it on my school computer later, this is just too huge for dial-up. (Boy, am I glad military will probably be about 1 MB per unit uncompressed, much smaller).
Oh, and it IS nice to see Zaggy back.
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I will implement the Ent model in the next version of Dark Magic BTW. I will retexture it, but the real goal is to have a different model, and actually, it will look completely different. This one is like a live tree; the Treant in Dark Magic is a dead one.
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can someone do the sounds?
i post some elvish words soon, right now i can only remember one, Le - Yes.
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Sorry, my hands are a bit tied at the moment!
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okay so i modeled the gryphon, i want to know if the texture is good enough, because i want to start the gryphon rider and i don't want to do all that work if the texture is not good. so here it is:
(http://www.mediafire.com/imgbnc.php/83f064ca8d7be1b0b2e4c521943480862g.jpg) (http://www.mediafire.com/imageview.php?quickkey=uy5w2ngdyyr&thumb=5)
Sorry, my hands are a bit tied at the moment!
So will you do it when your hands are free?
I don't want sounds till the final release.
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It seems like everyone thinks I'll volunteer for every project that isn't modeling; when I finish Dark Magic and Undeads it will probably be 2010.
There are a lot of free sounds here, but I would bet you have to credit them somehow/contact them. Sounds make the factions nice, but they are a true pain!
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The Silver Helm Rider
(http://www.mediafire.com/imgbnc.php/25154cfb053771830b3612fbe4e627462g.jpg) (http://www.mediafire.com/imageview.php?quickkey=zmmw2hdnnjw&thumb=5)<a href="http://www.mediafire.com/imageview.php?quickkey=zmmw2hdnnjw&thumb=5" target="_blank"><img src="http://www.mediafire.com/imgbnc.php/25154cfb053771830b3612fbe4e627464g.jpg" border="0" alt="Unlimited Free Image and File Hosting at MediaFire"></a>(http://www1.mediafire.com/imgbnc.php/2c8dd1616a0d3299c01b432adcf3bd586g.jpg) (http://www.mediafire.com/imageview.php?quickkey=udnjgldf5d0&thumb=4)
BTW
How was the Gryphon Texture?
[URL=http://www.mediafire.com/imageview.php?quickkey=uy5w2ngdyyr&thumb=5][IMG]http://www.mediafire.com/imgbnc.php/83f064ca8d7be1b0b2e4c521943480862g.jpg[/img][/URL]
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Griffon looks ok but a little blurry. Silver helm looks very good, the only problem is that the seams don't match between the body and legs.
BTW are you custom animating the horse or using the original Glest ones??
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a few remarks to 0.6:
- use texture size of power of two (256x256, 512x512, 1024x1024, ...), other may cause problems on some graph cards (units/wood_guard/models/texture_wg.tga is 917x1024 and looks completely wrong here, probably is not being displayed at all)
- units/wood_guard_uprooted/wood_guard_uprooted.xml <time value="0" /> causes error (division by 0) here (linux64), value of "1" works ok
- upgrades/ent_water/ent_water.xml <resource-requirements> <resource name="wood" amount="100"/> - elves cannot harvest wood, should be tree perhaps?
this faction is looking great, thanks!
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Sorry, in a previous post I forgot to mention where you can actually get the free sounds: http://www.audionetworkplc.com/sound-effects (http://www.audionetworkplc.com/sound-effects).
After I finish my factions (long, long time from now) I'll have nothing to do for Glest and I will be happy to help out with someone's Glest project. Sorry If I insulted you, Gameboy.
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a few remarks to 0.6:
- use texture size of power of two (256x256, 512x512, 1024x1024, ...), other may cause problems on some graph cards (units/wood_guard/models/texture_wg.tga is 917x1024 and looks completely wrong here, probably is not being displayed at all)
- units/wood_guard_uprooted/wood_guard_uprooted.xml <time value="0" /> causes error (division by 0) here (linux64), value of "1" works ok
- upgrades/ent_water/ent_water.xml <resource-requirements> <resource name="wood" amount="100"/> - elves cannot harvest wood, should be tree perhaps?
this faction is looking great, thanks!
Thanks for telling me about the textures, is the problem only for the wood guard or are there any other ones?
about the upgrades thanks for telling me, guess i was to impatient to release it I didn't see that.
Griffon looks ok but a little blurry. Silver helm looks very good, the only problem is that the seams don't match between the body and legs.
BTW are you custom animating the horse or using the original Glest ones??
For the time being I'm using the glest ones. Though I've custom animated the reaver's horse (not the running but the rest).
Sorry, in a previous post I forgot to mention where you can actually get the free sounds: http://www.audionetworkplc.com/sound-effects (http://www.audionetworkplc.com/sound-effects).
After I finish my factions (long, long time from now) I'll have nothing to do for Glest and I will be happy to help out with someone's Glest project. Sorry If I insulted you, Gameboy.
Thanks!!!
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For sounds, try:
http://www.soundjay.com/
http://www.soundsnap.com/browse
http://www.mediacollege.com/downloads/sound-effects/
http://flashkit.com/soundfx/
http://www.findsounds.com/
I'm not 100% sure, but they seem to have a liscense which would allow glest mods.
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Thanks omega.
wciow have finished with the wise elf? I want to release 0.8 in this month, preferably at the end of this week, but don't expect any sounds, I'll leave that for the final release.
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wciow have finished with the wise elf?
No I'm still working on it :-[
EDIT:
I worked on it some more heres a wip
(http://i27.photobucket.com/albums/c168/jimbleboy/wiseelf.jpg)
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okay take your time, don't hurry.
I'll probably use the initiate model as a placeholder.
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WOW!!! nice.
Btw did I mention that you can edit the model as long as it stays true to the concept, this is so that it not hard to texture if you can texture it just as easily don't edit it.
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Ok I finished the wise elf. Heres a pic:
(http://i27.photobucket.com/albums/c168/jimbleboy/welf.jpg)
and heres the file:
http://www.mediafire.com/?tv2mm2tjcrs
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nice textures!
Is this an example for red and blue teamcolor?
What will yellow/green look like, thats always a problem :(
For omegas sound ressources, only use this one from his posted list:
http://flashkit.com/soundfx/
Some of the links really look like commercial and you will shure get into trouble using them!
The Licenses on these sites clearly say that you cannot use it for glest mods!
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I love it. THANKS!!!
BTW where did you learn to texture? and what program do you use?
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I use Paint.net for texture work. I tried Gimp but just couldn't get into it.
I've been using Blender for about 5 years(!) but only really started texturing my own models in the last 2.
I'm getting better but nowhere near the level of a good texture artist. When I see the work of some of the pro's who work on other mods I get blown away :o
BTW hope your gonna release a new version soon. Your Elf faction was the best new faction I've played!
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I got to animate this model, and another one remains so I'll release a new version in 4 days at the most.
And the GIMP is quite good. I know there are all these weird panels and all that, really freaked me out the first time I used it.
BTW hope your gonna release a new version soon. Your Elf faction was the best new faction I've played!
Blush!! thanks.
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I actually finished this on sunday, but the file size was to big.
Here is version 0.8 of the Elf Faction: 96 mb.
http://www.mediafire.com/file/itnmm2mb0dn/elves.rar
Units:
+ Ent
+ Wise Elf
+ Minstrel
+ Sanctuary
+ Silver Helm Lancer
+ Prince
+ Gryphon Rider
+ Huorn
Upgrades:
+ Noldor Armour.
+ Noldor Weapons.
- Beast Taming.
Elven Taming Lore/(now) Taming Song.
Lore and Song/Elven Lore.
Corral Gryphon Nest Extention.
Fixes:
Removed Song resource and added Grace.
Changed all building models.
Removed Plant ability from elf.
Changed Elf model.
Added Corral Gryphon Nest Extention.
Changed Wood Hall and Lore House icons.
Changed icon color to 9cc2cb.
Improved Some Unit Textures.
Changed Gryphon model.
Minor fixes.
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Also included is an HTML Document which give a comprehensive description of all the units included in the faction. Enjoy!!
Here are a few Screenshots:
(http://www1.mediafire.com/imgbnc.php/4a31cfcd94f50a64df53d3efccab14d75g.jpg) (http://www.mediafire.com/imageview.php?quickkey=mytozn22zqt&thumb=4)
(http://www3.mediafire.com/imgbnc.php/a6988f537621d1e9c7ef8515c6aac7c55g.jpg) (http://www.mediafire.com/imageview.php?quickkey=uyloozyqvj5&thumb=4)
(http://www2.mediafire.com/imgbnc.php/53e7b578ff5c9d3cc7ccde89cccdc70e5g.jpg) (http://www.mediafire.com/imageview.php?quickkey=oyuyo2ndqmd&thumb=4)
(http://www.mediafire.com/imgbnc.php/41825c2feaeb679c7065840eb18e678e2g.jpg) (http://www.mediafire.com/imageview.php?quickkey=y5woyltitqm&thumb=5)
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Nice, I have to test it this evening!!
All the units look a bit japanese like. Should I try to make a special tileset for this? ( I like to build tilesets :) )
It will include bamboo forests and big solitary trees like hanging willows for example.
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WOW! I'd really like to download this... But I can't. Too big. If titi or someone was able to shrink it to ~65MB or less I could do it on a school computer. Can you zip it in a 7z file?
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@ Titi: sure but I too want to make a tileset.
@Omega: I'll try.
Btw titi how do you like the document?
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Document?
You mean the html description you mentioned?
I cannot test it here, I'm at work. Let me see if I find some time this evening.
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I tested your faction.
It's a lot bigger than other Glest factions, just under 250mb unpacked!! compared to magic/tech which are both under 40mb.
I like the ideas behind your faction and it has generally good models/textures/animations.
I especially like the tree units and ents.
Unfortunately there is a big problem atm:
The AI is totally broken. Elves just sit in their base gathering resources and not building anything :(
I wish I could write a better review of your faction but it is difficult when the AI won't play against you!
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For the size of the faction 250mb!!!!!???: :-X
The problem is, there are some ultra big models in it.
For example the ent model is huge...
how to fix it:
1) in Blender select you object, go to edit mode say Mesh->Vertices->"remove doubles"
the model I loaded in blender could be reduced to 25% of original size with this!!!
2) The animation of the model I loaded was 114 Frames big!!!
I think this is really too much ! Reduce it to something like 10 frames but never more then 20 Frames.
if you get big jumps from one frame to another in Blender try it in glest. Probably its ok because glest calculates the missing frames.
this should resize again to about 10-15 % of original size.
Some units will be resized to only 5% of ther original size without any big loss of quality !!
!!And thats really a big difference !!!
I think all this will reduce your factions size to something like normal 40-80 MB uncompressed!
and compressed(7zip) to about 30 MB.
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Now I tested it for more than an hour :)
Well you made some really really nice models!!
This woman in white( don't know the name )
and the treeman they really look great!
But currently there are still tons of TODOs and its not really playable yet!
There are lots of good ideas in it, but I fear the AI will in most cases never use it the way it was meant.
And this faction is huge... I played a very long time to see most (not all) units yet
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I had some problems when starting and I had to fix manually:
Error loading units: techs/megapack_v1/factions/elves
Error loading UnitType: techs/megapack_v1/factions/elves/units/changes.txt/changes.txt.xml
Can not open file: techs/megapack_v1/factions/elves/units/changes.txt/changes.txt.xml
Error loading UnitType: techs/megapack_v1/factions/elves/units/prince/prince.xml
Attack Type not found: instant
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I think this is really too much ! Reduce it to something like 10 frames but never more then 20 Frames.
If you want to really reduce the filesize, try to aim for very low poly (depend on the texture, NOT extra shapes) and use 3-5 frames. I have some very good animations for military in which some are 5 frames and less than 90kb! Check the military infantry model. The biggest file there is the texture, but that can't be helped since textures have a set size (need jpg support NOW).
7z is very good for reducing filesize!
Can't wait till I can download it and try it myself. (BTW: whats this about the AI? Does the AI even work?)
OT:
I cannot test it here, I'm at work.
One question. Don't mean to get personal, but are you even allowed to be on the glest boards at work? Sorry for shaming your fun. ;)
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Here's the 7z omega.
http://www.mediafire.com/?dmwjttietny
- 62MB
About the AI I don't know whats wrong, I mean if they start with lots of resources they attack and all that but with normal resources they just lounge around doing nothing.
And I took so long doing the animations, man it was boring, but I'll try to minimize the file size in the next release.
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did anyone read the document I included if not please do, it describes all the units and has a GK page full of info.
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About the AI I don't know whats wrong, I mean if they start with lots of resources they attack and all that but with normal resources they just lounge around doing nothing.
I don't think the AI understands how to use the tree and grace resources. They never produce these and simply rely on what they start with. Once this runs out they stop producing.
Also you might want to try switching the academy and wood hall in the elf's build order. ATM they tend to build alot of wood halls and loads of minstrels.
Some of the late game units are very overpowered. A respected prince has over 6000 HP (with regen), lots of armour and 6 instant kills!
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Probably if there's nothing else to do; testing takes a good chunk of time though.
(Also requires Glest to be installed, and his boss might not like that)
Slightly OT:
I think Magitech should have an elves faction, but the trick is to make it so it's not a total rip-off on this faction.
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Probably if there's nothing else to do; testing takes a good chunk of time though.
(Also requires Glest to be installed, and his bossĀ might not like that)
Slightly OT:
I think Magitech should have an elves faction, but the trick is to make it so it's not a total rip-off on this faction.
Who's boss?
And the Elves faction is for magitech.
About the Prince I think i'll remove the respected level. The next version will have new sounds and the final version will be the one that works (hopefully) and is balanced.
I'm wondering, should I remove the tree resource and allow elves to cut wood or should I remove tree and let the elves have 3 resources, because currently that seems to be the only option if we want the AI to work. Of course we could balance them by making their resource harvest slower.
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I saw something about the resources and the AI problem a couple days ago. It is below:
No.
I think it has to do with the faction.xml.
You may be right, but I think it more has to do with the AI programing. I had a problem with that a while ago and just decided to restore all resources the way they were and build my mod around gold wood food and stone. Now i have an issue that when I delete the wood resource the AI would just build anything it can with the starting resources it has but will not harvest anything.
Maybe its because you are playing on a map that has extra resources than the mod does not have? (ex map has 3 different resources, while mod only uses 2.) Ill experiment with that later.
It would be nice to know exactly how the AI logic is set up, at least about how it builds and harvest. That would help tremendously.
I kind of thought that this faction was for Ardhon, which would have about 5 factions in it, but apparently not.
I was going to design a Elves faction for Magitech, and so I was doing research and I found this (http://www.goatrider.com/woodelves.htm). It has lots of ideas for units and I like some of them a lot (especially the unicorn and the forest dragon).
I think they would be a great addition to your faction, Gameboy, and I've played other games with those units in elven factions, so it's nothing radical or new.
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Downloading... I'll give my opinion tomorrow. Does the AI work or not though? (will try later today)
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I kind of thought that this faction was for Ardhon, which would have about 5 factions in it, but apparently not.
I was going to design a Elves faction for Magitech, and so I was doing research and I found this (http://www.goatrider.com/woodelves.htm). It has lots of ideas for units and I like some of them a lot (especially the unicorn and the forest dragon).
I think they would be a great addition to your faction, Gameboy, and I've played other games with those units in elven factions, so it's nothing radical or new.
No, this faction is a shrunken version of the Ardhon faction, the Ardhon one is much bigger with about 30 units.
This faction is mostly based on LOTR and Tolkien's writings, the only exception is the Tree of Life and the Gryphon which are not part of Tolkien's world. And I don't like the idea of a dragon for the elves. More info
on the faction is in the HTML file.
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TESTED, Improvements:
- Wisdom (the elve upgrade to wise elf) should have a discount
- Corral can hold food, even though food is never used
- Silver Helm Lancer, underpowered? (reaver can kill a unit almost as fast, not quite, but close)
- Griffon's seige attack doesn't work at times (animation works, EP is reduced, but no damage)
- Animation speed for corrol is too high when training a unit (horse rocks its head at lightspeed)
- Archer, should melee attack be more powerful than bow?
- Does trees attack work? (lack of EP in XML)
- Units range is much longer than any in magic or tech, which makes an unfair advantage
- OVERPOWERED - 16 Grey Elf Archers decimated the entire tech base losing only 1 man, another example is just five ents destroying a base with their seige attack, one death.
- Possible source of AI trouble, doesn't use Sanctuary (no grace) (wonder if its because it costs no resources?)
- AI don't harvest stone
Now, away from the bad things. I really like the faction, but the AI troubles force you to play against magic or tech, which the elves are too strong against. The models are great, I give you that. The icons are superb. Good sound, and everything is quite nice. If you'd like me to fix most of the things I complained about above (except AI, though I'll try...) tell me and I'll just do the xmls, keeping them in folder layout so that you can copy and paste, overwritting the few files.
I need to update glest.110mb.com soon to accompany this. I've already got a complaint of the magitech section (should have tips for using the units) and another complaint about it being post dated (version 3.2 official release). I also need to improve the mods to include Persian (great, one of my personal favs) and Elves (great, but AI and balancing problems).
Here's a temporary rough rating for Elves:
Models: 5/5 - Flawless, but large filesize
Images: 5/5 - Best I've ever seen
AI: 2/5 - Problems here
Sounds: 5/5 - Very good
Balance: 2.5/5 - range is way too high, some units have much higher attack than other magitech
Fun: 5/5 - Very fun
Overall: 4/5 - Very good
Comments: Very fun to play, some AI troubles, but hopefully that will improve, along with balance issues. Very good models, textures, and icons. Infact, some of the best I've seen. Congratulations on a great mod! *NOTE: GAE version untested
I think I could make one helluva good documentary thing (webpage) for it. With your permission, I'd like to be able to improve the existing one, adding backgrounds, and a nice, neat html documentation that uses CSS. I'll also give it tabs with DHTML drop down menus. I can add some information, and so on... I'll give you a copy for a later release of the faction, as well as upload it into glest.110mb.com (http://glest.110mb.com).
"What say you?"
EDIT// Here's my sample. Now, I worked hard on it, so if you want it improved, say so. Links are currently nothing because I only made the index page so far... Accept it, though, please.
EDIT2// The little text thing is because I just wanted a rough outline for a menu. The menu may not be exactly as shown....
glest.110mb.com/elves/ (http://glest.110mb.com/elves/)
ENJOY,
~Omega
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Sorry for double posting...
Next version is ready, but still needs to be uploaded. I need a few things:
-tech tree map i8mage (it's probably somewhere in this thread).
-The next version will have wqhite text after modman stated that the black was harder to read.
-Next version is ready with proper drop down menus. Images page is done, but I would like a few more images....
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Thanks omega!!!
I like the website, very nice, I appreciate what your doing, I'll get some images done soon, how about a header and a banner?
BTW there are some images at the moddb website http://www.moddb.com/mods/elves-faction
yes you can do the XML's, if you do i'll be greatly in your debt.
About the balancing.
1) Wisdom - Yes it should have a discount.
2) Corral - something I overlooked.
3) Silver Helm - Reaver - If your gonna tweak this, the Reaver should be made weaker, the silver helm should stay as it is.
4) Gryphon - I have no Idea why?
5) Archer - melee should be weaker the ranged attack.
6) The big tree can attack after mystical forest is researched.
7) Unit range and LOS - Elves have great eyesight, so whatever your doing it should be more than magic and tech.
8) Overpowered - do whatever necessary.
Once again thanks!
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If I could give a word of advice: Omega, do not counter the Elves' overpowered-ness by making the units more expensive, because that is simply a delay. You need to make them less powerful. A strong, expensive army beats a weak, cheap one any day at the time in the game which you are getting the faction's powerful units.
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I agree with modman completely. For balancing, I'll have to experiment, but what I must for sure do is reduce the stats. Look at the prince and its health. Other units also have massive health and attack. The grey archer should be very close to the normal archer (same attack, one more range, maybe?). Elves should have great LOS, but if the range is too high, this makes things way over balanced. No higher than the LOS of magitech, or else they can attack and kill the units without even being attacked. Gonna try to equlize the stats, but don't expect it too soon (NOTE: if you release another version before I finish, the XMLs of mine might be post dated) I think the griffon might be the attack delay (just a guess, don't even know if it has one) too high and the attack doesn't perform. The reaver will be slightly more powerful than the grey archer, but will have shortened range (high speed, bit more health).
I probably won't change any costs, unless someone thinks I should?
Concerning Webpage:
header? Do you mean like the elves logo? Is that the banner? If you got one, send it to me, because your image making skills best mine. (If you want, send me frames and I can make an animated GIF).
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on my elves download i've fixed the gryphon ;)
here's the download:
http://www.mediafire.com/?aodmy0ew0gm (http://www.mediafire.com/?aodmy0ew0gm)
plus i changed the sound a little(i think) ::)
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Here, I've finished the first version of the balancing. Bugs seem to be fixed, and the faction is far more balanced. Not perfect yet, so please posat any suggestions. AI still does not function properly (my guess is the grace resource). Tested twice against tech, but I want to have others try it too. The more different play styles, the better.
Changes:(Does not reflect every change)
+Changes to most unit stats
+Big tree given EP, attack works
+Corral animation speed fixed
-Corral Gryphons Nest food removed
-Ent attack weaker, less health
-Ent seige weakened, range reduced
+Galadrim Archer attack improved, range shortened
+Grey Elf Archer attack improved, range shortened
+Gryphon seige fixed, now works
+Gryphon air attack improved
+Gryphon Rider attack improved, range shortened
+Huorn more defense, guard-like
+Standardized Magol-Hedir stats
+Ministral attack improved
-Prince Health decreased, regen as well
+Prince attack improved, range lowered
+Prince defense stanardized
-Reaver weakened, power just above Grey Archer with less range
+Silver Helm lancer standardized
+Tree circle resources improved
+Tree of Life, more health, less regen
+Wise Elf attack overhauled, more vulnerable unit with splash attack
+Wise Elf range dropped, standardized
+New particle proj and splash for Wise Elf
+Gave Wood Guard Uprooted 100% discount to prevent costs of continuious uprooting
-Made Wood Guard Uprooted More vulnerable
+Wood Hall health increased, resources standardized
+Ent Water upgrade improved
+Mystical Forest upgrade fixed
-Slowed time for Noldor Armor Crafting
+Standardized Noldor Weaponry
+Decreased Quenya's cost, increased effect
+Silverthorn arrows affects all bow users by less ammount
-Slowed silverthorn arrows upgrade speed
+Fixed some rogue regen rates
+Many small misc changes in stats, etc
BETA TESTING REQUIRED!
OBSERVATIONS (Elves VS Tech):
-Elves can get units up faster than the tech AI, but that's because human intelligence has a strategy, unlike a mindless machine
-Large groups of ranged units can be very powerful
-Performs exceptionally good against air units
-Ents difficult to take down on your own, but easy if ganged up on
-Ranged units can take out melee units like the guard and horseman without detection, rare though, since archers usually accompany them. Tech's archers can do this as well, though
-Very heavily based on range, which means that elves VS elves battles would be great if not for the AI problem
-Improved!
Here's the download, but note that I only roughly tested it. I am uploading it so that other can test it. Please submit any suggestions that can help improve its balance.
http://www.mediafire.com/?2w39mn3e52b (http://www.mediafire.com/?2w39mn3e52b)
What do you think gAMeboy? All bugs except AI (at least all that I know of) fixed, balancing very good, fixed wood guardian arrow problem, and few randoms fixes. Evened out, but AI still acts like ****. Something to do with the grace...
EDIT// Also, check out the new version of the webpage at glest.110mb.com/elves (http://glest.110mb.com/elves). Only problem is that the menu will not drop down until the page is completely loaded, but that's not too big of a deal since it took my dial-up only about 10 seconds to load. The only pages done are the home page and the images (elves>images) page.
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Thanks omega, i'll try it out soon.
BTW I made a header(masthead), footer and a banner image.
http://www.mediafire.com/?3jyzjyy4ljm
also included is the tech tree image and a stonework image, I thought that you could use that as a background.
Another thing, this just hit me, I was check out the XML's and I saw that the sanctuary does not cost a negative amount of grace, in fact it doesn't cost grace at all, this might be the problem.
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<original>
omega? :-\
about the download(link works ok) did you mean us to install each xml for each unit and upgrade? ???
cause i checked the files
your missing images, models, and sounds on all units and upgrades, all the XMLs were there, which of course were asking for images, models, and sounds ::)
i'll put them together and post them for you, alrighty? :D
<original>
dude actually i'm gonna have to just leave it at the question because i just screwed up my whole elves thing while i was transferring the files around so i'm not going to do the transferring sorry
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those were just the xml's no models, you're supposed to replace the exisisting xml's.
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I play with elves (they are balanced with dwarves!)
You need to change some little thing:
-Grey elf archer can morph in galadrim archer
-Reduce the walk speed of Ent to 300
-Reducethe speed of the huorn to 0 (it is facultative)
Huntermeca
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well i'd put the ents walking speed at 150 and make it look like he's walking that fast like this <speed value="150"/>
<anim-speed value="50"/>
cause then it would look realistic
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I play with elves (they are balanced with dwarves!)
I've been testing against Elves even though they aren't finished or balanced yet.
Dwarf vs Elf Battles are great!
-Reduce the walk speed of Ent to 300
Yeah whats with the super fast Ents ??? They're like twice the speed of cavalry.
I thought Ents were slow but powerful units.
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Something I overlooked, I guess.
As for the grey elf to galadrim morph, the two culture are quite different and they both have their special abilities, the grey elf is faster and has more range and the galadrim has more armour and a stronger attack but move slower.
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Copy and paste, it'll automatically merge and over write. Much easier. Took me one second (not counting the click) to install and test all.
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Hows the webpage coming omega?
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It's getting there. Almost done the strategy section (I hit a bump with my MI report for school).
I won't upload until I'm completely done the entire site though.
*One question: how'd you make the cartoonish images for the units? I can't seem to do it in GIMP. Paint.NET can do it fairly well, but its not the same. Just curious.
Oh, and I'm having a little fun learning GIMP recently (heh, at last). Alpha to Logo is pretty handy...
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Great, anything you need?
To make cartoonish images in GIMP go to Filters-Artistic-Cartoon, you can adjust the settings as to your liking, then I go to Filters-Enhance-Sharpen, to make it look, well sharper.
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Yeah, I knew how to do the cartoon in GIMP, but it never seemed to look the same. Maybe its the sharpening...
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I love your mod! One of my favorites!
But there are 2 things I changed on it, first, the Elf, it doesnt look good on the worker model, so, I made another one from the Initiate's model, look:
(http://i41.tinypic.com/2ro1fg9.jpg)
Also, I made the Galadrim's Archer armor shiny silver, and the cloathing purple, like in Lord Of the Rings:
(http://i44.tinypic.com/19nwpd.jpg)
What do you think? I think it looks better.
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i like it ;)
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No, you need more team color.
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I gotta agree with modmad. ItThe archer looks great, but from default game camera view, you're going to have a hard time telling which team these guys are a part of.
You might even get away with swapping the purple and the alpha.
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Erm.. I didn't change the team color, neither the alpha.
It is exaclty the same, I just changed The armor to Silver, plus, there are AI problems, so you can't really have them in anither team that is not yours...
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Heres the guide: http://glest.110mb.com/elves (http://glest.110mb.com/elves)
Download it at http://glest.110mb.com/elves/elves.zip (http://glest.110mb.com/elves/elves.zip)
Sorry for the delay. Have been done for a while, but you know how internet goes...
*VERY GOOD*
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just wanted to let everyone know that i'm working very hard on the AI problem
this is a great faction i hope i find the problem, so far i looks like tree is the problem, the way it's obtained is strange and i don't think the AI understands it
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it's a success!!! :D
i've modified my version of elves(0.8)
so that the AI can play it!
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I that that ages ago by making grace a resource like food.
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uh...now i'm confused
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oh i see :-[
i feel stupid...
i just remembered i didn't fully install the new xmls in elves, that gAMeboy posted
so i got the download off the first post to replace that half-installed one
the AI wasn't running it right so i figured it hadn't been fixed yet
did anyone ever say they had fixed this?
and i wish instead of posting the xmls you(gAMeboy) would install them into the latest download
:-[................
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Wow! this is great, I haven't been active for a while so i didn't see all this.
Thanks archmage101, I was going to remove tree anyway, but thanks for doing it, I really really appreciate it.
And Omega, Nice work. I see you didn't use the image i posted anyways here it is, it has a few other images than just the tech tree image but to use them I think you would have to redesign the whole site so don't bother.
Here it is:
http://www.mediafire.com/?3jyzjyy4ljm
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I'm going to be too busy with the glest guide and military (starting back up in late May), so I have no plans to add that inn, sorry.
I'm a bit behind... Is there a new, working version out? If so, I need an easy-to-download copy for testing, this way I can get a GOOD rating in the glest guide.
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I've gotta do a few things before I can release it and I haven't the time yet cause I got to study for my exams(just came home from maths btw. I think I'll get 35/100), expect a new version, version 0.9 in may.
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That's really nasty. You planning on flunking out of math??? May... bah. Not in time for the Glest Guide... I'll just mark it as 'incomplete' I guess until you release it (trust me, you don't want it marked with a faulty AI).
OT:
You have exams already??? We only have them twice a year (january and june), unless you happen to be a U of S student, in which case you would be done your exams.
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Dude I live in India, here we have 3 exams a year(Jan, April and October), it sucks!!!
That's really nasty. You planning on flunking out of math???
I had Fever :-[, and had it Nasty.
Sorry about the delay, but I'm not really allowed to use the computer for anything but mail and for just an 1 hour till May.
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just to let everyone know
i've been talking to gAMeboy over PM
i''ve fixed the AI problem and after i work on balance and projectile effects i will release it as version 0.9
the major change from 0.8 to 0.9 is that the tree resource has been taken out
and replaced with wood
the elfs can now cut wood
i've tried to make it more realistic:
elves appreciate nature and they normally don't harm it
so i've made the wood harvesting slow
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Acording with the book Eragon, Eldest and Brisingr, elves grom their needs from trees by singing in a Ancient Magical language.
Cutting wood just doest work.
it has nothing to don with elves, is like elves hunting, makes no sense.
Put food!
What is wrong with food.
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hmm...
my idea(s):
1) make a new animation for the elf in which he kneels and put his hands in front of him, then sings a song to gather wood
2) how about i use your idea and release both to see what everyone prefers :)
Note: food is used a lot, have any other ideas?
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Food is used a lot because is realistic....
if you use it in a cool way it would be different, for example, the Elves plant and Apple tree, and sing to it to get apples, or something like that.
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Acording with the book Eragon, Eldest and Brisingr, elves grom their needs from trees by singing in a Ancient
The elves would never harm a tree in the inheritance series (greatest books ever!). Although food wouldn't work well because elves can survive without it I assume (notice in Eragon aria survived gi'lead prisons and quoted how elves only can be killed by blade or spell).
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why don't we just take it out
instead of trying to replace it?
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Very good idea, but didn't someone say that the AI is fixed???
I'm just hanging around for a download link.
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LoL, taking it off would be a awesome idea!
What I'm trying to say is:
all factions have the 3: Gold, Stone and Wood. And some other comsuption thing, I think we could make the Elves could do something like Grace or another harvesting resource in the place of wood and another resource that they use, could be food or whatever else.
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hmm well....any ideas?
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Energy, spirits, Dryades, Food, that thing trees have inside them (the sticky thing), I dunno...
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i really think we should create a new animation for the elf
where he harvests the wood but instead of chopping the wood he sings in an ancient language to it and it rewards him with wood
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that thing trees have inside them (the sticky thing)
The word you're looking for is "sap", I think.
i really think we should create a new animation for the elf
where he harvests the wood but instead of chopping the wood he sings in an ancient language to it and it rewards him with wood
That would be better, but the problem is that the trees would still get destroyed.
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tree's do die
and it's a game
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I've run out of ideas, why don't we just erase anything related with wood?
I don't see any wood in the Buildings of Rivendell, we could just don't use any wood.
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ok i'll take the wood out
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NIce!!
About the trees, these elves are based on LOTR and not on the Inheritance cycle, although I like the books I don't like the portrayal of the elves in it.
And please don't take wood out, it would totally unbalance the game. Make them harvest wood slowly and buildings requirer only a small
amount of wood.
Also if wanna know about the elves and the reasoning behind the way I designed them please check out the guide which is provided or the web site.
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Have you ever read LOTR?
The elves would not hurt a tree ever.
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Have you ever read LOTR?
The elves would not hurt a tree ever.
Hmm, so they are cutting out them painless...
Have you ever wondered, what do elves use to build their houses?
Have you ever wondered, what do elves use to make the bows?
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Make them harvest wood slowly and buildings requirer only a small
amount of wood.
Good idea. The elves wouldn't want to cause any more destruction than they had to, so they would harvest slowly and carefully, and they'd be sure to get the most use out of the wood, so they wouldn't require as much.
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Hmm, so they are cutting out them painless...
Have you ever wondered, what do elves use to make the bows?
They use that fake plastic wood that you get on floors and kitchen sideboards ;)
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Nevermind, do whatever you want, everone has a different view of this, as I said, they sing to trees to make their stuff. But do whatever you guys want, is not my mod anyways.
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ok we will keep the "wood" resource and i will modify it to harvest wood slowly and not need very much of it! :)
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Nevermind, do whatever you want, everone has a different view of this, as I said, they sing to trees to make their stuff. But do whatever you guys want, is not my mod anyways.
So paying respect for other lifeforms means to you, that you will starve to death?
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What? ???
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Hello all!
After I transferred from Glest 3.1.2 to 3.2.1, under Linux Ubuntu 9.04, I painfully noticed that Elves faction 0.8 wasn't working: after perfectly loading all the tech tree, at the moment of rendering all the stuff it had a segmentation fault >:(
I wasn't able to find any problem with it, could anyone help me?
Thanks!
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Did you try it a few times? Sometimes Glest gets funky. I noticed this when testing a lot, since occasionally (1/15 times), it would crash at loading images, and say that it could open it, although it works fine after that.
Might be your linux OS, I've heard of this before.
http://en.wikipedia.org/wiki/Segmentation_fault (http://en.wikipedia.org/wiki/Segmentation_fault)
http://www.cyberciti.biz/tips/segmentation-fault-on-linux-unix.html (http://www.cyberciti.biz/tips/segmentation-fault-on-linux-unix.html)
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Hello omega, thank you for your answer;
it gives me segmentation fault 9 times on 10, in all tech trees, alone or with other 10 factions. The odd thing is that with Glest 3.1.2 it worked! Does Glest have a debug mode?
Thanks,
Ocirne
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Please stop offtopic talking here! Start a new thread in the linux section to discuss this problem!
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ok we will keep the "wood" resource and i will modify it to harvest wood slowly and not need very much of it! :)
You do that, thanks.Make them harvest wood slowly and buildings requirer only a small
amount of wood.
Good idea. The elves wouldn't want to cause any more destruction than they had to, so they would harvest slowly and carefully, and they'd be sure to get the most use out of the wood, so they wouldn't require as much.
Yeah thats kinda like the idea.
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hey, i have a problem with the prince. its says attack type not found:instant (or something similar to that). can someone tell me how to fix it?
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hey, i have a problem with the prince. its says attack type not found:instant (or something similar to that). can someone tell me how to fix it?
Every tech tree has an XML file that defines what attack types and armor types it uses, so it sounds like that's missing here. If you put the elf faction into your Magitech tech tree, then you'll have to modify "magitech.xml" (in the Glest_###/techs/magitech directory, where ### is whatever version number you have) to include it. It probably should have come with the download, though...
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Why? Just change the 'instant' type in the prince to 'piercing'. There's no need for new types.
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ok, thx. and i know about the xmls. :)
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ok, i have another problem. i fixed the prince thing, but now it says "unable to render 2d minimaps".
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ĆāƤƤh, i have the same problem, but i don't know anything about the xmls :'(.... I'm just a gamer who likes open source and mods for everythong... Can anyone help me?
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its only happening with the elves for some reason. but i dont know why. Help plz. ??? ???
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i'm gonna change the attack types and armor types so that they will fit in magitech without modifying the XMLs
i'll get some work done on it tonight
Note: not sure if i mentioned it but i added a defensive building, please tell me what you think about it once i release 0.9
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!NEW RELEASE!
0.9
Download zip here: elves-v0.9! :) (http://startdownload.filefront.com/13729732//eccb12feb83ca729b0bfe5c2155ebcfcb6f97469b569bd834439af1897b390de5896e84cb714b5af//) *** 108.57 mb
Download 7z here: elves-v0.9! :D (http://startdownload.filefront.com/13729742//eccb12feb83ca729b0bfe5c2155ebcfcb6f97469b569bd834439af1897b390de5896e84cb714b5af//) *** 64.28 mb
i made a 7z for people who know how to unpackage them
the 7z is mainly to cut the size for people who have dial-up or slow computers
if you do not know how to uncompress a *.7z either go here (http://www.7-zip.org/) and download a program designed to open many different types of compressions, or you can download the *.zip
PS: Glad i could help with this great faction :)
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Cool, now it works! ;D
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some changes:
- +ability to chop wood
- -tree resource taken out
- +unit: tree of the heavens, a defensive unit
- /instead of producing grace be meditating you optain it by building sancuarys
- +some balancing
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comon people i've only seen a total of 11 downloads
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Is this 100% functioning?
Please reply ASAP. I can't waste time downloading it otherwise, and the glest.110mb.com/mdc.php (http://glest.110mb.com/mdc.php) page will need the update if so.
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yes it's fully functional unless you find otherwise
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oh this is fully functional?
I have to test it too! Is it for magitech/megapack or is it a standalone techtree?
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No, no, no, no, no!
It won't download. Your site is blacklisted at the school!!!
I can't add it to the glest guide until I test it, but my only download option is a flop! Dang, can't you host ANYWHERE else??? Could Titi maybe upload it to titusgames.de temporary? Or use mediafire (just for me)?
EDIT: I tried proxies, and managed to access the site, but couldn't download without the proper URL, which is screwed. I really want to see this mod, and really need to fix the Glest Guide link, so...
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Here you go.
http://www.mediafire.com/file/wnzdy41z2yc/elves-0.9.7z (http://www.mediafire.com/file/wnzdy41z2yc/elves-0.9.7z)
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Its good it works great, Thanks Archmage101.
But I don't see why the tree of the havens is needed as there is already a defensive unit the wood guard.
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Thanks so much John! Downloading as I speak.
*sigh* 11 more minutes...
I will add this to the GG ASAP after I play and rate it, and I will also erase the players ratings so that the new ones can take its place without impact by the previous ratings. I will also add Archmage101 as an assistant in developing the mod.
EDIT// Dang, I was cruising at a nice 100kb for 7 minutes, then the download stopped (???) and I got stuck with a broken file. Bah, I blame IE (school computers). When I started up again, it was going at 10kb-30kb, which was just to slow to get in a one hour period... I'll try again on tuesday (Monday is a Canadian holiday! WOO!). If I get the time that is... So much this week. Track meets on wednesday too, so that's not an option (wish me luck BTW), and next friday has no school (PD Day). Yikes!!!
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gAMeboy if your still not able to work much on this, than i'd be glad to do some more
I don't see why the tree of the havens is needed as there is already a defensive unit the wood guard.
i see, i will take it out
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Hello
I play with the new elf faction and I like it. It is more funny to play with CPU.
Very good Work.
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thx :D
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crap >:(
the AI is having a problem with the grace resource, it won't keep building santuary's, and therefore stops doing much of anything
please tell me if it's my glest or the elves
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It doesn't work for me :(
I tried it in magitech and in the megapack without success. I simply get "Segmentation fault" ?
( I tried it with linux, ubuntu 8.04 and I used the 7z download of the elves. )
Anyone has an idea whats the problem?
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I managed to play a game, but succsessful starting is only possible in 1 of 10 cases.
I think there is a (timing?) bug in glest :(. I will try to find out whats wrong.
I'm the only one who has this problem?
This especially happens if you put
tech,magic,indian,norsemen, woodsmen and elves in one techtree.
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Ok, I think I found the bad thing!
There is something wrong with the tree_circle unit.
If I replace the model(tree_circle.g3d) with another verything works fine!
I think 250 frames in the model is not so good and might be the problem :......
<Mesh name="Cylinder.001" frameCount="250" ......
please have a look at it and fix it .... I had a nice match yesterday and I want to play some more ... :)
By the way, there are lots of other models with a monsterous amount of frames in their models which makes the whole faction download huge and extends the loading time.
for example: ent (39 MB) and gryphon(30MB) mainly for models which contain frame numbers bigger than 100.
!!And please add some screenshots to the first post of this thread this will shurely give you more testers/feedback!!
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So, I'm a bit confused here... Does this or doesn't this work? Guess I'll test it myself. BTW, Titi, it is very easy to change the tree circle to have one frame using g2xml (found a use for it). Set the frame count to one and erase all thye other frame data in the rest of the XML. Of course, its probably simpler to just import it into blender, link the texture, then export again, since the model is not animated. Of course, the XML is better, since you can preserve animations of animated models, and can convert back to g3d easily. I've done that a few times before...
@archmage101: is the AI working, did it just stop, but was working before??? Hmm, must test it myself...
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yah, thinks are still kinda tippy
i'll see if i can do some work on it tonight
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Woo hoo! It works perfect for
me. The only problem is that the tree of heavens is too strong. Just for fun, I beat the enemy AI with just one unit (the tree of heavens). I surrounded the entire base, then just had them kill everything in sight! Almost comical.
>>Enemy: "Sir we are under heavy fire!"
>>Commander: "Well, fight back, you nimwit!"
>>Enemy: "But sir, its trees."
>>Commander: "Well, heavens forbid, we can't go killing poor innocent - Oh what am I thinking... I need an aspirin and a nap."
>>Enemy: "D***, they're killing us. Death by trees, how embarrassing..."
>>Heroes: "LOL"
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i never find the tree of the heavens too strong :(
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It can be built in a mere second, for very few resources, and has 25 regen. Combined with 50 defense, a single unit (ie: archer) probably won't even be doing damage, or will be doing minimum. As I said before, I was able to defeat the foe with just a solo elf and tons of resources (courtesy of three bases).
The outcome: spamming these single defensive units which the computer can't use properly, and is too slow to kill efficiently. And once the base is covered with too many, the base becomes close to invincible. I just set up about 15 around my base, and was able to defeat three ultra elves easily, focusing on defense.
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hmm..
i will look into it sometime soon :-\
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okay, i've not been working on this for sometime now, so I forgot what was left to do.
can someone pls tell me?
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- construction/destruction models
- more balancing
- a few other minor things like taking out unneeded units
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I found some cool elf faces on the net, they are for The Sims, but the texture still good.
There are faces for Legolas, Galadriel, Elrond, Celeborn and Arwen.
http://www.geocities.com/skinsforsims/lotrskins.html
I also has other LOTR characters skins, and I'm not sure if we can use them, I will check!
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Hey gAMeboy, is this ever going to get to 1.0, I'd be willling to do more work on it for you, and kinda finish up the XMLs.
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1.0, will be with new sounds and a few new models, if u wanna do the sounds go ahead. oh and u can finish up the XMLs ;)
I'll probably get back to this in the 3rd week of October.
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I'll work on it some this week if I find the time.
Damn schoolwork..............can't get anything done............
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Ok. So far I sent version 0.9.2 to gAMeboy, and more work should be coming shortly.
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I' think I do some construction models now, what needs to be done.
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I did the wood hall, all the other ones which are lacking i guess
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Ok, But I gotta get the importer installed on my Dad's computer.
There's no point of doing it on my mom's computer, because I am getting my laptop tonight.
OT: $700, I'll post specs in Off TOpic.
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@ Archmage101: I don't want to hate on you, but you seriously triple posted? There is a button in the upper right hand corner to modify your post.
Also: I am planning to upload a version of goblin weapons concept that I will model. Sounds good?
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Oh big whoop :P................
I'll try............... ;D
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It's annoying because you spread the content of the topic over many posts. Furthermore, your posts are generally shorter than two lines.
Not that I care, but you might: triple and double posting bloats post counts. Post counts is what people look at to see seniority, but generally that is gained through experience/time.
Back on topic. Gameboy, I like this mod, because it is unique the way it morphs trees. It is a unique tech tree (ie not like Tech, which is what many mods tend to be).
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You know, these guys DO have a point. Unless its a really important post and your topic is not on the first page, then please edit instead.
Hmm, senority... 1615 posts... :)
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Thanks Modman, i hope the goblins can match up to it :D
Yep, he's right (who's right?) please keep edit unimportant posts. but the thing about editing is it doesn't notify s(
My senority(dumb shit its not even a word) is not very high in posts, but i've been here longer than u omega XP
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The link is to Mediafire.com! >:( it downloads a dang 1 - 2 kb/s while other sites download at least 60 kb/s!
A humble request : Pls Pls Pls Pls Pls Pls Pls Pls upload this faction onto another file sharing website such a filefront.com (No Rapishare pls)
I'll appreciate it and the one who does it will be in my prayers :)
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I will upload the next release on filefront or something, so u won't have to download twice all u need to do is wait (can be quite frustrating at times) :P
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Well, if you want the latest version, download the GUE, because version 0.9.2 is included in it.
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I found this mod today and wanted to post my thoughts on it. Just wonderful! From the beautiful song to the tree units and buildings ;D There's also a good amount of units and upgrades, more than even the official tech / magic have. A big +1 for adding this officially in Glest Advanced, once it would be ready for such a thing. I always believed there should be more factions in magitech, and this would be a perfect third one imo.
There are many things which I think should be changed though. Here is my list of thoughts on ups and downs (using version 0.9):
+ The first thing I liked was the music. That song is just wonderful, one of the best I heard for a game of this type. Hope lots it will stay.
+ Love the green nature-like icons, they give a nice feel.
+ Love the looks and architectures of most buildings, though I think most of them need more tweaking overall. Also like the Grey Elf Archer's model, very elf-looking.
- I think the Magol Hedir is the most unsuited unit for an elf faction. He doesn't look like an elf imo, and the way he walks holding that sword like a serial killer doesn't look elfish either :)
- Player colors are very hard to see on the Grey Elf Archer. I'd suggest making his whole blue shirt team colored, and the currently team-colored line light blue instead. It's also hard to see the colors on most buildings from above... an idea could be making parts of the leafs on some trees team colored around the top.
- Corral: I think there are several issues with this building. First thing that caught my attention was the untextured area on the flat part of the rooftop around the glass sphere. It's also too big, as it has been mentioned. Not sure how its size could be reduced without making it look too small compared to units when looking from up close. Also a tree growing on the side of the building doesn't feel like a good idea for an upgrade to me. Maybe the Corral could have a small yard (without making it larger) and the tree growing there instead.
- I think the Wood Guard and Tree Of The Heavens are too much alike. They're both trees who attack enemies around them. Although I think the Tree Of The Heavens is nice, it might be better to only leave the Wood Guard to avoid this similarity.
Some very minor bugs I noticed: The Grace and Gold HUD indicators need to be swapped... in all factions Energy / Food comes first on the display. Wood Guard has an empty space between the Attack Off and Attack On buttons, and the Forge has a Meeting Point although it produces no units just upgrades.
A thought about the "elfs shouldn't cut trees" issue as I seen the discussion a few posts ago. I mostly agree with this and it came to mind the second I tested this faction. However in this case, it would indeed unbalance the game and make no sense to remove the wood resource (you still build using wood after all). My solution to this would be a different animation for harvesting wood, instead of hitting trees with the axe. Maybe each elf could run their hands around it until they are loaded and return to deposit... I think that would help most in making elves less cruel to trees.
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Some very minor bugs I noticed: The Grace and Gold HUD indicators need to be swapped... in all factions Energy / Food comes first on the display. Wood Guard has an empty space between the Attack Off and Attack On buttons, and the Forge has a Meeting Point although it produces no units just upgrades.
Sorry for the double post, but I did a quick fix for the Wood Guard and Forge... tested and they're alright now. Link here (http://www.mediafire.com/?nymyinm5xym) (don't worry about MediaFire's slow speed its a tiny file). Sadly the Grace and Gold swapping is not possible at this time, resources are sorted alphabetically and Gold comes first :(
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I'll just tell you that you're outdated, 0.9.2 fixes the tree of heavens issue, and a projectile allignment....
Although thanks for that critique, it will help me in later versions.
A possible 0.9.3 tonight.
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I see... should try the version in the mod manager then. I'll download it tonight in that case, can't wait :) And glad if that could be of any help.
Just finished working on the Grey Elf Archer color, if it hasn't been already fixed too. This (http://www.mediafire.com/?drdzmztwh4z) is the remade texture... his previously blue shirt is now player colored with light blue lines which looks good imo. Ignore this if it's already been done.
(http://img34.imageshack.us/img34/6081/greyelfarchers.jpg)
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No it has not been done.
Since, you're helping I'll send you the download link for version 0.9.2 so you apply those updates yourself.
When you are done, please reupload, but only send the link to me and gAMeboy, as we are the people who work on this mod, and these versions of the mod aren't going to be released until they are completed.
Tonight I plan to take version 0.9.3, and fix the particle projs, and re-upload as 0.9.4. But if you don't finish 0.9.3 by that time, then I'll wait.
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Thank you :) I'll apply any changes there and look into anything else that can be improved.
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I know a few things that need improvement.
Version to be done
0.9.4 I'm doing these
0.9.4 I'm doing these
0.9.5+ I probably will do these.
0.9.3: Your texture update, and forge update, the wood guard is already done.
0.9.4: Particle effect updates, and timing updates.
0.9.5: Construction models.
0.9.6: Possible reanimation of a few things.
0.9.7: Don't know, we'll decide when we get there.
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whoahooaoa! seems like i haven't been arnd :P
thanks a lot for the critique Mircea, I'm sure they are gonna help me.
abt the magol hedir, i used concepts from LOTR and its pretty acurate
http://www.one-ring.co.uk/phpBB2/kb/img42803d3884623.jpg
http://www.lostinn.com/glest/elfo_1.jpg
the coral was a problem building, but i think i'll stick to the current model, because it represents the elves oness with nature.
i think for .9.7 we'll need sounds and such, i will try to make some after my exams.
and thanks for fixing the texture, do u have the doc which i provided with the download from the mod download center, all my study material is there and u can see why i did what i did.
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Ok, gAMeboy, were PMing each other, version 0.9.3 is almost done, and then I will do version 0.9.4.
Also I do not believe that we are really going by that schedule I posted....
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Yes, I'm working on it too with small contributions. Almost ready with my part in a few minutes, there were many issues in the unit configurations and I fixed them all.
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hey r u guys on MSN?
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Of course not, MSN sucks. :-\
No offense, except to MSN.
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and why do u say that?
what abt Live Messenger?
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MSN screwed my moms computer up, and she blamed me!
And she used MSN as an email client, boo, she had to wait forever to get to her email, now she uses yahoo mail, and it takes her 2 mins to check her mail. She gets tons of mail.
And the reason she switched is because MSN just stopped working properly.
And she also used to use IE with the MSN homepage, and all that, now she uses firefox, and right when it opens it goes to her mail.
I remember watching those dumb butterfly wings going flap flap flap, like 2 billion times.
Seriously, I might perfer to have to use IE, rather than MSN.
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Dude I'm talking abt MSN messenger, the live chat thingy. we could discuss things there
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Don't you have a yahoo mail account.
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I'd like to highlight two of the main configuration issues I found and fixed, just so everyone can be aware and not do this for their own factions (the rest were mainly bad ordering and such). First, the only building that lightning should be enabled on is the main building (Castle, Mage Tower, in our case Tree Of Life). If too many nearby buildings have light, everything looks too bright after nightfall and projected shadows snap all over the place. Second, each unit must have only one hold_position button configured for the attack_skill attack. A unit auto-attacks with the attack it considers best, and holding position is a single action, as with the official factions. Just mentioned so others who make factions can be careful about these details :)
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No, there is supposed to be a hold position for each attack, so the player can choose which attack he/she wants the unit to use when it gets attacked.
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Yahoo is for losers, Gmail rocks. and Live Messenger is gr8 for chatting.
yeah, that i thought it would be a advantage and shadows don't work for me so... anyway thanks
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The official units don't have more than one hold_position button... not even sure if that works. The Magic faction's Drake Rider for instance has two attack types (iirc) and only one hold position button. If it's not a priority we can change them back later if I'm wrong, though imo it seems safest to have them like the official factions do since there's probably a reason they don't have more than one.
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Well that's magic and tech this is elves, we're trying to be unique here, and not do things the same as magitech.
@gAMeboy: I don't really care about yahoo, or gmail, although I perfer yahoo because I hate google, not because there stuff is bad, because I don't politically agree with them.
Otherwise I think they're awesome. I don't even use yahoo mail anymore. I really don't give a crap about fashion, and all this fancy stuff, what I care about is functionality, and practicality, if it has fancy stuff, well that's nice, but I really don't care that much.
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0.9.3: Done
0.9.3.1: Done
0.9.4: WIP
gAMeboy, can I have the .blends?
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Don't you have a yahoo mail account.
You can import your MSN messenger contacts into Yahoo! Messenger. Just add gameboy's MSN address to your yahoo! buddy-list and you're done. ;)
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Jda, we don't have time to instant message.
0.9.3: Done
0.9.3.1: Done
0.9.4: Done
0.9.4.1: WIP
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0.9.3: Done
0.9.3.1: Done
0.9.4: Done
0.9.4.1: Done
0.9.5: WIP
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Ya know.......0.99 is the Galadrim Archer's damned lucky number! It's used three fricken times, I just put it at 0.99 to see how far it was off, and I couldn't believe it 0.99 was absolutely PERFECT!!! It also fit the sound timing number, and it fit the y-axis of the particle origin.
When I release this even look!!!
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For some reason when the worker chops wood, his upper-body get small for a faction of a second and then back to normal, I noticed this when I was in slow mode.....
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0.9.5 Public BETA released!
Download it here (http://www.filefront.com/14789735/Elves-0.9.5BETA-T.7z)
After I have gotten some feedback I will do 0.9.6.
Enjoy!
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You know, you don't really have to make a new version every time you change something unless it's a significant[i/] change.
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You know, you don't really have to make a new version every time you change something unless it's a significant[i/] change.
Actually, john, Archmage is now using the UNIX-like kind fo version numbering:
(major_version #).(milestone_version #).(minor_version #) and I pretty much welcom it! ;)
True, you may think even the minor version number should include more changes to actually be realeased (and in the meantime the changes be commited to something like CVS or SVN) and some projects actually have 4 release levels as in (major_version #).(milestone_version #).(minor_version #).(even_minor_version #).
I think that is up to the developpers really, in this case Archmage and gameboy (and also MirceaKitsune?).
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Can I please have some feedback about the mod not how I'm numbering the versions.
Version numbers?? Who cares?
Yes, MirceaKitsune did some work.
I did the particle effects, a few XML tweaks.
Trust me it took hours to get it down good.......
Well that reasoin it took so long is because I was balancing it on my spectatrs map, now I'll have to use the fixed version and re-balance it.
BTW, I'm not done with the particle effects, I just want to know what people think so far.
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0.9.5 Public BETA released!
Download it here (http://www.filefront.com/14789735/Elves-0.9.5BETA-T.7z)
After I have gotten some feedback I will do 0.9.6.
Enjoy!
Tried to test it but the archive seems to ask for a password. Can you reupload it please? I'm curious to see the new changes though :)
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Oh sorry, I had plans to give this out to BETA Testers.......
The password is: "elveagm0.9.5BT-eventhorizon" (without the quotes)
All the upcoming versions will not be encrypted.
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I just meant that you don't have to post a new download every time you change one number in an xml file somewhere. :P
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What do you mean, you can't possibly be refering to me...................
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Just finished testing, looks very good :D Hope you can also add building models for the buildings I sent you that list for soon.
Also, two tiny details I found in the xml's (can be matters of opinion so yeah): 1. In the Forge, the three upgrades are ordered as Silverthorn Arrows, Noldor Armour, Noldor Weaponry. I think it would make more sense to order the upgrades as Silverthorn Arrows, Noldor Weaponry, Noldor Armor, since arrows and weaponry are both attack related and armor always comes last in the ordering which is more correct imo. And 2. The Huorn (a tree warrior) has the normal male soldier voice. I think it sounds kinda weird for a walking tree to have a normal person's voice when clicked :) Can depend on what that tree is meant to be.
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What about the new particle effects?
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What about the new particle effects?
Oh, these I didn't test. When do they take place... during combat?
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Yes, combat. I didn't finsih the particle effects yet, I just wanted to see what people thought so far...
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Seen some of them now... looks very good :)
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Thanks!
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Because you are making supposed large changes to the faction, I would like to know if I should download the latest version Gameboy released, or will you keep the old version up?
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WEll when gAMeboy come on the forums I'm sure he will change the link.
Consider 0.9 the stable version, and 0.9.5 is a WIP version.
BTW, don't download this if you have to go to a lot of trouble, just wait until this mod is complete.
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I hadn't looked at this faction since gameboy's last release - 0.9.0 or 0.9.1... whatever.
And it's much better now - though I haven't played it to the end, got beat by Magic + Tech. lol Which is good, 'cause the older version was overpowered.
So..
Balance: + (I didn't actually look at the stats closely but... Archmage, did you remove the regen ability from the grey elf archers and the mogul hedirs? If you did that was good, 'cause otherwise they'd be too strong, specially because you've already got an unit who can heal other units... I didn't actually see that one in the game I played, but I remember there was one.)
Models: =+ (the models were already great before but I never did very much like the old woodguard nor its slashing attack - hence the plus. ;) )
Particle effects: =+ (I'm not sure what this is but assuming it's like the arrows, they're good; I do like the new woodguard attack better, as I said before).
AI: + There were serious issues with AI play when I'd last played Elves. That seems to have been fixed (I played a 2 on 2, being my team all elves, my partner a regular CPU, not ultra, facing one regular CPU and one ultra CPU).
I didn't really get to play much though. Got to produce reavens at most... ;D Did not get to build the wood hall.
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Actually 0.9 was my release, I posted it, and when gAMeboy copied it to the first post, I removed the post with the download links that I posted.
I took his 0.8 and redid a lot of the XML so that the AI could play it.
I did versions: 0.9.0 +, in 0.9.3 MirceaKitsune added his stuff
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Actually 0.9 was my release, I posted it, and when gAMeboy copied it to the first post, I removed the post with the download links that I posted.
I took his 0.8 and redid a lot of the XML so that the AI could play it.
I did versions: 0.9.0 +, in 0.9.3 MirceaKitsune added his stuff
Hmmm... Guess I had played 0.8 then, at least the last time I had AI playing Elves. The AI procuced nothing by then. It seems normal now. :)
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Yes, 0.9 fixed the AI.
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i think you should've left it alone personally
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Why?
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cause someones mod is like their signature , even tho he said it was cool idk , should've just left it alone , but thats my opinion
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I sent it to him over PM and got a reply before I posted the link to 0.9, and he said thanks, and that he was going to do exactly what I did anyway.
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its cool dude , just saying thats all do your thing
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I'd kinda like to continue work on this, but I'm a bit short of time.
I have magitech-refit.
Romans Christmas release....
And other Christmas stuff to do....
So anyone going to take over.......
gAMeboy, it is your mod, why don't you finish it?
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dude i'm a bit short on time, 'cause most of my free time goes to 0 AD, which isn't l a lot. i'll prolly find time in Jan or something. You don't have to continue if u don't want to, but feel free to improve it anytime u like :)
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After you pretty much complete the models and stuff, I'd like to screw around with the particle effects and get them at top quality.
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A new version will be coming shortly.
0.9.6:
-Particle Effects finished
-Construction Models finished(a few issues to clear up at the moment)
-A few other things...
What we still need to do in releases after this one:
-Better anims
-Play with the particles a little more, and fix them after some re-animation of units
-Sounds
-Destruction Models - most units just sit there after they die.
-Balance
-some other possible things.......that I can't think of at the moment.
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For some reason the AI can't play Elves anymore!
I mean the AI simply will not build another sanctuary, they just harvest resources, I don't understand!
After gAMeboy fixes up some texture issues, we'll make a release, we need bug/error reports, and ideas on how to fix the AI issue.
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It would be easy and nice to add corpses so that the guy lays there dead when your done finishing him off
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Dude, what do you mean?
The model disappears after like 1 min after the unit dies........
Besides we need bug/error reports, not new features.
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You now how buildings have a destruction model? units could use the same thing I'm gonna download elves NOW since its one of my favorite mods
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A building's destruction model is the model that the building's die skill uses, same as a unit's die animation is the model that the unit's die skill uses.
So what you're proposing doesn't make any sense.......
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I'm gonna download elves NOW since its one of my favorite mods
What version do you currently have, what version are you getting?
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I have version NULL
Im getting version LATEST
I dont bother about the ai I dont feel like fighting elves
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I have version NULL
Im getting version LATEST
I dont bother about the ai I dont feel like fighting elves
LOL
I now notice I never actually fought the elves. I did get to have them as my allies though... which sucked (that was version 0.8 when the AI did not produce any units, just buildings).
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0.9.6 is the latest version, it's unreleased though.
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There was discussion earlier about an AI problem, but then he fixed it. I remember I thought it had to do with the faction XML, but I don't remember if it really did. If I were you, I would search through earlier posts on this topic for help.
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Dude, I'm the one who fixed the AI problem, I don't know what the problem is...................
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When will you release the next version please? I really wish to see :)
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I've sent it to gAMeboy to fix the texture problems, no progress that I know of so far, it may be a little while...........
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WEll when gAMeboy come on the forums I'm sure he will change the link.
Consider 0.9 the stable version, and 0.9.5 is a WIP version.
BTW, don't download this if you have to go to a lot of trouble, just wait until this mod is complete.
Am I correct in assuming the download links in the first post (both .zip and .7z) point to the "stable" 0.9 beta?
I'm asking for wikia purposes... ;)
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That's not 0.9 beta, that's just what it says, that's 0.9 full.
Yes, that is the most stable version!
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If emscape hasnt already posted I'd just like to know if we can borrow the reaver for glest stories. Of course gameboy the credits will be given to you.
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I've borrowed his stuff before, just put him in the credits, and lets him know that you're using it and he'll be happy.
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gAMeboy, are you ever going to make that release?!?
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Come on gAMeboy... I agree with arch, you need a release. I love the elves (except the tree of heavens, which makes the game too easy). The models are beat only by magitech and the woodsmen, the gameplay is unique and fun, and the trees are fun to watch grow! This is a great mod. I could go on and write a few paragraphs to try and convince you to release, except I think you get the point. ;)
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okay i'll try, but i really can't find any time these days :(
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Thank you. The mod is pretty much finished to my knowledge, unless you want to add anything. Why not tidy it all up and release the lastest OFFICIAL version?
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Well, he has to fix some problems right now with the current 0.9.6 before he releases.......after that I have to do a bunch of tricksy work to fix the AI problem, PERMANENTLY.
To find time in a busy world you must make it! LY
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So, version 0.9.6 is never going to be released? :( maybe we should PM gameboy.
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And he rises from...wherever he was!!!
I'm back! sorry for not being here the last couple of months. had many things to do :)
Still have exams to go, maybe after that if u'll can produce a list of things still needed to do, i'll finish it :)
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gAMeboy, we're all waiting on you for a release...
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Still have exams to go, maybe after that if u'll can produce a list of things still needed to do, i'll finish it :)
Latest I could tell from this very thread:I've sent it to gAMeboy to fix the texture problems, no progress that I know of so far, it may be a little while...........
And...Well, he has to fix some problems right now with the current 0.9.6 before he releases.......after that I have to do a bunch of tricksy work to fix the AI problem, PERMANENTLY.
To find time in a busy world you must make it! LY
So, for what I gather, you have some textures to fix or something. Maybe something more, I dunno. Then Archmage will battle the AI's uncooperativeness ... again! ;D
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And he rises from...wherever he was!!!
I'm back! sorry for not being here the last couple of months. had many things to do :)
Still have exams to go, maybe after that if u'll can produce a list of things still needed to do, i'll finish it :)
Cool, nice to hear.
Are you still working on 0 A.D.?
http://www.moddb.com/members/amish13
EDIT: Repost, so... too busy?
Also, maybe you should post this link to your first post, it's a good guide, even though I didn't really use it.. ::)
It seems to be down currently right now though
http://glest.110mb.com/elves/
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:D yeah, very much :)
sorry, didn't visit the forums much and now i come back and its all...different :P
Yeah, i included it with the original release(if u didn't know i'm the author of it, and thanks to Omega its online :)
I think i'll try to finish this mod now. i'm download it right now...i have linux so it might take some time to get things done :)
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Dude, I'm kinda out of this project now, just so you know.
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oh okay, thanks for telling me :)
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Cool, thanks... :thumbup:
I guess this is good then :thumbup:
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I have a question, can I use the horse archer model for my story mode ?
I'll be sure to give credit;)
thx!
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https://docs.megaglest.org/Elves Well, it looks like this faction won't be updated... Also it looks like we'll have to re-upload it too.
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I was talking about this a few days ago and remembered. Last time I worked on this faction, we were waiting for gAMeboy to release an update, fixing some model frames that were hurting performance. It's sad if he gave up on it, and won't be updating any more. The faction is really good, and I hope someone else can. Not much is left to do, and IMO the faction was very close to being ready last time I looked into it.
I'm trying to find the last version I had, but some of my Glest stuff mysteriously disappeared. Might take a while until I can dig around a recent working version, if I will at all. It would be sad to lose good work on such a good faction.
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I know there are some copies of the faction left, but I don't know if it's the current version or not, and I have no idea if the author has the source files. Last I heard, he's doing a lot of work for the 0 A.D. project, so I wouldn't expect him to come back and work on anything for Glest, at least for a while. I suppose someone could ask him if he has the source files and fix it up, if they were inclined to do so.
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I was the last person to really work on this. The latest version is 0.9.6 but I broke the AI after I'd already fixed it, and after not being able to find a solution to it I gave up. I probably have it somewhere on my backup HDD. I can get it if you guys want...
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I can get it if you guys want...
It couldn't hurt to have the source backed up and available somewhere, in case somebody wants to shine it up a bit. I assume it includes the blend files?
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I can get it if you guys want...
I would appreciate that, yes. It's very close to being ready (at least was last time I tested it) and such good work would be a shame to get lost. I still believe it's one of the highest quality faction Glest currently has. And that it has high (and well earned) chances of being officially included in the new Glest merge, by what I'd imagine and estimate.
As for the sources, I hope they are available as well. The mod could work without them, though I do believe they would help a lot, if they are available.
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Y'ok, I'll look tonight when I'm at my Dads.
Basically from 0.9, the particles have been revamped, AI has been broken, some textures have been updated and other various things.
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Thanks! I'll wait then. As for the AI, it would prolly need to be re-worked either way, to function properly with the features in MegaGlest and GAE (as the new merge of the two forks will likely use a bit from both). I'm guessing the AI shouldn't be hardest thing to eventually fix, though that's one thing I'm not so good with myself.
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Good news! I have 0.9.6. I've packaged it and am uploading it now! All I've done is package it, I haven't gone through to see if any development stuff is in it.
http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/Elves/elves_096.7z
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Good news! I have 0.9.6. I've packaged it and am uploading it now!
Did you fall asleep? :O
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Maybe dinner or something...but that's very good news! I mean, if it's playable...
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No, I got playing crysis. :P It's been done for an hour, here it is.
http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/Elves/elves_096.7z (http://dl.dropbox.com/u/5207065/Glest%20Files/Mods/Elves/elves_096.7z)
ULTImateFlyingDoorstop: Yes it is playable, else I wouldn't have found it in one of my Glest game backup folders. I cannot guarantee a working AI or anything since last I knew it didn't work. :-X
It could have XML errors, but I'm pretty sure it won't. :)
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It's flying dutchman... ::) j/k
Thanks, downloading now.
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It runs with no errors in 0.3.2 but I haven't tested out the AI yet. It has four blend files, so that's better than nothing. I
wonder if hope that gAMeboy has the rest backed up somewhere.
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Thank you for posting. Going to download and try it again as well
[EDIT] Looks and works all well in Megaglest SVN! One little thing though. That package does not include the resources (Grace and Tree), so I'm posting them separately from an older archive. They are needed to run the Elf faction. http://www.mediafire.com/?ev9h6u2erzcjab9
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First Post in updated!
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Hey, sorry. I've been really busy. Unfortunately my hard disk crashed and I lost all my source files, but maybe its backed up some where on my older HDD, not sure, i'll have to take a look. I want to completely revamp this mod, with many new models for at least the buildings and new textures as well. If someone could do the .XML work, that is. I've no time now, as most of my time is used either studying or on 0AD, as my priorities lie there :)
Its good to see that many people are interested in this and I had no idea abt the Glest merge. Maybe I could do something in about two months :)
Here's my email address in case any of you need to contact me: amish13-^-gmail.com
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Also, if its possible I wanted to know the improvements of the current engine. I can see there are many, but I've not the patience to go hunting them all :)
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Also, if its possible I wanted to know the improvements of the current engine. I can see there are many, but I've not the patience to go hunting them all :)
I don't know which engine you mean... Or how long you've been away.... But I'll give it a go....
MG....
-In lobby Irc
-Cliffs
-Particals in Tilesets.
(I can't think of anymore :-[ I need to get more up to date with MG....)
GAE....
-Cloaking
-Teleporting
-Ingame faction logos/mouses/Custom loading screen.
-Mulit-unit produce.
-Tool tips.
...... Hmmmmmm, I'm out... But I know there is much more for both....
P.S You forgot to tell us about 0 A.D.'s Alpha 4! :-P
(Which still looks awesome btw.)
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Yes don't forget about Glest! :D
If I were you, I would make a MG version for publicity and then a GAE one with added features...
Perhaps you should package Karningul with the next release of Elves?Also, if its possible I wanted to know the improvements of the current engine. I can see there are many, but I've not the patience to go hunting them all :)
https://docs.megaglest.org/Engines#Comparison_of_the_Engines
It's incomplete for both MG and GAE, but it has the basics...
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Okay, so there are two branches? I didn't know that :/
Which one would be best to do it on?
I've started work on a new model for the start building, i think i'll replace the tree of life with it. I think most buildings should be easily done, once i get down with the textures.
Yes, it was planned to be included with elves, but...well i forgot :D
Thanks for the link!
About 0AD, i mean to yesterday but its seems the elves made me forget ;)
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I think I'll use GAE since it has a lot of cool features which I've been longing for since forever!!!
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It's always nice to see old factions getting advanced features. That should make my future plans much easier. Just don't forget to add boats. :)
http://images.icanhascheezburger.com/completestore/2009/2/25/128801060040819602.jpg (http://images.icanhascheezburger.com/completestore/2009/2/25/128801060040819602.jpg) :angel:
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Aww...don't you want publicity? Oh well, it's still good to hear you're going to work on it.
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LOL, its gonna take a while i can tell you that. Maybe the elf faction will get some more publicity for GAE ;) Yeah, thats why i wanted to use GAE, boats :D only boats, i don't plan to have ships :) (and i can re-use some art from 0AD XD )
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The first building's done(and so is the base texture, i'll keep adding stuff as i go along...although most of it is reused from 0AD :P ).
(http://i.imgur.com/l4T8Q.png)
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gAMeboy your models are all fine, it's your animations that need work.
Thats a great model though, I love it, great replacement for the Tree of Life! :thumbup:
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I know, but i'm not ready to import them and then animate them all again :/ I'd prefer to remodel most of the units.
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Wow, your modelling looks fantastic, as always, gameboy. I hope to see more great stuff in the future, as well as taking advantage of the new particle abilities (in both GAE and MG).
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That texture looks great. Big improvement. :thumbup:
Oh, and did you know GAE supports normal maps now? ;D
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Thanks! Most of it is from 0 AD, i just changed the color and did drew the decor etc.
yeah? i'm not sure how to add normal maps...is it as simple as just specifying an image file?
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BUt its pretty cool to hear that it supports normal maps now :D
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I believe it's normal_[texture].tga/png/jpg. ;)
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sweet. :)
okay, i put my normal maps into the same folder as the models and named it 'normal_elven_struct_tex.png'. But it doesn't seem to be working :/
rite, the AI seems to be working, although it doesn't use all the features of the faction. It just buildings a academy and a corral and keeps sending reavers and archers and sometimes a few swordsmen to my base :/
-Triple Post Merged -- Arch
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AI, good!
About Normal Maps: Ask Silnarm he'll know for sure. BTW, make sure you're using the latest version.
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alright, i will :) 0.3.2 the latest rite?
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https://forum.megaglest.org/index.php?topic=6519.0
I don't think it's implemented in 0.3.2...but 0.3.2 is pretty outdated, just compile Git-Master.
You've probably compiled SVN HEAD for 0 A.D., so it's kinda similar/simple...
http://git.or.cz/course/svn.html
http://sourceforge.net/apps/trac/glestae/wiki/CompileGuide
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You got it backwards. It's [texture_name]_normal.[png/tga]
For example, if the texture's name is "castle_texture.tga", then the normal map is called "castle_texture_normal.tga".
They released a precompiled snapshot a week or two back, but I assume you can compile, so you should use the GIT master (unless it proves to be less stable than the snapshot).
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oh yeah, i figured that out when i downloaded the snapshot :P
No I can't compile, 0 AD has an autobuild, so i don't need to compile. I have tried to before...but i didn't get it. I've got the snapshot though and it seems to be working, more or less :) though you really can't make out much of the difference
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It's next to lights(or particles) that bump maps show up best. Also they look great on bigger surfaces, and complex surfaces that are overall flat but have a lot of ripples such as roman style clay roof tiles.
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Got that :) How do u take screenshots?
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To take screenshots in-game, press the E key.
To take screenshots of a g3d model in the viewer, you have to use the MG version of the viewer. :)
If you have windows, I can upload the latest version if you want. If you have linux, I can ask someone else...
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I've got windows, but I don't think the g3d viewer renders the normal map does it?
Btw thanks for that, but it seems GAE crashes when i try to take screenies :P
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No, I don't think so...but I guess you could try this (https://forum.megaglest.org/index.php?topic=6260.msg66499#msg66499) method? I guess that's something to do during the merge.
(But if that works, I could upload the MG g3d viewer and we'd have an awesome screenshot of a model...)
Eh...nevermind, I'm not sure. They said it only works with the old version of g3d...
Btw thanks for that, but it seems GAE crashes when i try to take screenies :P
Is there anything in the error or crash txt?
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I didn't not understand anything in that over there :P but u can upload the viewer if u like :)
The error says 'abnormal execution' or something, a runtime error :/
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Updated Elves 0.9.6 beta to work with MegaGlest. I don't see any AI issues.
http://www.mediafire.com/?74r6pe7a8y1cdui
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Updated Elves 0.9.6 beta to work with MegaGlest. I don't see any AI issues.
What did you change?
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nice to play it in MG alongside magictech factions. sweet faction
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Hi,
Quick question to the authors is there some kind of license for this mod ? Is it on CC BY-SA like most of other glest stuff ?
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Hi,
Quick question to the authors is there some kind of license for this mod ? Is it on CC BY-SA like most of other glest stuff ?
The author of this mod is no longer active on the forum. Your best bet would probably be to email him. (amish13 at Google's popular email service) Lately we've been trying to get more authors to give official statements on licensing, but this one is a bit older so I don't think it was ever stated.
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Hi
Thanks for your help John.d.h. I've emailed gAMeboy and got a reply ... Elves are licensed CC-BY-SA.
See also this post:
https://forum.megaglest.org/index.php?topic=5351.msg77068#msg77068
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Updated Elves 0.9.6 beta to work with MegaGlest. I don't see any AI issues.
A copy of the Elves faction, version 0.9.6 beta, modified by SnEptUne to work with MegaGlest, (Original download location (http://www.mediafire.com/?74r6pe7a8y1cdui)) is now also available at dl.megaglest.org (http://dl.megaglest.org/elves_097.7z) (MD5SUM (http://dl.megaglest.org/elves_097.7z.MD5SUM)).
Note that I have not tested it, yet.
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Updated Elves 0.9.6 beta to work with MegaGlest. I don't see any AI issues.
A copy of the Elves faction, version 0.9.6 beta, modified by SnEptUne to work with MegaGlest, (Original download location (http://www.mediafire.com/?74r6pe7a8y1cdui)) is now also available at dl.megaglest.org (http://dl.megaglest.org/elves_097.7z) (MD5SUM (http://dl.megaglest.org/elves_097.7z.MD5SUM)).
Note that I have not tested it, yet.
What was even changed? I thought the last version released was for "Glest", so should have worked in MegaGlest without any changes.
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Updated Elves 0.9.6 beta to work with MegaGlest. I don't see any AI issues.
A copy of the Elves faction, version 0.9.6 beta, modified by SnEptUne to work with MegaGlest, (Original download location (http://www.mediafire.com/?74r6pe7a8y1cdui)) is now also available at dl.megaglest.org (http://dl.megaglest.org/elves_097.7z) (MD5SUM (http://dl.megaglest.org/elves_097.7z.MD5SUM)).
Note that I have not tested it, yet.
What was even changed? I thought the last version released was for "Glest", so should have worked in MegaGlest without any changes.
I changed the resources to have a sane startup values; otherwise, the AI will not be able to build or do anything.
The resource is also modified to use gold, wood, and stone, so that it can be played with the megapack.
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So I did a lot of work last summer towards an Elves 2.0, but alas I've very much lost interest in this game and have been back more recently for modding purposes only. This was something I was working on on and off, but ended up putting aside to work on Egypt Remastered.
I don't plan to finish this overhaul, but it is well progressed with many models new and enhanced, textures fixed, building scales mostly fixed, a lot of new animations, and some new sounds. I also restructured the faction multiple times(mostly because of the AI), and it's very roughly balanced. The faction does require more resources on purpose, but it's units are a lot stronger now. This means that the resource-cheating AI(when it plays the faction properly) can be quite brutal.
I'm releasing it as is, as version 2.0 Alpha. Feel free to modify or reuse the faction or it's source material as you wish. I request, but do not require credit for myself. Mod credits are in the faction folder.
Download - Elves Faction 2.0A w/ Faction Links - 126MB ZIP (https://drive.google.com/file/d/0B1TUVKDu5jKROTJURW1CWXQxYlU/view?usp=sharing)
Download - Elves Faction Source Material - 198MB 7z (https://drive.google.com/file/d/0B1TUVKDu5jKRbHVjRE9tYXBSb28/view?usp=sharing)
The download button is on the top right, icon is down arrow.
(http://i.imgur.com/ze7ggKE.jpg)
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Oh gosh... I've had the elves-8.3.16 package sitting on my drive for ages, yet didn't get to take a look at it in months. I don't remember if it was you or the original author (gameboy) who emailed them to me. This time I really need to give the update a shot, it looks really awesome :)
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That was me, Gameboy hasn't been around in years. :P
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That was me, Gameboy hasn't been around in years. :P
Right. Sorry for not replying in so long then... I had a reminder to check out the version of the time, just kept getting busy with other things and never getting into it. I shall really try to change this soon!
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There are still some .tga files in the 2.0 Alpha. Anyone up to help convert them to the usual .png (Unless Archmage or someone else will continue working on the modification)?
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Nice improvements as always, Archmage.
Hopefully this and the Woodland techtree can finally be on the ModCenter.
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Nice improvements as always, Archmage.
Hopefully this and the Woodland techtree can finally be on the ModCenter.
There is a mod center now? I actually never knew!
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I took a rather brief look at this faction, as I didn't dive into a full game yet. All I can say is, incredible work! This has to be one of the most professional factions for MG out there.
Dear Megaglest developers: When this faction is ready, could it please be integrated into Magitech or Megapack? It will certainly meet every quality and beauty standard to be defaulted by far.
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Hmm unfortunately I missed these updates. What we lack here is a license declaration. To make it distributable with MG it needs to be a compatible license. With incompatible licenses it may still be possible to put it on the mod center. But first of all license (clearing and) declaration will need to take place. Please see the sticky topics on this forum for guidance.
Is this faction balanced with Megapack (how was it done?). Personally I doubt there is a chance that the Megapack distributed with the game will be replaced or extended. But I think we're all for adding more options on how to play games (just not as part of the game distribution but as mods).
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Whatever license you want. Seriously, I don't care. CC0 is fine for my work. :P
It's not balanced in it's current state, it's a bit too powerful if I remember correctly, but it works just fine as a challenging opponent.
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Whatever license you want. Seriously, I don't care. CC0 is fine for my work. :P
It's not balanced in it's current state, it's a bit too powerful if I remember correctly, but it works just fine as a challenging opponent.
I put it on my fork (https://github.com/ZetaGlest) and rebalanced it. It'll need a bit more work, but the AI plays it a lot better I think. At first, the AI didn't even make air units, now it does. But because of the rebalancing, the air units don't make it more powerful than it was before.
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I do hope you kept with the original idea of expensive and very strong units. :angel:
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I do hope you kept with the original idea of expensive and very strong units. :angel:
Don't worry. :) I will be consulting more with my associates as to what changes should be made. ;) I'd like to give others a free hand at fine tuning.
I tried to do as few changes as possible, but I did cheapen some things in order to balance things out. I included the Elves as an 8th faction with ZetaPack, so spent quite a bit of time experimenting with balance.
One particular change I didn't really want to make: instead of the corral morphing into a corral_gryphon_nest, I had to set it so an elf could build the nest. For some reason the AI would never morph the corral.
I know the AI will morph buildings; I once experimented with an Indian mod and enabled a main_teepee to morph into a flying_main_teepee (giving it beehive technology in the process). The AI morphed it while playing.
I think one problem is that when the corral morphs, it needs space on the side, however, it may be blocked by other units, mobile or otherwise.
But if a modeller comes along and changes the corral_gryphon_nest so it gets taller, instead of wider, I would definitely want to try testing again with the corral morphing.
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I do hope you kept with the original idea of expensive and very strong units. :angel:
@Archmage: This should be more clear, a page with the Elves faction characteristics: https://zetaglest.github.io/elves_overview.html
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@Archmage, I have a problem with the Grey Elf archer melee attack model. The texture isn't linking correctly (I think the problem is with the sword).
I got your source material from here:
Download - Elves Faction Source Material - 198MB 7z (https://drive.google.com/file/d/0B1TUVKDu5jKRbHVjRE9tYXBSb28/view?usp=sharing)
I selected the grey elf archer blend file. However, I couldn't work out how to activate the melee attack animation, if it's contained in there. I was wondering if you could give me pointers on how to do this? (or supply a model with the texture error corrected ;-) ).
Thanks!
Quick update, it looks like I misunderstood the problem after reading what andy5995 discovered about the missing textures in elves. It turns out another texture is really missing, but he couldn't locate it.
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If I didn't change a texture during development, I would've just linked to the one already in the faction. No point in creating duplicates all over the place.
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If I didn't change a texture during development, I would've just linked to the one already in the faction. No point in creating duplicates all over the place.
Thanks for the info. It turns out there's a problem with texture linking in many of the models. There's a lot of models linked to .tga textures, but the saved textures are actually .png. It's not a major problem because the megaglest engine doesn't seem to mind this, but sometimes errors are thrown in the terminal and the g3d blender importer/ exporter is very unhappy about it.
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Hmm unfortunately I missed these updates. What we lack here is a license declaration. To make it distributable with MG it needs to be a compatible license.
there was a declaration from Gameboy a while ago:
https://forum.megaglest.org/index.php?topic=5351.msg77068#msg77068
cc-by-sa
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Any update on this? It would be cool having this faction in the mod center.
Anyone willing to keep up working on this?
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Original thread:
https://forum.megaglest.org/index.php?topic=3944.0
Licensed under: CC-BY-SA
Very cool faction which IMHO should be added in the mod center.
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Today (after reading your post), I prepared the Elves for MegaGlest and it can be downloaded from elves_A2.7z (https://www.dropbox.com/s/t90e8ykls79odgk/elves_A2.7z?dl=0)
The repo for it is at https://github.com/zetaglest/elves-testing
It will need some play-testing before it's added to the server and mod-center.
The issues section on the GitHub repo can be used to report any problems or make feature suggestions.
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Hey Andy! Wow great!
Do you have a list of issues to be fixed?? What do you feel needs testing?
What time is good for playing? I am GMT+1.
I have been playing a couple of matches against the computerr and found something that can be worked on. I will make a list asap.
Edit: sanctuary does not have a meeting point this has to be fixed
Also silly question...but how do you obtain grace?? :o ::)
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No list of issues yet. Me and Jammy had some discussions about it and made some adjustments when we worked on it for ZetaGlest. It's very playable, but some minor things may need changing. We played the A2 download today.
Peak playing times are around 20:00 - 23:00 UTC. If you join #megaglest-lobby on Freenode IRC, you can catch a game a lot more easily. We will often wait up to 10 minutes to start a game if a player lets us know that he/she will be joining.
The A2 version that I prepared (https://www.dropbox.com/s/t90e8ykls79odgk/elves_A2.7z?dl=0) is a little different than older downloads mentioned in this thread. The meeting point for sanctuaries isn't needed because they no longer produce elves.
Grace is provided by the sanctuaries (not a silly question)
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I will definitively join if we play elves :D I will try to stick around that time for a game this week.
Is a changelog with your changes available? I gave a look on github but saw only a couple of commits for cosmetic reasons (adding a preview image etc.), no trace of modification to the game.
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Problems I saw while playing it:
<titi_linux> andy5995[m], it was too easy to win, because the random AI behaviour did not made enough strong fighters
<titi_linux> a problem are unbalanced units like those trees
<titi_linux> slow and not enough attack power ( they should have a lot of splash damage with theri big rocks )
<titi_linux> AI does not take unit effectiveness into account when making fighters
Teamcolor is often not visible enough. For trees maybe a better particle effect using teamcolor can be used to fix it.
Its very complicated to build the main tree because you need several upgrades. Its a bit non intuitive because you start with a unit like this gameplay gets lame with this. You cannot expand early as strategy.
AI city is much too crowded. Problem is wrong unit size and maybe an additional "AI build size" is needed to fix this.
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I will definitively join if we play elves :D I will try to stick around that time for a game this week.
Is a changelog with your changes available? I gave a look on github but saw only a couple of commits for cosmetic reasons (adding a preview image etc.), no trace of modification to the game.
No, there's isn't a changelog. And the reason the commit log is so short is because last year when I made all the changes (starting from what was available here in this thread), I was working from the ZetaGlest data repo. Since then, I removed the elves from the ZG data repo created a separate repo for it.
As for changes from this point forward, I'm not sure i'd want to maintain a ChangeLog. So many minor changes happen, and a week later something might get reverted or changed again with something like this. Once it's stable all the players will know how to play after just a few tries so for that reason, too, I'm not sure it would be worth my time to maintain a ChangeLog.
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not poolished enough yet.
balance, AI playablility, teamcolor adn so on is missing. Mod center is for things that are ready to play.
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titi, how is this for building spacing?
https://imgur.com/htLm56g
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The latest snapshot download: elves_A4 (https://www.dropbox.com/s/7srad3prf6ohve2/elves_A4.7z?dl=0) tested by me and Jammy.
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Thank you! I will download it and let you know :D
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I did not have time to join any game tonight but I eventually played against CPU. Here are my feedbacks (some, I am sure already noticed by others):
- Compared to previous versions this one is more fluid, the others took ages, but I do miss workers not requiring wood (I suppose it was their characteristic being elves).
- The sanctuary still has a meeting point which should be removed since it is not used.
- Dryads have color attacks but otherwise they are indistinguishable, maybe it is a personal preference but I don't like all those tones of green.
- It would be cool if the tree of life could be thickened, right now it looks almost like a normal tree, in doing that you could find room for color stripes like in the guardian tree.
- Color strips of guardian tree should be thickened (maybe the whole model too?)
- Mine and wood harvesting have the same icons :O I find it so confusing :scared:
- It would be cool having a color flag on academy (like corral has)
- Team color should be added to elf archers.
- I feel 180 wood for elf archer is a lot :| Maybe 120g/150w or 100g/180w would be better
- Same for reaver, 180 gold and 220 wood seems a lot, I would try 150g/200w or 180g/200w.
- I don't know why but playing this faction I always end up with massive unbalances between gold and wood.. like 5 (or more) more gold than wood or vice versa, which does not happen with other factions, does it happen to you too?
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Oh those are all good suggestions or valid observations. I also felt like there is too much "green" with the elves.
There are some issues already opened on the repo for what you've listed. The meeting point from sanctuaries I removed last night.
But the items in your list need individual issues opened on the repo (https://github.com/zetaglest/elves-testing), so they can be addressed individually, discussed if necessary. But all good feedback you gave, thank you for testing it, Pizza90. :)
I don't know why but playing this faction I always end up with massive unbalances between gold and wood.. like 5 (or more) more gold than wood or vice versa, which does not happen with other factions, does it happen to you too?
Yes! And to other players who have helped me test it. I think that will get easier when players can anticipate their needs better as they learn how much units cost. They'll likely still be some adjustments to that.
but I do miss workers not requiring wood (I suppose it was their characteristic being elves).
It seems like the AI does better at the start when it needs just gold for workers and not wood. I tested with multiple combinations and they didn't seem to be playing/producing correctly until I changed the cost of an elf to 75 gold and 0 wood.
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Pizza90, I did most of the items in your list (check the commit log). A few I'm not sure if I can do them because I'm not a graphic or blender artist, but tickets can be created still and hopefully sometime they'll get done, if not by me then someone else.
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current snapshot, elves_A5.7z (https://www.dropbox.com/s/fn950th59ofcpc3/elves_A5.7z?dl=0) is available for download.
I've included faction links for the east_vs_mega mod, so that must be downloaded from the MegaGlest mod center before playing.
commit (ChangeLog (https://github.com/zetaglest/elves-testing/commits/master)
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Did a single player elf vs elf and I am glad to see improvements!(and that you followed some of my suggestions :D) The only thing I find too much is the saturation of teamcolor in archers as compared to other units looks too vivid and unrealistic, maybe you can tone it down a bit? (a la workers' team color).
At the leas for me the gameplay has improved noticeably so thank you Andy! More feedbacks to come :)
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Here's version A6 (https://github.com/zetaglest/elves-testing/releases/download/A6/elves_A6.7z)
Pizza, I fixed most everything, and created tickets for the rest. Thanks a bunch.
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Hey Andy glad to see a new version out, thanks a lot for your work!
I haven't installed it yet but here are more feedbacks from previous versions:
- Guardian Forest still has meeting point but it is useless so it should be removed
- Playing against CPU I noticed that many of my units (non-workers) are created with about 1/5 of their energy missing, have you noticed this too?
Edit: I gave a quick try so I am editing this.
- Since you changed the team color of trees I don't think they need to be thickened any more, (pretty cool way to show the team color btw!)
- Do you feel adding a sanctuary at the beginning is ok or too powerful? Since there is already the guardian forest as starter. I think it was balanced also without sanctuary but that's my 2 cents.
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Now elves_A7.7z is released (https://github.com/zetaglest/elves-testing/releases/download/A7/elves_A7.7z)
Smaller file size
more particle effects
Enemy units near the Lore House will be poisoned (negative attack boost)
Pizza, I'm not sure yet about the sanctuary yet. I'm sure titi will let us know if it's BAD xD
By 1/5 of their energy missing, I think you mean HP. That's because when an upgrade increases MAX HP, newly produced units will come out with the HP specified in their unit file, not the original total plus what an Upgrade gave them. So if the grey elf archer is set to have a max of 850, and later an upgrade increases by 300, they will be produced with 850 and will slowly regenerate to 1250. You can see what I tried to do here (https://github.com/zetaglest/elves-testing/commit/518cb1628ae387aaa3e611aa644821f0947a26bf) with "starting percentage" which works in the EP field, but after I tested it didn't seem to make a difference for HP.
Btw, you may have noticed minstrels can heal other units just by standing near them. So you might want to make a habit of putting a few minstrels near newly-produced units.
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Exciting new changes, version A8 (https://github.com/zetaglest/elves-testing/releases/tag/A8) released today (see page for details and download link).
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- Do you feel adding a sanctuary at the beginning is ok or too powerful? Since there is already the guardian forest as starter. I think it was balanced also without sanctuary but that's my 2 cents.
I forgot the forest guardian stores grace. Here's a change I just made to -testing (https://github.com/zetaglest/elves-testing/commit/2d7b69db2aba28540a77c650f1ff955952eb29bf)
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I played A8 vs Cpu and noticed that the first thing AI does is to build a sanctuary :/ which means wasting resources and slowing down the attack (so it is easier for humans). Maybe AI is hardcoded to build whatever building makes resources as first step, so having already a sanctuary causes problems.
I am sure you had the best intention but I give a :thumbdown: to the brown shirt of archers, it does not look elvish to me (more like a slave thing), what do you think? I feel if you reduced saturation of the previous version (from bright red to darker red) it would look cool. What do, and others, think?
I haven't tested the latest git with guardians storing graces but doesn't it render sanctuaries useleless? I feel they are a defending not storage units, but then again that's my 2 cents :angel:
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I played A8 vs Cpu and noticed that the first thing AI does is to build a sanctuary :/ which means wasting resources and slowing down the attack (so it is easier for humans). Maybe AI is hardcoded to build whatever building makes resources as first step, so having already a sanctuary causes problems.
Good suggestion.. so I've increased the grace output of a sanctuary and to compensate I increased the time it takes to build one. https://github.com/zetaglest/elves-testing/commit/ee688acdd4a8ecfa0722274f191d5ba81d4d5c0c
The AI is not hard-coded to build a resource producer at start; there's some threshold hard-coded (I don't know what it is) where they will build a producer when the resources gets too low. So with the patch shown above, they will build 3 academies.
I also made a change here https://github.com/zetaglest/elves-testing/commit/2e1e5c5d16754995c3316fb9624c3e5a82ea97ca , otherwise they build 3 academies and 3 corrals before they build a wood hall. with that patch, they build 3 academies (not 2, even though 2 is specified) and then a wood hall.
I haven't play-tested those changes with anyone yet so maybe they'll need fine-tuning in the near future.
I am sure you had the best intention but I give a :thumbdown: to the brown shirt of archers, it does not look elvish to me (more like a slave thing), what do you think? I feel if you reduced saturation of the previous version (from bright red to darker red) it would look cool. What do, and others, think?
Definitely I'll listen to feedback from you and others about the brown. To my eyes, brown's ok, it being an "earth" tone. And we agreed in an earlier post that there was too much green in the elves faction. But I'm definitely not opposed to making the whole top tunic the team color, as you described. I just don't know how to do it, as I mentioned before I'm not a blender or graphic artist. There's already a ticket (https://github.com/zetaglest/elves-testing/issues/11) open to improve team color on the archer.
I haven't tested the latest git with guardians storing graces but doesn't it render sanctuaries useleless? I feel they are a defending not storage units, but then again that's my 2 cents :angel:
In the commit I linked to in an earlier post, I removed the grace storage from the guardians.
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elves_A9.7z released (https://github.com/zetaglest/elves-testing/releases/download/A9/elves_A9.7z)
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not poolished enough yet.
balance, AI playablility, teamcolor adn so on is missing. Mod center is for things that are ready to play.
Ok, titi, but could you put elves_A9.7z (https://github.com/zetaglest/elves-testing/releases/download/A9/elves_A9.7z) on the server?
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I see you guys are running into a lot of the same problems that I did.
I restructured the entire faction multiple times trying to find a more unique structure that the AI would play.
Ultimately, it's hard to drift far from Tech's structure in my experience.
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Hi Archmage. I think you are right. The uniqueness was cool, but as you know...
Right now the AI plays it pretty well. As for balancing against other factions in megapack, that's just an annoying guessing game I don't have patience for and won't be attempting it (there's no templating system to keep units among other factions balanced). I've removed the faction links from A9.
Here's a screenshot from a game played using version A9.
(https://zetaglest.github.io/elves-testing/screen54.jpg)
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Ok, titi, but could you put elves_A9.7z (https://github.com/zetaglest/elves-testing/releases/download/A9/elves_A9.7z) on the server?
titi approved this idea, but we will wait a little longer. He's working to improve the gryphon model, and I've made a few changes to the data since the A9 release. Maybe we can polish it enough so that it's suitable for the mod center.
For those who don't know, if something is "on the server", that means it can be played on the headless server, even if it's not available for download from the mod center. So having it on the server is some good progress. :)
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I am not an expert but that gryphon didn't look very gryphonish to me, so I am looking forward to see titi's model :D
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Here's a video of a game with the elves (https://www.twitch.tv/videos/420597734)
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Though no new gryphon models yet, but elves_10 (https://github.com/zetaglest/elves-testing/releases/download/A10/elves_A10.7z) is released.
It's also on the headless server now, so can be played multi-player regardless of who is hosting. If you don't already have the file, you will get offered the download when you join a game where someone is hosting the elves.
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Great, thanks Andy! what are the changes betwen a09 and a10? I couldn't find a changelog on github :D
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Great, thanks Andy! what are the changes betwen a09 and a10? I couldn't find a changelog on github :D
You're welcome :)
No ChangeLog, best way right now though not ideal is the commit log (https://github.com/zetaglest/elves-testing/commits/master). Commits from May 2 to May 13 are the changes between 9 and 10.
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Released A11 (https://github.com/zetaglest/elves-testing/releases/download/A11/elves_A11.7z) and it's now on the server.
Changes are mostly related to adding visual and audio effects.
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Elves_A12 (https://github.com/zetaglest/elves-testing/releases/download/A12/elves_A12.7z) released.
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Thanks for the work Andy! Is the 12 already on the mod center?
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Thanks for the work Andy! Is the 12 already on the mod center?
You're welcome, Pizza. It's on the server but not in the mod center. I think it would need more playing and testing by titi before it could get approved.
He and I played it a couple days ago. One thing he mentioned is that he likes the Ent! He'd like to see it become available sooner; I haven't decided yet how that would be. Perhaps after the first upgrade in the lore house instead of the 2nd (mystical forest).. or I could move mystical to the first slot. And then reduce the time cost of producing the Ent.
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This is pretty cool, I'm glad to see development is still moving and it's available for multiplayer now! :)
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Thanks @Archmage :)