MegaGlest Forum

Modding and game content creation => Mods => Topic started by: Zoythrus on 16 June 2010, 18:17:36

Title: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 18:17:36
Hello Glest community!

Im here to showcase the new faction that me and my friend Seanachaidh are doing for the upcoming "Constellus" mod. We call them the "Crincillin".

In case you are wondering what the Crincillin is, you have no need to wait any longer!

The Crincillin are a futuristic, alien race. Their defining features are their ability to hover and their smooth architecture.
example: https://forum.megaglest.org/index.php?topic=5428.0
another example, this one is the command center: (http://i636.photobucket.com/albums/uu82/Zoythrus/BIGSPIKES.jpg)

what makes the Crincillin different from other factions? they way that they play.
every Crincillin unit can transform into a different unit. Morphing...kinda, they can morph between the two forms freely. for example, the medium infantry (which is solely anti-ground) can morph into a fighter which is solely anti-air. if the army needs more ground support, they just morph back to their infantry form.

this idea caused problems at first, due to the need of resources when guys morph (why would you need gold to get on a horse?); so we came up with a revolutionary idea - the units cost no resources!

"Madness!" is probably what you are thinking; now before you write it off as a cheat faction, i'll tell you this: the guys still need alot of time to warp from their home planet. these guys take 2 1/2 times longer to make. also, the buildings are tremendously expensive. you wont have very many buildings in a base. another thing to add is that their standard base defense is only medium strength (it can morph into anti-air as needed), so it wont protect your base for long. these traits make them weak in the short run, but very strong late game.

here is the tech tree that we are going off of:
(http://i636.photobucket.com/albums/uu82/Zoythrus/ProjectTechTree-1.jpg)

some people had a hard time understanding this picture, but dont worry, ive improved it by adding arrows to the pre-requisites. this shows the flow of the tree.

the only unit that is not on there is our planned "uber unit" which is the only unit that cannot morph into something, but it is SUPER EXPENSIVE and takes a TREMENDOUS amount of time to make - building one is an accomplishment in its own right! but, being able to make units on the fly and being nigh unbeatable is good enough compensation for the player, right?

as you can see, our idea has been fully fleshed out here, and we've put lots of time and effort into making them balanced and playable (and cool!).
if you want to play it, you're in luck! We have released alpha! http://www.mediafire.com/?s16kvrocvbrw918. if you would like to contribute to the Crincillin project, please tell us, and we can give you a job immediately (no need to fight over a position, there is enough for everyone).

P.S. sorry if the pics are huge...
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 18:19:01
okay.
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 18:23:19
I have an idea for the super unit it would be called blitz, be ultra fast and do massive damage but it would be weak armor wise to allow high speeds it would be an air unit, if you want a model I'll make it but nothing else since I can't texture or animate :( :(

forgot to mention this last time but I don't like the no cost ability, can't you just get a 100% refund for the morphs, plus only one would be necessary to buy the other could be free.

heres a mock up turret thing I made, maybe it will fit this mod
http://img411.imageshack.us/i/turretthingpic.jpg/
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 19:23:35
wyvern, i storngly suggest that you learn to model, adding already-made meshes isn`t modelign at all.
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 19:24:56
I can kinda model the tanks I made looked good and this is a crummy model so...
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 19:25:22
atleast decimate it.
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 19:25:49
Why
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 19:28:59
because it lowers poly count. and then again the game runs smoother.
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 19:33:15
I just decimated that model looks fine
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 19:47:08
@wyvern: the reason that we have no resources is because we dont want the ever-precious resources to be spent just so a bunch of guys can morph. and besides, if they are being warped in, why do they need resources?

also, that model will not do...
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 19:50:27
it doesn't matter if the model won't do I wasn't gonna use it for anything anyway, still being for free you could swamp anyone with sheer weight of number no matter what limitations you put on
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 19:54:03
yes, the point is to get them while they're weak. "weak in the short run, very strong late game"

they suffer at the hands of rushers

also, since their buildings are expensive and somewhat fragile...get where im going here?
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 19:54:59
I do
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 20:00:30
I still find it somewhat unfair since the ai will swamp you with these guys from the start, at though I'm not sure how well they'd do against a turtling enemy like me
Title: Re: The "official" Crincillin thread
Post by: hairy cat on 16 June 2010, 20:04:01
Looks nice, good luck with making the faction  ;D
I might help with modeling, but not now, i'm too busy. Maybe in 1-2 weeks :)
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 20:04:29
since they take so long to make, numbers wont be an issue. the only thing you have to fear is when the map is dry of resources - they can keep fighting without them. so, kill them before the map runs dry.
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 20:05:34
ok cat, before you model anything, give us some concept art
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 20:07:06
since they take so long to make, numbers wont be an issue. the only thing you have to fear is when the map is dry of resources - they can keep fighting without them. so, kill them before the map runs dry.
well okay but I still don't like the no cost idea :( :|
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 20:08:11
it'll all work out, Wyvern. dont worry  :P
Title: Re: The "official" Crincillin thread
Post by: wyvern on 16 June 2010, 20:14:13
it'll all work out, Wyvern. dont worry  :P
lets hope so *unconvinced*
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 22:30:11
will there be a jedi hero?
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 22:39:45
sadly no, that would chuck the balancing out the window... (hey Seana, maybe a Star Wars mod?)
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 22:41:41
Maybe a death star....
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 22:46:38
 :| hmmmm....death star....

actually, before we get off topic, any questions about our mod?
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 22:47:55
it isn`t off topic, what about master yoda, perhaps a master yoda could fit here?
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 22:49:34
Hyper, we need to finish this mod before we make a star wars mod. it might be in the works, but we're finding hard to stay on track with this one.
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 22:51:35
doesdn`t THIS mod need a master yoda? i just feel like..
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 22:52:27
sorry man, wrong universe (ask Seana, he might be more inclined to your idea)
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 22:54:01
what about a "Anakin" a young unit which cannto choose between the two teams...?
Title: Re: The "official" Crincillin thread
Post by: John.d.h on 16 June 2010, 22:57:03
So, is this mostly a robot faction?  The only unit I remember seeing so far was the robot with the texture problem, so that's what got me wondering.
what about a "Anakin" a young unit which cannto choose between the two teams...?
Didn't he just tell you it's not a Star Wars mod?  Take a hint. ::)
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 16 June 2010, 23:01:29
@John
yeah, it is, but we like to call them "aliens." Since Seana is head of the modeling, ask him if you have questions about that area.
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 16 June 2010, 23:02:28
Still, i really feel this mod`ll do better with some kind of...trooper...or something...
Title: Re: The "official" Crincillin thread
Post by: Seanachaidh on 18 June 2010, 18:19:21
sadly no, that would chuck the balancing out the window... (hey Seana, maybe a Star Wars mod?)

I want to actually get this faction done first before thinking of oter factions.  but i think a star wars mod would be cool.
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 18 June 2010, 18:19:46
we have the medium inf who has a machine gun...
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 20 June 2010, 03:28:47
sorry for the double post, people, but i would like to know: anyone want to help us model? we really need models!
Title: Re: The "official" Crincillin thread
Post by: -Archmage- on 20 June 2010, 04:47:42
Quote
nyone want to help us model? we really need models!

You rang?
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 20 June 2010, 05:08:00
hey Arch, do you think that you can model, tex, and anim the power plant? if you say yes, ill PM you the specs that we want (dont worry, they're not much)
Title: Re: The "official" Crincillin thread
Post by: -Archmage- on 20 June 2010, 05:10:02
I can model, and I can animate, can't guarantee the texture, but I'll try. ;)
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 20 June 2010, 05:12:50
dont worry, Seana is good with texs.
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 20 June 2010, 11:07:48
is seana good with textures?!?!?

holy **** exactely what the community needs! anyways, If you have a simple model i can...onyl simple, got much to do.
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 20 June 2010, 16:28:49
hmmm....simple....howabout the defense tower?

if you agree, ill send you the specs in a pm.

and yes, Seana is pretty good with textures. (well, he's better than me!)
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 20 June 2010, 16:52:24
okay, if you have conecpt art that`ll be great PM
Title: Finished Command Center! +Fixed Medium infantry
Post by: Seanachaidh on 13 July 2010, 04:51:47
Hello guys,

I'm finally finished with the command center, anims and everything!

(http://i859.photobucket.com/albums/ab155/Seanachaidh/th_CommandCenter.jpg) (http://s859.photobucket.com/albums/ab155/Seanachaidh/?action=view&current=CommandCenter.jpg)

The anims are a little weird, however, I'm not exactly sure why, but the ring has some problems rotating, I'm gonna be posting a question on the Blender help forum about it later.

...

Also I fixed the texture of the medium infantry, too.

(http://i859.photobucket.com/albums/ab155/Seanachaidh/th_MediumInfantryfixed.jpg) (http://s859.photobucket.com/albums/ab155/Seanachaidh/?action=view&current=MediumInfantryfixed.jpg)

I found that my version of photoshop has some trouble exporting the targa, so after installing GIMP, I used it to export the targas, and it turn out with the alpha. w00t!

Please let me know what you think. :)
Title: Re: The "official" Crincillin thread
Post by: wciow on 13 July 2010, 07:37:01
Medium infantry looks great, texture on the command centre looks a little blurry.

Good to see this project growing as there haven't been any sci-fi Glest mods in a while :)
Title: Re: The "official" Crincillin thread
Post by: Seanachaidh on 14 July 2010, 04:35:38
Medium infantry looks great, texture on the command centre looks a little blurry.

Good to see this project growing as there haven't been any sci-fi Glest mods in a while :)

Thanks for the input, I will improve the texture after we release the beta.

Also, Zoy and I are thinking of changing the "logo" (the tech ring) around a little bit, since it looks a little generic, what do you guys think?
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 14 July 2010, 18:14:35
Also, Zoy and I are thinking of changing the "logo" (the tech ring) around a little bit, since it looks a little generic, what do you guys think?

if we have any artists out there, we need a logo. preferably something that reflects the faction as a whole: versatile, smooth (with some points), and floaty...

also, we are trying to balance this to the Megapack (as, we want to see knights beating up aliens). we have made some changes to the mod XML (i.e. magitech.xml) so some things will have to be changed a tad.
Title: Re: The "official" Crincillin thread
Post by: Coldfusionstorm on 19 July 2010, 21:34:25
Medium infantry looks great, texture on the command centre looks a little blurry.

Good to see this project growing as there haven't been any sci-fi Glest mods in a while :)

i acually feel offended here. :(. im most certainly not working enough then. :(.
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 19 July 2010, 21:53:48
Medium infantry looks great, texture on the command centre looks a little blurry.

Good to see this project growing as there haven't been any sci-fi Glest mods in a while :)

i acually feel offended here. :(. im most certainly not working enough then. :(.

well, you must admit, there hasnt been a GIS update in a while...
Title: Re: The "official" Crincillin thread
Post by: ultifd on 19 July 2010, 21:57:45
Actually, there was.

Cool texture.
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 19 July 2010, 22:10:17
Actually, there was.

why didnt anyone tell me?
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 20 July 2010, 04:29:01
sorry for the double post, but i forgot to mention something.

we need people who are good with unit portraits and sounds.

we really dont want to use the standard castle, archer, and swordman pics; so if anyone is good with those, please talk to us.

and we need sounds for the units. we are looking for robotic beeps and whirs. something that sounds robotic and futuristic (even though they are aliens, we dont want any alien breathing or talking sounds). Seana and i are not good in that category, so can any sound dudes contact us?

thanks people!

-Zoy
Title: Re: The "official" Crincillin thread
Post by: Seanachaidh on 25 July 2010, 19:45:32
hey everyone, srry I haven't posted in a while, I have been sick.  feelin' great now, and finished up the worker model, gonna UV map a Texture pretty soon here.

(http://i859.photobucket.com/albums/ab155/Seanachaidh/th_Worker.jpg) (http://s859.photobucket.com/albums/ab155/Seanachaidh/?action=view&current=Worker.jpg)

here's a preview.

plz let me know what you think.
Title: Re: The "official" Crincillin thread
Post by: ElimiNator on 26 July 2010, 00:55:51
Glad your back, and what is that?
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 26 July 2010, 01:34:19
that, my dear friend, is the worker. we hope on allowing him to become a turret for a quick defense.
Title: Re: The "official" Crincillin thread
Post by: John.d.h on 26 July 2010, 04:17:52
Are those legs and a propeller?  Sorry, I'm having a bit of trouble deciphering what I'm looking at. :confused:
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 26 July 2010, 06:09:12
first off, all Crincillin units hover, so it doesnt walk - that means those arent legs.

and it's not a propeller, its the laser it uses to mine and harvest resources. (that laser will turn into the gun portion of it's turret form)
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 4 August 2010, 04:19:27
NEW UPDATE, PEOPLE!

The Crincillin project and the Phorin are now a part of the same universe. Psychedelic_hands and i have agreed to merge our two projects.

Also, we still could use some support with models and stuff (like sounds). Seana and hands can only do so much. So, wanna help us out?
Title: Re: The "official" Crincillin thread
Post by: Seanachaidh on 6 August 2010, 22:21:17
Hey guys, I'm back, I came back from Reno, and have been earning some money teaching dance classes down at an elementary school.  Sorry I haven't posted in so long.  As Zoythrus said, that's the worker model. 

John:  the "propeller" is actually the head of the unit, it's what it uses to harvest and attack, basically the head is a lazer. The model is a cargo carrier of sorts, When the worker has finished harvesting, it will carry the stone, gold, and other resources on it's "back."  the 4 "legs" that surround the orb are used to both balance the unit, and to protect the orb. You see what I mean?  Feel free to let me know what you think of it. :D

I hope everyone can see what I mean, if not, I'll be happy to post some more screenshots of the model to further explain what I'm talking about.

Hopefully, I'll be able to get to texturing fairly soon here, but before I do, please let me know wat you think.
Title: Re: The "official" Crincillin thread
Post by: titi on 7 August 2010, 01:16:14
I'm curious... can we maybe see an ingame screenshot if you already have something?
Title: Re: The "official" Crincillin thread
Post by: Seanachaidh on 7 August 2010, 18:55:05
I'm curious... can we maybe see an ingame screenshot if you already have something?

We haven't put it ingame yet, but I guess Zoythrus and I could do that.  I'll get to talking to him about it.  It doesn't have anims yet. So we didn't think about putting it ingame. 
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 8 August 2010, 04:04:16
i will give you some ingame pics when i get the model; but keep in mind, we will be releasing a beta/teaser version shortly.
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 5 September 2010, 06:12:55
UPDATE!!!!

sorry for the double post, but here's a picture!!!!!!!

(http://i636.photobucket.com/albums/uu82/Zoythrus/Constellus1.png)

here is a picture of a beginning base. we have two buildings so far: the command center and the power station.

some changes that i have made sense last update:

ive renamed some of the units. the light infantry is now the "Bandit," the medium infantry is now the "Striker," and the worker is now the "IPV" (this stands for "Invasion Preparation Vehicle").

ive given the IPV some particle effects for building and harvesting. why? 'cuz they look cool!

and other balancing stuff. you know, we didnt think it would work, but it works quite nicely! the units have good build times and the buildings have appropriate costs. this will be awesome when it's done!

a beta will be soon, just waiting for Seana to fix some stuff so i can add it. if anyone wants to help speed this up, please say so, we need your help!

-Zoy

P.S. yes, we know that the power station has no tex - that's being worked on.

P.P.S. also, ive added a new and improved tech tree. see at first post!
Title: Re: The "official" Crincillin thread
Post by: Psychedelic_hands on 5 September 2010, 11:39:20
Maybe you could make the Effects of the command center a bit less intense? and maybe add a slight glow underneath all hovering units?

Looking awesome so far, nice work! ;D
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 5 September 2010, 14:50:02
Maybe you could make the Effects of the command center a bit less intense? and maybe add a slight glow underneath all hovering units?

Looking awesome so far, nice work! ;D

i'll think about turning it down a bit, but then, its supposed to look like the guys are being beamed into it.  and a particle effect under everyone? that would take a while...i might try it. what color do you suggest?
Title: Re: The "official" Crincillin thread
Post by: Gabbe on 5 September 2010, 23:33:15
teamcolour or black smoke.
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 12 September 2010, 06:33:23
i was working on the particle effects, and i got this: (http://i636.photobucket.com/albums/uu82/Zoythrus/particles.png)

the particles are blown way out of proportion! and i didnt really touch them any! what the heck?

(do notice that i toned the CC particle effects down a bit)
Title: Re: The "official" Crincillin thread
Post by: Psychedelic_hands on 28 September 2010, 23:51:37
Hmmmm, I'm still having trouble with the alpha you gave me..... I'll thought I'd post the error message I get here just in case someone else might be able to help.

Quote
Error loading fraction types:techs/constellus
Error loading units:techs/constellus/fractions
Error loading unit type:techs/constellus/fractions/crincillin/units/ipv/ipv.xml
Exception caught loading 3dfile:techs/constellus/fractions/crincillin/units/ipv/models/worker.g3d
Could not parse techs/constellus/fractions/crincillin/units/ipv/models/worker model.png us object ot type class shared::Graphics::pixmap

Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 29 September 2010, 00:01:44
Hmmmm, I'm still having trouble with the alpha you gave me..... I'll thought I'd post the error message I get here just in case someone else might be able to help.

Quote
Error loading fraction types:techs/constellus
Error loading units:techs/constellus/fractions
Error loading unit type:techs/constellus/fractions/crincillin/units/ipv/ipv.xml
Exception caught loading 3dfile:techs/constellus/fractions/crincillin/units/ipv/models/worker.g3d
Could not parse techs/constellus/fractions/crincillin/units/ipv/models/worker model.png us object ot type class shared::Graphics::pixmap


it looks like your Mg cant support pngs, maybe you dont have the newest one?
Title: Re: The "official" Crincillin thread
Post by: Seanachaidh on 15 October 2010, 04:38:03
 ;D

Hey guys,

I'm just letting you guys know i'm still here, I haven't fallen off the face of the earth or anything.

I'm finally starting to organize myself a little better, the constant urging (read nagging) XD, has really helped me keep tings going, even if at a much slower pace than desired.

anyways, I'm going to try to be a little more active in the forums from now on, I'm not the best at lurking, so if you have a question, eiter about the mod, or about something else, please feel free to contact me via either PM, or on this thread or the other forum.

I'm going to be getting rid of the wall and resizing the powerstation, just to let you guys know, I'm going to be getting to tat tomorrow.

Seeya!!
Title: Re: The "official" Crincillin thread
Post by: Zoythrus on 6 February 2011, 16:37:07
wow, it says no ones posted here for the past 3 months! there's something wrong there!

in case you have been wondering about the mod, WE ARE NOT DEAD! the Crincillin are almost done, we're just finishing up the last few units, then we'll be done!

Seana got a new laptop, so that means that the texes and stuff will be done faster, and that means we can release faster!

ok, people, if you have any questions, then please ask me or anyone on the team, we'd be happy to help.

we will be releasing soon!
-Zoy