Oh wow, those buildings are awesome. :thumbup: The command icons are going to be a pain for those of us who don't read Japanese, though. Aside from that, I'll be looking forward to this.It's good time for you to learn our Kanjis! ;D
when you said "Japan," i was thinking 4Chan and random crap...thank you for making historical Japan.lol. those goblins are spreading all over the internet.I feel sorry for that.
Very nice! Though I share John's concerns regarding the command icons.as i wrote to john above,I'll make a symbolic icons for people who has no time for learn kanjis. thx.
OMG! a decent mod! Ã…sum!thx.I don't know how to edit a wiki well,but I'll try after i made a decent progress of this mod.
You should definately make a wiki :P
The buildings look very nice indeed. Can't wait to play as Shogun.I had no 3D modeling experiences till i work with this mod,so i'm struggling to make sophisticated 3D models.but I'll try hard live up to your expectation.thx.
maybe you can ask for it to be added to the megapack when its done!Maybe, but I wonder if it will be too great for the megapack :/ :O joking...
like the woodsmen?maybe you can ask for it to be added to the megapack when its done!Maybe, but I wonder if it will be too great for the megapack :/ :O joking...
Hmm, the megapack would need tons of balancing...also since there are other factions that might be in the megapack in the future...
but the humans look kind of squarish from the shots.
maybe you can ask for it to be added to the megapack when its done!
This is really cool, awesome work! how long have you been working on it?
Very good! I think the buildings are very well done but the humans look kind of squarish from the shots. Also why don't you just have a preview of the unit on the icon? just like tech?Thx.to me,modelling human bodies is more challenging than modelling buildings :dead:.but it wouldn't be serious matter when look at them in longshot.
Keep up he good work! :)
like the woodsmen?No
Thx,I've been working on this mod about half a year in total.which includes time to learning how to edit xmls and learning 3D modelings.Great work learning. It's rare to see people jump right into a quality mod creation. I think this mod has potential, and can't wait to see more of it.
hey, buddy, if you need any particle effects, im the one for the job. im rather good with particles, so pm me!Thanks men,when i encounter hardships,I'm counting on you ;D.
also, if you need any help with the XMLs, ill help out there too...
This mod looks great! :o Please release something for us soon.thx.soon I'll upload a tech-tree image.
Wow, this looks fantastic Hagekura! Welcome to the Glest Board! We are happy to see your first contribution to Glest to have such quality!Thank you sir.to learn modding glest was not so difficult for me,thanks to this game's great modability and a lot of kind tutorials on youtube and wiki and websites.I was also greatly helped by many forerunner mods especially factions in megapack and ElimiNator's vbros packs.I could learn a lot from them.
You say this is your first time modeling? You must learn amazing fast, because those units look fantastic! The textures are gorgeous and everything looks realistic and well made. A very good job.Thx,I've been working on this mod about half a year in total.which includes time to learning how to edit xmls and learning 3D modelings.Great work learning. It's rare to see people jump right into a quality mod creation. I think this mod has potential, and can't wait to see more of it.
like the woodsmen?No
I've uploaded tech-tree plan image on first post.Sweet! Looks cool. You can always upload to imageshack.us if you need to upload larger images than your hoster will allow.
It roughly describes outline of this mod would be.
the tree can be changed as progress of the mod.
sorry for low-res picture.My uploader restricts to upload larger size pictures :dead:.
[URL=http://img196.imageshack.us/i/0001ck.jpg/][IMG]http://img196.imageshack.us/img196/9412/0001ck.th.jpg[/img][/URL][URL=http://img13.imageshack.us/i/23570208.jpg/][IMG]http://img13.imageshack.us/img13/8273/23570208.th.jpg[/img][/URL]
you know, i was talking about adding it to the megapack. i was thinking, they dont have any air units. i can find this as a balance thing, giving them powerful infantry, but no aircraft. it would work...Fabricating air units without too much deviation from historical limit was one of my burdens about making this mod.
you should shoot for the Megapack.
Hey, Hage, did you develop this mod to balance for regular glest factions (magitech(Tech and Magic))Of course ;).I,myself love to play with magitech and megapack factions with added factions.so balancing issue is a my important task of modding.I'm often play with them as developing the mod and carefully adjust my faction's stats.I'm struggling to make my faction to won't be too much weak or strong compared with those factions.:scientist:
Can i use the code without resgistration?Imageshack does not require, nor ever has required, registration. Feel free to just upload and forget. Though, registering an account does let you manage your images, I usually don't take the time to log in, instead opting for quickly uploading.
Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::) It's already a huge download.I think this is a great looking mod and may have Megapack quality, but, I'm with John, the megapack is just too big as it is!
Imageshack does not require, nor ever has required, registration. Feel free to just upload and forget. Though, registering an account does let you manage your images, I usually don't take the time to log in, instead opting for quickly uploading.Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::) It's already a huge download.I think this is a great looking mod and may have Megapack quality, but, I'm with John, the megapack is just too big as it is!
Why not make your own tech tree Hage? One full of Asian historical factions?
Korean?
Chinese?
Mongolian?
.... Yes? ::)
Those screenshots look very nice!Danke schoen,Herr titi!
The buildings look quite big. Is the AI playing ok with it, or do units get stuck very often in a town ?
Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::) It's already a huge download.They've already talked about it, but right now that's for later...
also, you should pair it up with China from the Vbros packs!Hmm, I can see why...but the quality wouldn't match...or so it seems...
also, you should pair it up with China from the Vbros packs!Hmm, I can see why...but the quality wouldn't match...or so it seems...
also, you should pair it up with China from the Vbros packs!That's an interesting idea.since I'm a big fan of his works(As a matter of fact,I started my modding career from editing his mods for my own).
but there is a discrepancy of orientation between his china and my current work.It'll be discord when unite them together.What do you mean?
and next project would be a japan-related mod after all.such as another period like 19th century age of modernization,(btw do you remember tom cruise's "Last samurai" movie?) or fantasy-japanese.
Hey, if you're going to make other Japanese factions at different time periods... why not merge the factions together? Have you ever played Age Of Empires? You could make it so you have to "age up" and then unlock the next faction's units.......
I know for sure it isn't possible with Vanilla(random question, why do they call it vanilla?) or Megaglest. But I know that it's at least half possible with GAE's subfactions.
Do you like the idea?
I know for sure it isn't possible with Vanilla(random question, why do they call it vanilla?) or Megaglest. But I know that it's at least half possible with GAE's subfactions.Except the major issue is that the AI cannot play subfactions, and thus, shouldn't be depended on until that issue is fixed.
(random question, why do they call it vanilla?)What kind of ice cream is vanilla? Plain. Thus, vanilla glest = plain glest.
not only glest, "vanilla" can refer to the original of anything. an example would be a game w/o any expansion packs.(random question, why do they call it vanilla?)What kind of ice cream is vanilla? Plain. Thus, vanilla glest = plain glest.
What kind of ice cream is vanilla? Plain. Thus, vanilla glest = plain glest.wow I hear the reason of why we call original games vanilla first time :o.
Oh,please don't misunderstand what i said,sir :scared:.Do you think that magitech is historically accurate?
Your mod is intended for work with vbros packs,and deal with fantasy motif.
mine is magitech-based and deal with historical settings.so they wouldn't be harmonic.
Hmmm, I know making your own tech-tree is hard.... But man, I wish Glest would have more historical factions sometimes.... it seems like there are many sci-fi/mythical mods though....
Oh,please don't misunderstand what i said,sir :scared:.
Your mod is intended for work with vbros packs,and deal with fantasy motif.
mine is magitech-based and deal with historical settings.so they wouldn't be harmonic.
Do you think that magitech is historically accurate?Master,I'm begging you,don't pay attention to the word "historical accuracy" too much please :(.
ok. i personally have no problem with a not-so-historically accurate faction, i think it adds flavor. if we were to do a faction that was as historically accurate as possible, it would be really boring. it is our jobs as modders to make factions that are loosely based on history, because no one wants to play a really realistic game.Do you think that magitech is historically accurate?Master,I'm begging you,don't pay attention to the word "historical accuracy" too much please :(.
I completely don't mean to say historical is better and fantasy is inferior.
In the first place,my japanese faction is almost nothing historically accurate in historian point of view.
It's just take a motif of japanese history,also I don't mind historical accuracy in this type of gaming.
If not so,i would rather played paradox games or old fashioned strategic board games.
I love glest because this is where everything can be mixed up in it.
there can be everything bunch up together.my megaglest folder is already full of every kinds of factions.
I love to see british fighting against horde of daemons.but it's a my personal preference.
It must be a certain amount of people he think highly of uniformity and balancing.
To each his own taste.and it must be respected.I want glest to be full of options.
so I'm also looking forward to your new greek faction.
for now,i choiced my start of modding to historical-based japanese.
because i wanted to there will be my country in Glest world.and it constructed from vanilla tech faction.
this is why i mentioned about magitech.
Best Regards.
I like historical but sometimes it is boring.In a sense,history is boring(especially what we studied in school :dead:),I must admit that.
OK, so back to the topic, the faction looks great. Are you going to have particle effects in it? Like smoke or fire?
I like history..... It's kinda the thing that got me into RTSs haha.That's true.I admire young people like you have interest in real history.
Real life things usually have far more depth than in a game, and sometimes that complexity is what makes a game fun.
[URL=http://img816.imageshack.us/i/yagura.jpg/][IMG]http://img816.imageshack.us/img816/8248/yagura.th.jpg[/img][/URL]Code: [Select][URL=http://img816.imageshack.us/i/yagura.jpg/][IMG]http://img816.imageshack.us/img816/8248/yagura.th.jpg[/img][/URL]
Did they even have something flying at Japans medieval great time? Or even anything flying at all in this era?exactly!
That is a nice model man! :o I think it's fair to say it's above Magitech. This is the quality I want to achieve with my models.Thx,but seems you are a bit overestimating my work ;D.Mine is still an amateur's one.far behind from magitech's.
It looks like some of these buildings are very big( regarding height ). This will be a good test for softcoders new features in Megaglest which makes flying units fly higher if they have to fly above a high building. I am very curious about this :).The highest building in my faction is the Castle(height value=7). - btw I should name the building keep,not castle - .
Are there any flying units in the mod itself up to now?
http://freeit.org/glest/other/japanese_V0.71a-20111104_lowercase.7z(thanks to tomreyn)
the archer folder has the Uppercase name problem...please fix it.I thought Uppercase name problem only applied to texts inside xmls,so I didn't care the Uppercase filenames.
EDIT: there were too many ones, so tomreyn (and others) uploaded a fixed version...
http://freeit.org/glest/other/japanese_V0.71a-20111104_lowercase.7z
(thanks to tomreyn)
That's a very nice faction. :-) Good work!Thx for uploading fixed file!
I can't tell about balancing, yet, but they look pretty nice in my opinion and the sounds are cool (even though I don't get what they are saying ;-) ).
It would be nice if you could make the faction installable in a separate tech tree which megaglest users could install in mydata/techs/ (it takes the same directory structure below this as in techs/ just that it is custom data). This way users would not have to modify their 'megapack' tech tree but could have a separate tech tree such as 'japanese_testing' or the like, with just the japanese faction in it, cleanly separated from the games' original data (of the megapack tech tree). You would need to copy the 'resources' data (gold, stone, wood) from techs/megapack/resources to mydata/techs/japanese_testing/', though. Ping me on IRC if you'd like more info on how to do this properly.
Well, we had a really good game after an hour of fixing and discussing about the problem...was fun.
A lot of units seem to be powerful...not sure if overpowerful...
Also, will there be a healer? Even though the units are powerful, they are expensive...
It's kinda weird and/or new that you build a peasant farm to get peasants, and then they build the paddy field to get food. I guess people will get used to it... Also why does the Yagura get gold, wood, and stone? it is a defense building...
One more thing, are you planning to add air units to this faction? Even though it seems that this faction has enough units/it is "full", it would matter later on.
Good work so far!!! Just don't make the uppercase mistake again.
Oh yeah...the musics and sounds are great, even though they are from others... :thumbup:
I thought Uppercase name problem only applied to texts inside xmls,so I didn't care the Uppercase filenames.Well, you were probably using Windows... apparently it is a problem if you use Linux (or Mac?).
(It's odd that I had no-problem with those uppercase files.Is it a only problem when in online game?)
I have to do a lot more about balancing,I'll consider your advice.Thanks :thumbup:
there will be a healer unit(Buddhist_priest) though which is not implemented yet in this version.I see, good to know. A healer would really help. :thumbup:
paddy field and rice was a main food resource of Japan,and there were also a tactics which often used in battlefield,é’田刈り(aotagari).This is plunder the paddyfield under the enemy lord that is not ready to harvest,to harrass the enemy and cut their supply.I tried to reflect that.(and peasant_house is not a peasant farm,which is just a house where peasant lives.at first,I made them never produce the food,only produce the peasant to construct paddyfield,but when i made so,AI often get short in food,so i made pesant_house also produces a bit food.maybe I have to reconsider about these pesant and paddyfield features in future).Oh...that makes more sense. I see...
oops :green:,I forgot to tell you about YAGURA stores resource issue,sorry.you do need a resource drop off though, i think the yagura is fine...
to begin with,yagura in japanese word 矢倉 means,
矢(Ya,arrow),倉(Kura,store),although the word "yagura" is used for many kinds of deffensive buildings(such as watchtower),
this type of yagura was also used for store resources when at peacetime.by reflecting it,my yagura can store resources.though I also had a bit concern that maybe this feature made yagura too conveniet.In consideration of balancing issue,I might delete resource storing feature of yagura and made them purely a defensive building.
The uppercase issue is actually dependent on which operating system you use. Windows doesn't respect case sensitivity, while Linux and Mac both do.Thx for the important information! :thumbup:
By the way, I could be wrong, but isn't Shinto more dominant in Japan?A good question,but hard to answer ::).
My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.At the same time, though, this means we don't have to "mess up" our megapack with a testing alpha, as someone pointed out earlier. Plus, it would need more testing for balance, and the issue with air units going through buildings before being packaged with the MegaPack. It certainly does fit into the megapack's quality though!
the music has got to go, it was very distracting and felt like it just droned on (noisily).That's debatable, but I'm pretty sure a lot of people would disagree with that...
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).I agree, but it would need a change of damage too, for it to be balanced with the other units or buildings.
the defensive towers could have a range increase (14?)Maybe, but they are powerful enough...and especially later on when you upgrade them...
the armored samurai really needs a new modelheh, of course, but he probably already knows that...
The building models are as good as anything seen in Glest thus far (Castle, Yakura and Dojo are my favorites), only the rice paddy could do with a little remodeling to make it look less like a solid cube. I also like the way the models have a slight Japanese look about their dimensions without making them look cartoonish.yeah,the paddyfield is one of the early models I have made and I'm also thinking which needs to remodelling.
The animations are generally good but the running animation for offensive units needs to have its timing adjusted, it looks like they are running on the spot. The death animations are smooth and imaginative, not just the usual fall-in-a-straight-line type.maybe unit's animation when they charge needs to more speed slow down?
My only complaint is that it is in its own tech tree rather than being magitech/megapack compatible.In fact,my faction is magitech/megapack compatible.I made them in separate techtree because of simple reason omega already told to you.I didn't use special resources,neither special attack/armor types nor altered damage-multipliers,so you can simply copy and paste my faction in magitech or megapack techtree's faction folder,then you can play with them.
And to clear things up a bit, the "case problem" isn't that uppercase is bad (though you should use all lowercase to prevent accidents), it's just that you must use the same case for something all the time. This is better explained with an example:Thank you,now I get things more clearly.I will not use Uppercase filenames from now on.
Suppose we have a file name "Swordman.g3d". In the xml, we say the model is called "swordman.g3d". Notice that the file has an upper case S, so case sensitive operating systems (such as linux) will be looking ONLY for the lowercase variety, and the upper case is considered a whole separate file (it's possible to have two files named "A" and "a" on linux, but NOT possible on windows (and should be entirely avoided)). However, even if you are careful, don't use uppercase in unit names because GAE will throw an error designed to prevent modders from doing so (which can be a pity with units that need forced case). Regardless, just use all lowercase, because no matter how careful you are, someone can easily still make that mistake. There's also a tool, if I recall, for linux operating systems that will convert all case, and is probably available on Titi's site.
hey, i played the new version, and it's cool.Maybe you are cherishing the fine music piece from OST of Lastsamurai I used in the one I handed to you,aren't you? ;D
i do have some concerns though:
the music has got to go, it was very distracting and felt like it just droned on (noisily).
the Arquebuser needs a slight price increase, it's really powerful (dont change the damage, please).
the armored samurai really needs a new model
the defensive towers could have a range increase (14?)
the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.
that is it.
the archer should get a bonus against buildings, and the arque should be nerfed when it comes to buildings. (archer>buildings>arque) the arque should be in an anti-unit role.It's an interesting suggestion,but do I need to edit a damage-multipliers to achieve that?
Hmm...maybe the cannon should be a bit weaker? This cannon is the strongest one of "all the catapults/cannons" that I've seen in Glest. :/ maybe around 200 less...or at least 100.OK,I'll lower the attack strength of cannon.though the cannon isn't so powerfull as you said,I think.
to say the least,It's a challenging especially for novice modellar like me :dead:.but I'll try.I can see why it would be challenging, but you don't really seem to be a novice modeler for Glest... :O others, yes, but then almost everyone in this community would be...anyways, good luck on creating that model. :thumbup:
OK,I'll lower the attack strength of cannon.though the cannon isn't so powerfull as you said,I think.Oh...no splash? I guess 800 to 950 is OK then...maybe 700 to 850 would still be a bit better, not sure now...I guess I would need to do some more tests to see...
coz Its fire-rate is very low,and needs a lot of time to recruit,and has no-splash damage.
It also needs to be improved, as compared a number of units it should be something missing.You can't fairly criticize the number of units in a mod when it's still in its alpha.
for i in `find . -name "*.wav"` ; do echo $i; mv $i temp.wav;sox temp.wav -r 22050 -c 2 -2 $i ;done ( start it in the units directory )Oh...no splash? I guess 800 to 950 is OK then...maybe 700 to 850 would still be a bit better, not sure now...I guess I would need to do some more tests to see...I've changed cannon's attack strength to 700 to 900 :thumbup:
It also needs to be improved, as compared a number of units it should be something missing.As Mirage2777 said to you,this is alpha.There will be more units in the proper version.
Really good, I LOVE the sounds. They make this mod so unique. I hope there shall be more nice work like this in the future!Thanks fella!I agree with you that it needs a Japanese tileset.I also want that.sadly,I don't know about making a new-tilesets.but maybe in future,I might try.
P.S this totally needs a Japanese tileset.... It feels strange in the normal Glest forests.
Thank you for telling him that :thumbup:It also needs to be improved, as compared a number of units it should be something missing.You can't fairly criticize the number of units in a mod when it's still in its alpha.
For your info, I think i was able to fix my sound problems. You are using a lot of sound formats in your mod ( different types of partly very unusual wavs ). This somehow confused my sound system ( and I bet others might have trouble too ) . I recalculated all wav files to a quite common 22050Hz 16bit and Stereo. Then everything was fine! The linux command I used was this:Danke,Herr meister! :DCode: [Select]for i in `find . -name "*.wav"` ; do echo $i; mv $i temp.wav;sox temp.wav -r 22050 -c 2 -2 $i ;done( start it in the units directory )
Maybe this can be done in the final version to make it more compatiblel? I will happily do this for you if you need help.
Another thing i saw is that your background music is really huge! Maybe that can be shrinked a bit ? At least recalculate it with 128 kbit instead of 225 or something like this now. The result will be much smaller. This can be done with audacity for example.
Yagura's resources stockpiles reduced to 150.Hmm...I wonder if this would really make a difference, as it still holds resources...but you explained the reason why, so I guess that's ok...
I've changed cannon's attack strength to 700 to 900 :thumbup:Good, I guess... Although now, after I played a long game with this faction, I think the cannon would be better with having splash...(and if so, lower attack too)
This is a difficult matter to decide.because cannonballs of cannons used at that time were a just a chunk of metal or plumbum.there weren't HE rounds or Shrapnel rounds.so it could kill only one man if hit him exactly.Cannons were used for purely a siege purpose or threaten enemy by its large sound.but I'll give the cannon splash damage(and lower attack strength)and try some tests.If the result of the test feels good for me,I'll give them a splash damage.QuoteI've changed cannon's attack strength to 700 to 900 :thumbup:Good, I guess... Although now, after I played a long game with this faction, I think the cannon would be better with having splash...(and if so, lower attack too)
Alright, going to test the 3rd alpha :)Maybe you guys had a gg :thumbup: I'm glad to hear that.
edit: just had a nice game of 2 vs 1 mega!!! It was fun :) We beat them... :)
I noticed that the construction model for the castle is way too big...it should be a bit smaller
:O Thank you! I use it A LOT! :OYou are welcome.btw your name is kinda japanese. :D
Thanks a lot for the sound conversion! It all works fine now for me on all computers!Nichts zu danken,herr!
All Hagekura needs is some more games with titi and he porbably knows German in and out ;)I don't know german(I wish i could know that) but,I like german indeed.coz Japan and German fought the last war together as the axis powers! ;D
All worked out for me, quite nicely, for an alpha tho :D
hey, Hage, answer me this: what is the main strategy, pros/cons, etc of the Japanese faction?Yo,Zoy(or brenton)! :D
here's how i see it:
Pros:
superb infantry
well built buildings
Cons:
no air units
no scouts
defenses are ok...
can we keep this?
[img]http://img232.imageshack.us/img232/6895/ss105.png[/img]
This is a difficult matter to decide.because cannonballs of cannons used at that time were a just a chunk of metal or plumbum.there weren't HE rounds or Shrapnel rounds.so it could kill only one man if hit him exactly.Cannons were used for purely a siege purpose or threaten enemy by its large sound.but I'll give the cannon splash damage(and lower attack strength)and try some tests.If the result of the test feels good for me,I'll give them a splash damage.I see. For splash, true, I think more testing will work it out. Hmm...but the cannon in this faction already kills the unit, no need to scare... Just that we're trying to be historically accurate while the cannon already kills the enemy units(usually), which is already not accurate... I guess we can't always make it really accurate. It'll just depend on the testing, then.
[URL=http://img153.imageshack.us/i/peasanthouse1.jpg/][IMG]http://img153.imageshack.us/img153/7639/peasanthouse1.th.jpg[/img][/URL]:thumbup: But the guide is by a different person (https://forum.megaglest.org/index.php?action=profile;u=12315), not me. He isn't so much on, on the forums, but more on the IRC Channel. Later on I think we can implement the guide to the future wiki page of this faction. :)Oh,I'm sorry for him. :o I've fixed first post.anyway thx you guys! :thumbup:Code: [Select][img]http://img232.imageshack.us/img232/6895/ss105.png[/img]
ok, we can have a ninja. he needs to have shuriken that he throws at the enemy, and dont forget the katana. but im thinking, nearly no armor or HP. long line of sight, and great speed (faster than all other units).I would make Ninja to have moderate HP and Attack,and long line of sight and great speed like you suggested - but would not faster than horses -.shuriken attack would be an anti-air attack.also,I'm thinking give him an ability to throw powerfull bombs(it will cost EP).
will this work?
P.S. when he dies, he should throw down a smoke bomb and have that as a death particle effect (it's assumed that he would have gotten away)If such a death animation is really possible in glest,it's awesome!I was also wished to give him an such death scene.(yes,Ninjas should NEVER be fall in a captive at enemy's hands).
ok, we can have a ninja. he needs to have shuriken that he throws at the enemy, and dont forget the katana. but im thinking, nearly no armor or HP. long line of sight, and great speed (faster than all other units).I would make Ninja to have moderate HP and Attack,and long line of sight and great speed like you suggested - but would not faster than horses -.shuriken attack would be an anti-air attack.also,I'm thinking give him an ability to throw powerfull bombs(it will cost EP).
will this work?P.S. when he dies, he should throw down a smoke bomb and have that as a death particle effect (it's assumed that he would have gotten away)If such a death animation is really possible in glest,it's awesome!I was also wished to give him an such death scene.(yes,Ninjas should NEVER be fall in a captive at enemy's hands).
I've remaked peasant_house(home).:o Nice. :thumbup:
Now it looks slightly nicer than old one...maybe.
but It would be really helpful for me if you could edit wiki for the faction.since I'm not really get used to editing wikis.I'll try my best...I'll probably have some time later along this
About cannons,I gave them a splash damage and lowered attack strength(350~550) and did some test.Sounds good :) If they are really really good, you might have to raise their price a bit then... I guess we'll see when you release the next alpha.
they became really usefull especially against enemy missile units,still powerfull against buildings.and it was actually an exhilarating.Now the cannons are really funny to use. :O
I like it,so I've decided give them a splash-damage.
Thx! :thumbup:I've remaked peasant_house(home).:o Nice. :thumbup:
Now it looks slightly nicer than old one...maybe.
I'll try my best...I'll probably have some time later along this wiki to create one. Hopefully others and yourself will help me then... :)I'll gladly help you then!
Teamcolor: The main part of the robe should be black with thick teamcolor trim. ;)Maybe I'll go on that line.
Ninja Stats: Attack(Melee) - HeavyNinja's attack have not to be so powerful.muscle to muscle fight is not their role.their main roles are espionage,assassination,sabotage.
Attack(Shuriken) - Moderately Heavy(Needs to have a shorter range than the archer, probably 6-8 would be good. Ninja's were very good with these.)
Armor - Leather(They had no armor, only black robes.)
HP - Normal(They were human like everybody else...)
Speed - Moderately Fast(They are only human, but they do have much better skills at overcoming obstacles than the average person.
Cost - ~600 Gold
Recruitment time - Very long, to give the feel that they are being trained.
OMG this looks so asssuuuuuuummmmm!Thank you. :D and alright,but what models do you want to use?
I've got a question, is it possible to use some of your models, ofcourse you will get all the credit for them.
Ninja's were very skilled at close-combat. :|Ninjas aren't superhuman, you know. The last thing he'd want to do is get into a fight with somebody who's better armed, better armored, and better trained than he is. Like a samurai, for example.
Well, the barracks and the whatchtower look very suitable for my mod :DI got it. :thumbup:
Would that be ok with you?
if i remember correctly, ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting....this is somewhat truth.Daimyo Oda Nobunaga invaded one of the famous Ninja villages,Iga village in 1579 and 1581.
actually,John's comment is right.Black robed Ninja style what we often see in movies and comics are not true.I think you could have some compromise between reality and fantasy here. Maybe something like this (http://www.figures.com/forums/attachments/news/1771d1256306092-movie-masterpiece-kamui-gaiden-action-figure-kamui_14.jpg) would be a good starting point. A black shirt and a headband might make it a bit more obvious to the player that he's a ninja. A headband would also be a good place to put team color, and so would a belt (or both).
such styles were created after sengoku period,In modern pulp fictions.
Ninjas at that time,ä¹±ç ´(rappa),ç´ ç ´(suppa),間者(kanja),they were actually a people who were good with disguisement and sneak into enemy territory,and grab some important information or spread rumor to confuse enemies.so they were looked like ordinary peasants or vendors indeed. - but it's not interesting so I'll use the familiar black suit style in my mod -.maybe some of them had special skills to pursuit their sabotage missions. maybe some of them had a excellent fighting skills.but truth is in the darkness.
after all,they were "secret services".
Quote from: -Archmage- on Today at 05:50:09
Ninja's were very skilled at close-combat. No Opinion
Ninjas aren't superhuman, you know. The last thing he'd want to do is get into a fight with somebody who's better armed, better armored, and better trained than he is. Like a samurai, for example.
And also, the idea of them wearing black jumpsuits originated (AFAIK) in Japanese theatre, not reality. Still, maybe it's necessary for distinguishing him from the other units.
if i remember correctly
ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting...
The only reason ninjas existed is that bushido (which samurai followed more than knights followed chivalry) forbade samurai from undertaking secret tasks. So, they hired people who would do these for them. Ninjas were hired thieves and spies, and when it was necessary to remain inconspicuous, they wore normal clothes.
The ninja emerged as mercenaries in the 15th century, where they were recruited as spies, raiders, arsonists and even terrorists. Amongst the samurai, a sense of ritual and decorum was observed, where one was expected to fight or duel openly. Combined with the unrest of the Sengoku era, these factors created a demand for men willing to commit deeds considered not respectable for conventional warriors. By the Sengoku period, the shinobi had several roles, including spy (kanchÅ), scout (teisatsu), surprise attacker (kishu), and agitator (konran). The ninja families were organized into larger guilds, each with their own territories. A system of rank existed. A jÅnin ("upper man") was the highest rank, representing the group and hiring out mercenaries. This is followed by the chÅ«nin ("middle man"), assistants to the jÅnin. At the bottom was the genin ("lower man"), field agents drawn from the lower class and assigned to carry out actual missions.
I think you could have some compromise between reality and fantasy here. Maybe something like this (http://www.figures.com/forums/attachments/news/1771d1256306092-movie-masterpiece-kamui-gaiden-action-figure-kamui_14.jpg) would be a good starting point. A black shirt and a headband might make it a bit more obvious to the player that he's a ninja. A headband would also be a good place to put team color, and so would a belt (or both).Cool,Kamui!
https://docs.megaglest.org/Japanese :thumbup:Thank you! :thumbup: I think it's okay put it as a faction.
Alright, now everyone else please help add information...
(For now I put it as a faction, because it would be kinda hard to edit it when it is a "techtree" with only one known faction...Also, cause this faction is still in WIP + it'll be easier to change the wiki page later when you announce the other factions...)
For the Mansion of Daimyo, should it really have a pointer?pointer??? ::)
A headband would also be a good place to put team color, and so would a belt (or both).heh, I thought of that too. :thumbup:
pointer?Meeting point, I mean.
Meeting point, I mean.Ah,I see.
if i remember correctly, ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting....
if i remember correctly, ninjas and samurai werent the best of friends. this means that they would have special training to defeat each other. i think that the samurai and the ninja should have damage bonuses against each other. that would make things interesting....So wouldn't the most accurate thing to do is to make the Samurai beat all other infantry, but you could counter them with the ninjas.
Daimyo's mansion will produces Ninjas when they are done,so it has a meeting pointer.Oh... I thought they would be produced from another building... But good, cause some people thought it had one for no reason...
You missed the small sign which shows where Ninja produced from in the tech-tree map huh? :DDaimyo's mansion will produces Ninjas when they are done,so it has a meeting pointer.Oh... I thought they would be produced from another building... But good, cause some people thought it had one for no reason...
You missed the small sign which shows where Ninja produced from in the tech-tree map huh? :DYes :D
Second,If I make such a mod,korean people will get angry like fire :bomb:.Yeah, I think there are a lot of other ideas that would be better, or more appropriate.
again,thank you for creating wiki page.It's my pleasure, such a great mod anyways :O and of course also we're trying to update the wiki... :thumbup:
Im not angry at Titi for him making norsemen :|That's not the same thing...Hagekura isn't making a Korean faction...different scenario. This is about if any Koreans feel uh...not that good after seeing a mod based upon when Japan invaded Korea... :|
(for example,I have removed paddyfield.Now you have to just produce peasants from peasant_house,and they will produce foods automatically).:/ I think that is even worse. Paddyfields weren't even that bad, just a new concept. I hope that you got something else in mind later... :-\
yeah,I feel a bit regret about it,but it's concept was a bit confusing indeed,and AI often builds peasant_houses than build paddyfields.also,in some ways,It become more realistic now.coz we didn't really need to produce many peasants at last version.but now you have to produce many peasants to keep food supply,and when at emergency,you can morph those peasants to soldiers at the expense of food supply.though If i came up with more better ideas,I'll reconsider the feature again.Quote(for example,I have removed paddyfield.Now you have to just produce peasants from peasant_house,and they will produce foods automatically).:/ I think that is even worse. Paddyfields weren't even that bad, just a new concept. I hope that you got something else in mind later... :-\
Germany: Interesting. Hopefully none of the Germans here will be offended later. (for any reason, not sure how yet)Certainly ;D.
yeah,I feel a bit regret about it,but it's concept was a bit confusing indeed,and AI often builds peasant_houses than build paddyfields.also,in some ways,It become more realistic now.coz we didn't really need to produce many peasants at last version.but now you have to produce many peasants to keep food supply,and when at emergency,you can morph those peasants to soldiers at the expense of food supply.though If i came up with more better ideas,I'll reconsider the feature again.Yeah, I remember that AI problem. I just feel that this method is not that good... :/ heh, now I'll just have peasants standing around everywhere :O , as I don't think I'll ever upgrade them, at least usually. It'll be kinda different, as peasants are human while usually "Glest food" is gotten from animals.
The observation balloon cannot attack? At least have the hand cannon its gonna use be an upgrade so that the early game wont unbalance.
Hmmm, German? it would be cool... but I still think a another Asian faction would be better.What about Mongolian? I love Mongolian history and style. I know there wasn't actually a time when the Mongolians fought the Japanese. ( I know they were close, but a storm destroyed their ships.)haha,exactly. :D
But it would still make more sense than German. :|
Yeah, I remember that AI problem. I just feel that this method is not that good... :/ heh, now I'll just have peasants standing around everywhere :O , as I don't think I'll ever upgrade them, at least usually. It'll be kinda different, as peasants are human while usually "Glest food" is gotten from animals.No,they are not just standing around,but now they are swinging hoes while they are idle.
Meh...let's hope that someone thinks of something better... :-\
[URL=http://img521.imageshack.us/i/peasants.png/][IMG]http://img521.imageshack.us/img521/9928/peasants.th.png[/img][/URL]still a bit weird sight though... :|I played this in multiplayer today and it was really really fun! The first game we lost after about 30 minutes of playing!Much obliged,herr!I feel delightful to you have enjoyed my mod. :D
The second we won :-* .We played coop in conflict vs 2 CPU ultras!
I think the arquebuser is a bit too strong or too cheap at the moment. Make them a bit more expensive. If you get too many of them( like 20 ) the game is over ... you won . BUt Maybe I am wrong and I just didn't played enough yet ;D
No,they are not just standing around,but now they are swinging hoes while they are idle.I guess that's a bit better. But yes, later we still need a better idea.
still a bit weird sight though... :|
paddyfields are gone,but Imagine they are still cultivating their land.also,you can get 25% discount when you upgrade them to soldiers.I also had once saved myself from danger in vs AI game, to morph them instant soldiers.It's not so bad feature,I think.but I must admit still a better idea is needed.
hmn,I also feel a bit shame for these gunners shoot down samurais easily -even though it's realistic-.I think lowering their attack should be ok (but 200 should be the least (I think, for now)), and will be better so it'll be balanced later on...Really hard to decide for now...guess we'll have to wait for the next alpha :)
and they mustn't be so expensive and elite units.these arquebusers were organized quickly and largely in the later sengoku period,as a easy to train and expendable soldiers.
Quotehmn,I also feel a bit shame for these gunners shoot down samurais easily -even though it's realistic-.I think lowering their attack should be ok (but 200 should be the least (I think, for now)), and will be better so it'll be balanced later on...Really hard to decide for now...guess we'll have to wait for the next alpha :)
and they mustn't be so expensive and elite units.these arquebusers were organized quickly and largely in the later sengoku period,as a easy to train and expendable soldiers.
well, think about it, it's a gun - guns are FAR more lethal than arrows. i think they should nearly kill all infantry except the samurai and ninja in one or two hits.There's that reason...but there other reasons for not making them like that. Anyways, as I said, we should wait for the next alpha, as it will help decide whether or not to change...anything. Who knows? It might change a lot of peoples' opinion.
well,maybe we can compromise about arquebusers to lower their attack-rate and not lower their attack strength.That's sounds like something good...but I'm not sure. I really think that we can't really decide what's best for them, until we test them in the next alpha. So until then. :thumbup: After all, we'll test it then. Also their attack kinda sounds like a miniature cannon :/ (the one in this faction of course)...
It's rather historical,in fact,first i made them,their attack speed was just a 15!(though their fire power was more lethal than current version's).
That's sounds like something good...but I'm not sure. I really think that we can't really decide what's best for them, until we test them in the next alpha. So until then. :thumbup: After all, we'll test it then. Also their attack kinda sounds like a miniature cannon :/ (the one in this faction of course)...yep,I'll rush to making next release! :scientist:
[img]http://6090.img.jugem.jp/20060809_150708.jpg[/img]
[img]http://www.og-bunka.or.jp/event/other/2006/img/gun/01_ozutsu.jpg[/img](http://image.space.rakuten.co.jp/lg01/39/0000134939/48/imgcf1ce3bczik2zj.jpeg)yep,I'll rush to making next release! :scientist::O Heh, no need. Just know that we'll be very happy when you do. :thumbup:
and when you said "minature cannon",I felt a bit funny about this.:O Wow.
coz Japanese had actually "minature cannon" type firearms,called "大ç’(Oodutsu,large pipe)".
Maybe I might better to made these cannons instead of european style cannon. :|
yep,I'll rush to making next release! :scientist:When you release, remind me to sticky it for a week and I will.
guns are FAR more lethal than arrowsNot true.
Maybe I might better to made these cannons instead of european style cannon. No Opinion
In some ways,both opinions are correct.Quote from: Zoythrusguns are FAR more lethal than arrowsNot true.
ah,I don't sure I really make those little cannons,for we already have a cannon.maybe in future,I might make them,maybe... :|Quote from: HagekuraMaybe I might better to made these cannons instead of european style cannon. No Opinion
Awesome! :thumbup: :thumbup: :thumbup:
cooooooooool i have been always a fan of te japanese history. mainly the civil war period. my favourite clan is the useugi clan. whats your favourite clan???Thank you! :D
awesome mod :thumbup: :thumbup: :thumbup:
cooooooooool i have been always a fan of te japanese history. mainly the civil war period. my favourite clan is the useugi clan. whats your favourite clan???Thank you! :D
awesome mod :thumbup: :thumbup: :thumbup:
wow Uesugi clan!they are great.especially ä¸è˜åºµè¬™ä¿¡ is.毘
for Clan,I like "Shimazu" and "Date" clan!
Date's gunner cavalry are cool.I want to make them in this mod.
but for the person,I like "Akechi Mitsuhide",I use his portrait for I respect him.
It depends on what you mean by lethal. A 7.5 foot longbow would have compared well with the arquebus, but arquebusiers could be fully trained in less than a month. A longbow required several years. The longbow also shot more quickly. The longbowman should deal more damage and attack quickly, but should train slowly. The arquebusier should be almost instantaneous, sort of a swarm unit.Quote from: Zoythrusguns are FAR more lethal than arrowsNot true.
i really need to study up on my Feudal Japan....because i didnt understand this at all.... :confused:Don't mind friend,you don't have to study about feudal japan to enjoy the mod.but If you do,I promise,you could more enjoy my mod! :thumbup:
shimazu was a large network fief for blacksmithes. they had guns, lotsa guns. lol. date was epic storyline of incidents, theywere feared by their rivals. i somewhat dont remember who crushed tem... they also had the famous leader masemune!Wow awesome.you understand the history of sengoku quite correctly. :thumbup:
i love useugi because they had the legendary leader kenshin a truely honorable leader. otomo is i like too. it was taking care of foriegn businass more then sticking with feudal and war stuff. if i am not wrong (lol)
oda was so awesome. he got assasnited in his golden age. by his probably the most trusted officar.
failure for the oda clan. they were gonna do it and unify japan with much less fire.
also that oda is much of a strange leader (one of the kind) they say he was a stupid, foolish, sucidel commander. but he proved his true worth in the battle of okehazama. In 1560, Imagawa Yoshimoto gathered an army of 25,000 men and started marching towards kyoto. their death march was halted in road for a small party. oda nobunaga set up a very small army and crashed the party with his few cavalry and infantry slaughtering lots of drunk enemies and fleeieng infantry. and killed their leader. what an amazing victory!
nice mod. are you going to make heroes?
please do.
Just a note, samurai would not have won any battles in europe-the arquebus was already 200 year old history there!I know the european used firearms hundreds years faster than japanese(like primitive handguns hussite used).
oda nobunaga was cruel??!! never had an idea of him such a mean fellow. i think that's why there was a revolt on him at the honganji with his best follower leading it. how could he stand up to the entire confedrancy and coalation of the other clans? truely amazing!Yeah general impression of japanese for nobunaga is that he was a strong,genius,fearsome,difficult person.
siege of osaka was enormous right? and battle of sekihara and okehazama. it was a big war (bigger with the sucidel samuria followers of bushido lol no offense)
dont get me wrong, i love history, but would it be ok with you guys if we got back on topic?oh sorry,I just be too enthusiastic for telling sengoku history. :O
so, tell me more about the Buddhist Monk unit that you have planned?
[URL=http://img293.imageshack.us/i/japanesebuddhistpriest.jpg/][IMG]http://img293.imageshack.us/img293/8186/japanesebuddhistpriest.th.jpg[/img][/URL][URL=http://img217.imageshack.us/i/largea.jpg/][IMG]http://img217.imageshack.us/img217/889/largea.th.jpg[/img][/URL]well yeah, BUT THE MOD IS AWESOMELY ENOUGH ALREADY OUT! :DThank you! btw you changed your icon? :look: I liked the previous one.
I played this a lot now and its really fun!
I think the arquebuser is a bit too strong. Once you can produce it you start massproducing those guys and you win every game! I don't really have an idea how to solve it, but this fact kills the fun after a while. You start to stop producing cannons and those things just hunting for the arquebuser.
that nobunaga had it too much of selfishness and hatrdand cruelty. he dident think of the Consequence. pwned at his rest place with his retainers. perhaps mitsuhide killed him with his own hands from the anger and gore violance? or a gun. a katana. a yari. most likley a sword (wakizachi is in my mind when i had this thaught) oda will most likley accept mitsuhide killing him in a honorable death! cuts head of nobunaga and runs away is most likley to go.Nobunaga saw the mitsuhide's army is sieging him,and he knew that he couldn't escape.thus Nobunaga did harakiri and probably his page assisted his harakiri and cut off his head - it was a traditional mode of harakiri.a one does harakiri thrust his own stomach with short-blade and assistant cut off his head :dead: -.
I got an idea, what if you could recruit one hero commander such as Nobunaga and with him you would be able to unlock some specific upgrades or units, for example improved ninjas better samurai,or great fire arms. I'm also a history lover but am not so good with japanese history so I have learned a lot from this topic :) :) :thumbup:, great faction, I really like it. :) :) :thumbup:Thank you,your Idea is very good,I like it. :-* I hope to include such features in my mod someday,but first,I must complete "basic" units.after I finish them,I'll think about add additional hero units and features.
I played this a lot now and its really fun!Danke,herr. :D and you must be a really good player,meister!because somtimes I feel hard to beat Ultra-AI on 1vs1 even if I use arquebusers.and against mega-AI,I can't beat them!usually mega-AI beats me before I produce arquebusers. :dead:
I think the arquebuser is a bit too strong. Once you can produce it you start massproducing those guys and you win every game! I don't really have an idea how to solve it, but this fact kills the fun after a while. You start to stop producing cannons and those things just hunting for the arquebuser.
that's why i had the idea that the archers should do really well against buildings, but the arques would do virtually nothing (for realism of course).If we think about realism,swordsmen slice buildings by their sword is the most weird thing,I think :O.
or just a suicide bomber, kamikaze?Kamikaze belongs to WWII history... :dead:
[URL=http://img405.imageshack.us/i/glestjptechninja01.jpg/][IMG]http://img405.imageshack.us/img405/1326/glestjptechninja01.th.jpg[/img][/URL][URL=http://img821.imageshack.us/i/glestjptechninja02.jpg/][IMG]http://img821.imageshack.us/img821/2834/glestjptechninja02.th.jpg[/img][/URL][URL=http://img526.imageshack.us/i/glestjptechninja03.jpg/][IMG]http://img526.imageshack.us/img526/6591/glestjptechninja03.th.jpg[/img][/URL][URL=http://img255.imageshack.us/i/glestjptechninja04.jpg/][IMG]http://img255.imageshack.us/img255/8117/glestjptechninja04.th.jpg[/img][/url][URL=http://img812.imageshack.us/i/glestjptechninja05.jpg/][IMG]http://img812.imageshack.us/img812/4133/glestjptechninja05.th.jpg[/img][/URL][URL=http://img27.imageshack.us/i/glestjptechninja06.jpg/][IMG]http://img27.imageshack.us/img27/4027/glestjptechninja06.th.jpg[/img][/URL]
[URL=http://img528.imageshack.us/i/glestjptechninja07.jpg/][IMG]http://img528.imageshack.us/img528/3531/glestjptechninja07.th.jpg[/img][/URL][IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/TOS_Distressing1.jpg[/img]
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Glest%20Other/TOS_Distressing.jpg[/img][URL=http://img502.imageshack.us/i/castleuv.jpg/][IMG]http://img502.imageshack.us/img502/5669/castleuv.th.jpg[/img][/URL]pretty messed up isn't it?. :Oyeah I have assigned teamcolor on the belt.which does not so much stand out in-game but noticeable enough for distinct what team the ninjas belong to.Ah, I see. Looking at the screenshot you provided, I guess it does look noticeable enough.
try "Texture painting". solves messy UV maps ;)ah,"Texture paint"mode in the blender? I have never used the function.I'll try it,thx!
I agree, weathering looks excellent, providing a realistic way of making the buildings look like they weren't built yesterday. We can assume that a castle wouldn't have perfect stone bricks, and that we can't have people maintaining it perfectly, and those minor details simply add a lot for the depth of the faction.Certainly,sir.They said "God is in the details",they were right :O .
The ninja looks fantastic by the way!Jolly Good! :D
[youtube]http://www.youtube.com/watch?v=kjRy_SeK_-U&feature=related[/youtube]SHINOBI NO THEME(theme of Ninjas) ...Well, I can't wait for the next alpha. :OThank you :D .
Hmm, have you worked on the healing priest/monk? yet? How strong will it be?
Do people want healing unit to have attack ability?I guess that depends on whether he's the kind of healer who sits at home in your base and treats your wounds after the fight, or a combat medic who's in the fight and furiously trying to keep your men alive. It's not very convenient to command a non-attacking unit in the middle of the fight.
Thank you.then The buddhist priest is definitely the former.he would take roll in sits at home and treats wounded soldiers.In fact,I myself don't like the idea healing units in midst of a battle(It's kinda too busy),so the priest won't have attack ability.Do people want healing unit to have attack ability?I guess that depends on whether he's the kind of healer who sits at home in your base and treats your wounds after the fight, or a combat medic who's in the fight and furiously trying to keep your men alive. It's not very convenient to command a non-attacking unit in the middle of the fight.
I could release next alpha in tomorrow if things go well.about healing priest,unfortunately no :'( .Oh, I wish it would be included... oh well. Maybe wait until you finish it? Not sure, might be too long...
Okay,maybe you wanted to say too long name isn't good,didn't you?then I will adopt your opinion.Oh, I thought you changed it cause of familiarity...not accuracy...
then I should name the unit just "spearman".
I thought I name the unit ashiagaru_spearman coz I wanted to conserve japanese taste in the unit's name,and just name it "ashigaru" may be kinda confusing,coz ashigaru didn't use only spears,but bows and stones and guns they also used these equipments.
i prefer "Ashigaru" over just "spearman." now, it might not be totally accurate, but its for the sake of gameplay (and besides, "Ashigaru" sounds awesome!)Okay,maybe you wanted to say too long name isn't good,didn't you?then I will adopt your opinion.Oh, I thought you changed it cause of familiarity...not accuracy...
then I should name the unit just "spearman".
I thought I name the unit ashiagaru_spearman coz I wanted to conserve japanese taste in the unit's name,and just name it "ashigaru" may be kinda confusing,coz ashigaru didn't use only spears,but bows and stones and guns they also used these equipments.
I still think Ashigaru is kinda better...spearman seems top plain...but whatever, we will see in game...
http://media.ryzom.com/?query=image&asset=12fc4dea53b3cc2f5c4a84f6bfb83112
http://media.ryzom.com/?query=tryker&start=100&asset=180b46393da9d785628020ff3d9869a9
http://media.ryzom.com/?query=image&asset=a77ffa08979ec86c3d6b00ad17ad5b70
http://media.ryzom.com/?query=image&asset=444ab3744df091c71ae360f8669b878b
http://media.ryzom.com/?query=image&asset=447f41528c4ba95b95bbd84f7d84b122
http://media.ryzom.com/?query=image&asset=5a1824b508cddda6c980886ac1c18241
http://media.ryzom.com/?query=tryker&start=140
All free and open source CC-BY-SAI like the new weathered texture. I'm not much of a tester so its difficult to comment on unit balancing.Your advice really helped brush up my buildings.Thank you sir!
Here, look at some of these FOSS textures:
Ryzom Asset RepositoryCode: [Select]http://media.ryzom.com/?query=image&asset=12fc4dea53b3cc2f5c4a84f6bfb83112
http://media.ryzom.com/?query=tryker&start=100&asset=180b46393da9d785628020ff3d9869a9
http://media.ryzom.com/?query=image&asset=a77ffa08979ec86c3d6b00ad17ad5b70
http://media.ryzom.com/?query=image&asset=444ab3744df091c71ae360f8669b878b
http://media.ryzom.com/?query=image&asset=447f41528c4ba95b95bbd84f7d84b122
http://media.ryzom.com/?query=image&asset=5a1824b508cddda6c980886ac1c18241
http://media.ryzom.com/?query=tryker&start=140
All free and open source CC-BY-SA
More:
http://www.openfootage.net/?cat=12
Licensing varies.
heres my feedback:as-salaamu `alaykum. :thumbup:
√ :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:
cool unit. seriously dude. this mode is a veru unique one and it outraced its regular time.
this mod changed the game entirley. nice to see a person reliving medieval japanese wars and also loves his countryhe made all this work for it.
So far it seems pretty good. But we found out that there is a capital C for the castle.g3d...better rename that.Omg I did it again... :o I'll be watchout these capital things more carefully.thx for notice that.
Also the title should be changed...it's here already :O
hey, i was playing this version, and it's great, but i found a flaw. the infantry should be a tad stronger. i fought a mega Tech AI, and it pwned my fully upgraded army. the armies were equal, and they used archers, guards, and swordmen; i used everything but cannons. it was a horrible defeat. that's why they need a buff (what happened to "Japan's superb infantry"?)I disagree...Japanese isn't really meant to fight tech anyways. Try playing against a mega Japanese...
hey, i was playing this version, and it's great, but i found a flaw. the infantry should be a tad stronger. i fought a mega Tech AI, and it pwned my fully upgraded army. the armies were equal, and they used archers, guards, and swordmen; i used everything but cannons. it was a horrible defeat. that's why they need a buff (what happened to "Japan's superb infantry"?)That is maybe...because of that was Mega AI. :look:
also, the EP regen for the ninja should be 2 (it takes forever to throw a bomb), the attack range for the sword attack should be 1 (it doesnt look right), and it should be renamed "shinobi" cuz it sounds cool. besides all of this, the ninja is awesome! (i love the death anim).His EP regen would need increase,or I would reduce EP requirement to throw a bomb from 100 to 50.
also, the archer attack anim is awesome!
good job!
-Zoy
The ninjas' amazing sight is both good and bad...they might kill themselves, so that's why it can be bad...and good because well, useful...You can order the ninjas hold position to prevent them from suicidal attack :thumbup:
The ninjas' EP should remain, and NOT be 2 because I found out the bombs are really powerful (too powerful)...I had 6 ninjas and used the bombs...they destroyed the whole base :o and imagine 16 or more...good thing the cpus don't seem to usually use the bombs...but since they have tons of units, they don't need to anyways.
So even if this is realistic...there needs to be another way. It's too powerful for glest...and the whole faction is already powerful too. So surely if someone had 16 ninjas they could kill their whole opponent(s) base(s)... 750(or more) x 16...(12000 at least, plus splash) the ninjas are actually kinda cheap (maybe too cheap, even if it takes a long amount of time to produce them...)200 gold is really cheap, because of the many buildings you can place next to the gold...
Models are nice, as always.
I might test more later...good job, that whole month of work was really good. :thumbup:
His EP regen would need increase,or I would reduce EP requirement to throw a bomb from 100 to 50.I think the best thing would to reduce the EP requirement to 75...since the ninja is still really strong.
I would adopt ultifd's opinion and reduce the bomb's strength.then I will make the Ninja can resume the bomb more quickly.
I have adopted your Idea on the Ninja's death scene :cheesy: . I love it too. :thumbup:
About the Ninja's name,"shinobi" sounds more japanese and I don't hesitate to change the name to shinobi,but "Ninja" might be more familiar to people outside japan,isn't it?If there is no problem about people's recognition of the unit is Ninja even I changed the name to "shinobi",I will change the name.Thank you! :thumbup:
oh yes!I will change the blade-attack range to 1.
You can order the ninjas hold position to prevent them from suicidal attack :thumbup:True, but that is kinda really hard...plus once an enemy ninja sees them, they would all be dead :/
I also thought the bomb's attack might too strong.I would reduce the attack strength to around 500~700.That sounds good, I think.
I will consider raise their price to around 250(over 300 would too expensive in my thought).
btw,Do you think the buildings shouldn't have the gold-stock(like mansion,european trader)?I think some buildings shouldn't...I think we need to test more to see. Or some should be modified for their amounts of storage.
I'm wondering whether they should have gold-stock or not.I want to hear someone's opinion about it.
hmn,maybe I should reduce their sight a bit?I'll change their sight 21 or around.I'll test on it.A bit, at least. I mean, even think it about when you make the opposing faction...suicidal shinobi? :/ Especially for the cpus...
To consider other factions(like tech,magic)don't have so many buildings that can store resources,japan maybe shouldn't have so many that kind of buildings.I can't decide on it.maybe I should hear more ppls opinions about it.That's true...but kinda not since this is not made to be balanced with magitech or other factions...I do believe that we should balance the amount and which buildings can store resources though.
[URL=http://img193.imageshack.us/i/hinawajyufire01.jpg/][IMG]http://img193.imageshack.us/img193/5346/hinawajyufire01.th.jpg[/img][/URL][URL=http://img89.imageshack.us/i/hinawajyufire02.jpg/][IMG]http://img89.imageshack.us/img89/3601/hinawajyufire02.th.jpg[/img][/URL]Firing real matchlock-musket of the 16th japanese.[URL=http://img338.imageshack.us/i/gaeg3dviewer20101206001.jpg/][IMG]http://img338.imageshack.us/img338/1432/gaeg3dviewer20101206001.th.jpg[/img][/URL][URL=http://img338.imageshack.us/i/gaeg3dviewer20101206001s.jpg/][IMG]http://img338.imageshack.us/img338/7224/gaeg3dviewer20101206001s.th.jpg[/img][/URL]Fixed arquebuser's animation and muzzleflash![URL=http://img84.imageshack.us/i/glestadv201012060017020.jpg/][IMG]http://img84.imageshack.us/img84/7789/glestadv201012060017020.th.jpg[/img][/URL][URL=http://img812.imageshack.us/i/screen25.jpg/][IMG]http://img812.imageshack.us/img812/4788/screen25.th.jpg[/img][/URL]In-game screenshots[URL=http://img593.imageshack.us/i/screen8o.jpg/][IMG]http://img593.imageshack.us/img593/1238/screen8o.th.jpg[/img][/URL]Looks good. :thumbup: Do you think you could update this in the next 30ish hours? Cause then it'll make the GCMD :)Hi ultifd. :)
Also I want to try the more balanced ninjas... :thumbup: I could edit it myself, but then everyone would have to edit it themselves...
[URL=http://img689.imageshack.us/i/samurai1.jpg/][IMG]http://img689.imageshack.us/img689/2687/samurai1.th.jpg[/img][/URL][URL=http://img35.imageshack.us/i/samurai2t.jpg/][IMG]http://img35.imageshack.us/img35/3159/samurai2t.th.jpg[/img][/URL]Barely i've almost finished modeling his body,but still without head. :dead:[URL=http://img707.imageshack.us/i/samurai3q.jpg/][IMG]http://img707.imageshack.us/img707/4166/samurai3q.th.jpg[/img][/URL][URL=http://img530.imageshack.us/i/samurai4.jpg/][IMG]http://img530.imageshack.us/img530/250/samurai4.th.jpg[/img][/URL]With texture(texturing also incomplete for now).Cool! The Samurai looks awesome so far. :thumbup:ah,that's it!
GCDM = Glest Community Development Monthly (https://forum.megaglest.org/index.php?topic=6140.0)
[Updated link to latest GCDM- Ultifd]
Oops, I meant GCDM. :-XNo problem. :D
That's ok :) Muzzlefire and Samurai both look awesome. :thumbup:
[URL=http://img683.imageshack.us/i/samurai5.jpg/][IMG]http://img683.imageshack.us/img683/7772/samurai5.th.jpg[/img][/URL]Helm and Face mask!it looks nice Hage! i cant wait!:thumbup:
[URL=http://img714.imageshack.us/i/samurai10.jpg/][IMG]http://img714.imageshack.us/img714/6406/samurai10.th.jpg[/img][/URL][URL=http://img706.imageshack.us/i/samurai11.jpg/][IMG]http://img706.imageshack.us/img706/3818/samurai11.th.jpg[/img][/URL]
[URL=http://img692.imageshack.us/i/samurai12.jpg/][IMG]http://img692.imageshack.us/img692/1408/samurai12.th.jpg[/img][/URL][URL=http://img718.imageshack.us/i/samurai13.jpg/][IMG]http://img718.imageshack.us/img718/1639/samurai13.th.jpg[/img][/URL]
[URL=http://img130.imageshack.us/i/samuraimove.jpg/][IMG]http://img130.imageshack.us/img130/9025/samuraimove.th.jpg[/img][/URL]Samurai moving[URL=http://img254.imageshack.us/i/samuraicharge.jpg/][IMG]http://img254.imageshack.us/img254/5287/samuraicharge.th.jpg[/img][/URL]Samurai charging[URL=http://img709.imageshack.us/i/samuraiattack.jpg/][IMG]http://img709.imageshack.us/img709/1112/samuraiattack.th.jpg[/img][/URL]Samurai attackingThis model looks awesome!!! :oVielen Dank!
Really really good work!
Yes excellent stuff, the next release of this mod is going to be awesome :thumbup:Thank you! :thumbup:
It looks good, but the lack of an air combat units, can add air combat units?Hi.as long as this mod is based on historical,it's hard to add air units in the faction.
[img]http://b-spot.up.seesaa.net/img200906/2009-06-03-03.jpg[/img]
[url=http://www.filefront.com/17655162/JapaneseV0.75a.7z/]http://www.filefront.com/17655162/JapaneseV0.75a.7z/[/url][URL=http://img211.imageshack.us/i/buddhisttemple.jpg/][IMG]http://img211.imageshack.us/img211/5785/buddhisttemple.th.jpg[/img][/URL]
I dont have to say, as usual i love it?Certainly. ;D
Look great, whats that on the roof?Thank you sir. :)
Thank you sir. :)
The antenna on the top of the roof is called Sourin.
Buddha's bone is in the Sourin's upper sphere.
Nine rings surrounds the center pole represents The Five Dhyani Buddhas and The Four Bodhisattvas.
The temple has done. :thumbup:The link doesn't work for me. But from what I hear, it is pretty creative.Code: [Select][URL=http://img211.imageshack.us/i/buddhisttemple.jpg/][IMG]http://img211.imageshack.us/img211/5785/buddhisttemple.th.jpg[/img][/URL]
eww, is that like, a real bone? that's disgusting.....:P hehe,I heard that a dead body is lying on the base of the St. Peter's Basilica,both buddhist and christian did a disgusting thing alike.
The link doesn't work for me. But from what I hear, it is pretty creative.really?it's odd.seems the link is still active.anyway thank you. :)
I really love this faction because there is a warning horn when people are attacking you.There is a warning horn for every faction in MG.
I really love this faction because there is a warning horn when people are attacking you.That's part of the faction music...it comes whenever they attack...so in a way, I guess it does.
There is a warning horn for every faction in MG.Let's not get things/people mixed up here. That'll be in MG 3.4.0... not MG 3.3.7.2...
I really love this faction because there is a warning horn when people are attacking you.Thank you.but in fact,the horn and drum sounds are not sounding when people are attacking you,but when Ashigarus start charging animation,they ring these sounds -the sounds are assigned to ashigaru's charging skill -.
I know it's not the smartest way to ring the alarms,so I'm thinking assign these sounds by using GAE's Off-Screen Attack Notification parameters in future.Yeah, I guess you should do that. Make two different versions then, if you do. For megaglest, don't worry it's already/also implemented...
congrats Hagekura! your models looks really nice.omg :o I've never imagined given words from you.much obliged sir. :D
This is one of the best Glest mods ever.
keep up the good work
Looks good! I suppose since you took a screenshot of those icons you'll have them all in some file then...Maybe should I release the new stuffs like the icons as something like patch file?okay,I'll do that.QuoteI know it's not the smartest way to ring the alarms,so I'm thinking assign these sounds by using GAE's Off-Screen Attack Notification parameters in future.Yeah, I guess you should do that. Make two different versions then, if you do. For megaglest, don't worry it's already/also implemented...
Quote from: tucho on December 29, 2010, 18:32:57
congrats Hagekura! your models looks really nice.
This is one of the best Glest mods ever.
keep up the good work
omg Shocked I've never imagined given words from you.much obliged sir. Cheesy
congrats with your whole work ever made for glest!much respect!
QuoteQuote from: tucho on December 29, 2010, 18:32:57
congrats Hagekura! your models looks really nice.
This is one of the best Glest mods ever.
keep up the good work
omg Shocked I've never imagined given words from you.much obliged sir. Cheesy
congrats with your whole work ever made for glest!much respect!
Oh man, I'm jealous, you've just gotten praised by a pro. :thumbup:
Sadly I can't really enjoy Glest right now because I'm still working with my computer on the last problem. Though maybe Glest will work.........I should try it. I'll be sure to add this mod to my collection! :)
omg :o I've never imagined given words from you.much obliged sir. :D:O
you should, cause it matches magic & tech factions :PThe quality, you mean? If so, yeah basically. It's much stronger than magic or tech though...
I don't want to release the mod separate for each GAE and MG till I almost finish this mod.Looking at the techtree... a week to 3 weeks, maybe. Only thing different with GAE for this mod are the GAE attack notifications, right?
i want to play this, when will you be done with the GAE version?Feel free to play the mod,the mod works in GAE finely. :angel:
I'm sorry for I forgot lowering sinobi's bomb strength. :-[ I assure you I'll do that in next update.It's fine :) How would you balance it though? I think the main thing is somehow balancing it, so it'll still be "strong' (because it's a bomb...)but not too strong... :bomb:
Deepest gratitude for making such a wonderful faction - I really enjoy itThank you. :D making the mod have also a huge benefit for me.through making the mod,I could learn more about my country's history and making 3D models is a very interesting experience,and It's actually quite a fun.
Very polished, the very highest quality.
Really, you like them? :D Thanks! Next time it probably won't talk as much time as it did...hopefully. :angel:well,I'm thinking lower the bomb's attack around 400~600(currently It's 500~900).I'm sorry for I forgot lowering sinobi's bomb strength. :-[ I assure you I'll do that in next update.It's fine :) How would you balance it though? I think the main thing is somehow balancing it, so it'll still be "strong' (because it's a bomb...)but not too strong... :bomb:
:O Can't wait for the healer... I'm so sad when some of my units only have 1 HP... :'(
Also, I think you made the mansion of Daimyo smaller; right? I suppose that was a good decision...was it too big? I forgot.
Minor bug, probably in GAE?It's not worker,It's peasant(food resource).
Why is this worker harvesting gold from the ground?
One problem with units with splash attacks is that if they attack a unit larger than size 2, they can hit ALL cells of the unit. For example, a size 2 unit takes up 4 cells (2x2) so it can be hit up to FOUR times! So an attack that deals 500 damage may end up doing 2000 to that unit. But, if you make it weak enough to take that into aspect, then the unit becomes too weak to take out the size 1 units (which make up the majority of the units). The best way to remedy this is to have the buildings a unique armour type, and the splash attack(s) a unique attack type (ie: "building" armour type and "explosive" attack type) and have the splash attack type deal reduced damage to the building armour type.Thank you for the important information sir! :thumbup:
About the bomb,I'll change its attack type to energy(currently it uses impact) so the bomb will be less effective against buildings,and I'll reduce shinobi's EP to 75.so they can carry only one bomb per head.I hope it will works.Ah, good choice. Perhaps we should try it with less energy and 150 EP. I don't know, we'll have to test to see. :thumbup:
NO, air units would suck in this mod. It doesnt need.
James, please stop pestering. If Hagekura wants air units, he'll add them, but this is a historically-based faction, which means flying units would make about as much sense as a football bat.:thumbup:
If you can add air units will be better as soon as possible!Mister james,I recommend you to watch this movie↓
[youtube]http://www.youtube.com/watch?v=OImiRjA01ck[/youtube](Watchout 1:50~) :O
I've been playing it, love it! AmazingThank you. :)
he is a struggeler!hmn...dragons are more of a chinese thing though... :| .
i support air units.... (dragons) in japan and europe the mythology of dragons was existing historically! looks like you'd had to take time to thaught or think about it. though in real life there are no such thing (there can be) but i dont think one exists.
anyways. the mod is great without AND with flying stuff. though if hagekura agrees i would advice you to post it in an initial lonley version intead of the head one. if you agree.
http://img844.imageshack.us/img844/8555/fiicon.pngCrash whilst playing the mod in GAE - https://forum.megaglest.org/index.php?topic=6431.0 - may or may not be mod related but just in case it's useful to know of it...Thank you for the report.but this issue is out of my hand.may GAE team solve the issue.
Windows. I got the same crash again - seems to be when Samurai appears on screenThe samurai's poly count is excessively high compared with other regular glest units,and it has 7 meshes.I don't know but it may causes your problem.
what about qing dynasty? also it would be awesome in han dynasty. when the real action starts.qing is not bad choice,but ming actually fought with japan.han is too old(I want other factions almost near time period from japanese sengoku jidai - It's around 15th~17th - .
Posted by: Hagekura
Buon giorno pizza!
I like your suggestion,molto bene! Cheesy
indeed I was obessed about the icons.I'm not good at making icons.
I can use your idea.I'll make new icons with simple image and kanji furigana style like your example.
Grazie mille!
Ka-Ra-Te! Or is that korean?.. :|Karate is DEFINITELY not korean's. >:(
Notice: All offtopic posts past this point will be deleted. Either move it to the offtopic board or perhaps the History topic on said board. Thanks.Aye,Sir! :)
This is from echinaexpat.com (http://www.google.com/imgres?imgurl=http://www.echinaexpat.com/Portals/0/eChinaImage/ThreeKingdoms.jpg&imgrefurl=http://www.echinaexpat.com/ArticlesArchive/tabid/63/articleType/ArticleView/articleId/12/Default.aspx&usg=__Jc6gO1lYJ9mWs6prYebWpZ_ifUo=&h=550&w=560&sz=95&hl=en&start=0&zoom=1&tbnid=3sOLHw06opj7fM:&tbnh=148&tbnw=148&prev=/images%3Fq%3Dthe%2Bthree%2Bkingdoms%2Bchina%26um%3D1%26hl%3Den%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26biw%3D1260%26bih%3D606%26tbs%3Disch:1&um=1&itbs=1&iact=hc&vpx=512&vpy=70&dur=12835&hovh=222&hovw=227&tx=170&ty=72&ei=yVQvTb6RNsOblge1wa2yCQ&oei=yVQvTb6RNsOblge1wa2yCQ&esq=1&page=1&ndsp=18&ved=1t:429,r:2,s:0). Notice the name and content of the site. The reality that became the legend happened in China.It's irony that some young chinese actually don't know the three kingdoms heroes really existed in their history. :O
On a side note, i missed that, i think Karate = japan and taekwondo = Korean.It's Correct. :thumbup:
[URL=http://img43.imageshack.us/i/priest01.jpg/][IMG]http://img43.imageshack.us/img43/2163/priest01.th.jpg[/img][/URL]
[URL=http://img824.imageshack.us/i/priest02.jpg/][IMG]http://img824.imageshack.us/img824/2475/priest02.th.jpg[/img][/URL]btw I've done making the medical_priest model.Sounds great! Sweet, now I have to worry less about my units. :O
Soon I'll upload next version of the japanese faction alpha.
It will include the temple and the priest and improved particles and sounds(now some units have footstep sounds!),and new upgrade "eastern_medicine(Only works on GAE)" - and many fixes and changes.
It might be my imagination or just weird perspective, but are the priest's arms and legs the right proportion? He looks almost like an ape to me.omg. :o
[URL=http://img6.imageshack.us/i/priest03.jpg/][IMG]http://img6.imageshack.us/img6/7802/priest03.th.jpg[/img][/URL]I could realize the problem when I assign him armature and down his arms. :green:[URL=http://img89.imageshack.us/i/priest04.jpg/][IMG]http://img89.imageshack.us/img89/7461/priest04.th.jpg[/img][/URL]
[URL=http://img402.imageshack.us/i/priest05.jpg/][IMG]http://img402.imageshack.us/img402/8008/priest05.th.jpg[/img][/URL][URL=http://img199.imageshack.us/i/priest07.jpg/][IMG]http://img199.imageshack.us/img199/8935/priest07.th.jpg[/img][/URL]Wow, looks great. Might I ask if you plan to give him at least some type of (weak) attack to ensure that he can easily accompany your military units (otherwise he'll run away as priority on all but GAE, which can toggle that behavior).Thank you sir. :D
[url=http://www.filefront.com/17800677/JapaneseV0.80a.7z/]http://www.filefront.com/17800677/JapaneseV0.80a.7z/[/url][URL=http://img707.imageshack.us/i/screen19xq.jpg/][IMG]http://img707.imageshack.us/img707/1349/screen19xq.th.jpg[/img][/URL]-Arquebuser and Cannon's smoke particles and projectile particles are slightly improved.[URL=http://img97.imageshack.us/i/screen12a.jpg/][IMG]http://img97.imageshack.us/img97/3815/screen12a.th.jpg[/img][/URL]-I have added dust particle for ashigaru's charge skill.[URL=http://img340.imageshack.us/i/screen23p.jpg/][IMG]http://img340.imageshack.us/img340/1897/screen23p.th.jpg[/img][/URL]-New Building:"Buddhist_temple".-New Upgrade:"Eastern_medicine(GAE-only)".which gives all units a HP-regeneration by 3.Really? IMO, auto-repair is enough...but still, a nice upgrade. That kinda also adds to the reasons of why Japanese is stronger than most factions though...oh well. :|
That kinda also adds to the reasons of why Japanese is stronger than most factions though...oh well. :|
Wow, great update! Downloading for tomorrow, to test! Can't wait to record something new, too. :)Yay,can't wait for you upload another vid! :thumbup:
Hi hands. :)That kinda also adds to the reasons of why Japanese is stronger than most factions though...oh well. :|
Well. didn't Hage say he wants to make his own tech-tree?(which would be awesome) Sorry if he didn't... I can't remember :S
Everything looks nice as usually, I hope you keep up the good work. :thumbup:
I'll be sure to try it out soon, but I have too much to do already.... :scared:
Well. didn't Hage say he wants to make his own tech-tree?(which would be awesome) Sorry if he didn't... I can't remember :SYeah, but that's a long time from now. I mean, I'm pretty sure almost everyone has played Japanese with other factions before...
Hagekura, your mod is very impressive ;DThank you. :) btw Do you still have experienced crash while playing this mod,Mr War?
[url=https://forum.megaglest.org/index.php?topic=6103.0][size=12pt][b]Japanese Faction Mod[/size][/url]
[URL=http://img96.imageshack.us/i/nagaeashigaru01.jpg/][IMG]http://img96.imageshack.us/img96/3500/nagaeashigaru01.th.jpg[/img][/URL][URL=http://img204.imageshack.us/i/nagaeashigaru03.jpg/][IMG]http://img204.imageshack.us/img204/8316/nagaeashigaru03.th.jpg[/img][/URL][URL=http://img18.imageshack.us/i/nagaeashigaru02.jpg/][IMG]http://img18.imageshack.us/img18/9233/nagaeashigaru02.th.jpg[/img][/URL]
[URL=http://img148.imageshack.us/i/nagaeashigaruingame01.jpg/][IMG]http://img148.imageshack.us/img148/2130/nagaeashigaruingame01.th.jpg[/img][/URL]New Ashigaru's 3D model.[s][url=http://www.gamefront.com/files/20018905/japanese_v081a_7z/]http://www.gamefront.com/files/20018905/japanese_v081a_7z[/url][/s]
[s][url=http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar/]http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar[/url][/s]
[url=http://www.gamefront.com/files/20026562/japanesev081_kai2_7z/]http://www.gamefront.com/files/20026562/japanesev081_kai2_7z[/url][URL=http://img148.imageshack.us/i/oldandnewashigaru.jpg/][IMG]http://img148.imageshack.us/img148/5013/oldandnewashigaru.th.jpg[/img][/URL][URL=http://img804.imageshack.us/i/oldandnewpeasant.jpg/][IMG]http://img804.imageshack.us/img804/4075/oldandnewpeasant.th.jpg[/img][/URL]comparisons between old and new unit models. :OOverall units stats have been increased, their costs become a bit expensive likewise.Even more??? :o
Wow, thanks! I will surely test this tomorrow with the others! Hopefully :PYeah,even more powerful and expensive units! ;DQuoteOverall units stats have been increased, their costs become a bit expensive likewise.Even more??? :o
[URL=http://img593.imageshack.us/i/screen5w.png/][IMG]http://img593.imageshack.us/img593/885/screen5w.png[/img][/URL]I forgot, what is it supposed to be? Piercing?
[s][url=http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar/]http://www.gamefront.com/files/20022600/japanese_v081a_kai_rar/[/url][/s]
:O It's ok, the quality and fun associated with this faction makes it so! :) Can't wait to test this tomorrow!Thank you. :)
The only bad thing is if it is really too expensive...I guess I'll have to see. Why increase everything though?
Yeah, that's what I figured. Too bad though, I don't think just because a faction has cheap and mass units would make it balanced... You can tell by just by "regular factions", powerful units always > a lot of cheap units. Maybe its because it is easy to get lots of resources. Can't there be a better way to make factions different and fun? And Historically accurate?hmn, To tell you the truth, I did not raise it's costs and stats only because of balancing, but I wanted to reduce the amounts of units which appear in a game at same time. You will notice that their recruiting time also become much longer. because I have experienced several game crashes in the last version of the mod. I had to reduce machine stress of CPU, and to prevent the flood of resource stocks, the units costs(and stats) also had to raised.
Error parsing XML, file: /home/johannes/src/megaglest/mk/linux/techs/megapack/factions/japanese/japanese.xml, line: 47: Expected end of tag 'faction']
I see, well maybe the changes will be OK.
Works fine on windows...nice music. But: Titi says the Japanese faction does not work on linux anymore, for MG. Something that the attack tags don't work...Code: [Select]Error parsing XML, file: /home/johannes/src/megaglest/mk/linux/techs/megapack/factions/japanese/japanese.xml, line: 47: Expected end of tag 'faction']
[url=http://www.gamefront.com/files/20026562/japanesev081_kai2_7z]http://www.gamefront.com/files/20026562/japanesev081_kai2_7z[/url]what ever happened to having the Japanese fight the Germans and the Arabians? (i think that's better than another faction of Japan and China)Yeah I still have desire to create a German faction someday, but people might feel a bit weird If I jump into western-european faction from japan, isn't it? :O for the time being, china would be more proper for next faction, I think.
* Shinobi's primary attack has changed to melee attack.
Wow I thought Japan mod was to be used with magitech. I love the idea of Japan German and Persian as one tech tree. It reminds me of a RTS Tzar: The Burden of the Crown, which I feel was heavily underrated. http://en.wikipedia.org/wiki/Tzar:_The_Burden_of_the_Crown It had three faction Asian European and Arabian. I woulden't think its strange that you made a faction that was radically different from Japan! Go for it!First time heard of the game, looks classic but nice! thx!
Just for info: The selection problem for units standing on the surrounding ground of a building is now fixed in MG ( in svn ).I'm pleased to hear that. Danke herr! maybe I have to compromise about the hill problem.
So no more need to remove it ( beside the "hill problem" which still makes it look bad sometimes).
So how come the Arquebuser doesn't have splash anymore?Arquebusers never had splash... :|
Oh. Well for some reason I thought it would always have some splash, maybe radius 1. Nevermind then.So how come the Arquebuser doesn't have splash anymore?Arquebusers never had splash... :|
hey guys, i was on the wiki page for this and i tidied up some of the unit descriptions as well as i wrote one for the Shinobi.Sadly, you, me, and Ultifd are the only ones who have actively edited that page. I would really like all modders to make pages for their own mod, but so far that request has been ignored. I expect that to change (or at least for serious modders) once they see one of my most recent posts (https://forum.megaglest.org/index.php?topic=5423.msg68290#msg68290). The Military (https://docs.megaglest.org/Military) page is the best example, being the most complete page to date, though even its got a ways to go (I plan to make pages for every unit and upgrade, as well as add a navigation box to the bottom of the page (you notice these a lot on Wikipedia, and I recently implimented a template that will allow us to make them. Abet, they are useless unless all the pages for Military are done first).
am i the only one who writes stuff for that page?
The Military (https://docs.megaglest.org/Military) page is the best example, being the most complete page to date.
Many thanks to Zoy, ultifd and omega for editing the japanese wiki page!Here's a few helpful pages:
I still don't understand how to edit the wiki correctly so the help is really welcomed!
but I know it's hard to up the page to date because my mod's current status is unstable and still in development, also I'm frequently change the units and buildings attributes. I have a responsible to edit the page by myself eventually, but I have not enough time to learn how to editing wiki and write the faction's description. I must admit I'm a bit lazy. :O When the mod is settled, I will edit the wiki page.
hey, i was looking on the wiki, and i noticed that some of the units and all of the buildings needed descriptions. if i finish the units, will someone else do the buildings? I am not the best at describing buildings....Yeah, I noticed that too. I would consider doing it, but I haven't played Japanese enough and my version is probably outdated by now. :-[ It would be nice to have pages for each unit too... (yeah, I know, I bring that up a lot, but persistence is the key to success).
Sorry OT but haven't heard from Hagekura since disaster hope hes doing ok...
Thank you, I'm ok. :)He should be doing fine...Maybe he evacuated Akiruno, but he should be OK. Others though... :'(
but very surprised. Earthquake is an unremarkable event in here, but this time soon I realized it's unusual. I felt the ground is moving, momentary I felt a fear. It's a biggest quake I have ever experienced. the quake continued for a while. It was very ominous experience.
All of the pacific side coasts alarmed tsunami. nuclear plants stopped operation, power failure in some places. trains stopped, fires in some plants and buildings. some casualties are reported.
Currently Information is confused, I don't know how much damage japan suffered by this quake.
Also Hagekura, do you think you could model a Japanese Blacksmith and update the techtree map? Thanks!Yes ofcourse. I'll make a japanese blacksmith model. but it's priority is low. I'll make it after I finish some more new unit's models.
:o Hagekura, really? Japanese already feels like (or almost) a full faction to me...you do know that once you have so many units, you'll have to really balance the mod? I mean, right now most people just use Ashigaru and Archers... :-XOh really? It's good to know how actually players use the units. OK, I will make their costs more cheaper and weaker... again. :O
Also IMO wouldn't the blacksmith model be more important...K, I will make the blacksmith model sooner... if at all possible. ;D
Thank you hands. :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!
Thank you hands. :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!
Y r u making two different version, each with different strategies thus different gameplay? That sounds confusing. :confused:
Very cool man, what are the wider lines meaning?Thanks, the red line means produce or build, wide blue lines means morph.
Cool, I've updated the wiki page with the updated tech tree map. :thumbup:Good job! Thanks again! :thumbup:
In my opinion japanese faction is one of the best mod ever made for mg, surely i'd like to see it included in mg (directly in the game). Well done :)Di molto ureshii desu. (・∀・)
Yep, a lot of balancing would need to be done though. I don't want it to be like Romans where having a huge amount is cost is OK/an excuse for having overpowered units.hehe, I have much focused on balancing over a long time, In next update I'm pretty sure it will be more balanced than before. 8)
Titi will be gone for a few weeks, but when you feel like a first version (can be a preview) of the faction can go into the mod menu as a separate techtree, please let me know, and I'll happily add it. We may, however, need to discuss licensing, yet - I think titi only wants Free Software in the Game Mods menu, and I don't know the current license terms for your faction.Thank you. when I'm ready, I'll ask you for it.
Is the NC clause really necessary/desired? Unless *you* plan on making money from it, do you want to keep other people from doing it? Plus, the majority of FOSS games use CC-By-SA or GPL for their art assets, and making yours NC means that none of them can use your stuff.This mod and my whole working for glest is purely my hobby and I'm not going to make gain from it but I Really don't want to my contents(which I spend over 100 hours to make them) used by someone outside of my conscious(though I accept non-commercial use), so I choose NC.
http://www.gnu.org/philosophy/selling.html
Obviously it's your content and you can license it as you wish, but I'd like for you to reconsider.
wow, that is sweet
and I did modification of castle model. ヽ( ^ω^)ノ
(http://img560.imageshack.us/img560/1833/newcastledg.th.png) (http://img560.imageshack.us/i/newcastledg.png/)
Does the licensing really matter that much? The waiver clause is an important part of the CC licenses, as ANY part of the license can be waived with permission from the author. This means that you aren't necessarily stopping a commercial game from using your media, just that they would need to get permission. Perhaps you want to ensure that you get a copy of said game? Or maybe you want to negotiate how you'll be credited, etc... It isn't meant to forbid commercial games from using the media, just requiring the permission that gives the creator a little more control. In fact, if some FOSS game wants to use media, you can release it under a less restrictive license after they ask.Agreed, I just wanted to make sure my cherished work won't abused by someone.
Though, I personally will be leaning towards CC-BY-SA (off topic notice, I've been planning to shift Military under CC-BY-SA for some months now, though you can consider it so, even if it won't be officially stated anywhere until the next release, which I anticipate will be soon).
Does the licensing really matter that much? The waiver clause is an important part of the CC licenses, as ANY part of the license can be waived with permission from the author. This means that you aren't necessarily stopping a commercial game from using your media, just that they would need to get permission. Perhaps you want to ensure that you get a copy of said game? Or maybe you want to negotiate how you'll be credited, etc... It isn't meant to forbid commercial games from using the media, just requiring the permission that gives the creator a little more control. In fact, if some FOSS game wants to use media, you can release it under a less restrictive license after they ask.
Though, I personally will be leaning towards CC-BY-SA (off topic notice, I've been planning to shift Military under CC-BY-SA for some months now, though you can consider it so, even if it won't be officially stated anywhere until the next release, which I anticipate will be soon).
Just wanted to mention that I really like the new icons!I'm glad to hear that!
Also, I'd better to learn about dropbox before do that. ;Dhttp://www.dropbox.com/
Thanks! :DAlso, I'd better to learn about dropbox before do that. ;Dhttp://www.dropbox.com/
Awesome! Looks good, although you might be missing a texture? Still works though.Indeed, thx for notice that. I'll fix that later. take your time! :)
(http://img101.imageshack.us/img101/1413/ss288.png) (http://img101.imageshack.us/i/ss288.png/)
Hopefully I'll have time to test it tomorrow, or at least on Friday! :thumbup:
( I splitted the topic because things were going offtopic here )Thank you! I'm glad to see my mod is in the DL menu!
A description how to do it is now available here :
https://forum.megaglest.org/index.php?topic=7102
In addition I added the japanese mod to the download section of MG now, so its available there.
( I removed some unused files using the MG commandline possibilities, I hope its ok )
Japanese is a faction created by Hagekura. It is based on the Medieval "SENGOKU JIDAI(Warring-states period)" of Japan.
hi, I updated the info string.Thank you for updating the info!
One question about your install problem: You did not get any warning message about 7zip not beeing installed?
This would be a bug :( .
As far as I know all others who tested had no problems downloading/installing the mod.
FAILED to download the tech:[japanese] using CURL version [7.21.3][failed to extract archive!]as shown in the screenshot I posted.
Possibly there is a conflict between the version uploaded and the in-development version of the faction you have locally.might no. I put my in-development japanese faction in megapack folder, also I removed it from the folder before install the mod for confirmation. I got same error in installing other mods(except maps).
So titi and had a short but fun game. Here's my feedback:Thank you for the feedback!And that's about it, for now...I think.
- Icons are awesome!
- The castle building needs to be a bit taller, the worker is taller than the doorway.
- Shinobi's bomb is now even more powerful? :confused:
- Shinobi's default attack should be the kunai, as it is always kills itself if not so...
- I'm :-\ about the new archer model.
but to be honest I think the current bomb strength is appropriate for now it's more hard to hire shinobis...What do you mean? It's not that hard.
Oh, you don't like the new archer's model...? :'(Actually I do think it's a good model, but it's kinda awkward/weird with no "head turning" when attacking... :P
Would you not like his cap by any chance? if so, I will remove his cap and make his looks more like previous archer model.
Actually I do think it's a good model, but it's kinda awkward/weird with no "head turning" when attacking... :PI felt relieved to hear that. :O yeah that's true. I will fix the attacking animation.
PS: I had misconception about the bomb damage. Bomb damage have already weakened in Current release(v082). for reference: the bomb damage was 1350~1750 in v0.81, and now it's 750~1350(v082).You must have raised it last time. I remember talking about lowering it during the earlier versions, and I'm pretty sure we did. Even though bombs are powerful, I think we need to find another way and etc...or else it'll be no fun sometimes. :-X
You must have raised it last time. I remember talking about lowering it during the earlier versions, and I'm pretty sure we did. Even though bombs are powerful, I think we need to find another way and etc...or else it'll be no fun sometimes. :-XGAE: Effects. Bam.
I think we need to find another way and etc...or else it'll be no fun sometimes. :-X
Well that amount of work is very similar to other strategies too. It's also not really bad because it's only ideal to bomb your opponent's (probably CPU, not human because they will eventually see through this tactic) base after they start attacking your base again. That should be enough to produce 10 ninjas with several barracks and for their regen to be full. I'll try to test this the next time.You can prepare a good amount of infantry by same costs and times that you spend to prepare 10 ninjas, so it's depends on actually what playing style the players prefer. Seems you are good at micromanagement for using ninjas. I rather prefer direct attack of infantry though. ;D
Ninjas were not battlefield fighting forces but secret agents who engaged sabotage missions behind the scene. so the introduce of the guns in battlefield doesn't let ninjas phase out. :| actually the ninjas were mastery of those new technologies and used gunpowder weapons very well. e.g. ç«éã®è¡“(Katon no jutsu) (http://en.wikipedia.org/wiki/Kayakujutsu).I think we need to find another way and etc...or else it'll be no fun sometimes. :-X
Just make a counter for it.
Sorry I don't know my Japanese history all that well, but wasn't it modern weapons such as guns that lead to ninjas (or Shinobis) being phased out?
I suggest making Ashigarus good counters for them.
Ith Japanese classical archery they only look at the very last moment if at all I thoughtThis is a 日置æµ(HEKI-RYU) archery shooting style.
I do both. :) Yes most people will do that, including me, but since it's such a good exploit I think people will surely use it. I would prepare my regular army and my Shinobis as the other team. It's not that hard, all you have to do is have a specific barrack for them, even one barrack is good enough. :DWell that amount of work is very similar to other strategies too. It's also not really bad because it's only ideal to bomb your opponent's (probably CPU, not human because they will eventually see through this tactic) base after they start attacking your base again. That should be enough to produce 10 ninjas with several barracks and for their regen to be full. I'll try to test this the next time.You can prepare a good amount of infantry by same costs and times that you spend to prepare 10 ninjas, so it's depends on actually what playing style the players prefer. Seems you are good at micromanagement for using ninjas. I rather prefer direct attack of infantry though. ;D
You know you can bake normals in Blender, right?No, how to?
No, how to?
Looking good! Does normal maps cause any noticeable drops in frame rate?Not that I noticed. Normal maps are pretty simple and easy on system resources.
Thx for the tutorial link! so to bake a normal in blender requires making high-poly model for it, right?No, how to?
http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.php
This a rather old tutorial but should be useful. Blender 2.5x might have newer/better methods but I haven't made the jump from 2.49 yet :zzz:
Yeah I saw no problem with framerate when using normalmaps. :)Looking good! Does normal maps cause any noticeable drops in frame rate?Not that I noticed. Normal maps are pretty simple and easy on system resources.
http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.phpEh, while interesting, not sure if I can say it's helpful myself, since most people wouldn't have a high detail model, and even with a high detail model, bump maps can add texture that even the highest detail model won't have.
bump maps can add texture that even the highest detail model won't have.You think so? You can have as much detail as you like if you've got a few million polygons to work with.
And a castle...Wow the keep from this angle looks nice. perhaps It's Kochi castle.
(http://i56.tinypic.com/o8dv9w.jpg)
We played it now 2( and a half) games. Compared to older versions its still more easy to win versus CPU ultra. I don't know whats causing it. Maybe(just maybe!) too many upgrades are the reason. I don't know whats the problem yet. Everything else worked well and playing was good in general.Thank you for playing! I think one of the reasons which makes AI more easier to defeat is, the AI tends to spam more weaker units(for AI) such as medical priests and shinobis(shinobi's long producing time also sabotages AI barracks production of units). so I have adopted maximum-unit-counts for these units for test. It seems the AI becomes more harder to defeat by doing this. which is also meaningful to solve the Shinobi's too strong bomb issue, but the units limits is not implemented in current version of the mod. in next release, I will include them.
Its compatible with 3.5.2 too and is more fun to play ( from what I experienced )Yes, please do it!
So can I put this new version into the MegaGlest internal download section?
And can i repackage it (remove all unneeded files for MG) and upload it to megaglest.org to do so?
>>titi
That's good to hear. thx for reporting!
>>Sneptune
I've uploaded previous musket sound effects that used in older version.
http://dl.dropbox.com/u/28217581/teppo_ashigaru.zip
Well, I had compelling reasons to repleace previous musket sounds.
It's very hard to find license free musket sounds. I liked the previous shooting sounds too, but there was a problem for these sound files. I'm also think current musket sound effects are not the best, I'll continue finding better sound samples.
Just seen the Taketaba archer/gunner shots you added to the Wiki in last few days, very impressive manThanks. I have never experienced any troubles morph units into bigger size.
Do you experience any problems with size-1 units morphing into size 2+?
Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?Hi. :) yes, I'm interested in japanese translation but I don't understand detailed process of making translation of the language file for megaglest. would you teach me?
Thanks
The Wiki is your friend (https://docs.megaglest.org/MG/Translations).Hey Hagekura, would you be willing to make a Japanese translation of the language file for the upcoming release of Megaglest?Hi. :) yes, I'm interested in japanese translation but I don't understand detailed process of making translation of the language file for megaglest. would you teach me?
Thanks
; Japanese lang file
;Main strings
3dArt=3D アート
3dAnd2dArt=3D と 2D アート
2dArtAndWeb=2D アート と web
Abort=中止
About=詳細
Address=アドレス
AdvancedGameOptions=詳細設定
AISwitchTeamAcceptPercent=AI 許容値
AlreadyUpgraded=すでにアップグレード済み
All=全て
AllowObservers=観戦者を許可
AllowPlayerJoinTeam=プレイヤー [%s] があなたのチームに参戦することを許可する\n(changing from team# %d to team# %d)?
AmbientVolume=環境音量:
Amount=量
Animation=アニメーション
Armor=装甲
Attack=攻撃
AttackDistance=射程
AttackSpeed=攻撃速度
AttackStopped=その場に留まって攻撃
AttackStrenght=攻撃力
Audio=音声
AutoConfig=自動設定
AutoRefreshRate=自動更新頻度
AvailableServers=利用可能なサーバー
BattleOver=戦闘終了
BlockPlayer=プレイヤーをブロックする
BlockPlayerClear=プレイヤーのブロックを解除
BlockPlayerServerMsg=サーバーはIPアドレス [%s] を一時的にこのゲームからブロックしています。
Build=建設
BuildSpeed=建設速度
BuildingNoPlace=この場所には建設できません。
BuildingNoReqs=建設に必要な条件を満たしていません。
BuildingNoRes=建設に必要な資源が足りません。
Built=建設済み
CameraModeSet=カメラモードを設定
CanRepair=修理可能
Cancel=キャンセル
CancelDownloads=ダウンロードをキャンセル(s)
CancelDownloadsMsg=プレイヤー: %s は全てのファイルのダウンロードをキャンセルしました。
Canceled=キャンセル済み
Chat=チャット
ChatMode=チャットモード
CheckSumGameLoadError=Checksum error, サーバーとあなたのデータが食い違っています。
CheckSumGameLoadPlayer=プレイヤーのエラー:
CheckSumGameLoadClient=Client Checksum:
CheckSumGameLoadServer=Server Checksum:
ClientLagDropping=ドロップ %s, ラグの許容量を超過 %f [time = %f], クライエントのラグ = %f [%f], クライエントの接続を解除。
ClientLagPausing=一時的にゲームを停止 %s, ラグの許容量を超過 %f [time = %f], クライエントのラグ = %f [%f], クライエントの再接続を待機中...
ClientLagWarning=ラグの警告 %s, ラグの許容量を超過した可能性 %f [time = %f], クライエントのラグ = %f [%f], 警告...Hey Hagekura an idea to improve your mod: adding something (maybe a rain of cherry blossoms?since they are the traditional flower of Japan) around the units that are morphing so you dont risk to move them while they are morphing :) Btw am i the only one that wants to see the japanese in the megapack? :)Hey it's a beautiful Idea! I've tested this immediately. ;D
Btw am i the only one that wants to see the japanese in the megapack? :)As great as the Japanese are, the Megapack makes downloading MegaGlest a hassle, and being the default (and only) techtree distributed with it, as well as the most common choice in multiplayer, it's really not optional. Japanese is a beautiful faction, but it would just make downloading MegaGlest more difficult. It's easier to download if distributed separately.
good idea, but maybe a bit smaller flag would be even better. I think the flag should not be larger than the unit itself.This "Nobori" (http://en.wikipedia.org/wiki/Nobori) type of japanese flags usually have about 3.6 ~ 5meters heights. It's almost three ~ four times taller than the average height of Japanese men(about 1.6 meters) at that time.
[URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]Thanks!Does the unit also have it's own attack capability? And is there a build limit on them?Yeah, to defend themselves and to prevent running from enemy (Units without attack skills run away when enemy approaches), the unit have attack skill. but very weak.
Ming faction will have an equivalent banner bearer
[URL=http://img207.imageshack.us/i/standardbearer4.png/][IMG]http://img207.imageshack.us/img207/7357/standardbearer4.th.png[/img][/URL]Standard bearer is defending himself.Nice model hagekura! But does the boost effect work only when the standard bearer stays in a point? Or also when he moves (with the others units)? And does it have an attack? And if yes, how did you manage the fact that the standard bearer doesnt stay in the front of the fight? (it should stay behind the other units i think, otherwise it would be easily i suppose) sorry for the many questions aha :)I welcome any questions. :O
Code: [Select][URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]
Awsome! Standard Bearer look great!I do believe it's a hold position model, and a very well done one at that (though they should watch where they're swinging dem sticks, they're gonna poke someone's eye out :O).Code: [Select][URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]
I just noticed something, Why is front row of spear men are in a different stance than the back row of spear men?
Awsome! Standard Bearer look great!I do believe it's a hold position model, and a very well done one at that (though they should watch where they're swinging dem sticks, they're gonna poke someone's eye out :O).Code: [Select][URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]
I just noticed something, Why is front row of spear men are in a different stance than the back row of spear men?
[URL=http://imageshack.us/photo/my-images/834/holdpositions2.png/][IMG]http://img834.imageshack.us/img834/2576/holdpositions2.th.png[/img][/URL]Also do you notice any slowdowns from having too many Bearers?Yeah, When having too many (In my test, about over 70 units or around of them appears in game at once) of them, the game slowed down in my PC(Core2Duo E8500, 4GB memory, GTX560 VGA).
Code: [Select][URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]
Those units look fantasic! Also really digging the unit stances... Might have to look into doing that myself.Thanks. Yeah formations feature would be fantastic. Even the very basic formations like automatically arrange melee units on 1st line, missile units are 2nd, cavalries are 3rd etc, would be very good if implemented.QuoteCode: [Select][URL=http://img339.imageshack.us/i/standardbearer5.png/][IMG]http://img339.imageshack.us/img339/4306/standardbearer5.th.png[/img][/URL]
What a nice picture man, looks really good with all the units set up like that..... Too bad neither MG or GAE have formations. :'(
[URL=http://img835.imageshack.us/i/boostwarriormonks.png/][IMG]http://img835.imageshack.us/img835/2429/boostwarriormonks.th.png[/img][/URL][URL=http://img43.imageshack.us/i/boostikki.png/][IMG]http://img43.imageshack.us/img43/694/boostikki.th.png[/img][/URL]Thanks. Yeah formations feature would be fantastic. Even the very basic formations like automatically arrange melee units on 1st line, missile units are 2nd, cavalries are 3rd etc, would be very good if implemented.But also would be very complex. And don't cavalry usually strike first?
Yeah maybe. although I don't know how difficult to implement formations feature in glest, it would be nice, at least from visual aspects. I love military formations.Thanks. Yeah formations feature would be fantastic. Even the very basic formations like automatically arrange melee units on 1st line, missile units are 2nd, cavalries are 3rd etc, would be very good if implemented.But also would be very complex. And don't cavalry usually strike first?
How did you make it so they get bonuses from fighting close to their own stuff like the temple, did you use GAE or is that a new Megaglest FeatureI'm using a MG's new attack-boost feature (https://docs.megaglest.org/Attack_boost), not Emnations of GAE.
[URL=http://dl.dropbox.com/u/28217581/JP_Glest_NewTechtree.png][IMG]http://img853.imageshack.us/img853/4721/jpglestnewtechtree.th.png[/img][/URL][URL=http://imageshack.us/photo/my-images/31/v089acrash1.png/][IMG]http://img31.imageshack.us/img31/4899/v089acrash1.th.png[/img][/URL][URL=http://img208.imageshack.us/i/v089aswordsmenfight.png/][IMG]http://img208.imageshack.us/img208/9716/v089aswordsmenfight.th.png[/img][/URL][URL=http://img97.imageshack.us/i/v089abesieged1.png/][IMG]http://img97.imageshack.us/img97/719/v089abesieged1.th.png[/img][/URL][URL=http://img585.imageshack.us/i/v089abesiegedcannon.png/][IMG]http://img585.imageshack.us/img585/8818/v089abesiegedcannon.th.png[/img][/URL]This looks really nice and promising. I got one suggestion, since I am not the follower of unit amount, maybe shinobi bomb attack can be constrained by not allowing them to throw a bomb if enemy shinobi is near?How?
Yeah, Although I think your idea is good, There are no methods to implement this in both MG or GAE for now.This looks really nice and promising. I got one suggestion, since I am not the follower of unit amount, maybe shinobi bomb attack can be constrained by not allowing them to throw a bomb if enemy shinobi is near?How?
[2011-12-11 23:23:08] *ERROR* In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 438] Error v4 model is missing texture [/home/tomreyn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0
The Japanese version which is available on the mod menu gives me this:Thanks for the notification!Code: [Select][2011-12-11 23:23:08] *ERROR* In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 438] Error v4 model is missing texture [/home/tomreyn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0
Remember that you can use the --validate-* options on the command line to check for missing / badly referenced files.
Aside of this minor issue: this faction is really impressive - still.
The new version is very good hagekura! I played it online with some people and i really liked it :) A suggestion to improve the realism of the smoke when the building falls. Currently i think the smoke looks too "flat" it's just grey and without transparencies, so i think you could improve it making one of these two things:I will fuss around with the building falling smokes with your suggestions in mind. :O
- make it a little more transparent.
or
- mix some darker smoke to the grey smoke and make the smoke more transparent.
These are two options i dont know which would look nicer (but i think the second in my opinion) or which would be easier to tell, but i wanted to gave you my idea :)
Greetings :)
- Nagae Ashigaru has different standing animations which obviously have different start states which doesn't look good. And there is one animation where his head grows .... this looks strange.I see, this can be fixed easily. I'll try.
- The smoke particle texture does not look really good, I bet you can do better ;-) .Do you mention about the smoke texture itself(smoke_particle.bmp)? then, this is also can be improved easily, I'll try.
- About the missing texture tomreyn mentioned above. When I uploaded the japanese mod to the mod menu I called megaglest with the option for remove all unneeded files form the japanese techtree. Maybe this did something wrong?Maybe not. I'm sure I've deleted the texture by myself before I upload the new 7z.
I had no time to check if its in your original package too.
I actually like the looks of the smoke/dust which shows up when a building was destroyed, but ths can be just me. ;)I'm glad you like the bulding destroyed dusts. :) I'll try to make it looks more better.
Hagekura, did you have any time to work on the missing texture, yet?
I must say I really, really, like the Japanese techtree, it's so much fun to play, nicely looking and a very different gameplay. The A.I. doesn't play it so well, yet, though. If I recall correctly Softcoder has added something which allows for hinting on what the CPU players should primarily produce, maybe this would help it a little to build some of the more useful units later in the game.
Cannon will become more 'normal' when Ming is played alongside Japanese.Certainly. ;D I can't wait to the new release of the ming including cannons.
The AI does not play it so well???? Try to beat a japanese ultra faction with 2.0 multiplier. You will be pretty busy!
- less powerful bombs
XML Error in techs/japanese/factions/japanese/units/barrack/barrack.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/barrack/../daimyo_yashiki/sakura_particles_daimyo.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/barrack
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/buddhist_temple/buddhist_temple.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/buddhist_temple/sakura_particles_temple.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/buddhist_temple
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/daimyo_yashiki/daimyo_yashiki.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/daimyo_yashiki/sakura_particles_daimyo.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/daimyo_yashiki
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/european_trader/european_trader.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/european_trader/../daimyo_yashiki/sakura_particles_daimyo.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/european_trader
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/ikki_mob/ikki_mob.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/ikki_mob/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/ikki_mob
Error converting from string to int (base = 10), found: 0.3
XML Error in techs/japanese/factions/japanese/units/medical_priest/medical_priest.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/medical_priest/heal_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/medical_priest
Error converting from string to int (base = 10), found: 0.1
XML Error in techs/japanese/factions/japanese/units/nagae_ashigaru/nagae_ashigaru.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/nagae_ashigaru/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/nagae_ashigaru
Error converting from string to int (base = 10), found: 0.3
XML Error in techs/japanese/factions/japanese/units/peasant/peasant.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/peasant/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/peasant
Error converting from string to int (base = 10), found: 0.3
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
Error loading techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
PHYSFS_openRead failed: techs/japanese/factions/japanese/units/castle/models/muzzleflash.tga
Error: The system cannot find the file specified.
XML Error in techs/japanese/factions/japanese/units/watchtower/watchtower.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/watchtower/sakura_particles_watchtower.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/watchtower
Error converting from string to int (base = 10), found: 0.6
XML Error in techs/japanese/factions/japanese/units/worker/worker.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/worker/sakura_particles.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/worker
Error converting from string to int (base = 10), found: 0.3
XML Error in techs/japanese/factions/japanese/units/yagura/yagura.xml:
Error loading ParticleSystem: techs/japanese/factions/japanese/units/yagura/sakura_particles_watchtower.xml
Error loading ParticleSystem: techs/japanese/factions/japanese/units/yagura
Error converting from string to int (base = 10), found: 0.6Most of these are pretty easy ... Replace those numbers with the lowest possible GAE alternative, 1, to fix that problem. Naturally, some of the particles may seem a bit fast because of that, but until GAE supports a float for emission rate, it's the best that can be done.
As for the PhsyFS errors, they are telling that the file either does not exist or could not be read correctly ... Not sure what the texture was for, but most likely isn't really seen, as nobody noticed until Tom pointed it out.
I don't think this is too off topic... Maybe I did something wrong, but someone suggested merging the Japanese and Ming techs in MG by copying one into the other's folder. I did this various ways (spent a bit of time playing around) and all I got was CTD. I don't see any instructions for newbies on merging factions easily – are there any..?
Ditto OFF-TOPIC:
OFF-TOPIC:(click to show/hide)
Yeah I made JP faction works both for GAE and MG before, but currently MG has some very important unique features that I think important, so I'm making the faction specialty for MG for now.
Fixed*Ditto OFF-TOPIC:
OFF-TOPIC:(click to show/hide)(click to show/hide)
More off-topic ;)Ditto OFF-TOPIC:
OFF-TOPIC:(click to show/hide)(click to show/hide)
I want to test the animations to be sure I've left 'the most appropriate' ones in (where there were multiples for MG). Then all I'll need to do is upload the zipped folders containing the XML files to these forums. I don't see how to do that yet, so I may need moderator permission..?To upload, use a site such as Mediafire (http://mediafire.com) to host the file. Also, we recommend using a format such as 7zip to compress the files instead of zip (works the same way, but far smaller filesize, making faster uploading and downloading). The 7zip (http://7zip.org) program can do that on windows. I'd also recommend you use the addons format of folder structure. Together, these two factors would ensure the mod could be used as an addon in GAE without needing to extract it.
Would a moderator care to tell me what's best to do regarding an upload? Thanks.
To upload, use a site such as Mediafire (http://mediafire.com) to host the file. Also, we recommend using a format such as 7zip to compress the files instead of zip (works the same way, but far smaller filesize, making faster uploading and downloading). The 7zip (http://7zip.org) program can do that on windows. I'd also recommend you use the addons format of folder structure. Together, these two factors would ensure the mod could be used as an addon in GAE without needing to extract it.
Interesting. I'll check it out. Thx!Yeah I made JP faction works both for GAE and MG before, but currently MG has some very important unique features that I think important, so I'm making the faction specialty for MG for now.
I just got the JapFac working again for GAE Hage, and posted a question about uploading it here (https://forum.megaglest.org/index.php?topic=6103.msg79921#msg79921).
Many thanks for your help!
What features exactly? The new particle stuff and multiple animation stuff?... I haven't been keeping up with MG much, maybe I should start haha.Yeah features like them. plus AI-behavior options, max-unitcount etc.
Can we, like, move this to the Japanese thread please? This has nothing to do with the Iroquois faction.That would be wise.
... Ladies in samurai family had to practice martial arts like Naginata-jyutu (http://en.wikipedia.org/wiki/Naginatajutsu).
Btw, please don't abbreviate "Japanese faction" to "JapFac". ;) It's sounds like "F***ing Jap". :O :O
I'm sorry, The vid was inappropriate indeed. :O The scene was one of my favorite scenes from the film by Kitano Takeshi. I'll be more careful in the future. ;)
[url=http://www.kjartan.org/swordfaq/section02.html]Iai[/url] is very cool. I've seen Iaido (http://www.wordwebonline.com/search.pl?ww=6&w=Iaido) in the UK a few times, and their focus pulls the audience into the stillness. Wonderful stuff, and strangely (being that it involves swords) not at all violent.
To be honest, kiko, when I saw your name at first time, It occured to me some girl's name, I didn't think of that Qigong = 気功(Kiko). :O because "kiko" is the name which several seen in japanese girl's names, like Princess Kiko (http://en.wikipedia.org/wiki/Kiko,_Princess_Akishino).
Literal translation of the 霊気(Rei-ki) in English is "Ghost Spirit". "霊(Rei)" = "Ghost".
I choose all of the sound effects in JPfaction very carefully and made a lot of adjustments about the sound files such as removing noises, and if necessary, adjusted the sound volumes of them.
I'm glad you noticed the Iai animation. Yeah when I made JPunit's attacking animations, I refer to the demonstrations of the martial artists.
:O I can't blame them, since most of us can't distinct English and Irish and Scottish.QuoteLiteral translation of the 霊気(Rei-ki) in English is "Ghost Spirit". "霊(Rei)" = "Ghost".
Thanks. That's useful because most people I've known in the UK make a terrible mess of Chinese and Japanese. I even heard someone say that Rei-ki translated to Chinese is Lei-ki, because they can't pronounce the 'R'! Unbelievable. I lost touch with my teacher some years ago after moving a long way, but I'm fairly sure that reik-ki would be wu-chi, or something like that. Mind you, if rei-ki means ghost spirit, then Chinese may be gwai-chi..? I don't know.
I'm still thinking of doing a 'mini-mod' from it, with just villagers, swordsmen, etc. Even that's not as simple as I thought at first, as it needs planning for balanced battles and such. It'll keep me busy on cold nights though. :)I've added a link for the minimod in the first post of this thread.
Is there any plan to add Japanese to the megaglest pack?I don't know of any plans to do so, but am not sure how well the more historically accurate and gun-powder based Japanese faction would fit into the melee-dominated fantasy of the MegaPack, which is awfully bloated, as it is. I always imagined the Japanese becoming its own techtree, with the Ming faction, etc.
From the beginning, I made this faction compatible with magitech/megapack techtrees. This faction doesn't use unique resources,attack and armor types that don't included in magitech/megapack.
So my plan is that I will complete this faction to some extent first, then I hope merge this faction with megapack. To accommodate the faction with megapack, I may add some degree of fantasic units like air units.
then I will recreate whole new historical factions techtree with unique features.
I think that the fact that japanese doesnt have an air unit is not so bad, i mean if it's well balanced i dont see the problem of not having air units (tech have weak air units and almost never used), maybe a good antiair would be enough to balanced the lack of air units. If there is mod that deserve to stay in the megapack it's the Japanese in my opinion!
What if there were two versions of japaneese faction, one is the current historical accurate version, and a fantasy based version for megapack?Yeah that plan is close to what I have in mind.
After all japaneese faction is much more complex then the me megapack factions anyways.
I'm just curious, what kind of air units would you make?Well I'm thinking Tengu (http://en.wikipedia.org/wiki/Tengu) as a candidate for the air unit.
[URL=http://imageshack.us/photo/my-images/705/tenguw.png/][IMG]http://img705.imageshack.us/img705/4277/tenguw.th.png[/img][/URL]大天狗(Daitengu, Otengu)Hagekura i noticed (since time ago but just recently i noticed even more and decided to mention it) that the Japanese faction is more resource needing than the other factions (especially comparated to the megapack factions).Indeed. :( In the next update I'll reform the folder structure of the faction, so that many duplicated files (Like image files and some particles xml files) can be combed out. Currently image files are scattered in the each units folder, so by doing this loading speed of the faction could be reduced a bit.
Hagekura i think the animations are ok and also the detailed models are nice ( love the samurai btw :D ) i think you could try to texture a model with compressed textures, losing like 15 or 20% of the original quality should be acceptable i think (however you can see if the result sucks just dont replace the model with normal textures with the one with compressed ones) it would be a large work i think but i think: compressed textures=lighter faction=less data to be sent and received=less lag (if i a wrong tell me it!).You really won't get any performance boost. Generally, having to load more textures will use a bit more RAM, but won't affect FPS. However, it's noteworthy that PNG does NOT lose quality with its compression. It's to my understanding, however, that once loaded into the game, PNG and TGA images have roughly the same memory impact. It's only outside of the game that there'd be a difference in filesize. However, as mods are generally compressed, and PNG is already compressed, and thus TGA can actually end up being slightly smaller when downloading. With that being said, I'd still recommend the use of PNG over TGA for textures simply because it's better supported by programs and the file could be uploaded online without requiring conversion. Not to mention outside of an archive, as is the case when working on a mod, you'll have a smaller file size. Not worth going through the trouble of converting existing textures, but noteworthy for future models.
Mods from MG mod menu are 7z archives.Thank you!
Hagekura: How many keyframes do u use on average? Maybe that has a bit of weight to it?
And great concept art BTW!
Thank you!
In general I use a small amount of keyframes in my unit models. For a walking animation, I use only 4 keyframes, and about 10 to 20 or less keyframes for attacking/dying animations.
But I think having many keyframes won't be a serious impact for in-game frame rate.
So, after playing Okami I found a trailer of a PS Vita game and then, well... ::)As I recall, Me also have heard the song before. :O
http://www.youtube.com/watch?v=3uDslBYKzrg
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 10 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/taketaba_gunner/../castle/models/taketaba_teppo_death.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuseridle.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebusermove.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 1 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/taketaba_teppo_morph.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuser_deathb.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserdeath.g3d]
[2013-06-22 22:00:58] *ERROR* In [model.cpp::loadMeshTexture Line: 721] Error v4 model is missing texture [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/muzzleflash.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0 modelFile [/home/tscharn/.megaglest/techs/japanese/factions/japanese/units/teppo_ashigaru/../castle/models/arquebuserb_deathc.g3d]
Good stuff Hagekura, nice to see this faction is still being developed :thumbup:Thank you wciow! :thumbup:
Are the Houroku throwers will have the same damage as the bombs the Shinobi currently has? You forgot to put the upgrade requirement for the bomb command in Shinobi.The houroku throwers will have fairly-low damages than the shinobi's bomb.
Does the morphing system (Nagae>Samurai, precisely) change in the next version?Nagae can be morph/promote to Wakiyari instead of Samurai in the next version.
Why does this mod have the "gu" character all over the place? It's a counter for armor, they used various crests in the period.
And the for the sound, I am aware of that: Tsubute have the Yumi Ashigaru sounds, some Ikki/Shinobi voices have unusual bass, a few I know.I haven't made a voices for tsubute, so I used Yumi Ashigaru's instead.
I hope the next release is better than the current one. Ganbare!Arigato gozaimasu. Ganbarimasu! :thumbup:
Just as a hint: The boost system of 3.9.1 was not working as expected. This is fixed in current git version ( and in beta2 too ) . You maybe need to rebalance some things... :)Danke Herr! ;D
and welcome back Hagekura!
Hagekura that sounds almost too good to be true. ;D The head-bangers, if that is true. :thumbup: :DHi atze, How have you been?
...as long as there is someone waiting for this mod....I am also waiting. Even better japanese mod = :thumbup: :).
...Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas...git repository is recommended against data loss ;)
Nice new sounds! You should ask a neighbor or friends to get different voices. I did this and it was very useful. Just write on a paper what they have to say and then record them. its done in 2 minutes for them and you get good results :D.Vielen Dank! I'd like to do so, but It's hard coz my japanese friends tends to shy, and If I ask them volunteer their voice for mod, I'll be assumed as freaky gamer geek. 99% of Japanese even never know what the "Modding" is. I've never telled about this mod to my family or friends or anyone around I. though this Idea is worth for considering, even if I take that risk.
Nice sounds. One thing that "I don't like" (I can't find a softer word) in this faction is sounds in building selection, they were bit loud, I hope you fix them.A great advice. I'll tone down them in next release. Thx.
Thanks.
Thanks bro. may github save the datas, but couldn't save developing enviroments includes many softwares (ex. I mainly use Photoshop, Blender, Notepad++, Soundengine, and many others, ofcourse MegaGlest itself). I'm trying to recover them, but settings of these softwares I tuned also vanished with crush of the PC. It'll be quite a chore to put them back in place... :(...as long as there is someone waiting for this mod....I am also waiting. Even better japanese mod = :thumbup: :)....Recently, My PC faced an serious error and I had to reinstall the OS (Curse windows!). Although I have backed-up most of mod datas...git repository is recommended against data loss ;)
LookING forward to seeing updates to this awesome mod!:thumbup:
Liked the "Namu amida butsu" sound. Reminds me of the narrator saying that in the drama series "Hissatsu Shiokinin".I'm glad you like it. well, I've never imagined Hissatsu Shiokinin series is so fame, considering that you are not japanese. (Aren't you?) :O
You already released the Spanish sound effects, are those going to be in the Spanish units (priest and musketeer) in the future? What would they look like, aren't they like those Portuguese musketeers in Total War: Shogun 2? Will the musketeers have a secondary melee attack?
I'm still waiting for this mod's next release. Do you have any more screenshots of new units, anything? Much appreciated to see them.