MegaGlest Forum

Modding and game content creation => Mods => Topic started by: Mr War on 6 January 2011, 23:18:50

Title: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 6 January 2011, 23:18:50
UPDATED 1st Nov 2011

Imperial 2 is a medieval/steampunk Tech Tree. Latest version has two factions, Imperial and Warlords.

Download Tech Tree 7zip http://www.mediafire.com/?2ph4itju2k5ybcw <should work on MG 5.3.2 or later, and probably on GAE also (not tested)

IMPERIAL
Improved with new infantry, re-made models and a cannon tower upgrade for the regular tower.
(http://i42.tinypic.com/2l9342o.jpg)

WARLORDS
New faction inspired by ancient/medieval Chinese with Steampunk creeping in. Has Chinese rockets and some cool steampunk units like the Moving Castle tank.
(http://i40.tinypic.com/142y8i1.png)


Previous RELEASES________________________________________
Imperial Faction is a medieval based faction with steampunk influences. There is also a hint of Ancient Greece and Chinese influences.

Modified Tech faction included - warships, docks and tank added.

(http://i54.tinypic.com/23tl5dl.jpg)

Full MegaGlest Release - 21st April 2011
DOWNLOAD MG VERSION HERE (http://www.mediafire.com/?zy2oqs0kg5l5nt3)

Initial GAE Release - 13th April 2011
For GAE only (includes boats)
DOWNLOAD GAE VERSION HERE (http://www.mediafire.com/?4dya1xxk7yxar6z)

(http://i55.tinypic.com/mm30aw.jpg)

Feedback welcome
Title: Re: Unit ideas
Post by: wyvern on 7 January 2011, 00:05:24
If thats a suggestion for tech then its already being done, though the tank I'm adding is very different and based on the Leonardo Da Vinci design
https://forum.megaglest.org/index.php?topic=5359.0
Heres the link ;)
I like you idea though, looks nice, too bad the dwarf project collapsed :'(
Title: Re: Unit ideas
Post by: Psychedelic_hands on 7 January 2011, 08:18:36
Nice, did you make that picture?
Title: Re: Unit ideas
Post by: Mr War on 8 January 2011, 11:20:43
yeah I drew the "land Ship", just a sketch of what was in my head. I could easily create it in other 3D software but Blender is a real pain, especially on a laptop. It'll take me a while to learn it.

Wyvern, your crocodile tank looks very cool. This isn't a specific suggestion for anything, just a random scribbling. My influences actually started with WW1 tanks, but quickly diverted into a "Land Ship" with Greek trireme style ramming bow. I made the wheels/steam engine a bit like a Traction engine and added a tower for archers as the weapons.

Trireme http://imagecache6.allposters.com/LRG/29/2933/YOERD00Z.jpg
Traction engine http://www.rgreen.org.uk/f800.jpg
Title: Re: Unit ideas
Post by: Psychedelic_hands on 8 January 2011, 14:17:34
Have you set it to laptop-mode? Where you can use the numpad to rotate. I use a laptop too, you get use to it.  :thumbup:
But then again, what do I know? I've only ever used blender before.  :|

I can't wait to see some of your work, you seem like a good artist.  ;D
Title: Re: Unit ideas
Post by: Gabbe on 8 January 2011, 14:23:57
It doesn`t take more than a month and then all hotkeys should be in your fingers.
Title: Re: Unit ideas
Post by: wyvern on 9 January 2011, 04:15:42
have you considered making a techno faction like tech? if you learned blender you could make some really neat stuff with your ideas :thumbup: :)
Title: Re: Unit ideas
Post by: Mr War on 9 January 2011, 12:08:43
Thanks for the encouragement guys, I will persist with learning blender.

I did a quick build using Google Sketch-up which saves in .dae format, which can be imported to Blender (although I'll have to download full python for that apparently). I changed the design in most details but concept of steam powered "land-ship" tank remains. The model took just 30 mins and is color-filled but no skin obviously. I also didn't smooth anything as that makes it harder to change later.

Re Blender, how do you determine the scale to build at?

(http://www.freeimagehosting.net/uploads/a43ed6a1e8.jpg)
(http://www.freeimagehosting.net/uploads/0823019e28.jpg) (http://www.freeimagehosting.net/)
(http://www.freeimagehosting.net/uploads/a4359eb150.jpg) (http://www.freeimagehosting.net/)
(http://www.freeimagehosting.net/uploads/2032965787.jpg) (http://www.freeimagehosting.net/)
Title: Re: Unit ideas
Post by: John.d.h on 9 January 2011, 16:07:00
Re Blender, how do you determine the scale to build at?
When you open up a fresh scene in Blender, that cube you see is 2x2x2.  These correspond to the size units that Glest uses.  For reference, Mr. Magitech is about 2.1 units tall IIRC.  Scale is dead simple to change, so don't worry too much about it.
Title: Re: Unit ideas
Post by: Mr War on 9 January 2011, 21:38:22
Yeah slowly getting Blender. Slowly. Managed to get it into Blender as a .dae file and scaled roughly.

(http://www.freeimagehosting.net/uploads/ff3e08f804.jpg) (http://www.freeimagehosting.net/)

If anyone wants the Blender file for incorporation into their mod please let me know. It's not skinned or animated and the scale and orientation are untested. The unit concept is a slow moving mobile archery tower.
Title: Re: Unit ideas
Post by: Gabbe on 9 January 2011, 21:40:14
Maybe you can ask Titi for it to be included in the Tech faction in his package that comes with MG? To me it is like techeish.
Title: Re: Unit ideas
Post by: Mr War on 9 January 2011, 21:44:23
Oh, I wouldn't presume to ask anyone to include it, just that it's there for the offer as a 'raw' blender model. It'll be some time before I'm onto skins and animation and by then my thoughts will have moved to other unit concepts so might as well give away if anyone thinks it complements their mod, or might be a basis for their unit etc.

I agree it's techish though  :)
Title: Re: Unit ideas
Post by: kris9700 on 9 January 2011, 23:57:45
nice models and awsome idea at the top. Maby you can help with the new mod im starting because im still learning how to model. here look at it here.

https://forum.megaglest.org/index.php?topic=6419.0
Title: Re: Unit ideas
Post by: Mr War on 11 January 2011, 22:38:26
Hi Kris,

I'm afraid I'm not much use to your project, I still have everything to learn about the tools and how to mod Glest. Thanks for the invite though, and good luck with your mod.
Title: First in-game models
Post by: Mr War on 19 January 2011, 20:13:57
(http://i53.tinypic.com/2u8h1kp.jpg)
Only the buildings are my work obviously. Just testing
Title: Re: Unit ideas
Post by: John.d.h on 19 January 2011, 22:16:20
It's certainly a good start! :thumbup:
Title: Re: Unit ideas
Post by: ultifd on 19 January 2011, 23:01:15
Yeah! Seems pretty cool.   :thumbup:
Title: Re: Unit ideas
Post by: Hagekura on 19 January 2011, 23:27:25
The buildings looks good! :thumbup:
Keep up the good work.
Title: Re: Unit ideas
Post by: titi on 20 January 2011, 01:34:17
Yes looks good for teh start!
My usual warning "don't forget teamcolor" and please don't use any copyrighted stuff for textures sounds and so on ....

For texture base photos you can use http://www.burningwell.org for example. I manage the texture section there and its all public domain! So no credits, license or anything else is needed!
Title: Re: Unit ideas
Post by: Mr War on 23 January 2011, 22:10:18
Thanks, I may use those textures. I mostly draw my own but have cheated in places so need to convert to yours/mine.

Back to my  'land ship' war-machine idea....
(http://i53.tinypic.com/nlzond.jpg)

And testing in GAE:
(http://i55.tinypic.com/2igodxj.jpg)

I tried to reduce polycount so wheels are solid, chimney simplified etc etc.

Still needs touch-up, flags, animation etc. I think I'll include it in my mod though.
Title: Re: Unit ideas
Post by: Gabbe on 24 January 2011, 00:56:24
thats the looks, now what mod kind type are you making=?
Title: Re: Unit ideas
Post by: Hagekura on 24 January 2011, 01:10:12
The landship looks fantastic! :thumbup: very steampunkish. :O I like it.
Title: Re: Unit ideas
Post by: Coldfusionstorm on 24 January 2011, 12:11:45
Agreed, very nice job Mr war.
Title: Re: Unit ideas
Post by: wciow on 24 January 2011, 13:04:17
Great stuff Mr War!

You seem to have mastered Blender quicker than you thought  :)
Title: Re: Unit ideas
Post by: Mr War on 24 January 2011, 21:48:23
thanks dudes

I think I'll do a faction called Imperial Faction as per my sig. It'll be a mix of influences but general medieval / steampunk in nature. I have quite a few unit ideas and I'll try to use the models I've already done. I'll try to make it balanced to, I guess, Japanese (which allows it to be stronger overall than Tech/Magic).

Have a long way to go though before I'll have anything playable.
Title: Re: Unit ideas
Post by: drogon223 on 24 January 2011, 22:00:21
well ya ever need any help i will if i'm not to busy sorting stuff out for my mod
Title: Re: Unit ideas
Post by: Mr War on 25 January 2011, 23:36:52
Thanks for the offer. I think I'll stick to being a one-man-band, the mod might not be so good but at least I'll learn better that way. The only thing I have no real interest in is sounds.

(http://i52.tinypic.com/2saz349.jpg)

I'll start a proper mod thread when I have enough material for an alpha release
Title: Re: Unit ideas
Post by: MuwuM on 25 January 2011, 23:51:44
Sound's nice ;-)
waiting for alpha ;-) ... great models + clear concept ... seems to become a nice mod  :thumbup:
Title: Re: Unit ideas
Post by: ultifd on 26 January 2011, 02:31:34
Seems like a nice techtree!
Quote
The only thing I have no real interest in is sounds.
Yeah, a lot of people need others to help for that... I'm sure there are so good free/licensed sounds on some websites...
Quote
I'll start a proper mod thread when I have enough material for an alpha release
I think you can just rename this topic :) No need...
Title: Re: Unit ideas
Post by: ElimiNator on 26 January 2011, 04:40:55
I think you should change the name of the worker to serf and Men-at-arms to man_at_arms. Other than that it looks real good.
 :thumbup:  :)
Title: Re: Unit ideas
Post by: will on 26 January 2011, 08:13:28
There could be a Norman/Feudal feel to all this perhaps?

(http://img4.imageshack.us/img4/4141/norman1j.png)

Code: [Select]
digraph g{
  Bailey -> Serf [label="produce"]
  Bailey -> Motte [label="upgrade"]
  Motte -> Castle [label="upgrade"]
  Motte -> ManAtArms [label="produce"]
  Village -> LongBowMan [label="produce"]
  Village -> Billman [label="produce"]
  Serf -> Field [label="produce/tend"]
  Castle -> Knight [label="produce"]
}
Title: Re: Unit ideas
Post by: the warlord of the reich on 26 January 2011, 11:14:04
lol ultimate war stuff. ur the shit man reall good thinking of war wanna join my warrior folk society? lol im just made that up since theres other people who also like war. do this machine kills people by driving its giant pointy ram towards enemies? cuz i wanna SEE SOME BLOODD :swordman: :swordman: :swordman: :swordman:

lol im thinking of a mod based on a gladatior arena with alotta blood mod and stuff. my jihad factions going downhill. ur idea of war inspired my arena rome idea. ur aawesm cuz u brough this stuff to the game. lol but yeah finally some one who appreciates war :| ::)
Title: Re: Unit ideas
Post by: Hagekura on 26 January 2011, 21:07:27
The tech-tree looks very promising.good luck :thumbup:
Title: Re: Unit ideas
Post by: Mr War on 26 January 2011, 22:15:06
Thanks guys, wikll keep you posted on the mod.

See the point re the Surf, but think it's a bit degrading so will probably stick to Tech Faction worker.

Will, really like the idea of progressing from Mott & Bailey castles. Reminds me of Civilisation game in 1990s; makes me feel old. Would be difficult to square with steam-punk influences and presents modelling difficulties as mound does not work with what I've seen of unit creation (assumes flat building with four entrances?). Will possibly rename Manor as Keep, so thanks for the influence.
Title: Re: Unit ideas
Post by: John.d.h on 26 January 2011, 23:45:10
TWould be difficult to square with steam-punk influences and presents modelling difficulties as mound does not work with what I've seen of unit creation (assumes flat building with four entrances?).
As far as earthen mounds go, it should be impossible to make one that looks okay with all tilesets because they vary so much.  You could have a pile of stone or something, but I think that's about the best that's currently possible.  Buildings aren't restricted to any set number of entrances.  The passable areas of the building are specified in the xml file in the cell map.

They generally look something like this:
0101
1101
0000
1111

Each number corresponds to one space as seen from a top-down view.  The 0 spaces are walkable.  The 1 spaces are not.  Thus, this building has a rounded off corner and an upside-down T shaped walkway.
Title: Re: Unit ideas
Post by: Mr War on 29 January 2011, 16:03:33
Thanks John that's really helpful

Will, is that graph made with graphviz?
Title: Re: Imperial Faction (WIP)
Post by: Ishmaru on 31 January 2011, 06:34:47
That steam engine looks awesome! Though it reminds me of an old train more than a boat. :O Interested in what the Sky Galley and War Rockets look like!
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 31 January 2011, 17:40:59
Thanx man

Yeah only nose is like a boat

Yeah haven't built those other units yet, might change as I build stuff. My imagination wanders off and as long as I think the result is cool then it gets on the mod

I am looking at balancing though, must resist building too many strong units

Really thankful to everyone who is helping me with ideas and tips
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 2 February 2011, 10:55:03
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?
Title: Re: Imperial Faction (WIP)
Post by: Conzar on 2 February 2011, 11:48:28
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?

Please see this (https://forum.megaglest.org/index.php?topic=6335.0) thread.  It describes the differences between all versions of the glest engines.  
Title: Re: Imperial Faction (WIP)
Post by: ElimiNator on 2 February 2011, 17:10:11
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?
I you want people to play it online MG.
Title: Re: Imperial Faction (WIP)
Post by: John.d.h on 2 February 2011, 17:56:52
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?
I you want people to play it online MG.
Let's not get into this again.  Conzar's reply was sufficient, and Mr War can make up his mind from there.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 2 February 2011, 18:14:56
thanks Conzar, yah my question wasn't about which is better, just which framework is most straightforward to work in for alpha etc. I currently have my alpha in both GAE and MG but that's more effort than it's worth to update both concurrently.

It seems that MG has the advantage that anything that works there should work in GAE (?) whereas the opposite is not necessarily true.

When will bump mapping be introduced to GAE? - because as soon as it is I'll be adding bump maps to some of my models.

Title: Re: Imperial Faction (WIP)
Post by: John.d.h on 2 February 2011, 21:04:17
When will bump mapping be introduced to GAE? - because as soon as it is I'll be adding bump maps to some of my models.
It's already in the git repo.
Title: Re: Imperial Faction (WIP)
Post by: Psychedelic_hands on 2 February 2011, 21:10:43
I'd say your best option is to make a MG version of the mod first as that will work in both forks. Then if you wish, make a GAE only version with new features and maybe a few new units that wouldn't be possible in MG.
Mods like the Undead and Japanese plan to do this.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 6 February 2011, 12:22:50
Hi where can I find suitinle faction background music without copyright issues?

I'm after something classical and epic suiting a quasi-medieval imperial army
Title: Re: Imperial Faction (WIP)
Post by: MuwuM on 6 February 2011, 14:15:37
you colud try http://www.jamendo.com/en/creativecommons (http://www.jamendo.com/en/creativecommons)
the parts Attribution (CC-BY) and Attribution-ShareAlike (CC-BY-SA) could be used, you only have to name the author and in case of CC-BY-SA you have to publish your media files under CC-BY-SA http://creativecommons.org/licenses/by-sa/3.0/ (like Megaglest is).

maybe:
http://www.jamendo.com/en/track/249244 (CC-BY-SA)
or:
http://www.jamendo.com/en/track/688178 (CC-BY-SA)
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 6 February 2011, 18:29:25
Thanks man , those sounds would be great, I nearly used the second one but then I browsed that site you gave and found another that works really well. Thanks again, you made it easy hopefully the music fits as well as I think it does

you colud try http://www.jamendo.com/en/creativecommons (http://www.jamendo.com/en/creativecommons)
the parts Attribution (CC-BY) and Attribution-ShareAlike (CC-BY-SA) could be used, you only have to name the author and in case of CC-BY-SA you have to publish your media files under CC-BY-SA http://creativecommons.org/licenses/by-sa/3.0/ (like Megaglest is).

maybe:
http://www.jamendo.com/en/track/249244 (CC-BY-SA)
or:
http://www.jamendo.com/en/track/688178 (CC-BY-SA)
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 7 February 2011, 22:28:42
Hi

Having trouble getting projectile g3d files to be visible - any tips????
Title: Re: Imperial Faction (WIP)
Post by: Omega on 8 February 2011, 06:23:01
Do you mean visible in game or in the viewer? For ingame, be sure to take a look at how the archer's arrow is positioned and sized, as well as its particle XML. If you mean in the viewer, the standard modeling aspect (triangles, etc) apply.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 8 February 2011, 11:16:41
Ingame in MG. It shows fine in the viewer and is twice size of regular arrow. I cannot spot material differences in the XML compared to regular archer
Title: Re: Imperial Faction (WIP)
Post by: John.d.h on 8 February 2011, 17:15:35
Is it specified properly in the xml?
Title: Re: Imperial Faction (WIP)
Post by: Omega on 8 February 2011, 18:46:11
Can you post the XML and model please? Or even better, the entire unit's folder?
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 8 February 2011, 22:17:29
whole unit folder here http://www.mediafire.com/?5k6vsi2fnencrbc - please note that this is still a WIP obviously without much animation and unbalanced attributes etc. The projectile is heavyarrow.g3d
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 9 February 2011, 22:37:43
Did anyone have any luck? I tried rebuilding the heavyarrow completely, I tried resizing the Tga and fiddling with the xml.

More productively I also swapped the g3d for projectiles used by other units (norse flying axes, air ballista arrow etc) and these worked. So it's the g3d file or tga. So I have the unit operating with air ballista arrow but would prefer to know what was wrong and be able to create my own projectiles.
Title: Re: Imperial Faction (WIP)
Post by: Omega on 9 February 2011, 22:56:13
Did anyone have any luck? I tried rebuilding the heavyarrow completely, I tried resizing the Tga and fiddling with the xml.

More productively I also swapped the g3d for projectiles used by other units (norse flying axes, air ballista arrow etc) and these worked. So it's the g3d file or tga. So I have the unit operating with air ballista arrow but would prefer to know what was wrong and be able to create my own projectiles.
I didn't get a chance to look at it yet, sorry... Though, how big is this model? For odd reasons, if a projectile is too large, it does not show up or shows up glitching with a flicker of a gigantic projectile. No clue why or what causes it...
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 9 February 2011, 22:58:20
pretty sure it's not too large. I switched the projectile to be the same g3d as the war machine itself (looks dumb obviously) but that showed up.
Title: Re: Imperial Faction (WIP)
Post by: ElimiNator on 10 February 2011, 06:03:52
Particle models can not have a animation, on blender its timeline must me start"1", end"1".

So the battle machine would not work.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 10 February 2011, 06:28:50
Ah, I used the destroyed one which is currently unanimated

Will double check the frame count on my arrow
Title: Re: Imperial Faction (WIP)
Post by: will on 10 February 2011, 06:39:34
Your model does have an animation - it changes size

I didn't know about the particle effects needing models to only have one frame limitation.  I wasn't expecting it either!
Title: Re: Imperial Faction (WIP)
Post by: Omega on 11 February 2011, 01:29:43
Your model does have an animation - it changes size

I didn't know about the particle effects needing models to only have one frame limitation.  I wasn't expecting it either!
Yeah, that was initially noticed a few years back when someone tried to create a spinning axe. It should be a feature request...
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 11 February 2011, 07:16:45
Animation seems to have been the prob so no animated flames on my fire arrows then

I got it working, thanks man
Title: Re: Imperial Faction (WIP)
Post by: Omega on 11 February 2011, 14:15:26
Animation seems to have been the prob so no animated flames on my fire arrows then

I got it working, thanks man
Just add a particle effect to the model as well to make fire.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 11 February 2011, 18:09:55
I uploaded an alpha testing faction folder - see first post.

This is just a test / preview of the feel etc, far from finished. You can build a few buildings (tower, generator, keep) etc.

Infantry not started yet.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Hagekura on 12 February 2011, 03:28:12
I have downloaded your alpha and took a look at it's models and textures.
The Buildings are very well done. :thumbup:
Their textures are elaborate, I felt some sort of favorable WABI SABI impressions from them. The Keep is majestic and the generator fits well with steampunk theme. and I am impressed at they have very nice construction models for each. Unit's and command icons are very good too. to sum up, I'm looking forward to further development of this mod.  :)

btw I suggest you add "difference engine" building or upgrade in your faction. It will fit well with steampunk theme.
What kind of benefit will the upgrade or building have is up to you (I think increase unit creation speed or harvesting speed might fit with difference engine).
Title: Re: Imperial Faction (alpha testing mod released)
Post by: will on 12 February 2011, 07:14:26
everyone has to watch the building-a-castle animation!

Very nice original mod - it would be nice if its balanced well with magitech
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 13 February 2011, 06:51:22
I'll have to research what a difference engine is ;-)

Glad u liked the scaffolding it's not as detailed as on some other peoples models because I concentrated on low Polly count . There are only ten triangles in the entire scaffolding it's a bottomless box with a scaffold texture wrap using transparencies
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Hagekura on 13 February 2011, 07:18:12
I'll have to research what a difference engine is ;-)

Glad u liked the scaffolding it's not as detailed as on some other peoples models because I concentrated on low Polly count . There are only ten triangles in the entire scaffolding it's a bottomless box with a scaffold texture wrap using transparencies
It's a very smart way to make the scaffolding indeed. I must study from your model.  :O
Difference Engine is a first "programmable" computer in the history made by Charles Babbage(1791-1871).
Also it's a title of the famous Steam-punk novel "The Difference Engine" written by Gibson and Sterling.  ;D
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 13 February 2011, 09:55:53
Ah, a babbage machine. Or more latterally any large mechanical computer, maybe even steam powered

That takes me further from medieval though so maybe a follow on mod which has more of a civilizations feel where the emphasis is on upgrades etc and the factions span multiple ages from maybe Mott and bailey castles to tanks etc

I need to get a single faction mod done first and that idea requires at least two full factions because you cannot balance it with magicyech et al

For steam punk a major influence of mine is Howls moving castle
Title: Re: Imperial Faction (alpha testing mod released)
Post by: will on 13 February 2011, 10:19:01
idea requires at least two full factions because you cannot balance it with magicyech et al

That is a shame.  Is it not as easy to balance against classic magic and tech factions as it is some other faction you make?  The game-play possibilities when being magitech balanced are multiplied, and the work halved?

It always disappoints me that all the additional factions are so hard to play together precisely because they are not balanced with magitech.

http://blogs.ign.com/MS_AgeOfEmpires/2007/10/16/69083/ is a good read.

I've also read similar interviews with the designers of AoE2 particularly about how they weakened the effect of the longbowman precisely to make the game playable.

(In real life the success of the English (as in the Norman-derived English, so maybe you can say the Englishised French kings?) in invading Europe was limited by the seapower needed to land troops and the poorness of the land they invaded to subsist large armies; in a game without such logistics pressure, a true model of the effectiveness of the longbowman (+ billman) and their challenge to the conventions of warfare and chivalry on the mainland would mean they would have wiped all opposition.  The same could perhaps be imagined of the Swiss use of pikeman later).  But I can't find that on google I'm afraid, only recount my memory.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 13 February 2011, 10:42:37
Ah, misunderstanding

I meant the civilization style mod needs new factions to balance. Can't go from wooden castle to metal tank and expect it to balance to current form of magitech

Big challenge with my current steampunk mod is not making the various war machines too powerful
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Hagekura on 13 February 2011, 12:08:38
I think it's okay you don't adopt the difference engine if you think the machine doesn't fit well to your mod's theme.
It was just a suggestion. :)

For steam punk a major influence of mine is Howls moving castle
I'm glad to hear you like the Miyazaki hayao's film.
The castle looked kinda steampunkish indeed. :O
Personally I think "LAPUTA(the castle in the sky)" has the most steampunkish atmosphere of all of his films though.
(also the film is the BEST film of his works,in my opinion). ;D
http://www.youtube.com/watch?v=860pEuwHgCw
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 13 February 2011, 17:00:14
ah, Laputa is one of his films I haven't seen yet. My fav is Spirited Away, or maybe Porco Rosso. I made a little pilgrimage to Studio Ghibli museum in Tokyo a few years back and they have some of his original sketches and storyboards, especially for Porco Rosso. The imagination of that guy is amazing; he's in the league of HG Wells and Tolkien with the very rare ability to define/invent whole genres where others, even greats, can only enrich what's already out there.

In Howl's Moving Castle, it's less the castle itself and more the airships and battleships I'm thinking of.

(click to show/hide)
Too bad there aren't better images of them on the net, I have only my memories
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Hagekura on 13 February 2011, 18:27:01
I love porco rosso (in japanese,紅の豚) too. :thumbup:
Yeah his designs of those classical aircrafts and ships and tanks are always amazing. In fact he knows pretty much about those mechanics and has great zeal for them. he wrote an interesting graphic novel "雑草ノート(Daydream Data Notes)"http://www.oi-bijutsukan.com/item-0801015.html (http://www.oi-bijutsukan.com/item-0801015.html) and in there you can see how big he has familiarity for those mechanics.
:O haha sorry, I'm a bit being offtopic, but I'm glad to see another miyazaki's fan.
I'm jealous you have been to Ghibli museum! It's odd I'm japanese but have never been to there,  :-[ the museum only accepts limited visitors and have to line in a very long queue to visit, but someday I also want to go there.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: ultifd on 14 February 2011, 06:53:58
Yeah Hayao Miyazaki is such a great director and animator!

Alpha looks cool!
Title: Re: Imperial Faction (alpha testing mod released)
Post by: will on 14 February 2011, 12:31:43
I could only play it (on Linux) after I renamed all the filenames to lowercase.

Is this a normal problem?  How do mod-makers ensure they have lowercase names?
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Hagekura on 14 February 2011, 12:47:29
I could only play it (on Linux) after I renamed all the filenames to lowercase.

Is this a normal problem?  How do mod-makers ensure they have lowercase names?
Oh it seems war made same mistake as me. :O
sure I heard in linux uppercase filenames causes problem. It must be modders use all filenames lowercase.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: ultifd on 14 February 2011, 23:10:21
Is this a normal problem?  How do mod-makers ensure they have lowercase names?
Yep, it's a popular problem. This is how:
After applying the fix posted by titi, there are still files with wrong case (uppercase letters) in the data directory. You can fix them by running the following bash command in the data directory:
Code: [Select]
find -name "*[A-Z]*" -print0 | xargs -0 -L 1 bash -c 'mv "$0" "$(echo $0 | tr [:upper:] [:lower:])"'This replaces all upper-case characters in filenames with lower-case. You can also use this in the techs dir.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Trappin on 14 February 2011, 23:15:55
Quote
The imagination of that guy is amazing; he's in the league of HG Wells and Tolkien with the very rare ability to define/invent whole genres where others, even greats, can only enrich what's already out there.

Creative people are influenced by the culture and world where they live, this Japanese fellow must have seen this WW2 image previous to drawing the steampunk warship sequence.

(click to show/hide)
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Hagekura on 15 February 2011, 02:25:57
Quote
The imagination of that guy is amazing; he's in the league of HG Wells and Tolkien with the very rare ability to define/invent whole genres where others, even greats, can only enrich what's already out there.

Creative people are influenced by the culture and world where they live, this Japanese fellow must have seen this WW2 image previous to drawing the steampunk warship sequence.

(click to show/hide)
It's true. Miyazaki knows so much about WWI and WWII Warships and Aircrafts and Tanks(Do not assume he is a warmonger, though. he has a left-wing socialism thought and hates war). ;D
He knows not only those mechanics, but pretty much about history, for example Nausicaä's name is from a queen's name "Nausicaa" of ancient greek mythology. also Kushana's name fron the ancient "Kushan Empire".
also he is strongly influenced by Moebius(bande dessinée writer).
Title: Re: Imperial Faction (alpha testing mod released)
Post by: titi_son on 15 February 2011, 14:57:08
 :(
 :(
why the hell do you included walls?  :o
what do you think how does the CPU-Player use this walls?
HE WONT BUILD THEM RIGHT
(and why needs the wall 0 food ?  ::) )
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Gabbe on 15 February 2011, 15:31:56
should a wall cost food? :-\
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 15 February 2011, 18:24:30
the zero food thing is a test setting to make it easy to build them. The game is not balanced in any way.

The AI does not understand walls I think, it is a prob.

My latest unit idea. GAE only.
(http://i56.tinypic.com/21kmu02.jpg)
Title: Re: Imperial Faction (alpha testing mod released)
Post by: wyvern on 15 February 2011, 19:55:43
sweet, possibly add a greek flamethrower for greek fire in the front and some smaller barbets, otherwise, I can't wait to see it
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Trappin on 15 February 2011, 21:23:40
Test tileset failed as well - one work around for a wall would be a "big rock" sized object in the shape of a hexagon.

http://www.mediafire.com/file/2nizzoegi5m/HexHept_object.zip

(http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs237.snc1/8430_1181302062992_1541414237_474256_7137358_n.jpg)

Quote
strongly influenced by Moebius(bande dessinée writer

http://tinyurl.com/4klq7zo
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Omega on 16 February 2011, 03:39:14
There is a wall XML tag that is used to tell the AI not to build them. In the future, the AI will be able to use the walls (to at least some degree) and won't attack them unless it's the only way to reach their destination. GAE only.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 16 February 2011, 06:31:39
Thanks man

I only added walls as a way of messing with the AI to ensure that my test units don't all die in the first attack. I'll add the tag and leave it in though. I was thinking how to add gates that can be open or closed ( upgrade cyclically between two building types) but prob I had was width of some units. The mod is now GAE only

Is it possible to make a unit 3 long but only 1 wide?

Title: Re: Imperial Faction (alpha testing mod released)
Post by: wciow on 16 February 2011, 10:06:00
Is it possible to make a unit 3 long but only 1 wide?

No, only buildings can have unequal sizes. Units are always square.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 26 February 2011, 22:18:15
New Unit added, Imperial Cruiser.
(http://i53.tinypic.com/2py715k.jpg)

Wood armoured trimaran steam boat with tall ballista tower. Can engage air targets so required if fleet is attacked by air (Monitors/battleships cannot engage air).

Title: Re: Imperial Faction (alpha testing mod released)
Post by: Ishmaru on 27 February 2011, 03:06:51
Love Both your naval units. They seem very unique! Are naval battles available for custom games as well?
Title: Re: Imperial Faction (alpha testing mod released)
Post by: ultifd on 27 February 2011, 08:07:27
Looks cool! How did you get your experience as a good artist? Does it just take a lot of practice?
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 27 February 2011, 08:21:04
um, thanks for the complements guys glad u like them! I enjoy art, I like to sketch my ideas before I build them that's all. Practice is a huge part but it's like maths, logic, writing - all of us are naturally better at some things and worse at others.

Naval battles are available in custom-games but there are issues re AI and  you CANNOT play maps which lack water the way I get around the AI prob (I start each side with a dockyard).

Here's the prototype cruiser in-game being attacked by Tech air units:
(http://i55.tinypic.com/24zkj15.jpg)

My mod now has two factions:
* Imperial
* Technocracy (the same as regular Tech but with units added such as Ships and 'Tanks' to balance with Imperial)

I'm re-using/extending Tech to speed up dev and in homage to such a cool faction. I hope that is ok.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 27 February 2011, 09:00:04
next unit idea is a fighter kite for air-air. I'm creatively ignoring the propulsion issue ;)

(http://i52.tinypic.com/2w5vlgo.jpg)

Not sure whether to add to Tech or to Imperial as balance with Ornithopter (which in tern could get A-A capability) I was also considering re-skinning ornithopter as a second air-air
Title: Re: Imperial Faction (alpha testing mod released)
Post by: wyvern on 27 February 2011, 16:17:31
that kiteglider thing looks amphibious, maybe give it the ability to move on water as well as air.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 27 February 2011, 23:36:47
model progress - very low poly count :D
(http://i56.tinypic.com/30mredy.jpg)
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Hagekura on 28 February 2011, 12:51:02
model progress - very low poly count :D
(http://i56.tinypic.com/30mredy.jpg)
Wow It reminds me Henri Farman's Biplane... :O
Tha plane and boat models are very good anyway. :thumbup:
I like the expanded tech faction idea. The two factions will much very good.
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 5 March 2011, 09:27:47
lol, yes the Farman era did influence me too man. I'll think about adding a Wright flyer or something similar to Tech but it's not required for balancing so way down the list of units.

The model ended up a lot like the original sketch, which is luck not skill ;)
(http://i55.tinypic.com/330fbco.jpg)

Still happy with the polly count:
(http://i56.tinypic.com/2928yur.jpg)
Title: Cloud Galley (Bomber)
Post by: Mr War on 5 March 2011, 12:00:31
(http://i51.tinypic.com/wsnwp5.jpg)
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Psychedelic_hands on 5 March 2011, 12:05:41
Looks awesome dude, Can I ask how you make your concept art?
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 5 March 2011, 12:28:58
Thanks man
I draw in ms paint and render in another crap program Cos i arent familiär with GIMP. GIMP and Photoshop are netter but old dogs cant learn New Tricks

If i had a scanner id draw by Hand
Title: Re: Imperial Faction (alpha testing mod released)
Post by: will on 5 March 2011, 12:39:24
A kite with canards?  That is redefining  8)

A lot of fun units

Is that 4-pose from g3d_viewer?  If not, do all the struts in the wings show up in the game?
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 5 March 2011, 12:49:41
Um not canards, they'd be in front. By thanks man

The 3 view is from the viewer and the struts show up well - it's using the transparency trick
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Gabbe on 5 March 2011, 12:52:17
(http://img848.imageshack.us/img848/2857/94008728.jpg) (http://img848.imageshack.us/i/94008728.jpg/)

Try do something like this, if you want to imrpove the wing quality. But it already is very good anyways :)
Title: Re: Imperial Faction (alpha testing mod released)
Post by: will on 5 March 2011, 14:36:00
Um not canards, they'd be in front. By thanks man

The 3 view is from the viewer and the struts show up well - it's using the transparency trick

Are they called winglets then?  I forget all the jargon man
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 5 March 2011, 18:11:09
Thanks for the suggestion gabbe. I deliberately try to keep low poly so adding leading edges like that would increase the poly count a lot . Unfortunately will was right that the struts do not always show in game (zoom?) but I am not too worried because the essence of the kite shows through and the model looks ok in game

Wyvern, I'm not ignOring your suggestions man. I don't think I can put a flying boat in but interesting idea. Does ai work since air units can fly over sea anyway? The flamethrower will be on a different ship, more like a greek galley
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 7 March 2011, 18:49:37
Overwhelmed with how time consuming this game is to mod. If anyone wants to join the mod pm me. Really experienced and productive modders who can work as a team only pls
Title: Re: Imperial Faction (alpha testing mod released)
Post by: MuwuM on 7 March 2011, 21:18:39
Overwhelmed with how time consuming this game is to mod.
Every game needs much time to mod (atleast with good quality).

If anyone wants to join the mod pm me. Really experienced and productive modders who can work as a team only pls
Sad, that I'm not experienced in modding Glest  :'( but wich you best luck in finding good team ;).
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 7 March 2011, 21:29:00
Ah, back in the days of voxel graphics in CnC tiberian sun and red alert two it was so much easier especially if you avoided Gifs. Maybe it's rose tinted glasses. Glest is good, cool to mod but it's a generation later and expectations have shifted, each unit has more variables, animation etc
Title: Re: Imperial Faction (alpha testing mod released)
Post by: MuwuM on 7 March 2011, 21:49:38
ok, agreed with it was easier to develop for older/lower expactations ;) but in Up-to-date 3d games it usually takes lot of time. Espacially PRG games takes time ...and time (...and time) ;-).

ohh... i'm running out of topic ... I think glest is very easy to develop compared to similary games (besides Warcraft).
Title: Re: Imperial Faction (alpha testing mod released)
Post by: wciow on 7 March 2011, 22:09:39
Overwhelmed with how time consuming this game is to mod.

Doing eveything yourself can be very time consuming! My first mod (Dwarves) which was of comparable size to the tech faction took me roughly a year of modding time to complete :o I've since learnt from some mistakes I made and could now churn out a new faction in about 6 months. Of course if modding was my full-time day job I could do it in 6 weeks  :O

Most people jump straight in to the deep end by trying to make a TC mod or techtree with multiple factions. My advice is to start small with a tileset or small faction mod before going further. The additions from GAE/MG are adding new features for modders to learn almost by the week, whilst not many games can claim such a feat it also means constantly keeping up-to-date.

I hope you can continue on with this mod since you are obviously a talented artist and have enthusiasm for the project  :thumbup:

Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 10 March 2011, 21:51:54
Still making slow progress.....
(http://i56.tinypic.com/if6atc.jpg)
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Ishmaru on 11 March 2011, 06:34:57
Awesome models! Yea modding is a long commitment, epically to make a quality mod. It gets hard to stay focused on project when development goes on for a few months, but just keep in there! Sorry, I'm a bit swamped with my two projects myself. Hope you find some good help! You have great models so I have hi hopes you will make something of good quality. ;D
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 13 March 2011, 09:49:02
Does anyone know if it's possible to have two particle XML fir the same attack? I have boars with twin cannons and I want a shell to cone from each barrel

I tried but get the error "particle node doesn't have the attribute named path"
Title: Re: Imperial Faction (alpha testing mod released)
Post by: ultifd on 13 March 2011, 10:05:01
Hmm... why don't you use the transparent option of the G3D Viewer when you take your screenshots? I think that would be much better...
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Ishmaru on 13 March 2011, 15:31:01
Does anyone know if it's possible to have two particle XML fir the same attack? I have boars with twin cannons and I want a shell to cone from each barrel

I tried but get the error "particle node doesn't have the attribute named path"

As far as i know you can only attach one particle projectile per skill. If you want to have twin cannons then either you can create a g3d with two shells.  Or you can fire two of the same projectiles in one skill cycle one right after another by changing these values...

(click to show/hide)

This works in Vanilla and Megaglest. Have not tried in GAE.
Hope this helps!
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Zoythrus on 13 March 2011, 16:59:35
silnarm tells me that multiple attack particles will come eventually
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Mr War on 13 March 2011, 17:28:06
thanks Ishmaru, Zoythrus,. Unfortunately what I'm after is two shells side by side both with particle smoke streams. I might be able to do it via the g3d file but it won't look as good.

Imperial faction (green) attack Tech Faction fleet (red):
(http://i55.tinypic.com/33mlda1.jpg)
Units, Tech: 2 x Dreadnoughts, 1 x Man-of-War
Imperial: 2 x Ironclads, 1 x Cruiser

The smoke effect is stolen from the Japanese Faction's cannon, and the projectile from the Tech Airship ;)

ultifd, sorry man I don't know what you mean by transparent option
Title: Re: Imperial Faction (WIP)
Post by: Ishmaru on 14 March 2011, 03:41:20
If you do make a G3D file with two shells, if you have smoke trail big enough it would look fine. Though for best effect maybe have the trail look more like smoke instead of fireworks, works better as cannons than the fireworks look that the tech airship has. The cannons are close enough together for it to work.
Title: Re: Imperial Faction (WIP)
Post by: ultifd on 14 March 2011, 06:17:35
Nice ships!
Well I think everyone uses the MG G3D Viewer usually, because it can take transparent screenshots; which is nicer for...well taking screenshots of the models.
(http://img37.imageshack.us/img37/5204/ss234.th.png) (http://img37.imageshack.us/i/ss234.png/)
Here's the latest version of it, just put it in your MG folder:
silnarm tells me that multiple attack particles will come eventually
Sounds good, although I can't find it in trac, perhaps the version after the release of "Glest 4".
Title: Re: Imperial Faction (alpha testing mod released)
Post by: Psychedelic_hands on 14 March 2011, 09:58:59
Still making slow progress.....
(http://i56.tinypic.com/if6atc.jpg)

Woah, looks sweet man.
I was thinking about updating Magitech with water combat a few weeks ago.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 14 March 2011, 18:05:47
all your bases are belong to us!!!
(http://i52.tinypic.com/2058hlw.jpg)
With this Steam Trebuchet I'll kick your ass, from here to right over there!!!!
Title: Re: Imperial Faction (WIP)
Post by: ElimiNator on 14 March 2011, 20:12:31
Looks neat, how much range dose it have?
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 14 March 2011, 20:32:06
Well, I haven't written the XML yet but it'll be long ranged with poor mobility and armor. A lot like the trebuchet in age of empires II. It'll balance with the Tech catapult

Title: Re: Imperial Faction (WIP)
Post by: ultifd on 14 March 2011, 21:59:20
Here's the latest version of it, just put it in your MG folder:
http://www.gamefront.com/files/20127310/Latest+MG+G3D+Viewer.7z
Sorry somehow I didn't post the link...enjoy!
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 14 March 2011, 23:05:28
I put some of the G3D files through Will's GlestTools gif maker. It doesn't handle transparencies correctly (team colours show as transparent) but is good fun. Thanks Will  ;D

eg https://github.com/williame/GlestTools  with the command line g3d_thumb.py -w 400 -h 400 -b e0f0f0 -p 0,100,-20 trebuchet_attacking.g3d
(http://i53.tinypic.com/2hhek2c.gif)
(http://i51.tinypic.com/8y8ff7.gif)
(http://i51.tinypic.com/rl9iyq.gif)
(http://i55.tinypic.com/wur0av.gif)
(http://i54.tinypic.com/vyocxh.gif)
Title: Re: Imperial Faction (WIP)
Post by: John.d.h on 14 March 2011, 23:17:01
Great stuff so far! :)
Title: Re: Imperial Faction (WIP)
Post by: ElimiNator on 15 March 2011, 01:17:04
Looks great so far, but the ship's anim snaps back to first frame.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 15 March 2011, 06:41:33
Thanks man

U mean the exploding one? That's a dying animation so it only gets played once
Title: Re: Imperial Faction (WIP)
Post by: Ishmaru on 15 March 2011, 15:01:30
Love the trebuchet!

Looks great so far, but the ship's anim snaps back to first frame.
I think he means the galleys move animation. The oars jump and smokestack jump as if missing frames.
Title: Re: Imperial Faction (WIP)
Post by: will on 15 March 2011, 16:27:33
Every chance my script misses a frame.  When do we get a new alpha to see this stuff in-game?
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 15 March 2011, 22:13:19
maybe in a few weeks man, have a lot to do, like XML and icons. Still want to add:
infantry to Imperial (just re-skinned Tech)
shipyard for Tech
'tanks' to both
factory to imperial
Aerodrome to Imperial
upgrades
Sky galley for imperial

My animation isn't very good but it does the job in-game I think. The chimneys on my models are deliberately lift-drop animations in the hope that they look like they are "chug-chugging" steam engines. I want to make the rowing of the boat and the steam engine appear interconnected. But it's crude.

Thanks to your gif tool Will I saw that I needed to smooth the trebuchet animation
Title: Re: Imperial Faction (WIP)
Post by: ElimiNator on 16 March 2011, 00:38:15
Thanks man

U mean the exploding one? That's a dying animation so it only gets played once
O, ok I thought it was move.
Title: Re: Imperial Faction (WIP)
Post by: Omega on 17 March 2011, 18:15:13
Looks fantastic so far Mr War. You've come a long way, and your models are looking great. I really hope to see a release soon, even if just a beta.
Title: Re: Imperial Faction (WIP)
Post by: Tununias on 18 March 2011, 04:43:44
This mod has tons of potential. (The war machines look awesome!)    :bomb: :look: :bomb:

Edit by Omega: Removed unecessary color tags. Please do not excessively use color tags. To show emphasis, try bold or italic instead.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 18 March 2011, 23:39:54
Hi, in GAE are there AI issues with a unit having more than one weapon that can attack a given field? Like if my trebuchet had two attacks, one intended against buildings and one against infantry?
Title: Re: Imperial Faction (WIP)
Post by: Psychedelic_hands on 19 March 2011, 04:58:40
Well I'm not an expert in that sort of stuff, but I beleive the AI will only use the first attack. But there is probably a ticket somewhere for it though.

BTW, that trebuchet looks awesome! :~)
Title: Re: Imperial Faction (WIP)
Post by: ElimiNator on 19 March 2011, 22:19:58
Well I'm not an expert in that sort of stuff, but I beleive the AI will only use the first attack. But there is probably a ticket somewhere for it though.

BTW, that trebuchet looks awesome! :~)
Yup, this is true unless one is for air and to other land. If there are air units they will use the air attack and viceversa.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 21 March 2011, 16:32:01
Thanks dudes that works

If I have a unit that cannot move but morphs in and out ( like my trebuchet which needs to unpack to fire), how can you stop it moving automatically after an attack?
Title: Re: Imperial Faction (WIP)
Post by: Zoythrus on 21 March 2011, 18:49:22
Thanks dudes that works

If I have a unit that cannot move but morphs in and out ( like my trebuchet which needs to unpack to fire), how can you stop it moving automatically after an attack?

make the unpacked trebuchet a turret. that means it has no move command, only an on and off
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 21 March 2011, 18:56:53
How do u do that man?
Title: Re: Imperial Faction (WIP)
Post by: Omega on 21 March 2011, 21:37:54
Being a trebuchet, it will have to turn to attack, so it needs a move SKILL, but no command. This should explain nicely:

If there's a move skill, a hold position command, but no move command: Unit can rotate to face the foe, but cannot move. Example: Military's Howitzer.

If there's just a hold position command, it cannot rotate, nor can move. It can still attack, but the attack will come from the center of the model and face the opponent always. Example: Defense Tower.

The hold position command has one MAJOR fault though: You cannot choose a target, thus, your defensive structure are totally AI dependent, and I hate that part of it, but there's no way at all to use a regular attack skill without the unit moving, even with zero move speed.
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 22 March 2011, 22:18:13
Thanks man, just setting speed to nil worked

Beta release soon
Title: Re: Imperial Faction (WIP)
Post by: Mr War on 23 March 2011, 20:34:23
Hey I have a new prob with the mod.

The AI player doesn't build barracks for my faction in GAE. The barracks building is called garrison and has XML almost identical to barracks. Any ideas why?
Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 25 March 2011, 21:45:31
Beta uploaded, go to first post to download.

Tech Tree (Beta)
(http://i52.tinypic.com/2hojm04.jpg)

Still pending upgrades, sky galley and several *secret* unit ideas, plus activation of new Tech units
Title: Re: Imperial Faction (Beta Released)
Post by: -Archmage- on 25 March 2011, 21:55:34
Nice Tech Tree!
Title: Re: Imperial Faction (Beta Released)
Post by: John.d.h on 26 March 2011, 00:17:41
Cool.  I'll be taking a close look at your boats, I think. ;)

The textures for the Keep and the Generator can't be loaded.  I think you just need to fix their names.
Title: Re: Imperial Faction (Beta Released)
Post by: will on 26 March 2011, 00:35:11
For linux users there is a tool called detox (http://detox.sourceforge.net/).  I'm not saying that this means modmakers don't have to fix their names, I just mean as a way of getting it to load to help debug things.
Code: [Select]
detox -s lower-only -r *
Myself, I can't get it to load :( https://forum.megaglest.org/index.php?topic=3470.msg69567#msg69567

Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 26 March 2011, 08:24:21
I re-uploaded with a number of issues hopefully fixed: http://www.mediafire.com/download.php?myu13a1kkt8hqnv
* textures all lower case for Linux users
* Build issue with aeronautical facility fixed
* training field upgraded added - full version will have proper upgrade tree
Title: Re: Imperial Faction (Beta Released)
Post by: will on 26 March 2011, 09:50:57
awesome!  Just AWESOME!

I thought the shipping seemed a bit cheap, but if you want to encourage naval I guess its good that its cheap?

The trebuchet range was really long, and made the battleship range seem really short.  The double-fire from the battleships was gorgeous.

Was weird having enemy foot-soldiers attacking a ship but they did.

I had difficulty guessing what generator and tavern do.  I think I worked out that taverns are basically farms and give food.  What do generators generate?

I like that there are not too many units.  The bigger the techtree, somehow the less I like it.
Title: Re: Imperial Faction (Beta Released)
Post by: Omega on 26 March 2011, 10:02:06
Was weird having enemy foot-soldiers attacking a ship but they did.
There isn't actually anything that can be done about that, as water units are treated as though land for targeting. And it would be a bit awkward anyway if the ship went right up to someone and started bombarding him while he just stood there.
Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 26 March 2011, 21:33:11
I thought the shipping seemed a bit cheap, but if you want to encourage naval I guess its good that its cheap?

The trebuchet range was really long, and made the battleship range seem really short. 
Maybe needs balancing. Trebuchet is 'super' weapon although it has mobility/defense/cost downsides. The battleships are intended more for anti-ship and guarding fords so I didn't want to make them an artillery piece - I recall in AOE-II the cannon galleys were too powerful/long ranged for my liking.

The double-fire from the battleships was gorgeous.
Thanks, I had a lot of help from the board on that. I ended up building the projectile G3D as having two shells including a flame trail as part of the G3D instead of the particle effect. It would look less convincing with slower projectiles and or longer ranges.
(click to show/hide)
  What do generators generate? t.
Gives you energy, used by war factory, ironclad and stuff. But mainly to give steampunk feel.
Title: Re: Imperial Faction (Beta Released)
Post by: ElimiNator on 26 March 2011, 21:44:03
Looks good, but the boat looks like it is in the land.

To bad we couldn't have more than one particle per a projectile...
Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 28 March 2011, 21:29:01
Now you see me, now you don't!
(http://i54.tinypic.com/296gl8x.jpg)
Title: Re: Imperial Faction (Beta Released)
Post by: wyvern on 29 March 2011, 00:02:43
does the submarine gain any advantage for being underwater, otherwise, it looks cool
Title: Re: Imperial Faction (Beta Released)
Post by: ElimiNator on 29 March 2011, 00:09:10
If he is under water you shouldn't be able to attack him.
Title: Re: Imperial Faction (Beta Released)
Post by: Omega on 29 March 2011, 01:21:32
If using GAE, you should give the submarine stealth when it goes underwater. You could also have a destroyer unit, etc, that is a detector.
Title: Re: Imperial Faction (Beta Released)
Post by: Ishmaru on 29 March 2011, 03:59:08
Aww no small "Turtles" (i mean the sub) The subs look great. Good job with the G3D projectile. Works well!
If using GAE, you should give the submarine stealth when it goes underwater. You could also have a destroyer unit, etc, that is a detector.
I would keep it simple and have the anti air ships detect subs as well. That's how Warcraft 2 was Navy was done. (and i liked Warcraft 2 :P)
Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 29 March 2011, 22:24:45
well it's early days and I am getting a lot of pointers from John, but one thing I've found is that submerging only works graphically in deeper water so submarine will have two modes as seen here, one submerged and one surfaced. The surfacing is used for travelling over shallow water, and adds tactical complexity which in turn offsets the unit's advantage of cloaking (submerging). When built it'll be surfaced, and morph into the submerged unit, which is also cloaked.

I am trying to add a torpedo effect. Several units will have detector capability, mainly the escort warships (Imperial Cruiser, Tech Man-of-war). Also defense towers etc.

 

Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 3 April 2011, 09:44:59
Tech faction battleship (R) defends onslaught of Imperial Faction Ironclad (L).
(http://i56.tinypic.com/33z3gxz.jpg)
Title: Re: Imperial Faction (Beta Released)
Post by: wciow on 3 April 2011, 10:01:08
Once again great artwork Mr War  :thumbup:

Also yours is the first tech tree to really use the water unit capabilities of GAE. Hopefully there will be some epic naval battles  :D
Title: Re: Imperial Faction (Beta Released)
Post by: wyvern on 3 April 2011, 17:33:29
Sweet :o
Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 3 April 2011, 20:43:26
The submarine is proving really complex but tanks are easy. For the sub I might try to reverse the logic so it is never cloaked, but when submerged make it impervious (new armor type maybe) but needs to surface again to attack. Surfacing and submerging are done by morphing.

(http://i52.tinypic.com/xlgtbt.jpg)

Still hoping someone wants to build maps for this tech tree, ones with lots of deep water.
Title: Re: Imperial Faction (Beta Released)
Post by: John.d.h on 3 April 2011, 21:12:14
That's a very WIP texture, right? :|
Title: Re: Imperial Faction (Beta Released)
Post by: will on 4 April 2011, 05:32:19
The submarine is proving really complex but tanks are easy. For the sub I might try to reverse the logic so it is never cloaked, but when submerged make it impervious (new armor type maybe) but needs to surface again to attack. Surfacing and submerging are done by morphing.

Is stealth not working?

Quote
Still hoping someone wants to build maps for this tech tree, ones with lots of deep water.

If there are transport ships, then perhaps we can have maps which are not traversable on foot?
(If there are transport ships, would the AI build and use them?)

What we need is a new beta and a concerted bug-finding/fixing effort by the community!
Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 4 April 2011, 06:02:39
That's a very WIP texture, right? :|
Yes this model hasn't been put into the mod yet, but you never can be sure with me man, if the texture works ingame then that's all I care about. You can spend forever refining textures when have the pixels won't get renders anyway ;-)
Title: Re: Imperial Faction (Beta Released)
Post by: Psychedelic_hands on 4 April 2011, 07:30:45
That's a very WIP texture, right? :|
Yes this model hasn't been put into the mod yet, but you never can be sure with me man, if the texture works ingame then that's all I care about. You can spend forever refining textures when have the pixels won't get renders anyway ;-)

But then the .g3ds won't look as sexy   8)
Title: Re: Imperial Faction (Beta Released)
Post by: ultifd on 4 April 2011, 07:33:48
I think they would look even better if they were transparent...  ;) but if you're talking about the actual g3d, of course  8)

I can't wait to make a video of this faction, once GAE 0.4 is released!
Title: Re: Cloud Galley (Bomber)
Post by: Mr War on 11 April 2011, 17:13:19
(http://i51.tinypic.com/wsnwp5.jpg)

I changed it a bit  :D
(http://i52.tinypic.com/2cfseg5.jpg)

Final release nearly ready, maybe a few days only!
Title: Re: Imperial Faction (Beta Released)
Post by: Hagekura on 11 April 2011, 18:33:47
Nice model. I can't wait to command the flying fleets. but I like the Bow part shown in the concept art's more than actual g3d's.
btw I forgot to tell, I've played this faction's new alpha. all of the new models included in the alpha are exciting! ( especially I like the garrison and the steam-engined trebuchet! ).
Title: Re: Imperial Faction (Beta Released)
Post by: Mr War on 11 April 2011, 19:58:46
Beta Release - 11th April 2011
For GAE only (includes boats, MG versions pending)
DOWNLOAD HERE (http://www.mediafire.com/?z7j0s1pk7gc7r5z)
(http://i54.tinypic.com/54bof5.jpg)

Units Added in this version:
* Matilda Tank (Imperial)
* Cloud Galley (Imperial)
* Docks (Tech, allows player to build Man-of-War (ballista galleon) and dreadnought (Battleship))
* Tech Tank (starting unit for testing, morphs from Technician WIP)

Remaining:
* Balancing tweaks - need feedback
* Upgrades tree for Imperial

Issues:
* AI doesn't build the Garrison or other buildings

Nice model. I can't wait to command the flying fleets. but I like the Bow part shown in the concept art's more than actual g3d's.
btw I forgot to tell, I've played this faction's new alpha. all of the new models included in the alpha are exciting! ( especially I like the garrison and the steam-engined trebuchet! ).

Thanks man. I play your mod too, love it. That picture isn't the final skin I used but I kept the turreted nose to fit in with other imperial units.
Title: Re: Imperial Faction (New Beta ***11th April*****)
Post by: will on 11 April 2011, 21:05:43
Awesome!  Can't wait to see vids turning up on youtube too Ultifd *prod* ;)
Title: Re: Imperial Faction (New Beta ***12th April*****)
Post by: Mr War on 12 April 2011, 22:17:09
New Beta - upgrades (Steam power and Difference Engine) added. Some animations and models adjusted.

DOWNLOAD for GAE: http://www.mediafire.com/?atuoaa7d1ufg8f7

Feedback welcome
Title: Re: Imperial Faction (New Beta ***12th April*****)
Post by: wyvern on 12 April 2011, 23:18:48
Just out of interest, did you name it the matilda tank after the ww2 british infantry tank, otherwise its looking really good
Title: Re: Imperial Faction (New Beta ***12th April*****)
Post by: Mr War on 13 April 2011, 05:47:34
Just out of interest, did you name it the matilda tank after the ww2 british infantry tank, otherwise its looking really good
More because of the robot wars house robot. Matilda always conjures up images of big stubon pigs so apt name man
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 13 April 2011, 18:35:32
Full release version 1 for GAE 3.2. Download here http://www.mediafire.com/?4dya1xxk7yxar6z or go to first post.

Feedback and issues welcome.

Should I make a MegaGlest version? - what would I need to change and are people interested?
Title: Re: Imperial Faction (***Full Release*****)
Post by: Hagekura on 13 April 2011, 20:01:12
Very well done! :thumbup:
hmn I love this faction's artworks! well united and has really good atmosphere!
(http://img847.imageshack.us/img847/741/greatempires.th.png) (http://img847.imageshack.us/i/greatempires.png/)
Lovely cityscape!

And wow now AI can build garrisons. How did you resolved it? but seems AI still hardly build war factories and aeronautical-facilities. (I might mistake, need further test).
btw I think Imperial faction should start with at least 1 tavern. currently Imperial starts with food gain minus.
and citizens can't repair taverns. is it intended?

Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 13 April 2011, 20:15:29
thanks man, yeah that city looks great.

I will add a tavern to the starting line up, should have realized that. To make it build Garrisons I made it so that you cannot build a generator until after you've built a garrison. But it seems to only want to build generators. I think I'll remove the energy resource needs from the faction and change the generator into a steam mill or something, as an alternative to the tavern.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 14 April 2011, 21:00:48
Alpha playable MG version  DOWNLOAD HERE (http://www.mediafire.com/?qqenbkb2dt7077r) <comes as faction folder only, unzip into factions folder of Megapack or whatever

I just played a couple of games online using this file so pretty comfortable that it'll work.

I removed the ships, and made the following gameplay/AI optimising changes since GAE release yesterday:

Gameplay and balancing feedback welcome. Pls specify MG or GAE
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 14 April 2011, 23:10:46
Alright, I've begun to test this faction :) First thought is that you need a building to host wood...
I'm testing the MG version first because titi tested the GAE version and he said ultra didn't produce a lot of units, might make sense since MG's AI is a bit improved/harder, but I don't want to play against a mega. I'll still try though, but later...
Nice models though! With MG the AI is really aggressive compared to the other factions though  :-X
Title: Re: Imperial Faction (***Full Release*****)
Post by: titi on 14 April 2011, 23:49:26
and thats fun!
Yes, I had some trouble with the GAE version. I played vs an ultra but it did not create any tank or airplane! Just normal soldiers and he was very weak. Not shure if this is a GAE or mod problem. But I know thats its always much more easy to win in GAE than in MG.

In MG the AI is really evil with this mod  :O :O If you want to see many tanks and airplanes in a battle use it :)
Title: Re: Imperial Faction (***Full Release*****)
Post by: -Archmage- on 15 April 2011, 00:05:21
I ran it in GAE 0.4 beta.

It crashed, here's the error file:
Code: [Select]
Glest Advanced Engine: Error log file.

XML Error in techs/great_empires/factions/imperial/units/citizen:
Node "buildings" doesn't have 4 children named  "building"

Tree: buildings (building building building unit )
techs/great_empires/factions/imperial/units/packed_trebuchet: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/imperial/units/packed_up_trebuchet: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/imperial/units/trebuchet: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/swordman: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/technician: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/technician: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/great_empires/factions/tech/units/technician: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
XML Error in techs/great_empires/factions/tech/units/worker:
Node "repaired-units" doesn't have 8 children named  "unit"

Tree: repaired-units (unit unit building unit unit unit unit unit )
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 15 April 2011, 09:35:40
Thanks man. It should work in GAE0.3.2

I might make a 0.4 version when it's stable with transports and cloaking but then again I may be too deep into my next mod:-)
Title: Re: Imperial Faction (***Full Release*****)
Post by: wciow on 15 April 2011, 22:29:11
Thanks for putting in the effort to give the community another new faction  :thumbup:

I'm gonna make some island maps for air/naval combat with these factions  :)
Title: Re: Imperial Faction (***Full Release*****)
Post by: -Archmage- on 15 April 2011, 23:30:38
Now that is is final, you COULD come join the Constellus Team. ;D
Title: Re: Imperial Faction (***Full Release*****)
Post by: Ishmaru on 16 April 2011, 04:21:33
Congrats on finishing mod! Defiantly wana try when I get the chance! :thumbup:
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 16 April 2011, 07:14:57
Final? Can't you just make a building to be able to store wood? Then it would be an awesome final for me :P
I'm currently having problems with addons...but this doesn't work in 0.4? I guess I'll just record the MG version then, someday. I'll need a bit of practice though, it's really hard to beat them.
edit: nevermind the war factory does store wood...god it's really hard recording anything when the AI always beats you. Using MG it was hard with ultra 2x and 1.5x. :/
Title: Re: Imperial Faction (***Full Release*****)
Post by: tomreyn on 16 April 2011, 21:41:24
I think some of the units are a bit too large, almost all of them are slow, and tanks and knights don't make much sense together, to me.
[Fixed some stuff...-Ultifd.]
Title: Re: Imperial Faction (***Full Release*****)
Post by: Gabbe on 16 April 2011, 22:20:25
steampunk in general doesnt`t make so much sence, in general, either.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 17 April 2011, 03:35:15
I agree with some units being a bit large...or perhaps some of the buildings.
Hmm...this mod needs more use of stone. Do you also think you can create a wiki page for it? Thanks.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 17 April 2011, 10:37:11
Thanks guys, I'm making tweaks like using more stone and making buildings store more resources.

Im mixing steampunk and medieval influences so I have tanks but they are very basic and steam powered, not like modern tanks

How do I set up a wiki?
Title: Re: Imperial Faction (***Full Release*****)
Post by: Psychedelic_hands on 17 April 2011, 12:10:42
How do I set up a wiki?

Here you go man  ;)
https://docs.megaglest.org/Imperial

It's only basic as I don't know all the info, and I figured out I can't change the info box template to include two versions of the mod. Since the MG version is still in Alpha, I thought it was reasonable to put the GAE version there.

I sense Omega will come here soon and tell you to make pages for each individual unit, which I suggest you do too.  :P
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 17 April 2011, 20:11:56
thanks man

updated tech tree
(http://i55.tinypic.com/mm30aw.jpg)
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 17 April 2011, 20:15:18
Adding more info...first I'm trying to add a disambiguation template.  :-X Edit: wow...there's already one created...
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 17 April 2011, 20:40:54
New MegaGlest beta, with many tweaks and corrections. Feedback welcome

Download HERE (http://www.mediafire.com/?4zk46cydvbxem37)

List of main tweaks:
* Citizen can repair Tavern
* War Factory and Aeronautical Facilities can store wood/stone. This also fixed AI issues re building War Factories
* War Machine and Matilda armor made weaker, and Matilda's changed to Wood (for MG only as GAE version has Tech Tank to counter Matilda). This makes war machine weaker than Tech Battle Machine, but Matilda still slightly stronger
* Kite Fighter has air-ground capability. Cost increased to equal Ornithopter
* Nothing produces or uses energy but Generator still required as prerequisite for War Factory
Title: Re: Imperial Faction (***Full Release*****)
Post by: Omega on 18 April 2011, 02:51:23
Glest Wiki
First of all, the Glest Wiki is the first result when googling "glest mods" and many other varieties of Glest, so is the best place to have your mod hosted, as it will outperform this forum board, modDB, and the Glest Guide. It is also more customizable than the board, allowing some HTML codes and boasting a lighter color scheme.

The Wiki uses the exact same syntax as Wikipedia, and pretty much all wikipedia code will work on the Wiki, plus more, such as image galleries and other things that Wikia added on. I would recommend http://help.wikia.com/ (http://help.wikia.com/) for learning how to edit, as well http://en.wikipedia.org/wiki/Help:Contents (http://en.wikipedia.org/wiki/Help:Contents). The wiki also has a WYSIWYG editor (What you see is what you get - similar to how a word processor works), though I would advise using the code view if you can, especially with tables, as the WYSIWYG editor tends to add unnecessary code sometimes and has limitations with templates and the finer attributes of images.

At any rate, regardless of how you choose to edit, I advise taking a look at the UNATF (https://docs.megaglest.org/UNATF) faction pages, as it is the only completely documented faction so far (faction, resources, units, upgrades, and attack/armor types), though Magitech (https://docs.megaglest.org/Magitech) and Constellus (https://docs.megaglest.org/Constellus) are partially completed as well. It would be a good idea to try and maintain at least a little bit of consistency. Your page has already been started, and as the faction and techtree have the same name, the "Imperial" page is a disambiguation page. If basing off the Military page, don't worry about the navbox at the very bottom. That's a rather complex bit of coding that has the potential to go terribly wrong, and I will add them myself to every completed mod documentation.

How easily editing the wiki will go will depend on how much you've used other wikis and wikipedia. In all honesty, wikipedia is a huge role model for the wiki, though we are not wikipedia, and do not require references or fully encyclopedic writing, though a neutral point of view is a must. Glest:Policies (https://docs.megaglest.org/Glest:Policies) may also be of use, as well as Glest:Style guide (https://docs.megaglest.org/Glest:Style_guide).

I sense Omega will come here soon and tell you to make pages for each individual unit, which I suggest you do too.  :P
Technically, you said it first, so I don't have to, though I will anyway. Of course, focus on fleshing out the faction and techtree pages first, as they are the most important.

Have fun.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 18 April 2011, 02:56:31
My thoughts:

I don't know if this is different in GAE, but at least in MG the Garrison really serves no purpose. Most people just build it only to get war factories. The melee units are no match for the kite fighters and the other units. I think we need to find a better way for this...(BTW it says "produce 'kite'" not kite fighter in MG.)

I sense Omega will come here soon and tell you to make pages for each individual unit, which I suggest you do too.  :P
Technically, you said it first, so I don't have to, though I will anyway. Of course, focus on fleshing out the faction and techtree pages first, as they are the most important.
Eh, you need to start putting (Military) or the UN thing on your units Omega. It's going to be annoying for others when they have tanks and such...

Please use the MG G3D Viewer to take transparent screenshots of the models.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Hagekura on 18 April 2011, 04:45:00
Hi I've played this faction's new beta of MG version. very fun. :thumbup:

(http://img233.imageshack.us/img233/8154/screen11x.th.jpg) (http://img233.imageshack.us/i/screen11x.jpg/)
Indeed japanese and imperial are nice combination. :O

I think matilda tank should require at least 8 or more kills to level up. currently matilda promotes to elite so easily.

@ultifd
I agree that Aeronautical Facilities shouldn't have gold storage.
Trebuchet cannot shoot while they are packed. you have to unpack(morph) them before bombard enemy.
but I think their packing/unpacking speed is a bit slow. which makes them inconvenience.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 18 April 2011, 05:33:46
@Matilda suggestion, I agree. Maybe even 10! :P Not sure. I just know the MG version needs fixing somehow. Ultras are like Megas! Don't know about megas and normals though...  :angel:

@Trebuchet, I know. It doesn't seem to attack and it seems to get stuck too.  :| It worked a few times, though. I don't think their unpacking or packing speed is slow though, it seems normal to me. So it's pretty useful if it works, I think.
Title: Re: Imperial Faction (***Full Release*****)
Post by: tomreyn on 18 April 2011, 08:53:35
I'm getting this error with the MegaGlest variant, latest available version:

Quote
[2011-04-18 01:30:47] *ERROR* In [[redacted]/megaglest-trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 431] Error v4 model is missing texture [techs/megapack/factions/imperial/units/war_machine/models/destroyed.tga] textureFlags = 1 meshIndex = 19 textureIndex = 0

Sorry for my depressing comments earlier, I am always happy about nicely made new mods, it's just that it doesn't meet my personal taste in some aspects. But many of the models are impressive, I do like the bigger of the two air vehicles a lot for its looks.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 18 April 2011, 18:41:41

@Trebuchet, I know. It doesn't seem to attack and it seems to get stuck too.  :| It worked a few times, though. I don't think their unpacking or packing speed is slow though, it seems normal to me. So it's pretty useful if it works, I think.
the trebuchet is a tactically complex weapon. It has incredible range but is difficult to position and hard to defend. It can see only 1/3 of it's range so it doesn't auto attack much. It's range is so great that you can snipe at enemy workers and sentries without them seeing it. 

But in a 1:1 with a tech catapult it'd lose

I just added a biological attack to it for next MG beta :o
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 18 April 2011, 18:56:18
[the trebuchet is a tactically complex weapon. It has incredible range but is difficult to position and hard to defend. It can see only 1/3 of it's range so it doesn't auto attack much. It's range is so great that you can snipe at enemy workers and sentries without them seeing it. 
Yeah, I know. It's not that hard to defend it though :P All you need to do is hide it behind something or hide it near their base, I guess.
It just doesn't attack for me...I'll try again today.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Hagekura on 18 April 2011, 19:16:57
I've played another games with imperial and I have experienced the trebuchet issue also.
In my case unpacked trebuchet couldn't pack again.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 18 April 2011, 19:22:33
Yep, I don't know if this applies in GAE. (Hagekura maybe we should play a game together? :P)
Yes, sometimes they can't pack. I've also found that you can't pack more than one at once...And if you select a unit to attack, and then unit is killed by something else they are stuck that way too.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 18 April 2011, 20:11:57
MegaGlest beta-3 uploaded. DOWNLOAD HERE (http://www.mediafire.com/?k1gcczr8mw8o4pn)

* Added Bowman to Imperial. just re-skinned Tech archer. Found that playing Tech AI-Mega against Imperial AI-Mega that Tech wins in the end if the Imperial AI builds too many Kites - massed archers kill kites easily. This also works Imperial against imperial.
* Added Biological attack for Trebuchet - might amuse  ;)
* Corrected War Machine texture issue
* Increased Elite requirements for Matilda to 9 kills
* Changed many small things

(http://3.bp.blogspot.com/_OivUW6Rl7F8/S7UfczTMT0I/AAAAAAAAJK8/-AToV_ewLgs/s1600/cow_catapult.jpg)

Once we have a full release in MG I plan to port the updates back to the GAE version.

I'm getting this error with the MegaGlest variant, latest available version:

Quote
[2011-04-18 01:30:47] *ERROR* In [[redacted]/megaglest-trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 431] Error v4 model is missing texture [techs/megapack/factions/imperial/units/war_machine/models/destroyed.tga] textureFlags = 1 meshIndex = 19 textureIndex = 0
I think that's a Linux problem man, should be solved now.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 18 April 2011, 20:19:52
Don't you mean beta2? And for the final release it should be in a "mydata" format.
I really don't think it's ready to be a final though. Have you tried playing against an ultra?  :-X
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 18 April 2011, 21:25:18
Screenshots - AI player base-building

(click to show/hide)

Testing my trebuchet on some unsuspecting peasants from the next village
(click to show/hide)
Title: Re: Imperial Faction (***Full Release*****)
Post by: Omega on 18 April 2011, 21:34:37
I just know the MG version needs fixing somehow. Ultras are like Megas! Don't know about megas and normals though...  :angel:
I don't see how that's a bad thing. The AI doesn't have to play the same, and you shouldn't expect to win against an ultra without experience.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 18 April 2011, 21:37:07
I just know the MG version needs fixing somehow. Ultras are like Megas! Don't know about megas and normals though...  :angel:
I don't see how that's a bad thing. The AI doesn't have to play the same, and you shouldn't expect to win against an ultra without experience.
If you try it yourself, you'll understand. The AI has never been this aggressive. It shouldn't be, either. This isn't about experience or whatever...and yes I always expect to win against an ultra :D always beatable, besides with Imperial.

Mr War, try playing on ally resist. You'll see that they die of lack of food...this happened on conflict too.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ElimiNator on 18 April 2011, 23:50:27
What are those things on top of the trebuchet? Dead cows?
(http://i55.tinypic.com/rw14ea.png)
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 18 April 2011, 23:54:18
Yep. I believe it's best not to show pics with anything other than tech or imperial though...on the wiki at least.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 19 April 2011, 22:16:33
yeah the target of the cows is Egyptian Faction from Megapack. I hope no one minds man.

Uploaded another MG beta (4) DOWNLOAD HERE (http://www.mediafire.com/?djir1x134dcyy0o)

I think I solved the AI aggression
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 19 April 2011, 22:21:19
Please explain how. If you really did then that's awesome! (And for the final mg release you should probably upload it to dropbox so it can be listed in the MDC.)  ;D
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 20 April 2011, 10:00:00
My mod is closely analogous to the Tech faction man. So infantry are basically the same. My mod mod lacked the blacksmith and many upgrades. That was deliberate but it means that the computer spends all it's resources on units sooner because it's spending less on buildings and upgrades. So I added Tech infantry upgrades and made them triggered from garrison so now the AI does that rather then produce infantry early on. I might increase the upgrades cost to offset not building a backsmith
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 20 April 2011, 19:30:58
Oh...wow. Can't believe I didn't think of that before.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 20 April 2011, 19:41:29
seems to work  ;D

do you think it's acceptible standard to release as a 'full' MG faction now? Once MG is released I intend to do a quick and dirty retro-update to the GAE version but leaving in ships and Tech Faction  :-\

Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 20 April 2011, 19:44:28
It has already been released... ;)
Not now, let us do some testing first. When you do update it though, it has to be in mydata format and it should probably be in dropbox I guess. I'll give more info on that later...
Title: Re: Imperial Faction (***Full Release*****)
Post by: softcoder on 20 April 2011, 19:46:52
This is more a question for titi, he is away for a bit, so need to wait for his return.
Title: Re: Imperial Faction (***Full Release*****)
Post by: will on 20 April 2011, 19:47:38
http://www.youtube.com/user/UltiFD <-- /me waits impatiently for a taster ;)
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 20 April 2011, 19:49:40
This is more a question for titi, he is away for a bit, so need to wait for his return.
ha! See even simple minds sometimes think like the great! I just PMd Titi asking permission to release as an add-in to MegaPack tech tree rather than releasing as a whole tech tree which just duplicates so much of the megapack (resources, tech tree xml, Tech faction...)

Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 20 April 2011, 19:51:01
Well, if this is going to be released with the right license and format, I think it would be OK with titi and tomreyn could do it too.
http://www.youtube.com/user/UltiFD <-- /me waits impatiently for a taster ;)
Me too! Cept there isn't anyone to test with, basically.
This is more a question for titi, he is away for a bit, so need to wait for his return.
ha! See even simple minds sometimes think like the great! I just PMd Titi asking permission to release as an add-in to MegaPack tech tree rather than releasing as a whole tech tree which just duplicates so much of the megapack (resources, tech tree xml, Tech faction...)
It's better if it's separate, trust me. Titi won't be back till May 4 and etc...
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 21 April 2011, 20:40:53
Uploaded a 'full' MegaGlest tech tree with Imperial, Tech and magic here http://www.mediafire.com/?zy2oqs0kg5l5nt3 (also in first post).
Title: Re: Imperial Faction (***Full Release*****)
Post by: will on 22 April 2011, 20:04:13
hey, I'm playing it!  Great!

The AI in MG seems a lot better.  Still haven't seen it build a war factory though.

Can't beat mega Romans - anyone got any tips?

And why can't it be in the megapack techtree even if its a separate download?  I had to move it around to play against other factions.
Title: Re: Imperial Faction (***Full Release*****)
Post by: titi on 11 May 2011, 00:30:32
This fun mod is now available in the MG ingame download section!!
I had to upload it to megaglest.org because we need a direct download to make it work and I removed unused files with the MG commandline options, I hope thats ok.
Title: Re: Imperial Faction (***Full Release*****)
Post by: tomreyn on 11 May 2011, 22:08:36
Mr War, under which terms are you making this faction available? I was looking for some, but could find anything. All I could find is that you seem to have at least considered to include prior works which are licensed under CC-BY-SA...
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 11 May 2011, 22:14:59
Thanks Titi

tomreyn, my own work comes with no restrictions, call it your own for all I care. It does include re-skinned tech faction models for infantry.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Omega on 12 May 2011, 03:59:24
All licensing discussion is moved to: https://forum.megaglest.org/index.php?topic=7106.0
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 12 May 2011, 04:29:32
I believe we misunderstood Mr. War, or not. That's why having an official license is important.
http://creativecommons.org/choose/
Just use this and tell us which one you chose.
To other moderators and Admins: please don't move this post, as I am not going off topic/debating about licenses. Saves me some extra work...
Title: Re: Licensing your mod
Post by: Mr War on 12 May 2011, 06:10:24
Since my apathy seems to bother others far more than I I'll just say my mods ate Cc-By-SA.

Modding is just a hobby for me and my work is not of professional standard
Title: Re: Licensing your mod
Post by: ultifd on 12 May 2011, 06:20:36
Cool, I knew that you didn't meant CC0 from your earlier post.  :thumbup:
Title: Re: Licensing your mod
Post by: will on 12 May 2011, 06:28:41
Cool, I knew that you didn't meant CC0 from your earlier post.  :thumbup:

I guess he did mean CC0 and he's just changed it and specifically said SA just so you'd all leave him in peace about it...?
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 12 May 2011, 06:33:29
Well, whatever. If he really did meant CC0 then that's fine too. For me, I just wanted to know which license...
Title: Re: Imperial Faction (***Full Release*****)
Post by: titi on 12 May 2011, 14:31:16
I forgot to mention that I uploaded this mod to megaglest.org to be hosted. This place is currently used for the mod download as the originally hosting was not working the way we need it( no direct download ). As long as we don't get too much traffic its ok for us.
Title: Re: Imperial Faction (***Full Release*****)
Post by: ultifd on 22 May 2011, 00:47:24
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 22 May 2011, 08:10:20
Thanks, will revisit this mod when I get the chance. Also need to port MG refinements to GAE version.
Title: Re: Imperial Faction (***Full Release*****)
Post by: John.d.h on 23 May 2011, 08:49:48
Are Tech's ships finished in the current GAE release?  I think I'd like to port some of them over to Project Red when you consider them finished.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 23 May 2011, 10:22:27
Yes, the ships in the GAE version on moddb are "finished". Like everything they could be improved by for now I have too much on
Title: Re: Imperial Faction (***Full Release*****)
Post by: John.d.h on 24 May 2011, 19:14:58
Is there a version newer than 1.7?  I remember you made a submarine, but it's not here, so did it not make it in or do I have an oudated version?
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 26 May 2011, 22:37:33
I have a sub model somewhere, I took it out because cloaking didn't work in the stable release of GAE at that time. I'll look for it.
Title: Re: Imperial Faction (***Full Release*****)
Post by: MuwuM on 28 May 2011, 14:07:44
(At least) the MG-version has a to low height-value so flying units "fly" in the roof.

(http://img233.imageshack.us/img233/7659/screen3de.th.jpg) (http://imageshack.us/photo/my-images/233/screen3de.jpg/)
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 29 May 2011, 08:54:31
(At least) the MG-version has a to low height-value so flying units "fly" in the roof.

(http://img233.imageshack.us/img233/7659/screen3de.th.jpg) (http://imageshack.us/photo/my-images/233/screen3de.jpg/)

Ahah! I put it that way to see if anyone played it! Thanks, will see what can be done in future releases
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 1 October 2011, 15:12:02
Think I might add unique infantry to Imperial (currently uses re-skinned Tech for humanoids), and maybe tweak a few things like build times etc
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 20 October 2011, 07:03:22
Imperial-II progress well on the way. New complimentary faction added, called Warlords and based on ancient/medieval Chinese but with some Steampunk contraptions thrown in to work with Imperial.

Click on the spoiler below for some unit images. There are some really cool units and buildings I'm not going to share until the first release :D

(click to show/hide)

Title: Re: Imperial Faction (***Full Release*****)
Post by: Hagekura on 20 October 2011, 10:15:52
New & Redoned units looks really nice! very good job. :thumbup:
Title: Re: Imperial Faction (***Full Release*****)
Post by: titi on 24 October 2011, 11:28:44
these Models look very nice!
Just one wish: don't make them too big ingame  because they look so good ::)
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 25 October 2011, 13:49:52
Thanks guys, feedback gladly accepted :-)

Yeah, I'm generally making models a bit smaller. Once i animate they its hard to make them smaller though without reworking the animations. I have some really cool units not shown above.

That moving castle unit is quite large though, size 3. It's the biggest unit in the mod, and is designed to be like the tsar tank of WW1 which was massive. It was a true Titan, like something out of a steampunk of retro science fiction novel
Title: Re: Imperial Faction (***Full Release*****)
Post by: titi on 26 October 2011, 11:21:24
??why is making the models smaller a problem if they have animations? You don't use a skeleton to animate?
If I need to modify the size I do it in the object mode, selecting the model(s) and the skeleton(s). I have no problems with this. Just don't press "a" key to select all there, because this selects camera and so on too and this causes trouble.
Title: Re: Imperial Faction (***Full Release*****)
Post by: John.d.h on 26 October 2011, 14:13:53
It might also help to center your cursor, and scale centered on that.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 26 October 2011, 16:06:42
Everyone works differently, I'm sure no two users of blender work the same way.

I use skeletons but only for humanoids. And even then I also have raw mesh manipulations in the animations. Plus many frames include scaling, and each animation sequence is saved as a separate blend file. I find working with bones annoying and slows me down, but I guess I'll get used to it.

Anyway, for me resizing a completed unit is a chor. I try to get the size right first and then animate.
Title: Re: Imperial Faction (***Full Release*****)
Post by: will on 26 October 2011, 16:13:17
I wish you could specify a scaling factor and offset in the xml... (a whole transform matrix even)

It would also be nice if the validator warned you if a model was bigger than it's game size.

Then, finally, Mr War could fix all the intersection bugs from the wrong sizes in his models? ;)
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 26 October 2011, 22:30:29
(http://i40.tinypic.com/m832wh.jpg)
(http://i43.tinypic.com/vhq3a9.jpg)
Title: Re: Imperial Faction (***Full Release*****)
Post by: Hagekura on 27 October 2011, 17:02:19
The screenshots looks very nice!
Can I expect the new release is coming soon? I want to try it.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 30 October 2011, 14:08:40
I'll share a final balance-testing beta in a few days, just adding the last unit.

One sticking point is getting Chinese voices for the warlords faction - if anyone has any ogg,mp3 or WAV that are suitable please share - must be either public domain or appropriate liscence.

Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 31 October 2011, 23:27:43
full release imminent for MG 3.5.2+
(http://i42.tinypic.com/2l9342o.jpg)
Title: Re: Imperial Faction (***Full Release*****)
Post by: Hagekura on 1 November 2011, 02:15:26
Very nice artwork! :thumbup:
I will try new release of Imperial techtree as soon as I renew my video card.
Title: Re: Imperial Faction (***Full Release*****)
Post by: will on 1 November 2011, 06:03:28
Love it!

I'm going to be super annoying but I have difficulty picking out the letters in the splash even though I know what it says.

Maybe some glow behind them to pick them out?
Title: Re: Imperial Faction (***Full Release*****)
Post by: Psychedelic_hands on 1 November 2011, 06:56:40
Woah, really digging the art style man. Great use of different brushes and bevel filters, really original looking.
 Because your art style is so unique, what about making a specially suited tileset? and so it matches the textures underneath buildings better. Can't wait to test it out.
Title: Imperial 2 (***Full Release*****)
Post by: Mr War on 1 November 2011, 20:47:11
Tech Tree 7zip http://www.mediafire.com/?2ph4itju2k5ybcw <should work on MG 5.3.2 or later, and probably on GAE also (not tested)

Will update first post.

Warlords Tech Tree (new faction inspired by ancient/medieval Chinese with Steampunk creeping in).
(http://i40.tinypic.com/142y8i1.png)
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: MuwuM on 1 November 2011, 23:31:33
NICE update.

I like the warlords very much!

But there starting with a food degeneration of -6 which seems a bit strange for me. (tested with MG SVN head).
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Psychedelic_hands on 2 November 2011, 07:13:17
I tested it out with GAE, it works great. All I had to do was adjust it to the add-ons format.
I didn't get to play a full game yet, so the only feed back I have so far is that the towers rotate when I'm guessing they probably shouldn't be.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 2 November 2011, 07:43:21
Thanks guys, good to have feedback  :D

Muwum, the first thing i do is build a farm (warlords) or taven (Imperial).

Hands, each faction has two towers. The basic one shouldn't rotate but the crossbow tower (Warlords) and cannon tower (Imperial) rotates so that the weapon point towards the enemy.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Psychedelic_hands on 2 November 2011, 08:38:41
I'm refering to the starting one.... I just fired it up in MG and figured out it was a GAE issue. I don't know syntax very well in either engine so I'm not much good, though here is error log if it's any help.

GAE error log:
(click to show/hide)

The models in this mod also make this bug ( https://forum.megaglest.org/index.php?topic=7575.msg78093#new ) fairly obvious. Except that instead of invisible units flickering when trying to build something,  very thing except for the front face of a unit flickers. If you don't understand what I mean then please look at it yourself, sorry it's hard to describe what I mean clearly. But hopefully this has been fixed by silnarm already.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 2 November 2011, 17:39:17
Thanks for checking it out in GAE man, I guess the answer is that it'll need some remediation to port to GAE, and that might as well go with GAE specific enhancements like water units and troop carriers. No rush though.
Title: Re: Imperial Faction (***Full Release*****)
Post by: Mr War on 2 November 2011, 22:51:16
Woah, really digging the art style man. Great use of different brushes and bevel filters, really original looking.
 Because your art style is so unique, what about making a specially suited tileset? and so it matches the textures underneath buildings better. Can't wait to test it out.
I'm trying to get a 'steampunk' look with some old Mr_War tile sets. hmmm, need to keep trying, the cross-hatch look doesn't tile so well.... YET....
(http://i44.tinypic.com/14b6sm1.jpg)
(http://i42.tinypic.com/14bi93m.jpg)
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Ishmaru on 5 November 2011, 00:08:56
Amazing mod as usual Mr War! New skins and infantry models are great for impereal. And love the steampunk chineese faction as well. The castle tanks have a very hard time getting around the battlefield, and artilery moves way to slow. Also what's purpose of steam generator? It should be used for tank production but doesn't do anything...
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 5 November 2011, 07:21:35
The moving castle and artilleries poor mobility is partly to stop them being too powerful.

The steam mill is a legacy unit from when I had two 'food' resources. I then made it part of the critical path to building a factory but it slowed down that critical path so now it's relegated to an alturnative to the taven.

I may release an update once MG 3.5.3 cones out. What chaholder new units should I include?
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Hagekura on 6 November 2011, 12:11:17
I bought new card (geforce 560GTX Yeah ;D) and have played Imperial2.
This is very nice update! :thumbup: buildings and untis models are much more improved, as well as units animations! I'm impressed.

A few issues I've noticed: Fire cart moves faster than soldiers, It looks a bit odd.
As Muwum already mentioned, The factions start with minus food incomes is a bit unkindness, as it restricts first steps of players to build food prodution buildings. I think they should start with at least some pigs.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Ishmaru on 6 November 2011, 18:25:04
One more thing, warlords basic infantry attack speed is increadably fast and easily falls a basic imperal infantry. Is that intended?
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 7 November 2011, 21:39:38
Warlords Soldier and Imperial Man at Arms are equally matched in XML terms, only difference might be relative upgrade stages of respective players. Confused why you are not seeing this though when playing it  - maybe it's just the animation speed playing tricks on you.

Also, have corrected starting food deficit in latest working copy, plus all-new warlords worker g3d. Fire cart movement speed fixed (it was only in charge mode).

thanks for the feedbacks.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Hagekura on 8 November 2011, 05:35:52
I really love the Siege rocket in Warlords faction. :thumbup: It's launching sequence is very interesting and fun to watch. also it's rocket sound is nice, but a bit too loud maybe?

About infantry's attack speed, I think Ishmaru tells the truth. I've watched xml file of the soldier and surprised that the soldier have attack animation speed 300(while skill speed is 100), it's too high.
In my understandings, the actual attack rate is decided by animation speed, not attack skill speed. I don't know how the skills actually calculated in the program, but It seems If animation speed is higher than skill speed, the attack will repeated faster than the skill speed. to verify this, for test set your archer's attack animation speed 1000 while stay skill speed 50 or around, and see what will happens. :o

Since the soldiers have low durability, the high attack rate doesn't causes serious balance break, but I recommend you to set attack skill speed and animation speed same value preferably.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 9 November 2011, 21:37:49
Warlords Units Guide (MG 3.5.3 release)
(http://i41.tinypic.com/6ghnhu.png)
Worker. Basic unit for gathering resources, and building and repairing buildings. self defense capability using Kung Fu (Chinese Boxing skill requires upgrade)
Soldier. Infantryman armed with pole ax (ge). Styled generally on Terracotta Army
Chu-Ke nu. classic Chinese Repeating crossbow. Shorter ranged and less powerful/accurate than Imperial Faction crossbow but much faster-firing. Ref http://www.grandhistorian.com/chinesesiegewarfare/index-english12122007.html
Terracotta Warriors. Squad of terracotta soldiers used as guardians to ancient tomb of First Emperor, they are animated by alchemy. Powerful, do not require food, but get weaker with every moment so use them quickly, and close to your base.

(http://i39.tinypic.com/e1axyv.png)
Fire Dragon Archer. China invented Gunpowder, and applied it as an explosive warhead for fire arrows, and then as a propellant. Various Hand-held rocket packs were developed, including the "fire dragon arrows". Ref http://www.grandhistorian.com/chinesesiegewarfare/index-english12122007.html
Fire Cart (Huo Che). Man-portable light MLRS. Typically based on single-wheel wheelbarrows, the warlords faction uses a twin-wheeled cart similar to the Korean Hwacha design.
Siege Rocket. The Warlord's heavy artillery, this unit is based on the Shenhuo Fei Ya (God's Fire Flying Crow). No realistic illustrations exist of this documented heavy incendary rocket, so I used the chassis of an early Chinese cannon as the basis, deliberately different to the same unit in Age Of Empires III

(http://i40.tinypic.com/9irat4.png)
Lantern balloon, Light and slow air unit with both air-ground and air-air capability, Uses similar principle to Chinese flying lanterns. Fictional unit but influenced by historical reports of ancient Chinese designs.
Storm Dragon Airship. Main air unit, capable of inflicting significant damage on ground units. Steam powered oars. Fictional unit.
Moving Castle. Warlord's heavy tank, only 2 can be owned at any given time. Very powerful but cumbersome and slow, Fictional unit but influenced by Tsar Tank (http://en.wikipedia.org/wiki/Tsar_Tank)

(http://i41.tinypic.com/24obrkm.png)
Castle. Core building, can produce workers and research primary upgrades
Barracks. Produces infantry (except Terracotta Warriors)
Gate to Ancient Tombs. Metaphysical gateway to tombs, allows animation of terracotta warriors.

(http://i42.tinypic.com/5bziwh.png)
Farm. Required to produce Food to sustain the army. Can produce pigs as additional source of food.
Workshop. Produces wheeled and air units
Defense tower. Basic defensive structure - fires arrows
Crossbow Tower. Improved defensive tower with large mechanical multi-bolt multi-bow crossbows. Fictional configuration but heavily influenced by Chinese Sangong Chuangzi Nu (ref http://www.grandhistorian.com/chinesesiegewarfare/index-english12122007.html)
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 9 November 2011, 21:47:00
thanks hagekura, I adjusted the animations. This might explain why my Balancing Tool calcs sometimes gave unexpected results because I used Attack Speed not animation Speed.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Hagekura on 10 November 2011, 07:58:23
It's good to hear you adjusted animation speed and food.
I'm always thinking it's confusing that the glest displays attack skill speed as attack speed in game, since if the attack animation speed was differ from skill speed, the attack speed displayed in game becomes fake. I think Glest should display animation speed as attack speed in game, it's a bit off topic though.

The new worker looks very nice. I'm looking forward to see their kung-fu fighting. ;D
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: John.d.h on 10 November 2011, 17:46:52
The new stuff looks awesome -- I will definitely have to try it out when I get a chance.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 11 November 2011, 07:44:29
It's good to hear you adjusted animation speed and food.
I'm always thinking it's confusing that the glest displays attack skill speed as attack speed in game, since if the attack animation speed was differ from skill speed, the attack speed displayed in game becomes fake. I think Glest should display animation speed as attack speed in game, it's a bit off topic though.

The new worker looks very nice. I'm looking forward to see their kung-fu fighting. ;D
Separating speed and animation speed is very useful for building and moving animations, just attack where there may be an issue.

For Kung Fu please remember that my bone animation is not my strength. This sort of attack really benefits from the multiple animations capability of MG. Currently I've taught the works a side kick, spinning heel kick and reverse punch, but I'm not a good sifu
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 11 November 2011, 23:38:52
New Beta for next version - requires MG 3.5.3 beta or latest SVN. http://www.mediafire.com/?zoab69duylq10om

Warlords - new worker with kung fu skillz
Imperial - uses Energy not food - Steam engine main source

Many minor refinements
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Coldfusionstorm on 14 November 2011, 06:16:51
I bought new card (geforce 560GTX Yeah ;D) and have played Imperial2.
This is very nice update! :thumbup: buildings and untis models are much more improved, as well as units animations! I'm impressed.

A few issues I've noticed: Fire cart moves faster than soldiers, It looks a bit odd.
As Muwum already mentioned, The factions start with minus food incomes is a bit unkindness, as it restricts first steps of players to build food prodution buildings. I think they should start with at least some pigs.

I tought for second you said a 5600 Geforce, allmost fell down the chair.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Hagekura on 15 November 2011, 09:33:15
I tought for second you said a 5600 Geforce, allmost fell down the chair.
:O Will the glest runs even with 5600 series geforce?

Hey war, I have a suggestion, when making a human walking/running animations, keep in mind that leaning the body axis forward.

The theory of depicting forward movement ( any action that carries the whole body forward ) requires that the top always be shown ahead of the base.
(http://img851.imageshack.us/img851/2907/manwalkrun.png) (http://imageshack.us/photo/my-images/851/manwalkrun.png/)
In walking or running, the line of balance remains a constant forward slant as long as the same speed is maintained and tips more as the speed is increased. This change is hard to see because the moving arms and legs distract one's attention from the action. A person must lean the body forward to take a normal step. The balance is caught by the forward foot. The arms move in reverse of the legs, so that, when the left leg goes forward, the left arm goes back. The center of the stride expresses the least movement.

As we walk along, what happens is this: foot moves body, body moves foot, foot moves body, body moves foot. Each leg takes job over as soon as it is put on the ground, and the other leg relaxes and swings forward, mostly by momentum, until it takes over. Both actions go on simultaneously.

Hip and knee drop on the relaxed side. The leg carrying the weight is straight as it passes under the hip and bends at the knee as the heel comes up. The relaxed leg is bent at the knee as it swings forward. It does not straighten out until after it has passed the other knee. The legs are both fairly straight at the extremes of the stride.

Remember:
Arms move opposite to legs.
Back foot does not leave ground until front foot is planted.
Arms pass hips at same time knees pass.
Hip is higher on side of foot carrying weight.
Knee drops on leg off ground, action is best expressed at extremes of stride.
Always tip line of Ballance.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Coldfusionstorm on 16 November 2011, 22:26:19
Very nice post Hakekura, i have bookmarked this for study. :)
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 17 November 2011, 03:32:21
Hagekura, really appreciate it man, thanks.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Hagekura on 17 November 2011, 04:01:42
>>Coldfusionstorm, Mr War
I'm glad you like it fellas.
To be honest, most of these were from my favorite book "Figure Drawing For All It's Worth" by A.Loomis.  :D
but these tips were really useful when I created human animations, so I wanted to share them with you.

Have you already found worker's attack sounds war?
If not, how about these:
http://www.freesound.org/people/nextmaking/sounds/86019/
http://www.freesound.org/people/nextmaking/sounds/86018/
http://www.freesound.org/people/nextmaking/sounds/86008/
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: titi on 10 December 2011, 01:57:46
Current version is in MegaGlest ingame mod center now.

The hud overlay doesn't look that good  :'( . The minimap is harder to see adn the whole thing does not fit with the buttons and fields positions of the GUI ...
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 10 December 2011, 08:57:19
thanks man. Which HUD do you mean? They all look fine on my machine.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: titi on 10 December 2011, 17:29:55
First one see minimap (left) and unit selection (right)
Second one see unit button on right.
(click to show/hide)
(click to show/hide)
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Mr War on 11 December 2011, 11:39:53
That's just bad HUD design, both are showing as intended.  :angel: :o :O
Title: Imperial 2 Naval Battles in MG
Post by: Ishmaru on 31 October 2013, 15:02:37
I've been playing around with Imperial 2 lately, doing a few experiments.  One of which is to include the units lost from the original Imperial faction. I gave Tech's tank to the Warlords, which is now called the "Dragon Tank", and done a bit of my own re-balancing in particular of cannon units.

Most Important thing im experimenting with is to find a way to Include the naval units from the Original Gae version in MG. (without changing the source)

Naval battles are only available in special made scenarios, with their own tilesets, as the naval units are actually land units, just cleverly hidden. Shipyards must be spawned via scenario as they cannot be built. However Ai builds ships very well and i had some nice naval battles vs a standard cpu player.

Side note, In a weird case of irony, I switched the ships around so that the Imperials have Techs old ships, and Warlords now have the old Imperial ships, as the old imperial ships had a more Asian style to them.

Ill be releasing my revised tech tree  "Imperial 2 Plus" and a few naval scenarios with in a few days! Pictures below:

(http://i39.tinypic.com/j5d1g6.jpg)
(http://i39.tinypic.com/1q0i3b.jpg)
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Ishmaru on 3 November 2013, 16:37:36

Imperial 2 Plus


 
(http://i41.tinypic.com/2w727gw.jpg)
(http://i44.tinypic.com/xlwkk4.jpg)
 
Changes:
 
- re-disabled Dragon Tank production. I felt that this would cause issues with the games balancing.  However Ill leave them in the techtree if anyone wants to try them out.
 
- Fixed Soldier doing incredible amounts a damage in a small amount of time.
 
- Fixed Tanks and all cannon units had their attack speed reduced.
 
- Altered faces of worker + citizen units to match the face style of the rest of the faction. No longer uses the old tech worker face.
 
- Added Naval units to both faction for scenario use.
 
- Switched Tech and Imperial ships to better match their faction.
 
- Tweaked naval unit Attack speed and strength
 
- Added Imperial Crest to old Tech Warships.
 

Download:


 
Techtree
https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip (https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip)
 
Naval Scenarios: (for megaglest)
https://forum.megaglest.org/index.php?topic=9280.msg89120#msg89120 (https://forum.megaglest.org/index.php?topic=9280.msg89120#msg89120)
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: ElimiNator on 4 November 2013, 05:33:25
Is this for GAE (water units?) or are they just in scenarios?
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Omega on 4 November 2013, 07:09:48
Is this for GAE (water units?) or are they just in scenarios?
He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Ishmaru on 4 November 2013, 13:52:02
Is this for GAE (water units?) or are they just in scenarios?
He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".

Yes.  This was intended to bring naval warfare to MG.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: ElimiNator on 4 November 2013, 16:13:17
Yes, I know about boats in scenarios, I was the first one to do this in Glest with my Pirates faction.

I was just making sure it was not for GAE.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: titi on 23 November 2013, 00:34:17
Whats the state of this faction( and scenario )?  In IRC you said you made some more changes to the balance, is this already the latest version or will there be a newer one very soon ?
I really want to upload this and the scenarios to the mod center.
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Ishmaru on 23 November 2013, 12:44:31
Updated Today.

Changes:


Dragon tanks - Edit textures, re enabled

Dreadnaught/Ironclad weapon strengthened

Added some Ai Behavior tags to Warlords faction, to encourage tank production.

Balanced, Siege rockets with Trebuchet.

Scenario:


Added 2v2 scenarios. Bringing the total to 4.

Download:



Techtree: Imperial 2 Plus (Added ships, re balance units) - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip
     
Scenarios: One scenario for each faction - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial%202%20Naval%20Senarios.zip
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: titi on 23 November 2013, 15:25:49
I added new loading screens for the scenarios and uploaded this to the mod-center where it is available now.

Sadly MG crashes at the moment when a techtree is missing for a scenario ( see here (https://forum.megaglest.org/index.php?topic=9311.msg89410) )
Title: Re: Imperial 2 tech tree (***Full Release*****)
Post by: Ishmaru on 23 November 2013, 16:52:33
thanks!