[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_anime_screen-logo.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_screen.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_screen_3.jpg[/img]Hi Guys! So today I'm releasing A mod I've been working on since May.
Oh man this mod is very awesome, who wants to play mutliplayer when its out??? :cheesy: :cheesy: :cheesy: :cheesy: :cheesy: :cheesy: :archer: :archer: :swordman: :swordman: :swordman: :swordman:Sign me up!
Looks dune influenced to me too
What was your first mod?Probably Chasm which looks awesome too:
two Factions: The East Ocean Alliance or the Northern Empire,And are they both done yet?
Oh, probably. I just thought that was this mod, so that didn't really count as a different mod. But you're most likely right.What was your first mod?Probably Chasm which looks awesome too:
http://delphadesign.deviantart.com/gallery/?offset=24#/d2tzf2u
Can I ask why you didn't release the other mod? The two seem really similar. Maybe you could do a cross-over ;)- Chasm is not as good as Annex so I went with the better mod! If they seem similar they should as I built Annex as a sort of Sequel to Chasm story wise, but not really noticeable. I also don't want them competing with each other for popularity, so I plan to only release Annex.
PLEASE PLEASE PLEASE make several backups!!!.
Are there two factions?-Yes There will be 2 factions, only one is almost complete. There will be a sort of sub faction which will act as mercenary units that either side can recruit, they still need to be done!
And are they both done yet?
What's the download link?-sorry none yet try to be patient!
Why don't you just embed the video on Youtube though?- going to soon!
Awesome work man :D-Thanks!! Mean a lot coming from the original Glest artist!
We want a playable version!!!
Keep up the good work
What is the R grunt?R grunt is for Rocket Grunt
How did you get specular on the Harvester unit? It looks cool, but if it is diffuse then i imagine that it will look weird in game. Especially at night.
I think you should rename the scout to "Probe Scout" or something like that.
Will you release it with special made maps?
Ment for MP or SP?
What is the R grunt?R grunt is for Rocket Grunt
How did you get specular on the Harvester unit? It looks cool, but if it is diffuse then i imagine that it will look weird in game. Especially at night.
I think you should rename the scout to "Probe Scout" or something like that.
Will you release it with special made maps?
Ment for MP or SP?
Specular is part of the diffuse map, however its not to bothersome at night. (at least to me)
All maps will be special made maps as normal glest maps will have some comparability issues with Annex and Its tileset. They work just issue of enough space for the large bases and problems as i reassigned tile set objects to different things in annex.
Can play Both MP AND SP! AI WORKS WELL! actually too well i never defeated a cpu mega.... There may not be scenarios as i do not have time / experience to do them however you are all welcome to make your own ill be interested to try them out!
Is there a reason y scout is not enough? That's its sole purpose... Also The names written on icons may not be the whole name, ex destroyer is actually called Tank Destroyer.
Thanks Again To everyone! I Look forward to releasing a beta for Annex soon!
Simply amazing, not that it needs to be said again.
This mod is amazing. Are you a pro?
The Japanese mod and this one really raise the bar - no disrespect to other's great mods, but now we know what we should be aiming for, what we should be measured against
The tile set looks amazing too btw, and the tanks exploding... I could watch that bid all night
it may look good, but the real test is if it plays good. i wont be truly impressed unless its gameplay matches its looks.
Looks awesome.
Looks awesome. Will be even more awesome with GAE's features too!Defiantly, Hope the merge goes well!
:o That was amazing! I know it's been said before, but this has got to be the best artwork Glest has ever seen. If I didn't already know better, I would have thought I was watching the trailer for a professional game.Thanks! Glad you feel that way! BTW does the video look a bit dark?? Just wondering.
I love how all your videos end with a missile! :DNothing is better than ending with a huge explosion!
Amazing. Just amazing.
And the mod of the year goes to... *drumroll*... Ok, take the drum roll out. There is no suspense, no contest, nothing. If the mod is half as good as the video shows it to be, you win, hands down. Pre-congratulations. :D
Great. :thumbup:
especially I love the Robots!(probably the "walker" unit?), they are uber cool! :thumbup:
I can't wait for play the demo!
Your tech tree looks better than the original magitech :'( ;)Well, technically it's different, it's animeish, so it doesn't count ;) :O
Thanks for support again guys!Just the standard stuff: Perform a ccleaner sweep, defrag, update graphics drivers, and whatnot. Particles can slow the game down, as can an increased render distance (great for screenshots, but should be kept at the default for regular gameplay).
I'm currently having a huge problem... I have lots of lag recently on my PC. I don't know if its just my pc getting slower, or that annex is to taxing. Its actually a xps laptop coming on its third year of use. SO no top of the line machine. I tried to make everything in annex as efficient as possible. Lower texture resolution (infantry use 128x128, tanks 256x256) Even particles are even more efficient than Glest particles, even with particles off still lag issues. Annex is supposed to be played with a large number of units much in a similar way ad C&C games. I know that Glest is not built for large battles, however, as much as i build the ai always uses more. Beside i've seen videos with mega Glest with almost as much units as Annex normally uses. The lag occurs more in 4+ matches. 2-3 opponent matches are fine. I don't know what to do to fix the problem... Any suggestions?
I'm currently having a huge problem... I have lots of lag recently on my PC. I don't know if its just my pc getting slower, or that annex is to taxing. Its actually a xps laptop coming on its third year of use. SO no top of the line machine. I tried to make everything in annex as efficient as possible. Lower texture resolution (infantry use 128x128, tanks 256x256) Even particles are even more efficient than Glest particles, even with particles off still lag issues. Annex is supposed to be played with a large number of units much in a similar way ad C&C games. I know that Glest is not built for large battles, however, as much as i build the ai always uses more. Beside i've seen videos with mega Glest with almost as much units as Annex normally uses. The lag occurs more in 4+ matches. 2-3 opponent matches are fine. I don't know what to do to fix the problem... Any suggestions?Specs? Good graphics card and 4 gigs of ram? Try running ccleaner, updating your drivers, and running defrag utilities. Yes, the AI will always produce more units, but all you have to do usually is just to be smarter than them. :P
PS Chasm was a mod i started making more than 3 years ago, i developed it for 2 years. I never released chasm or even really announced it. It kind got discovered when I announced Annex. Would everyone want to play Chasm? I've been debating it ever since...Sure! ;D Added a poll...
By the way, its also available in scenarios now. You can specify something like this now:
<player control="cpu-easy" resource_multiplier="3.0" faction="magic" team="2"/>
of course the old way without this new attribute works too
Are you using MegaGlest or GlestAE? Lag probably comes from pathfinding.I do use MegaGlest but the lag would probably be the same on GAE.
Also, well...perhaps if this isn't implemented for specific factions something like this could be implemented? Or, I suppose you could just cap them...(I think you can do this, but not sure how...) On second thought, I guess capping would work.
About Chasm: I suppose you should release it before Annex, I guess.
I would like some sort of unit cap. However mg only has caps for specific units. (IE: limit 10 tanks, 20 grunts, 5 bombers...) I tried this once but it kinda takes away the freedom of the player to decide his unit formation. What i would need is a population cap, however the closest Glest has is food which is not the same... -_-What about a static resource like Magic's energy?
What about a static resource like Magic's energy?I can try that. Does it replenish when a unit dies?
I can try that. Does it replenish when a unit dies?Yes it does. The unit simply checks it out like a library book, and returns it when it dies.
Things that need done before beta release:Modified Glest mountains? how and screenshot?
Waiting on permission for music, Finish some custom maps (working on a cool 2v2 city battle map :P), I still need to make mountains currently using modified Glest mountains, and a bit of cleaning up. I want to do a tutorial but to me lua is frustrating at best, so i may not. Then we would have a beta release sorry for wait!
I'm really interested in your tileset. I'm going to start work on my own tileset kind of soon, and yous looks very different!
I like how you use lots of grass and leaves around objects, I was planing on doing the same :D. So you said you added every type of terrain into one tileset.... how does this work? and does the map editor handle it?
Modified Glest mountains? how and screenshot?
Don't forget to use cliffs!
If you don't have it, I've uploaded it here: http://www.2shared.com/file/DabE1MfT/
lol, your image is very helpful ::) But, I see...cool.Here is what you were looking for.
So I just found your videos about Chasm...could you please re-upload them on youtube? :DUnfortunately, I don't think I have the videos anymore... They may be in another Hard Drive but no guarantees. Guess I could just make another trailer :P The ones on Deviant art look terrible... Btw are the images / videos dark? They look almost black on my mac.
And when you upload Chasm, be sure to make a moddb page for it!
Note: Perhaps you would not want to include your phone number... ::)
How'd you make the city, it looks awesome :oI think he made a city tileset.
@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
Are the Chasm images on deviant art dark or hard to see on your screen?Somewhat, but it's fine. Perhaps you should just adjust your screen's settings... :-\
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.@ ElimiNator Works in custom games too! Scattered houses appear in many maps but 2v2 Urban Rumble is first to focus on city battles. :P
@ultifd What I feared. :look:... Ill try to brighten it the only way i can think of is brightening the textures, its just hard cause i don't have something to aim for...Are the Chasm images on deviant art dark or hard to see on your screen?Somewhat, but it's fine. Perhaps you should just adjust your screen's settings... :-\
Cool.So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.@ ElimiNator Works in custom games too! Scattered houses appear in many maps but 2v2 Urban Rumble is first to focus on city battles. :P
@Ultfid Ill upload video when i find it. If not Ill make a new one! Meanwhile try not to post it anywhere don't want my phone number plastered all over net. ;)Thats cool, sorry if I was confusing, making tilesets looks like fun
Are the Chasm images on deviant art dark or hard to see on your screen?
@Whyvern Not sure what you mean by how but i replaced the "impaled" object with various objects such as buildings, shacks, water towers, empty lots, and broken down cars. Each occupy about 3x3 space much like "Big Rock" and are chosen at random by the engine.
@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!
Thats cool, sorry if I was confusing, making tilesets looks like funIt is! Its actually fun to break the tileset mold and explore different possibilities!
Wow, that's amazing Ishmaru! Very creative usage of tilesets. Albeit, they will only work on specially made maps as a result, but it's very impressive all the same! :oThanks! Yea its a problem since tileset is radically different It would only work with special maps and the maps may not work with any other tileset.
has been said often but; cant wait to get this to play :DThanks ^^
please can you upload chasm, if its just some kind like what you a creating for annex people will make you xmls for playing in one afternoon...
the ai-thing; i think maximal unit-limit for the ai and stuff like that should be implementet to MG for future releases; just one xml which lets you configure the playstyle; for example original glest-style or a fast-arcarde-styleMaybe i think Future Glest (Glest 4 hopefully) changes should focus on making its easier to make mods that focus on large scale battles. Thats my biggest grief with The Annex Project. I'm thinking of limiting to 2-4 player maps, due to the lag issue created by large armies. Maybe a 6 player map to test if that many players are even possible. I'm also worried about multiplayer issues due to large armies.
How will those huge mountains work in MG? Invisible blocker objects, everywhere?Not everywhere. Mountains are larger but not huge. The easiest way to set up a mountain is to use a brush of radius 3. one click and put a single mountain square in the middle. And you got a perfect collision barrier. Like in photo:
I remember hearing something about defining a tileset object height in megaglest for air units. Cant seem to find how to do it anywhere. :look:Not yet. There was discussion in hopes of adding such an ability, but it seemed to have died. Perhaps it should be brought up again, in its own feature request topic? Flying into a mountain is pretty bad anyway. :confused:
in some ways, i kinda wish that air units would stay a consistent height from the ground, so that you can actually have an animation for a ground unit that can become and air unit. and also, as Omega said, flying an air unit into a mountain sucks.They do fly a consistent height.
Not yet. There was discussion in hopes of adding such an ability, but it seemed to have died. Perhaps it should be brought up again, in its own feature request topic? Flying into a mountain is pretty bad anyway. :confused:Really, that's not good the mountains are taller and air units would fly into them... Ill create a request.
sorry, i meant to say a "static" height from the ground. only downside with that is that they would "ride" the contours of the land belowThey already ride the surface of the ground so you can animate ground to air morphing and vice-versa, I have a unit planned to do just this. Just need to do some trial an error to test to see where you need to animate to. In Chasm i had set up bombers that could drop paratroopers and had to animate them falling to the ground. As well as planes death animations were them falling to ground as well. After some trial and error i got the height about right and use it as a reference.
I have a unit planned to do just this. Just need to do some trial an error to test to see where you need to animate to. In Chasm i had set up bombers that could drop paratroopers and had to animate them falling to the ground. As well as planes death animations were them falling to ground as well. After some trial and error i got the height about right and use it as a reference.Yes, I have air units that die and fall to the ground. The height is about 5 squares in blender.
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).Get well soon! The screen shots and videos rock, I'm itching to play it!!!!
The early beta release will have:
New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music
What it wont have:
Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.
I will have release but it may be on hold till i get better... Lets see how i feel.
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).
The early beta release will have:
New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music
What it wont have:
Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.
I will have release but it may be on hold till i get better... Lets see how i feel.
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_2.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_4.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_1.jpg[/img]@Ultifd For me water sounds does cause lag but that may just be my sound card, when i bought my computer i got the lowest end sound card so i can have the best video card I could get. Even so You cant hear the water sounds since they are drowned out by the music. So i removed it anyways, no point having to compute something not heard anyways.Oh, I see. Perhaps, but if the music is louder than yeah...
Should be OK on a decent comp right? I guess so...though this might be a problem in multiplayer games :P
What today's computers struggle with, tomorrows will own.I don't think that applies anymore, usually. :-X Not for now, I think.
You can always disable either tilleset particles or unit particles. So shouldn't have an issue. My computer is not the best on the market these days plus all background programs. I think it should be fine. Thats what I hope would be tested in the beta.I know, but why would I do that? Looks so cool...I hope my comp(s) will be OK with it. It's just more of a problem in multiplayer games, as we already have lag from immense amount of units or even network lag.
Graphics is a very parallel problem. As GAE/MG/G4 move over to doing more and more VBOs for the graphics, the CPU will be left to do these particles. It is also possible to move the particles themselves over to the GPU. So I think what I said still applies.What today's computers struggle with, tomorrows will own.I don't think that applies anymore, usually. :-X Not for now, I think.
Graphics is a very parallel problem. As GAE/MG/G4 move over to doing more and more VBOs for the graphics, the CPU will be left to do these particles. It is also possible to move the particles themselves over to the GPU. So I think what I said still applies.In that way, it still applies. But then it's still like I said, not for now. Besides, even if those changes were made I still don't think it would help people a lot if they have integrated cards... :-X
What today's computers struggle with, tomorrows will own.
Imagine how demanding the original glest was when it was built?!?
What license had you thought to use?
I know, but why would I do that? Looks so cool...I hope my comp(s) will be OK with it. It's just more of a problem in multiplayer games, as we already have lag from immense amount of units or even network lag.
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
fmn I don't think the old model is goofy looking though, I don't know, my impression could be somewhat biased. you know, japanese are robo-fetish. :O anyway both models looks excellent, you should choose which you like the best at last.The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
fmn I don't think the old model is goofy looking though, I don't know, my impression could be somewhat biased. you know, japanese are robo-fetish. :O anyway both models looks excellent, you should choose which you like the best at last.The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
i really like the look how it is now, with a big mech destroyer and a non-mech mrls. but if you try to redesign it, try to make it less flat, give it longer legs to make it stalk. more like a spider than a turtle :)
There isn't really anything thing such as a "MegaGlest mod" because it would work with GAE too.Not really, and I thought Ishmaru used some MG specific ini settings anyways. I also think once titi implements some certain things he'll use them too. And then there's the AI as Ishmaru said...
My apologies in advance but this game would be on its own executable directory (glestuser.ini will be in annex_beta main directory so no overwriting megaglest anything). This game is built to be its own game not built to be run on another game, so it will be released with its own executable. I did not modify binary but i did move things around which will not work in addon format. There are new directories in main directory containing icons sounds and voices each in there own directory, plus dramatic changes to tileset (what each object does) would have issues working on non annex specific maps and vice-versa, even changes to particles in data directory (fire and water), and even changes to the faction colors. Also there are differences with ai between GAE and MG so there may be issues with AI working on GAE or not as i've seen with Imperial Faction. I want everyone using the same version for the least amount of complications and confusion between two engines. Ill do both 7z and zip version for those too lazy to get an extractor for 7zip :) (me being one of them, or at least i use to, i have it now).Yes, that's what I thought. I really don't think you need to have a zip version though...You did edit the credits, right? 8)
Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?It should be very little difference. The main difference will be in the file size.
Ok would the difference still be small if it was 100 unit a (30 frames) and 100 unit b (10 frames)?Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?It should be very little difference. The main difference will be in the file size.
Nobody is going to be upset that annex is a big download, since annex is a quality download and they can see a correlation between quality and quantity, right? :)
Ok thanks for the info!Compressed or uncompressed?Nobody is going to be upset that annex is a big download, since annex is a quality download and they can see a correlation between quality and quantity, right? :)
Thanks! but as it stands as a 7z Annex is about 48mb. thats for 1 faction,1 tileset, and about 10 maps. How does that sound?
he said 7z.
Common man! You`ve already wiped 1/10th of the mods off the floor!
Common man! You`ve already wiped 1/10th of the mods off the floor!
I think you mean 9/10ths :O
If you really want it to be perfect, then I think you would need to have some other people test it and make sure it's OK, as others usually catch things that you've missed or something like that. hint* hint* ;)
Well catastrophic hardware Failure is nothing new to me this was my 4 th laptop failure and probally my 10th pc failure. I've been through 3psp 5 phones 3ds (1 was stolen) numerous external hd failures... I think I may emit a magnetic field or emp... :DMaybe you're bad luck? Just kidding :O. Good thing you backed up regularly, though I gotta admit, that's pretty heavy numbers... I lost *one* computer before, and that was because I accidentally managed to reformat the entire drive instead of creating the duel-boot I wanted (bad defaults, bad!)...
As for disasters I donk know to much bad luck in the world?
The bigger hardware customers get the more often they decide to not do it the normal way...
I think I remember dell had funny gfx-card slots and memory slots too in the past.
But unusual hd connectors are fun too...
I really hope not too much is lost.
But then even if they are ok i still dont have a pc, only a mac and we all know how easy it is to put megaglest on a mac -_- so ill still be unable to do anything...You could get Linux. ;D
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_structure_tree_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_unit_tree_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/infantry_remakes_v2_AD.jpg[/img]It's going to be a great day when the beta is released! ;D
When are we going to see it for real though?
Nice soldier units models. well déformer and looks cute(especially female models). :D It will be well received by japanese.Glad you like like my infantry models! I improved the males a lot from before but i still think females came out much better, Grunts and Minigunners are my favorite. Destroyers were actually inspired by Guntanks as well as a unit from an RTS called Emperor: Battle For Dune, called the Devastator.
btw the Destroyer reminds me guntank, I love it. :O
:D It will be well received by japanese.Thanks I hope so!
Sounds are cheesy, song is awful... everything else is terrific though, nice job.Are the sounds at least tolerable? Or would game be better on mute? :P
The sounds aren't bad in my opinion. Having any new sounds at all is way more than most Glest mods can claim. :P The song sounds like it's trying a little too hard to be epic, though.
btw 3D studio max 8 has issues running on windows 7 -_-So learn Blender? ;) In all honesty, what issues? Every program I have that runs on XP runs better on 7.
plus Megaglest overheats my mac so working is limited to xml tweakingAnother reason not to like Macs.
btw 3D studio max 8 has issues running on windows 7 -_-So learn Blender? ;) In all honesty, what issues? Every program I have that runs on XP runs better on 7.plus Megaglest overheats my mac so working is limited to xml tweakingAnother reason not to like Macs.
[img]http://media.moddb.com/images/mods/1/18/17106/battle2.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/annex_screen2_AD.jpg[/img]bummer. Maybe just have blackened edges to them in the texture then?
Ok, let me at least try and be constructive. On second watch the sounds actually aren't thaat bad, but they're lacking in variety a little. I guess because they don't quite match the quality of the visuals I was disappointed. The song I didn't really pay much attention to after the intro, but the choir at the beginning is really "trying too hard to be epic" as John put it. Also, from what I can see there are too many blue projectiles. Some variety in colours would be nice.
That's about all I can find fault with... otherwise, this is the best mod we've ever seen!! Please release an alpha soon. :(
the mod is gorgeous - alpha release now please! - and the composition and timing between scene and music is brilliant in the video!
480p doesn't exactly make it easy to critique the rockets, but as they are dark and as the flash has a hard edge they do look like they are flying backwards!
Perhaps put a bit of transparency and more flame on the texture of the flames coming out of the tail of the rockets?
Elsewhere it felt that whilst the laser particles were nicely aligned with the guns, they were appearing beneath them instead of in front.
I've spent hours fiddling with trying to get particles nicely aligned, and I didn't know about the necessity of avoiding whole numbers, so it might be that this is intentional.
Really, this is the absolutely awesome! When do we get our hands on it?
Hmm...what changes does Chasm need before it's released?
the music is cc-by-sa so do i have to ask for permission??No. CC-By-SA is your permission. You already have it. You would only have to ask if you wanted to use it under different terms than that license.
I see, i don't know if i'm ok without asking them first though...the music is cc-by-sa so do i have to ask for permission??No. CC-By-SA is your permission. You already have it. You would only have to ask if you wanted to use it under different terms than that license.
I can assure you that if it is CC-BY-SA, you will never have to ask unless you want to, for example, redistribute it under a different license, etc. Otherwise, the entire CC-BY-SA license is worthless. No sense in annoying the copyright holder with unnecessary emails, just be sure to credit them in an AUTHORS text file and you're good.I see, i don't know if i'm ok without asking them first though...the music is cc-by-sa so do i have to ask for permission??No. CC-By-SA is your permission. You already have it. You would only have to ask if you wanted to use it under different terms than that license.
One idea would be to give each 'subfaction' one unique unit also that plays to their strengthGAE does have subfactions, but last I saw, the AI was totally dysfunction for them.
I can assure you that if it is CC-BY-SA, you will never have to ask unless you want to, for example, redistribute it under a different license, etc. Otherwise, the entire CC-BY-SA license is worthless. No sense in annoying the copyright holder with unnecessary emails, just be sure to credit them in an AUTHORS text file and you're good.I see, i don't know if i'm ok without asking them first though...the music is cc-by-sa so do i have to ask for permission??No. CC-By-SA is your permission. You already have it. You would only have to ask if you wanted to use it under different terms than that license.
GAE does have subfactions, but last I saw, the AI was totally dysfunction for them.
One idea would be to give each 'subfaction' one unique unit also that plays to their strength
Wouldn't the author have the right to ask that he be notified when someone uses his work?? He is supposed have the right to not let someone use his work if its not in the way he wants.The author retains all moral rights, which means that they have certain acts of recourse if, for example, you used their music in a porno movie or something. The fact that anyone decides to license their work under CC licenses means that they want you to be able to use their work. Many people do like to be notified when you're using their work, but it is not an obligation under any CC license. It's more an act of courtesy than anything. "Hey, just to let you know, I'm using that track of yours in a game I'm working on." "Oh cool, glad you like it."
Might I suggest cleaning up the seams on some of your tiles as well as on your tanks?Yeah, at the bottom left of the second image, you can notice the seems are a bit off, but otherwise the tilesets are amazing, as always.
moving all art, and sound elements to their own respective folders and out of the tech tree folder (which is standard procedure for MegaGlest mods).Wha? Since when?
And i want to remind you it is a standalone mod and just a standalone mod, sorry but no addon format for either MG or GAE.But... the addon format works *best* for stand alone mods! Please read the wiki page for more understanding. There is not one reason NOT to use it! It makes installation easier for all kinds of mods, being it maps, tilesets, techtrees, or a mixture of, for all engines, GAE, MG, and Glest! There is no reason not to use it. None whatsoever.
Great! If only this could have been a bit earlier though... :-X
Great! If only this could have been a bit earlier though... :-XNo, you can still replace the menus models. Just replicate the exact folder structure from the installation directory. Files that appear in a different location in GAE would need a duplicate, but would still work. The MG only files would be ignored by GAE, and vice versa.
Well, the one reason not to use it is that if it's an addon, the menu has to be the same as MG or GAE right? I'd imagine the G3D that ishmaru made is pretty cool. As for GAE, I'll just say non-solid makes a noticeable difference in megabytes...
cp ~/megaglest3.5.2_i386_64_linux_bin/megaglest{,_configurator,_editor,_g3dviewer} ~/annex_beta_v_1/
cp ~/megaglest3.5.2_i386_64_linux_bin/start_megaglest{,_configurator,_mapeditor,_g3dviewer} ~/annex_beta_v_1/
cd ~/annex_beta_v_1/
mkdir lib
rm 7z.exe annex_stable.exe megaglest_configurator.exe megaglest_editor.exe megaglest_g3dviewer.exe megaglestv3.5.2.dmp OpenAL32.dll uninstall.exe xerces-c_3_0.dll
./start_megaglest
[2011-08-22 13:25:25] *ERROR* In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 436] Error v4 model is missing texture [/home/tomreyn/annex_beta_v_1//data/core/menu/main_model/texture_map #19.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0
find -name "*[A-Z]*" -print0 | xargs -0 -L 1 bash -c 'mv "$0" "$(echo $0 | tr [:upper:] [:lower:])"'win7 64bit, mine crashes just before the menu (music starts though)
any idea?
this isn't a megaglest problem, megaglest works fine
no error message just the normal 'has stopped working' thing :/
tried replacing the data folder with the MG one, exactly the same only now it plays the glest music instead
no error message just the normal 'has stopped working' thing :/
UserData_Root=$APPDATA\annex_conquer\ to UserData_Root=$APPDATA\megaglest\Unrelated to this, I think I found a minor issue while playing: some buildings do not produce units, but define a meeting point - this seems wrong.
I'm also wondering whether this faction may have too many types of units (but this can be just a first impression). This or that way, I definately must also say that I like Annex very much. :)
Unrelated to this, I think I found a minor issue while playing: some buildings do not produce units, but define a meeting point - this seems wrong.
I'm also wondering whether this faction may have too many types of units (but this can be just a first impression). This or that way, I definately must also say that I like Annex very much. :)
Glad you like it! The meeting point issue was that I was told victory was recognized as destroying all structures with a meeting point, so I added meeting points to all structures, thus victory is obtained by destroying all structures. This may have changed.
The amount of units will probably be a bit overwhelming for new players, but with some practice you will get used to it. I wanted to give player lots of options, and make battles as varied as possible. :)
In this case you forgot the warehouse since it has no meeting point. I do not know whether the winning condition is still bound to destroying all buildings with a meeting point (but it may well be) - I bet titi knows.
If you have linux 64bit just replace the lib dir and the binaries.
lib/
megaglest
megaglest_configurator
megaglest_editor
megaglest_g3dviewer
awesome game!Strange... Its supposed to use the annex_conquer app data not megaglest, any have ideas as to why?
this has a really big potential. next we i will play it with a friend.
but there is a bug in the win version: it still uses the file c:/user/app data/megaglest/glest.log. if you don't have mg installed, you have to create it yourself.
ok today we played it in multiplayer 2 vs2. First all was fine, but then things go wrong :/ .
1. the eml defense towers is much too strong! If you turtle with this noone will ever win.
2. The hero is too stable! I killed the main building and I think all other buildings of tomreyn, only his hero was left. And with this he killed me completly, slowly but steady .... ok with 5 RPGs( or more?) its possible to kill him but thats too hard especially if he levels up after some kills! This level up is an absolute no go!
3. I think even the bunker is too stable.
You can build it quite quick and you can build lots of them ....
I think for human vs human there is still some serious balancing needed. Maybe others can comment too? tomreyn? claymore?
Try dogging laser shots, as well. Dogging is a big part of Annex.Dogging? Man please tell me that's a typo :o
I don't think the two-tier format works very well; upgrading to the next tier is virtually the first thing you do.I like the two tier format but I agree this needs to change. Maybe making the upgrade more expensive or require you to build a silo and tech centre?
Warehouses could be drop-off points, couldn't they?Agree, it gets congested when 6-8 harvesters are trying to thread their way into the centre of your base!
Ore/Credit depletes without being replaced. So in theory and in practice, it's quite possible to run out and bring the game to a standstill.I think there should be less resource points with more resource in each point, keeping the game going but encouraging the players to expand and fight for more resources. Currently you simply collect the resource near to your base, then those slightly further out. This tends to lead to a symmetry where you meet the opposition in the middle having both run out of resource.
ANd btw all units take 1 population point EXCEPT Harvesters, Bunkers, and EML Turrets. The more harvesters you have the less your population count could be so don't create a huge amount.
Technically I consider annex having 3 tiers T1 Starting units, T2 Advanced Weapons (tank, mortars, gunships) , T3 Units requiring silo or tech lab (mrls, walkers, harriers, guardians).
Yes advancement to tier 2 is more of a speed thing, Tier 1 is more about reconnaissance, and getting your base up and running. Upgrading to tier 2 after your first factory. Tier 2 is your base gameplay, as you will use these units till end of match, tier 3 are your closers, and heavy hitters, and weapons based on what strategies you want to use.
You start with your refinery, and basic workers which give you a trickle of supplies, until you get Harvesters, which are much better at carrying credits for farther crystal patches. The idea is that instead of you building small bases around crystal patches you have to send harvesters outside your base parameters, leaving them vulnerable to attack. So making it a more of a risk and reward system.
Strikers are one of the few ground units that could attack air units, doesn't need anymore encouragement than that :) I've been debating the Anti air defense for a while, but with strikers, and harriers there really is no need for them. perhaps anti air units need to be stronger?
As for hero, there are two icons in the refinery because there is no better way to create an "OR" requirement, meaning you need EITHER a tech lab OR a Silo to make Hero. As such one icon is for Tech lab requirement and other is for Silo The different structures also gives you access to different super weapons, eg Silo grants nuke ability, Tech Lab gives you beam attack ability. Speaking of witch, what are your opinions about the superweapons? Are they balanced well?
I'm not sure how much reconnaissance is likely to happen with workers. :) I suppose you could chuck one or two into the wilderness since you start with so many. Could give a dedicated scout. But in any case, Tier 2 is about the fastest mouse. So fair enough with what you consider to be Tier 3, but I still think Tier 2 is pretty pointless. Though other games do this sort of thing too.
That's all very well... but building base expansions can be risky too, and the lack of drop-off points slows down everyone's gathering at a time when everyone could really do with a boost.
What bothers me about strikers is that (to me) there isn't much incentive to create them unless you know for sure that your opponent has air units. I suppose you can leave one or two hanging around your base for air defence, but you're unlikely to want to include them as part of an attack force... until your whole army gets obliterated by a single Gunship.
Linux version was very mixed up with megaglest data. See here (https://forum.megaglest.org/index.php?topic=6517.msg76680#msg76680) how to fix it.
http://www.mediafire.com/file/qdd87d27t57c2dw/annex_beta1.7z
Linux version was very mixed up with megaglest data. See here (https://forum.megaglest.org/index.php?topic=6517.msg76680#msg76680) how to fix it.
I have fixed the filename and moved some files to create a faction-only version for a Linux for megaglest. This makes it easier to install as an Addon.Code: [Select]http://www.mediafire.com/file/qdd87d27t57c2dw/annex_beta1.7z
dang, I'm really wishing I could play this! I've tried pretty much everything, it just still won't work :(What's the problem? :-X
http://www.mediafire.com/?4wwu6x946tgl0x6I just noticed something, at one point in the clip, one of the tanks driving by teh base turns its turret, how did you get it to do this?Oh that's just part of its idle animation. There is no way to actually rotate a turret :P
Ingame music is plain horrible, it does not fit anything but the tempo that suggests a battle, otherwise the music is too harsh, and you are in the long run better of with turning it off
I just played 3 games and found several things that took away from the fact that your mod is awesome. Gameplay, models and everything along those lines was fantastic, however, the AI really doesn't use much later tech, the highest equipment the Mega CPU used was gunships, tanks, and flak rockets, otherwise, everyone spammed infantry and the IFV's. This means that a lot of the awesome late game things like the EML robot, bombers and Harriers went completely unused. Another thing I didn't like was that defences take from your population amount, its understandable but it means that you can never have a medium between offensive and defensive strength, since you don't have the population to do both. Otherwise, I discovered that the gunships are extremely devastating to everything, especially infantry, provided that they don't run into other gunships and rockets. The Harrier is near useless against AI since they barely build aircraft. I only built the bomber once and it was cool, but never did anything because I won before it got into teh fight. The secondary attacks are really cool and probably awesome in MP play but teh AI doesn't use them. Other then this, I loved your mod and there is nothing that is a major fault with the game, most of the problems are from teh Glest AI. Keep up the good work :thumbup: :thumbup: :thumbup: :thumbup: :)
The population complaint is probably because I like a defensive strategy with hit and run raids from my main base, which reminds me, can you make it possible for units to level up after a certain number of kills, currently it only affects the falcon which is kinda saddening
Re the AI not building advanced units. Not perfect solutions but i use 3 tricks which help:A) the current limit is 5 on all production buildings don't want to limit players too much. But 3 may be a good number, though i haven't seen Ai build more than 3 anyways.
A) put a build limit, like 3, on the barracks type production facilities so that it doesn't just spam the most basic production facilities
B) don't have too many production building types
C) put max unit counts on basic units so that they cannot spam too many and they switch production queue to other units
But higher EP could be used to show the fact that the crew is now more experienced in getting as many shots as possible off in the beginning of the engagement, or that they place more ammo in their turret, etc. I was kinda angry when I had an unharmed Heli with 42 kills hovering un upgraded, it would also be nice if you added HP regen to air units, since they're kinda unrepairable as far as I know.
I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hpThat would be GAE's custom leveling feature (https://docs.megaglest.org/GAE/Custom_levels). Basically, you tell the engine which stats to raise on each level, either static modifiers (eg, +100 HP) or multipliers (eg, 1.5x HP = 50% more health).
Yes something like that would be great!I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hpThat would be GAE's custom leveling feature (https://docs.megaglest.org/GAE/Custom_levels). Basically, you tell the engine which stats to raise on each level, either static modifiers (eg, +100 HP) or multipliers (eg, 1.5x HP = 50% more health).
You should consider making this mod GAE friendly too :)
This is another example of why MG and GAE should merge *hint* *hint*
it would be nice to have different tracks. if the engine allows only one, you could merge multiple tracks into one.
@ishmaru: will you release your beta2 when 3.5.3 (or 3.6?) is out? if so, i will change my headless server(engineer) to host annex games.
i think it's a little bit complicated to host both, annex and the megapack, on the same mashine as annex uses special maps which would create confusion if someone was to use them with a standard tileset
Btw, are their any maps (MG) that they would like to see in Annex?
sorry to be pedantic, but there should be a question mark at the end of your correction attempt :p
Btw,are there any maps (MG) people would like to see in Annex
im not really sure....would you rework them so they fit better into annex?
if so, what about conflict?
I want 4hills8kings to be in Annex! because I often play this map in megaglest.
I must say the ground textures kind of clash in that tile-set.
why the **** would you artificially limit players??
Hmm, why not have an eight player map, but have the player setup so it's easily compatible with four players? So in a 2v2v2v2 map, generally it'd be player 1 and 2 against 3 and 4 and so on, but to make it more compatible for four players, it could be 1 and 5 against 2 and 6, etc. Sure, annex might be too taxing with 8 players for many, but for those with power to burn, they'd likely be able to handle it, not to mention we can expect the engines to only improve in performance in the future.why the **** would you artificially limit players??
Like I said limited them because Annex is more taxing on the system than MG.
Wow, just wow. It's seeing stuff like this that makes me try harder, thanks
>new menu screen
Simply awesome... :o
Wow, that's an epic main menu!
The maps look pretty good too, though the sands on conflict grow repetitive fast, and I've never cared much personally for the concept of one massive resource "clump" such as Platforms displays.
New menu In game, Has its own custom Camera angles! Also a new Logo!Very nice. I can't help but think that the logo has a "cut off" sort of look, though.
Also I'm doing a few scenarios. I'm not much of a Lua coder though, so they are simple, but still fun. If anyone is interested in making some Annex scenarios/maps let me know!I'm afraid I haven't the time at the moment (or in the foreseeable future :P), but I can offer some ideas. General ideas include a king of the hill scenario, a scenario where you must protect an AI controlled vulnerable unit, a scenario where you must defeat a "boss" (make a new unit only used in the scenario, placed with Lua, give it extra high HP and devastating attacks which would require tactics and strong unit choices to fight), or a scenario where players defend from waves of foes, with each wave being largely comprised of a single armour type, and thus being advantageous to use certain attack types.
[url=https://docs.megaglest.org/index.php?title=Annex&action=edit]Create the Annex wiki page[/url].
that dual barrelled tank kinda reminds me of the Harkonnen Devastator from Dune II crossed with a mammoth . Very cool, what's it called?
alright, so now some feedback from my side:
i really, really like the menu, the design is just awesome. this alone makes me want to play the game.
can't say that finally, but i concerning the changes in the techtree, i have the feeling they are overall quite good.
i'm not so shure about the scout. it's so cheap and you can basically build an unlimited number of them. that makes it impossible to hide your strategie against human players (and i love cheese strategies that only work if the enemy gets totally suprised). one possible solution would be to make the scout an starcraft like observer (higher tech level again, but invisible and with detector for invisible units of the enemy). obviously, the needed skills would need to be implented upstream
i like the new tileset, but there are some textures which are a little bit ugly in my opinion. especially the water texture would be better if it was bigger, but that's again a shortfall of the engine i think (there a couple of threads on this topic, this one (https://forum.megaglest.org/index.php?topic=7291.0) being the closest to solve my problem
the unit sounds are cool and they suite the units just fine, but i really don't like the female voice :-X
overall i really like the gameplay. it's fast and there're a lot of big fights and so on. actually it is exactly what i wanted c&c always to be. also, the fact that all units are range units and usually die quite fast solves some problems with the mg pathfinder, which sometimes drives the cpu usage to 100% if a lot of units block each other because only the first line is able to fight.
that makes annex generally perform quite good on the server.
what should also be mentioned here is your great guide, although i would have made it a pdf. that must have been a lot work!
so thank you alot for this great mod! hopefully, this version can start a small online community, as it is definitly worth to play already.
[url=http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenE_AD.jpg][img]http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenE_AD.jpg[/img][/url]
[url=http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenF_AD.jpg][img]http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenF_AD.jpg[/img][/url](http://www.gamesurge.com/pc/war3/nightelf.jpg) (http://www.gamesurge.com/pc/war3/nightelf.jpg)I only played one game at this point but i really like it. (i will continue playing after this post)Erm, what's the problem?
but as always i have to say a bad thing :P
In german language:
(http://www.titusgames.de/tmp/son/bug.png)
but that the only bug i found yet
lets go searching bugs ..eh i mean go playing :D
one more point that a friend of mine mentioned: the game could be a little bit more shiny and less dark, or in other words, could have more contrasts.
i personally really like the dark scifi environment. but the game can feel dark and still be shiny somehow, if you work with lights. i don't know what the engine allows you to do, as it lacks shadersupport, and i know the following comparison is a little bit unfair, but have a look:
an all of the image you can see particles, some are even quite similar (like the blue particles of the bombers in annex and the suvs in starcraft).
but for some reason, in annex they are a little bit...dark. they don't really light.
as it's the same story for megaglest overall, i wonder if that is just a limitation of the engine, but wc3 on the other hand, was also quite bright.
anyways, this is just an suggestion and it's you who decides how the look of the game will be :)
I'd suggest making one faction, maybe the Northern alliance more robot and walker based, with UAV's as aircraft. keep the alliance as is, with high tech human operated equipment and make the last faction a faction of spam units.Yes all factions use UAV to some extent, and I do have made model for a UAV helicopter planned for Shadow Organization, There is also a plan for a small spider tank UAV. Latest Infantry will fit the High tech category (see below)
i strongly support the idea of slimming down the alliance.
in the moment, it's cool as it is, because there's only one faction. so it's fine that it is, as you said, nearly perfect, having no real weakness or strength.
but as soon as we have different factions, each of them should have some strengths and weaknesses, of course being equal overall.
if each of them would have as many units as the alliance, they could feel to alike in gameplay, like the "factions" in age of empires 2.
as you may know, i'm a big fan of starcraft. and while i don't want annex to be a starcraft clone but rather a own game (with some similarity to c&c), i nevertheless think that, when it comes to balance, starcraft (1&2) and warcraft are good examples for how to do that.
making every faction unique and fun to play.
I wouldn't recommand slimming down the current alliance faction too much, especially if this is meant to be a multi-player games. Otherwise, in a game against another human, there will be no surprise because we already know what units they will make eventually.
[img]http://media.moddb.com/images/mods/1/18/17106/Rocket_Pod_Grunt_AD.jpg[/img]Anti tank unit, Haven't decided how she will work yet,but she will fire probally 2-4 rockets per burst. [img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Grunt_AD.jpg[/img]Standard Grunt
Hmmmm, pretty hard choice.I haven't made anything for Northern Empire yet, Just Shadow Organization. I guess its more of just what is the name/theme.
Can you show some of the Northern guys? Whats the difference between them and the Alliance?
that sounds reasonable. looking forward to have a second faction ready =)
i'm about to start my first scenario for annex, so hopefully i will have something for your next release.
[img]http://media.moddb.com/images/mods/1/18/17106/flame_grunt_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/flame_tank_AD.jpg[/img]
They look cool, but why are the textures so pixel-y/low-res?Thanks!
They look cool, but why are the textures so pixel-y/low-res?Actually, that's about perfect. The units are so small in game that when playing, they'll be the perfect size, not so big that they "waste" detail, but not so small that they'll appear undetailed or pixeled.
Absolutely love the digital Camouflage and green gear, would never have thought of that myself. Hats off manThank you!
[img]http://media.moddb.com/images/mods/1/18/17106/Scorpion_Normal_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Scorpion_Turret_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Shipment_Center_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Training_Camp_AD.jpg[/img]
WOW, it looks really nice. I especially like the shipment center.
That Flame Tank looks pro-quality. Seriously, you're awesome at this.
Wow, amazing. As per usual dude.
Though the purple camo on the Scorpion sorta has this effect going on:(click to show/hide)
(Unless this is your intent) Maybe add some grey borders on the edge of the geometry?
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Anti_Air_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Factory_AD.jpg[/img]Shadow's new factory!
[img]http://i44.tinypic.com/161kcn9.png[/img]Looks fantastic man, keep it up.
Here's the existing Alliance faction unit stats as per the last released beta. I'm going to re-do all the resource/attack/armor etc of the 3 existing sci-fi factions to fit in with Annex rather than vice-versa as Annex is better thought out.(click to show/hide)
Fp is my code for fire power. What I do is normalize all the attack strengths to HP per second, which basically attack strength * animation Speed.
[img]http://media.moddb.com/images/mods/1/18/17106/Shockwave_Tank_AD.jpg[/img]
AstroMarines faction for Annex Tech Tree (early work, only a few models and ideas so far). Long Live ANNEX!!!!(click to show/hide)
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Raider_Bike_AD.jpg[/img]Tier 1 scout vehicle. Cheap + fast to build Good for scouting and ambush attacks vs harvester+ workers.
My marines side is very influenced by the whole spectrum of "space marine" sub-genre. The sgt specifically is somewhat like the minigunber in annex's alliance but tougher and has a jet pack. He's also slightly more warhammer than the other two, I even had him holding a large sword in the tight hand but I think that's taking the similarity too far - I think I'll add a Ronan style shield instead.
Overall I'll have fewer infantry types though. The big helmets and shoulder pads are a cheat really, as I always have probs with the arm joints and bones.small cheat, but fits great.
My marines side is very influenced by the whole spectrum of "space marine" sub-genre. The sgt specifically is somewhat like the minigunber in annex's alliance but tougher and has a jet pack. He's also slightly more warhammer than the other two, I even had him holding a large sword in the tight hand but I think that's taking the similarity too far - I think I'll add a Ronan style shield instead.
I think he needs some gloves, it's quite strange that you can't see his head/face because of heavy armor but you can see his hands, without protection. And maybe glowing particles for the eyes, the would him look more evil.Overall I'll have fewer infantry types though. The big helmets and shoulder pads are a cheat really, as I always have probs with the arm joints and bones.small cheat, but fits great.
@ Mr War so sargents have jetpacks? So they switch between ground and air modes or just stay in the air?I was thinking more Buzz Light-Year... the jet packs simplify animating the legs ;-) So, ground unit at all times but faster moving with jet pack mode, with small fold-out wings.
Okay, I'll make the effort to start up some models, especially the vehicles.Cool man thanks!
[img]http://media.moddb.com/images/mods/1/18/17106/Shield_Generator_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Stingray_Bomber_AD.jpg[/img]I cant seem to get the attack boost to affect its self, is that possible?
try: <target value="ally" include-self="true" > ... </target> (I think this is missing in the documentation)Thanks Mwuwm!
man, those new units are awesome! The shield (attack boost unit) usiing the particles like that seems so obvious, but no-one ever thought of that I don't think. At least i never did.
What's the merged bomber/harrier called, and is it less powerful than the bomber?
The Harrier model could be used by someone along with the other old units?(click to show/hide)
Cool man. I somehow imagined you were keeping the bomber model rather than the harrier. They are both great. Shame if bomber model doesn't see gameplay again though so hopefully you find a home for it somewhere. What will shadow's air power be like?
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Hunter_VTOL_AD.jpg[/img]wow that's nice. a good way to reward good micro skills.
when i saw the bombers, they reminded me a bit of the b2 bomber in c&c generals, where you could call one as some kind of superwapon
http://www.youtube.com/watch?v=eYom0H4MyC0
with this (https://forum.megaglest.org/index.php?topic=6529.0), it would be possible do create something like that. of course, it the bomber would need to be not controlable.
just an idea, though, since there shouldn't be to many super-weapons.
I'm thinking if a 'super unit" which is a soldier who calls in the air strike. They are expensive, weak and need to get within a certain distance of the target. Rate of fire is slow because of ep.
so far not had any luck getting the g3d to show as part of a child-particle of a splash - is animated g3d allowed for splashes?
The orbital strike idea would definitely work as it only uses regular particles.
The orbital strike idea is interesting and I've experimented with the concept for a space/ground mod I'm making but is in the works, In theory, tehres a spotter who's a regular soldier and calls in EP based strikes of varying strength based on his level. Basic is Destroyer/corvettes, Medium is cruiser/light cruiser and Heavy is Dreadnought/Super Dreadnought/Battle cruiser.
I already have a large portion of one of my factions space models finished so they should be ready for texturing and animating soon.
This is not really as related but does MG allow any form of EMP attacks that lower enemies defense or attack but do no physical damage. And two, does MG have any ability to have squadrons/squads of units, I'm thinking this could be good to give infantry some actual potential against tanks and in my mod, to give fighters some hope against bigger targets.
I'll keep trying ;D:o It's Not bad for your first time anime style drawing, really. :thumbup:
Something to share re AstroMarines supporting faction.(click to show/hide)
Something to share re AstroMarines supporting faction.(click to show/hide)
That looks great for your first time! Do you use a tablet?I like your 2D arts too as much as your 3D models, Ishmaru. :)
Better at my attempts at 2d anime drawings, personally ill stick to 3D :P
yeah your end screens for Ludum Dare were superb.
With Shadow, is the green parts the team color?(click to show/hide)
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_Shadow_Lab_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_shadow_Hangar_AD.jpg[/img]http://www.mediafire.com/?sbd8gsj5md259yy <Faction folder. Unzip into Base Battle/Factions/ folder of Annexhttp://www.mediafire.com/?77svp7bm7fdfd17 <Faction data folder. Unzip direct into Base Battle folderHey, how can you add a previously made model to an existing modelIf you mean what I think you mean, in Blender:
[URL=http://www.use.com/73eacc6ec0096f865ddd][IMG]http://media.use.com/images/s_1/73eacc6ec0096f865ddd.jpg[/img][/URL]
wow, great to see annex to come along! great work, folks! now we have to find a way how the marine faction can be supported on the server as an optional faction. probably we have to wait for the next mg version?
Okay, I've got 5 vehicle models done as of now, and some crappy buildings, I'll upload pics once I get home, honestly, I didn't get any textures done since I traded textures for new models that I wanted to make, with better treads. The style of army I'm making is extremely practical, with solid shot weaponry, no lasers and most of the vehicles are based on a similar template, The infantry is gonna be more spam-ish and weak but the armor is proffesional and quite devastating, with plenty of options, airforce is also coming up, the medium tank chassis, is admittedly somewhat based off of the WH40k Leman Russ but also on the Churchill and some WW2 tanks. Oh, and I'm gonna be giving this faction some sort of tank ace with some special abilities. Pics and basic tech-tree will be uploaded once I get back home
[img]http://media.moddb.com/images/mods/1/18/17106/Infiltrator_WIP_AD.jpg[/img]Very cool. Astromarines does have the forward strike controller as a hero unit.Your right, Will the Orbital strike be his only ability?
That was my plan but open minded. In my head astromarines is a very unimaginative military faction, cool in a gung ho napalm in the morning way but not fancy - raw firepower before cleverness
http://imageshack.us/g/521/topost.jpg/This is a picture of Ostrovich's "Last Sight II" Once I finish some textures, I'll post pictures of basic Gilgamesh tanks and all the other vehicles. Ostrovich's tank is nearly identical to a normal Gilgamesh other then the double barreled hull 23mm cannon, single roof hatch and "Arty Can" style range finders on the turret. He also utilizes APDSHE ammunition to ensure that no matter how poor the penetration is, it will always wipe out the enemy tank and its crew. Lastly, he has a modified engine that lets his tank go from horribly slow, to just slow :). My backstory for him is basically that he joined the army as a common infantryman but due to a great competence in leadership, he swiftly rose in the ranks and when he requested a transfer to tank command, it was immediately accepted. He commanded the 5 man Drak medium tank, which he called the "Last Sight", due to the crews joke that it would be the last thing the enemy will ever see. This joke soon became reality, as the crew proved to be one of the most capable in the whole Mordovian Army. It came as a shock however, when he was ambushed, and his tank shot out from him by Alliance rocket troopers in an ambush around a large deposit of tall crystals providing perfect concealment. The next time, he wouldn't make such a mistake. Within a week, he was back in a new Gilgamesh tank, fresh off the assembly lines, and he named it the "Last Sight II" in respect to his last tank. He also added the "Death's Tankers" emblem to represent which squadron he was now part of. In a week, he had wiped out 20 enemy vehicles, including several from the newly arrived astro marines troops, who had just recently begun landing their equipment. His finest moment arrived when he turned the battle of three companies into the slaughter of three companies. One of the Alliance's villages was critically situated near a rich crystal deposit and the Mordovians knew that, if they were to advance, it had to be captured. The village was poorly defended, but already, armored columns from all other factions in the area, even the in-experienced shadow troops had struck out to secure the village for themselves. Without waiting for anyone else, Ostrovich warmed up his tank, and drove off into the nights chill, even as the stars above seemed to wink out one by one. As he crossed a hill, he saw the shadow detachment ahead, fighting the astro marines and scattered alliance tanks throughout the village, driving them back and pushing their inexorable advance onward. Like a bolt of Steel, the "Last Sight" ploughed into the assembling Shadow troops blasting apart the tanks and gunning down the infantry, leaving no survivors in its wake. A scorpion tried to deploy, but it was too late, as the 60 ton Gilgamesh smashed into it head on, grinding it under squealing treads, up ahead, the beleaguered astro marines gave a cheer, seconds before one of their Ram tanks was torn asunder by a 130mm round from the Last Sights cannons, now the situation was desperate and the astro marines broke, their famous will to fight to the last blown away by the onslaught of the heavy tank, a lone RPG trooper fired, but the round had no effect, seconds later, he was cut in half by a 23mm shell. Less then 30minutes after ploughing into the Shadow Organizations rearguard, Ostrovich had vanished, having destroyed nearly 20 vehicles and killing dozens of infantry men. A defense against this threat was swiftly organized, as, in great desperation, the remaining Shadow, Marine and Alliance troops banded together to stop this menace, their pleas for air support were turned down, since no commander would risk his planes at night, they would have to last until morning against a shadowy and merciless opponent in an incomparably superior vehicle. The defense was badly coordinated and the first reports of Ostrovich's reappearance came when he smashed through an abandoned house to blast apart some patrolling rattlesnakes. Before help could arrive, the 60 ton beast had dissappeared, leaving a mess behind it. The next report came when an infantry patrol, walking along a side road, suddenly heard a creaking sound coming from an uncertain location. They spun around, looking down the road for the tank they knew must come, but they didn't look over the 4meter hill the road was on. The Last Sight burst over the top, deflecting rifle rounds from its floor armor as it smashed into the desperate infantrymen, running them down in seconds. So, the night wore on, until morning came, and Ostrovich was finally out of ammo, so, in a last act of contempt, he steamrollered the barricade out of the village, ran down two more scorpions and an IFV in his path before heading off down the road. One hour later, the village was in Mordavian hands, the defenders had all scattered, leaving behind nearly 50 vehicles and having suffered nearly 50% casualties to the lone tank.
I'm thinking of combining the engineer and shocktrooper into one unit and the SMG is there so the engineer can protect itself once its out of EP for the flamethrower and waiting to reload.
The bunkers are similar to the pillbox's, but the tank turrets would be weaker against vehicles then the EML turrets. I know the entrenching infantry might be too powerful, but I'll at least want to test it and an extra, say, 100pts of HP probably wouldn't be that bad, especially since otherwise, the unit is the same as its unentrenched form but immovable
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Shipment_Rig_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Orbital_Strike_Relay_AD.jpg[/img]Awesome! :thumbup: Can't wait ;DThanks!
Oh, and just wondering, how powerful is the orbital strike relay does it KO everything it hits or does it just have huge Splash damage?
And as to the entrenching, the entrenchement could increase their health by 50 amount BUT would come at the cost of an armor change to light armor, making them far more susceptible to tank cannons while increasing resilience to infantry weapons
and how fast does the orbital strike recharge, and can it kill a person's HQ position, this would suck since it mean you can't produce workers and lose
Oh, and why are tanks so bad against infantry, I lost nearly 100HP off of my tank to one mini gunner because of how fast he was recharging his health
Thats fine, i'll see how much regen to give my infantry, they're supposed to be a little worse though, so probably less regenCool still waiting on those screens :P
http://imageshack.us/photo/my-images/710/aop2.jpg/And here's the Silent Death tank destroyer, outfitted with a 107mm Hyper Velocity cannon capable of punching through any armor, it does in fact, pack just as much armor piercing punch as the Gilgamesh, though it has inferior HE characteristics. It possesses disruptive camouflage and outranges most, if not all standard direct fire weapons. Interestingly, it is based on the Drak Tank but the cannon faces backward, in a similar fashion to the spade on the excavator. The engine is also in the rear and the tank hunter is completely reconfigured to go forward when theoretically going backward
Freaking awesome
The wasp is really clever
the wasp looks cool and so does the flamer turret, is the range on the flamer shorter, it probably should be inferior to a machine gun, right?Thank You! Some sort of flying infantry, was something I always wanted to include with Annex. However the original idea was more a flying mini-gunner, which really wasn't very useful, nor did it fit with the Alliance theme i had going. Shadow benefits more with the flying infantry as they have no other siege weapons other than Wasp, and fits the light armor but heavy attack theme I had going with Shadow.
http://imageshack.us/photo/my-images/710/aop2.jpg/Code: [Select]http://imageshack.us/g/521/topost.jpg/This is a picture of Ostrovich's "Last Sight II" Once I finish some textures, I'll post pictures of basic Gilgamesh tanks and all the other vehicles. Ostrovich's tank is nearly identical to a normal Gilgamesh other then the double barreled hull 23mm cannon, single roof hatch and "Arty Can" style range finders on the turret. He also utilizes APDSHE ammunition to ensure that no matter how poor the penetration is, it will always wipe out the enemy tank and its crew. Lastly, he has a modified engine that lets his tank go from horribly slow, to just slow :). My backstory for him is basically that he joined the army as a common infantryman but due to a great competence in leadership, he swiftly rose in the ranks and when he requested a transfer to tank command, it was immediately accepted. He commanded the 5 man Drak medium tank, which he called the "Last Sight", due to the crews joke that it would be the last thing the enemy will ever see. This joke soon became reality, as the crew proved to be one of the most capable in the whole Mordovian Army. It came as a shock however, when he was ambushed, and his tank shot out from him by Alliance rocket troopers in an ambush around a large deposit of tall crystals providing perfect concealment. The next time, he wouldn't make such a mistake. Within a week, he was back in a new Gilgamesh tank, fresh off the assembly lines, and he named it the "Last Sight II" in respect to his last tank. He also added the "Death's Tankers" emblem to represent which squadron he was now part of. In a week, he had wiped out 20 enemy vehicles, including several from the newly arrived astro marines troops, who had just recently begun landing their equipment. His finest moment arrived when he turned the battle of three companies into the slaughter of three companies. One of the Alliance's villages was critically situated near a rich crystal deposit and the Mordovians knew that, if they were to advance, it had to be captured. The village was poorly defended, but already, armored columns from all other factions in the area, even the in-experienced shadow troops had struck out to secure the village for themselves. Without waiting for anyone else, Ostrovich warmed up his tank, and drove off into the nights chill, even as the stars above seemed to wink out one by one. As he crossed a hill, he saw the shadow detachment ahead, fighting the astro marines and scattered alliance tanks throughout the village, driving them back and pushing their inexorable advance onward. Like a bolt of Steel, the "Last Sight" ploughed into the assembling Shadow troops blasting apart the tanks and gunning down the infantry, leaving no survivors in its wake. A scorpion tried to deploy, but it was too late, as the 60 ton Gilgamesh smashed into it head on, grinding it under squealing treads, up ahead, the beleaguered astro marines gave a cheer, seconds before one of their Ram tanks was torn asunder by a 130mm round from the Last Sights cannons, now the situation was desperate and the astro marines broke, their famous will to fight to the last blown away by the onslaught of the heavy tank, a lone RPG trooper fired, but the round had no effect, seconds later, he was cut in half by a 23mm shell. Less then 30minutes after ploughing into the Shadow Organizations rearguard, Ostrovich had vanished, having destroyed nearly 20 vehicles and killing dozens of infantry men. A defense against this threat was swiftly organized, as, in great desperation, the remaining Shadow, Marine and Alliance troops banded together to stop this menace, their pleas for air support were turned down, since no commander would risk his planes at night, they would have to last until morning against a shadowy and merciless opponent in an incomparably superior vehicle. The defense was badly coordinated and the first reports of Ostrovich's reappearance came when he smashed through an abandoned house to blast apart some patrolling rattlesnakes. Before help could arrive, the 60 ton beast had dissappeared, leaving a mess behind it. The next report came when an infantry patrol, walking along a side road, suddenly heard a creaking sound coming from an uncertain location. They spun around, looking down the road for the tank they knew must come, but they didn't look over the 4meter hill the road was on. The Last Sight burst over the top, deflecting rifle rounds from its floor armor as it smashed into the desperate infantrymen, running them down in seconds. So, the night wore on, until morning came, and Ostrovich was finally out of ammo, so, in a last act of contempt, he steamrollered the barricade out of the village, ran down two more scorpions and an IFV in his path before heading off down the road. One hour later, the village was in Mordavian hands, the defenders had all scattered, leaving behind nearly 50 vehicles and having suffered nearly 50% casualties to the lone tank.
http://www.gamefront.com/files/21521175/marines_data.7z
http://www.gamefront.com/files/21521190/astro-marines.7zhttp://imageshack.us/photo/my-images/3/spider4p.jpg/Heres several pictures of my Spider RCL, it comes out of the barracks and packs a serious, if underarmored, punch. Though poorly armored, it can deploy for greater ROF and armor from the increased stability. Its cannon is pretty good against enemy vehicles and buildings, but its armor is worse then an IFV's, meaning that it rolls in, fires its 123mm RCL and pulls out of range, or it helps augment the early game defenses, which only consist of MG bunkers, as this faction lacks any form of rocket or dedicated AT bunkers, but rather entrenched unit forms and a late game tank turret.Another thing I want to mention, my base infantry models done and I started texturing. Its probably gonna be a similar model for every infantry unit. I also decided to remove the mortar as its kinda redundant with the howitzer there. Instead of a flamethrower, engineers are gonna have a bunker buster cannon that fires EP based explosive shells. They'll just keep the SMG for self defense as previously mentioned.
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Rocket_Turrets_Ingame_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Build_Tree_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Build_Tree_AD.jpg[/img]
Hey, I wanted to mention this, in games against AI, the AI often produces flak vehicles but then sends them straight into my line of defenses since they can't attack ground units, could you give the flak vehicles some form of ground defense so that they're not just sitting ducks, a hull MG or something for the alliance and marine SAM systems would be fine and the shadow vehicle could use its cannons against ground targets, if it can't do so already. I know it might seem to make some units overpowered but the way the AI uses them right now really isn't all that fun
http://www.sendspace.com/file/yab7uoData folder. Unzip in \base_battle\ folder: http://www.sendspace.com/file/e7g1m6Beta release of Astro-Marines supporting faction. Still a few things to do such as some Upgrade icons, and a few upgrade-tree tweaks but overall this is close to finished.Edit Ghost Sniper XML - Change attack type from sniper to siege.
Gameplay feedback welcome. As before two folders (7zip):
Faction folder. Unzip in \base_battle\factions\ of Annex:Code: [Select]http://www.sendspace.com/file/yab7uoData folder. Unzip in \base_battle\ folder:Code: [Select]http://www.sendspace.com/file/e7g1m6
[img]http://img256.imageshack.us/img256/3371/astromarinesbymrwar4.jpg[/img]
[img]http://img823.imageshack.us/img823/4760/astromarinesbymrwar2.jpg[/img]It can't find the attack type sniper... (for the Ghost Sniper) :'( and I was looking forward to a game with the updated Astro-Marines. JK I just changed it back to siege, which is what it was before ;)That was my mistake, there will be a sniper attack type in next release :)
wow awesome! :D
didn't expect the astro marines to fit into the annex world so good. good work, guys!
I don't know if its a bug in annex beta 2 but when i tried to create a scenario-translating file, it isn't used.
any ideas?
To make a scenario feel like a mission or something more than a reg game you should have a dialogue pop up saying something like: The rebels are growing too strong, destroy all the rebel camps."
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...i don't wanted to say that its wrong that YOU don't make any dialogues. I wanted to say that i can't do any
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...i don't wanted to say that its wrong that YOU don't make any dialogues. I wanted to say that i can't do any
Brilliant. Annex is really a credit to the MegaGlest engine and what it can do.
One minor thing I'd like to point out, though -- some of the sound effects (like those rocket pods) can turn into a droning roar if there are too many going at once. For reference, listen from 0:30 to 0:42 of that video. Maybe that could stand to be reduced a bit.
Yeah, my "update" fixed this problem, along with some others. hopefully Mr War or Ishmaru will fix it soon
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Goblin_IFV_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Neo_Sabre_V2_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Factory_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Refinery_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Barracks_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Heavy_Troop_Crawler_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Grunt_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_EML_Grunt_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Hero_Kestrel_AD.jpg[/img]
This is inspirational for me, since I haven't had time to work on anything because I have AP and Finals testing. I really like your new models, they seem more serious and militaristic. The new units all looks really good.
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Striker_V2_AD.jpg[/img][img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Snow_WIP_1_AD.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Snow_WIP_2_AD.jpg[/img]Cool, Is next release of the annex is close?
Will it includes Astro Marines faction?
you're a mashine, ishmaru :DHa ha treba, hopefully you have bad weather today :P
hoping for bad weather when it's done
Looking at the first video I see you are a really really good player!
I hope Derek or uuu will play vs you in annex so you can show them how to loose 8)
just had a short look on it (don't want to spent too much time in front of the computer atm) and it looks awesome =)
especially the new tileset, winter, is really good, as it's much brighter than the other ones.
also i guess i'll have fun with shadow, being so close to good old nod
headless server is updated, looking forward to see you guys there soon!
IRCChannel=#annex-lobbyis missing and much more!!!!Great Annex 3 !!!! (http://www.mamasworld.de/images/smilies/smilie_happy_301.gif)
We played 4 Multiplayer games today! :O
I like the W A S P Unit :D
but,
I think the shadow faction isn't good enough because (ok its only a bit unbalanced/Maybe i didn't played enough [we played both alliance and shadow]):
-you can't build the hangar after adv_weapons
-It has no hero
and the glest.ini in the linux version isn't completed
for exampleCode: [Select]IRCChannel=#annex-lobbyis missing and much more!!!!
I've pleyed annex release 3. It's totally awesome. :scientist:
I'm playing alliance scenarios right now. they are very fun. I'm sincerely hope that mg will introduce campaign mode.
but for now I have only one complaint about one of that scenarios, about the "A5 death from above" scenario. In the scenario, after every engagement with enemy, I had to back my damaged vehicles at start point for repairing. It's a pain.
Glad you like it! :DI'm looking forward for the story mode. :)
Hopefully, I be able to do cut scenes + story mode in next release!
Are each engagements in that mission too difficult? You shouldn't need to repair after each engagement
I'm looking forward for the story mode. :)
About the A5 scenario, yes even though I'm not a so good player, the scenario is very hard.
Now I have finished alliance scenarios for A8 except A5 and I must say that A5 is the most hardest scenario in the Alliance scenarios I have played so far. Due to Player can't produce any units in the scenario, I had to be extremely care about loss of starting units, even the one loss of the vehicles impacts so much in the scenario, especially if the player lost the t lwo strikers, It's unable to finish the scenario as long as enemy still have air units.
Maybe having some more vehicles or infantries might helps.
http://imageshack.us/photo/my-images/694/tinytim3.jpg/The other two images are there as wellsorry that i haven't been on in a while, lifes been getting in my way, anyway, here is a set of pics of the Tiny Tim light tank for the Mordavian factionCode: [Select]http://imageshack.us/photo/my-images/694/tinytim3.jpg/The other two images are there as well
The Tiny Tim, or Reaver light tank is the cutting edge of tank technology in any nation, the most modern Mordavian tank, it packs a massive punch in the form of the 115mm cannon, its only other weapon is a coaxial 23mm cannon. However, its greatest advantage lies in its 5 round Autoloader, this allows a massive amount of damage to be delivered in seconds, but suffers in a long firefight. Good sloped armor and a lack of flat surfaces ensures that it has a decent armor rating, it also has reasonable speed, though still slower then the IFV's used by the alliance. Compared to the clanking Drak tank and even the Gilgamesh, it possesses a far superior system of optics, allowing greater view range. After expending its autoloader, it must reload single rounds, or wait for the magazine to be fully refilled. Hopefully, once or if Megaglest introduces directional armor or amphibious capabilities, this could be implemented to represent this tanks technological superiority. Despite its mobility, weapons capability and reasonable armor, the Reaver still suffers some disadvantages, such as slow reload, low HP and an inability to combat aircraft on its deep penetrations, a problem exacerbated by my decision to remove all air support from this faction short of the AOP
PS: I really like your new release, the second faction makes this mod even better
...I'm getting married come October...
Personally I'm taking a small break from direct annex development for a little bit to take care of personal life, I'm getting married come October. However here is a small update screenGratz man :)
congratulations, man :)
it's soo good to see worlds best foss-scifi-rts game advancing.
Gratz man :)
I found a "bug" while playing all the Alliance scenarios ;D
if you lose all units (not the buildings) in "A 5 Death from Above" you didn't lost the game(click to show/hide)
I found a "bug" while playing all the Alliance scenarios ;D
if you lose all units (not the buildings) in "A 5 Death from Above" you didn't lost the game(click to show/hide)
Thank you PT! It works though, I will need to code it to work for you to be victorious! Ill try to apply this to the two Shadow Faction Missions with a similar setup as A5.
if unitCount(0)==0 then
clearDisplayText()
setPlayerAsWinner(1)
endGame()
end
i already made that
PS I put a lot of time an effort into Annex, and I would appreciate it if you didnt call me an idiot. Thanks.sorry
sorryIts good to point out things that are wrong or can be improved just don't be so harsh about it :)
[img]http://media.moddb.com/images/mods/1/18/17106/Republic_Spider_AA_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Republic_AT_Rifle_AD.jpg[/img]As an added question, how do you make your textures, they're really great, and i have trouble making a decent texture on anything, so any possible advice you could give me as to who to make better textures, please :)
I'll try your suggestions and see if they help me come up with better textures
[img]http://media.moddb.com/images/mods/1/18/17106/Republic_Anti_Tank_Rifle_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Republic_Buster_Rocket_AD.jpg[/img][img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Republic_CruseMissle_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Fortress_AD.jpg[/img]IFS="
"
for x in `find . -name "*.tga"`; do convert "$x" ${x/tga/png}; done
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Hangar_AD.jpg[/img]Perfect mod, but it still needs improvements.
I checked out your models and I found a problem.
Take a look at this : https://forum.megaglest.org/index.php?topic=8581.0
Please re-optimize all your models. Static meshes (two or more frames) can cause these problems : Slow load game, and waste memory space - disk space seriously. (An example is ("..\base_battle\models\unit\transportrun.g3d").
Find and download g3dHack. It's a best choice for you.
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_officer_AD.jpg[/img]http://media.moddb.com/images/mods/1/18/17106/Republic_Speech_Officer_AD.jpg
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Harvester_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Mobile_Refinery_AD.jpg[/img]They look great! :o :thumbup: :thumbup: :thumbup:
Hope NEO Republic will be finished soon!
Any idea how we could get more players for multiplayer? I like playing mg/annex online more than offline.
I never liked the idea of revenge, but having a new faction and introducing variety is always nice to have in my opinion. But I don't see how it can survive without any tank or air units, or are they fighting a guerrilla warfare?
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Command_HQ.jpg[/img]Your modding development speed is truly admirable.
Maybe We can get the new release of the Annex before long huh? :)
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Ranger_AD.jpg[/img]http://www.moddb.com/mods/annex-conquer-the-world and click the button to vote! You do not need an account to vote![/size][img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Grenadeier_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/NEO_Republic_Karina_AD.jpg[/img][img]http://media.moddb.com/images/mods/1/18/17106/Renegades_Stalker_Transport_AD.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Renegades_Striker_Transport_Pickup.jpg[/img]Oh the new factions looks so cool :)
Just a hint: in the first alliance mission the text says "We have identified hostile units in the dessert." I think you meant a desert didn't you? :D
Not sure if anyone caught this already, but shouldn't it be spelled "Alliance Renegades"?Wow stupid mistake on my part. I'll have to update my images when I get the chance.
Oh the new factions looks so cool :)
Just a hint: in the first alliance mission the text says "We have identified hostile units in the dessert." I think you meant a desert didn't you? :D
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Heavy_Turret_AD.jpg[/img]Renegade's base defense. Good vs ground vehicles. Unlike other Lv 2 Turrets this cannot attack air units.[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Guard_Tower_AD.jpg[/img]Basic Turret for Renegades. More expensive than Alliance Gun turret due to its Anti Air capabilities and higher damage output. [img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Attack_Drone_AD.jpg[/img]Unmanned drone armed to the teeth with rockets.[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Acid_Ranger_AD.jpg[/img]Now Rangers can be equipped with a bio weapon. Fires a thick acidic gel that melts infantry ,lightly armored vehicles, and weaker structures. All Rangers (except demo rangers who cannot switch weapons) can switch to this weapon after purchasing Chemical Weapons Upgrade from a Satellite Uplink. [img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Chem_Ranger_Screen_AD.jpg[/img]Screen showing the particle effects of the Chem Ranger. Glows bright green (not related to team color). Fires repeated blobs instead of a spray effect.[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Renegades_Acid_Bomb_AD.jpg[/img]Un like the super-weapons of the other factions, ts actually a suicide unit. It is equipped on a Demo Ranger and can be detonated either by targeting a specific unit (the ranger will then kamikaze into it) or manually detonated (self destructs on command)[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Alliance_New_Cammo_v3_AD.jpg[/img]I seem to have some sort of cronic issue with how the Alliance looks, changing their textures nearly every revision of annex.[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Apocylapse_Tileset_AD.jpg[/img]New tileset with a burnt wasteland feel with red lighting and fog. Endless wars on these lands permanently scarred the land. While the land is dead the wars continue :P[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Insanity_Changes_AD.jpg[/img]In release 3 I introduced a techtree called Insanity, which combined both Alliance and Shadow into one faction with no prerequisites. Now Annex grew to 4 factions and like before I combined all into one faction. However, due to space constraints, i cannot combine all infantry and vehicles into single barracks/factory as I did in the past. So to combat this I divided all the faction's buildings and vehicles to their own structure, meaning separate buildings for either Alliance, Renegade,Shadow or Republic. Each of these structures are built from their own tab under the worker unit. (as seen in screenshot)[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Insanity_Heros_Unite_AD.jpg[/img]All Heros, Elite Units, and Super weapons were available at your disposal.I played this years ago. It was awesome then and it looks so much better now. You've done a great job.
http://www.moddb.com/mods/annex-conquer-the-world has been converted to an Indie Game on Indiedb http://www.indiedb.com/games/annex-conquer-the-world. Please note the old page is no longer active. By the way. The linux Annex connects to wrong chat and i think also to the wrong masterserver. I corrected both in my ini so I can't look it up.
What do you think about Multiplayer sessions because Annex dont have much online players?
http://youtube.com/watch?v=yvJmnYdRqLAhttp://youtube.com/watch?v=CpgW7NlNiiYSo 3.9.0 is out now ... what about the new annex release. :)
The first issue should be fixed in the next release, since this stuttering can be caused by a performance issue in the version of the game engine the (to date) latest Annex release uses. This is fixed in newer versions of the game engine (which the next Annex release will likely be based on).
Ishmaru we can help you put everything to git repo and at least also help you with testing, then will be easier, faster and without situations like this: "(which i seemed to have lost the files of) and the Renegade's scenarios".
Well trained in database hacking, this move can be used on a single structure, completely shutting down its systems, halting any unit production for a significant amount of time. In order for this move to work VIXEN must move close to the structure to work, so be careful of enemy turrets.Nice way to use attack boost! :D But how do you place the unit on the structure? spawn-attack? or build? ^^
Well trained in database hacking, this move can be used on a single structure, completely shutting down its systems, halting any unit production for a significant amount of time. In order for this move to work VIXEN must move close to the structure to work, so be careful of enemy turrets.Nice way to use attack boost! :D But how do you place the unit on the structure? spawn-attack? or build? ^^
Well... I will be away for some weeks now so i may miss the new release :(
Hopefully someone plays multiplayer with me if i get back :D (if its released ;) )
We're working on it and it's almost ready (for Linux, Windows, OS X), at least from a technical perspective. And it sure is an awesome game. :)