MegaGlest Forum

Modding and game content creation => Mods => Topic started by: John.d.h on 20 February 2011, 08:41:36

Title: Project Green: gameplay mod for GAE -- new release 18 Sep 2011
Post by: John.d.h on 20 February 2011, 08:41:36
I'm happy to present Project Green (working title), a quick and simple gameplay mod made over the past couple days, a total of only a few hours work.  The idea was not to create new factions, but merely to create a new style of gameplay.  Whereas traditional Glest gameplay involves building a base and gathering resources, PG involves only recruiting a squad and destroying the enemy with it.  Instead of slowly climbing up the tech tree, jump right into the action!  Each faction has only one building, which serves to store their starting resources and to recruit units.  Each faction also has a leader unit.  Magic's White Mage boosts the EP and HP regeneration of nearby friendly units, while Tech's Inquisitor has an aura of fear that weakens enemies.  This mod is designed for GAE 0.3.2 or later, and the very small addon file mostly uses existing Magitech assets.  Just drop it into your addons folder and you're good to go.

Note: I recommend playing with fog and shroud turned off, but that's just my preference.

Objectives: Destroy your enemy's base and kill their leader.  Both are required for victory.

Find more information and images on
ModDB: http://www.moddb.com/mods/project-green
Glest Wiki: https://docs.megaglest.org/Project_Green


New features:
(click to show/hide)



(click to show/hide)



Version 0.3, released on 18 Sep 2011.

New features in this version:
Known issues with this version:
Download this version from the following links:
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: ChupaReaper on 20 February 2011, 08:50:01
This sounds very interesting, it's a very light yet fun mod. If multiple lists starting resources/units/upgrades could be set in a faction xml then chosen when creating a game this mod could sort of be built into the engine except for the leader units.
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: ultifd on 20 February 2011, 08:51:10
Looks and sounds interesting. Anyone up for a windows to windows test?
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: Psychedelic_hands on 21 February 2011, 05:52:40
Sounds excellent!
I wonder how the AI will handle this as Constellus will have a hero unit aswell.
Whats the plans for the future work regarding this?

Edit: Just play a quick game then, I love the death animation for the Nexus.  :P
Suggestions:(Note:these will most likely need future GAE features)
-Resources being given over time.
-Resources coming from a building built by the Hero.

Hopefully once the AI is re-done, they'll know how to handle this ;) Because it could be really fun!
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: John.d.h on 21 February 2011, 07:05:04
Whats the plans for the future work regarding this?
I'm currently working on putting some technology upgrades into the mod.  I'm not sure if I want to have those use the same pool of resources as units, or if I want to just give the player X number of upgrades to choose.  Also a few icons are missing, particles need work, blah blah blah.  I don't really have much of a plan for where the mod needs to go, but I may incorporate more factions into it, like Woodsmen.  Balancing is also something that will need to be sorted out.  More GAE features may be included in the future, in order to add more variety and strategy to the fight.

Quote
I love the death animation for the Nexus.  :P
Thanks, but it's actually bugged.  It looks like an actual shattering explosion in Blender. ;D
(http://img11.imageshack.us/img11/9840/nexusf.gif) (http://img11.imageshack.us/i/nexusf.gif/)
Quote
Suggestions:(Note:these will most likely need future GAE features)
-Resources being given over time.
-Resources coming from a building built by the Hero.
Maybe these can go in another project, but the focus of Project Green is to make the players do their best with what they have, rather than relying on reinforcements.

Quote
Hopefully once the AI is re-done, they'll know how to handle this ;) Because it could be really fun!
I hope so, or maybe I'm just missing some little thing that can make it all work together.  Time (and more scrutiny) will tell. :)

This sounds very interesting, it's a very light yet fun mod. If multiple lists starting resources/units/upgrades could be set in a faction xml then chosen when creating a game this mod could sort of be built into the engine except for the leader units.
That would be quite nice.  Maybe each faction could have a designated leader unit that's normally only used in that particular game mode?  I know there was some talk of game modes on the GAE board not long ago, but I imagine new feature requests will have to wait a while, in light of recent developments. :)
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: Ishmaru on 21 February 2011, 17:07:56
Sounds interesting. I would like to try it when I get home (i'm away for a week and half...)
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: ElimiNator on 21 February 2011, 22:30:07
Looks interesting, I tried to make a baloon explode before and it won't work,
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: ultifd on 22 February 2011, 08:51:30
This seems very fun, I just wish I could try it against someone! Another reason added to why I can't wait for the merge.
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: John.d.h on 24 February 2011, 08:47:44
With the help of Cygal and Hailstone, I figured out what I needed to do to get the AI working! :D

Expect another release this weekend.

Edit:
Playing in a 4-way free for all, I took some heavy casualties but ultimately came out on top, proving that the AI works. :)
(http://img97.imageshack.us/img97/2191/screenshotmze.th.jpg) (http://img97.imageshack.us/i/screenshotmze.jpg/)
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: Omega on 24 February 2011, 18:33:31
With the help of Cygal and Hailstone, I figured out what I needed to do to get the AI working! :D
Can you elaborate how? I'm curious.
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: ultifd on 24 February 2011, 18:37:00
Well, the problem with the AI is that in GAE you can't set the resource multiplyer, so anything over a cpu normal wouldn't be fair or balanaced...I think a CPU ultra with only 1x would be balanced in this case. Then again I suppose it wouldn't really matter, they'd still have smarter AI but they won't harvest anyways.

Quote
<cygal> johndh: http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob;f=source/game/ai/ai.cpp;h=01e8dbed66db521cb8d681e0cbc15eea9755ff15;hb=HEAD#l135
<cygal> I have been looking recently at the forum links which had a few bugs
<johndh> cygal, so that's the order in which they do things?
<cygal> yes
<cygal> I think so.
<hailstone3> no, they are instances of rules
<hailstone3> its tasks that get executed
<cygal> hailstone3: that means the AI will try to harvest first
<hailstone3> from wat i can see
<cygal> I don't how this vector is exactly handled
<cygal> but it will probably first try to harvest
<hailstone3> look in Ai::update()
<cygal> yes, it executes rules
<cygal> the first rule being Harvest?
<hailstone3> ok maybe it does then but not neccessarily
<cygal> if it does not actually first harvest, it is worth investigating more indeed
<cygal> I don't have GAE locally
<hailstone3> ai->findAbleUnit needs to return true for it to harvest first
<cygal> yes
<cygal> ie. it needs a worker?
<johndh> Well, my problem is that the entire concept of my addon is that there is no building and no harvesting, but you start with plenty of resources for an army...
<johndh> so ideally, it would see "I can't harvest, nor can I build, so I'll move on to the seek and destroy part"
<hailstone3> if there are no harvesters it will attempt to execute the next rule
<cygal> johndh: what is the behavior?
<cygal> can I try the addon?
<johndh> cygal, the one starting unit will wander around and kill whatever it finds, but that's it
<johndh> sure, let me grab the link real quick
<cygal> ah
<cygal> that's scouting
<johndh> http://www.gamefront.com/files/20022673/project_green_20-feb-2011.zip
<cygal> the AI scouts at random possible bases first
<cygal> possibly your base, then an ally base, then an enemy base
<cygal> if it founds an enemy, every one will attack the enemy
<hailstone3> if (workerCount < 4) {
<hailstone3>   ai->addPriorityTask(new ProduceTask(UnitClass::WORKER));
<hailstone3>  }
<johndh> Ahhh....
<johndh> Damn.
<cygal> the AI does not plan
<cygal> it assumes it has to do certain things
<hailstone3> addPriorityTask removes all previous tasks, AiRuleProduce needs a task to pass test
<cygal> I can't test right now sorry
<johndh> So it gets stuck trying to produce more workers, so it can't do anything at all?
<hailstone3> possibly, try starting with 4 workers
<cygal> yes, that's a limitation silnarm already talked me about
<cygal> maybe modifying addPriorityTask to not remove everything could help
<johndh> Starting with four workers "fixes" it, in that they now produce units.
<johndh> I guess I could have the workers only able to mine stone or something, since that's useless here.
<hailstone3> "modifying addPriorityTask to not remove everything" would make it not priority, i think checking if they can actually be built would be better
<cygal> hailstone3: I mean, using push_front
<cygal> your option would work too, I don't know the one would work best (with other weird mods :p)
<johndh> What does it check for to see if a unit is a worker?
<johndh> Skills or commands?
<hailstone3> UnitClass::WORKER
<hailstone3> i forget what that goes off
<hailstone3> im guessing skills
<johndh> I guess I'll test and find out.
<johndh> Okay, so making a size 0 worker with skills but no commands seems to work.
<hailstone3> cygal: what happens if a task fails?
<cygal> let me see
<cygal> it depends
<cygal> in some cases it "retries" it: putting it back at the end with retryTask()
<cygal> when it works it gets removed()
<cygal> but that's specific to each rule it seems
<hailstone3> ok, it doesn't look like it will retry to produce harvesters until the next update so it should be ok to push_front
<johndh> Okay, it definitely works now. :)
<hailstone3> probably better not to have the tasks at all if we know they can't be executed though
<ultifd> Cool :)
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: John.d.h on 24 February 2011, 20:43:13
To summarize, if the AI player has fewer than four worker units, it will forsake all actions that don't directly involve producing those workers, until that requirement is satisfied.  Thus, I gave each player four Workers or Initiates with the standard skills (building and harvesting) but stripped of their commands, so they can't actually do those things.  Also, each one is a single polygon of size 0, so they can't be seen, selected, or interacted with in any way.  The absolute only function they have is tricking the AI, which they do quite well.
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: Omega on 24 February 2011, 23:16:09
To summarize, if the AI player has fewer than four worker units, it will forsake all actions that don't directly involve producing those workers, until that requirement is satisfied.  Thus, I gave each player four Workers or Initiates with the standard skills (building and harvesting) but stripped of their commands, so they can't actually do those things.  Also, each one is a single polygon of size 0, so they can't be seen, selected, or interacted with in any way.  The absolute only function they have is tricking the AI, which they do quite well.
Nice catch! Never knew about that before. Hopefully in the (near? distant?) future we will have an improved, or better yet, a Lua AI so we won't have to resort to such low hacks to make the AI behave.
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: Mr War on 26 February 2011, 13:07:09
Fascinating mod and AI tricks

I'm actually preferring slower games not faster. My idea of fun is building a really massive base of fortifications but I cry if even one tower gets destroyed :-(
Title: Re: Project Green: gameplay mod for GAE -- new release 20 Feb 2011
Post by: ultifd on 27 February 2011, 08:00:09
So, I guess you're going to update this today? After all, it is Sunday.  ;) Too bad I'll be busy.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 28 February 2011, 06:35:43
Version 0.2, released on 28 Feb 2011.

New features in this version:
Known issues with this version:
Download this version from the following links:
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Psychedelic_hands on 8 March 2011, 11:09:31
Hmmm, maybe this could be done in Lua and turned into a gamemode for glest?  ::)
I've always wanted to see different gametypes in glest and this seems to go in the right direction.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: charlieg on 8 March 2011, 11:36:39
It would be a good way to implement a storyline for Glest.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: wciow on 8 March 2011, 11:52:07
The Aether resource (used for upgrades) won't show up and I don't know why.

Resources will not show up unless at least one unit (not upgrade) uses it.  :)
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Zoythrus on 8 March 2011, 16:28:26
i played it for the first time a few minutes ago, and im wondering something: why dont the upgrades affect all of the units? i can understand things like range and melee upgrades, but armor, why are only a few units under its effect?
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 8 March 2011, 17:22:28
Resources will not show up unless at least one unit (not upgrade) uses it.  :)
Cool, I've fixed it.  Thanks.

i played it for the first time a few minutes ago, and im wondering something: why dont the upgrades affect all of the units? i can understand things like range and melee upgrades, but armor, why are only a few units under its effect?
The idea is to make it an actual compromise.  If it upgraded everyone's armor, I think it would be significantly better than the attack upgrades, in which case there would be no reason to not choose it.  Plus, not all of the units wear much armor anyway.  Of course, if the balance needs to be improved and you have an idea for doing that, I'd like to see it.

Hmmm, maybe this could be done in Lua and turned into a gamemode for glest?  ::)
I've always wanted to see different gametypes in glest and this seems to go in the right direction.
It would be nice, wouldn't it?
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: ultifd on 9 March 2011, 04:57:24
Added the wiki link. Too bad this mod doesn't work well on 1 vs 1...has to be a real free for all, I guess.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 9 March 2011, 05:44:47
Current to-do list for the next release:
Am I missing anything?  I'll probably hold off for a little while just to get some balance reports.  That's basically the bottleneck here.

Added the wiki link. Too bad this mod doesn't work well on 1 vs 1...has to be a real free for all, I guess.
Thanks, and yeah it is kind of a bummer.  Hopefully it will be polished enough to be a popular multiplayer match style after the merge. 8)
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Psychedelic_hands on 9 March 2011, 11:13:11
I do really like this, it's real fun to play.
What about some Rock, Paper, Sirrors-like gameplay? You know; the traditional, Range beat infrantry, Infranty beat cavalry, Cavalry beat Range idea.

By the way the Inquisitor and White Mage need new models! I have some ideas, I'd be happy to do some concept art if you'd like. (I wouldn't mind if you say no).

Also to start a discussion about names, what about something along the lines of Glest Skirmish?... Glest Battalions?.... I'm not very good at names.  :-[
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Zoythrus on 9 March 2011, 16:14:15
Current to-do list for the next release:
  • More upgrades, maybe?

why dont you do some of the stuff we talked about before, like getting a small resource bonus or getting a squad of elite units? (but this would require more than 2 Aether points....)
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 9 March 2011, 21:49:39
I do really like this, it's real fun to play.
What about some Rock, Paper, Sirrors-like gameplay? You know; the traditional, Range beat infrantry, Infranty beat cavalry, Cavalry beat Range idea.
We already have that to some degree.  Piercing beats soft targets, slashing is decent all-around, impact is good against hard targets, etc.  Overall, I think the unit-vs.-unit balance is okay as it is.  As far as balance is concerned, I'm more interested in things like, if one upgrade gives a bigger advantage to one side than another, or if one of the leaders is more powerful than the other, or if one side needs more gold.  Things like that.

Quote
By the way the Inquisitor and White Mage need new models! I have some ideas, I'd be happy to do some concept art if you'd like. (I wouldn't mind if you say no).
That's a little beyond the scope of this project at the moment.  If somebody wants to donate some g3d files, then they'll likely get incorporated, but it's not that big a deal to me.  This is mostly just a project I'm working on during breaks from other projects. :)

Quote
Also to start a discussion about names, what about something along the lines of Glest Skirmish?... Glest Battalions?.... I'm not very good at names.  :-[
Glest Skirmish sounds okay.  I'm not terribly concerned with naming since everything is still in a pretty early stage, so I don't think I'll decide on anything just yet.

why dont you do some of the stuff we talked about before, like getting a small resource bonus or getting a squad of elite units? (but this would require more than 2 Aether points....)
That's certainly a possibility.

I suppose I could have an Alchemy command that exchanges Aether for Gold (using whatever that new command is called... produce?), and then one that multi-produces a group of mercenaries.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Zoythrus on 9 March 2011, 22:29:35
here's an idea, it'd be nice if you started out with a small party like 2 swordsmen and an archer besides your banner and hero.

also, the two factions should get unique/differing upgrades, like the Magic should have a +1 to all range and the Tech should get a small attack-speed boost. 
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: hailstone on 10 March 2011, 00:02:36
I've committed a fix for emergency workers (commit 0ac14d7..). I did the check before producing way instead of modifying addPriorityTask since there is still a chance of it blocking if the timings line up - only one task is dealt with each update so if the timings lined up it would go "add produce worker -> remove produce worker" and not do any real task.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 10 March 2011, 00:32:36
So does that mean I can remove my invisible dummy worker units?
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: hailstone on 10 March 2011, 03:41:45
Yes. You will need to make sure no units in the faction are able to produce workers (ie castle and technodrome). It's still a problem with other factions (created ticket 317 (https://sourceforge.net/apps/trac/glestae/ticket/317)).
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 24 April 2011, 02:49:07
Bump.  I'm making a few improvements to this mod, including replacing the missing icons and giving each faction the ability to recruit mercenaries.  Are there any requests while I'm at it?
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: ultifd on 27 April 2011, 22:31:54
Sounds good. How about some new units?  :-*
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 28 April 2011, 00:57:34
Sounds good. How about some new units?
Good idea.  In fact, that's such a good idea that I already thought of it. ;D Since both factions have all of the ground units from their own roster, I turned to others.  Tech can hire a squad of three elite Gunners from wciow's Dwarves and Magic can hire a squad of three elite Marauders from madmanntis' Woodsmen.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: ultifd on 28 April 2011, 06:49:18
Well, yeah. But real "new" units would be much better. In fact, that would give you more experience/help you practice your modeling, I guess.  :-*
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 28 April 2011, 07:03:24
Ehh... that's beyond the scope of this project.  I've got more than enough things I need to model, with my Chronic Volunteer's Syndrome and all.  I'll probably make a few changes after GAE 0.4 gets stable and that will be the end of it for me.  Project Green in general was just an experiment in what kinds of interesting gameplay changes could be made without actually programming anything, and I think it's served its purpose.

So now that we know it's not hard to create new and innovative gameplay through modding, no one has any excuse* for making a mod that plays like default Magitech! :P

* except lack of imagination ;D
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: ultifd on 28 April 2011, 07:23:23
 :-\ I guess we'll just see. I just think that Project Green could be expanded a bit, and it would probably be good practice for modeling too.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Psychedelic_hands on 28 April 2011, 07:55:50
I think project green is fine as is (or when it will be released).
The only other thing I see this is turning this into an actual feature of GAE, or glest 4. Whater. As in a gametype.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Zoythrus on 28 April 2011, 15:12:54
The only other thing I see this is turning this into an actual feature of GAE, or glest 4. Whater. As in a gametype.

So Glest could become a RTB (Real-time Tactics). that seems like a great idea!
(click to show/hide)
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: silnarm on 29 April 2011, 09:52:00
Bump.  I'm making a few improvements to this mod, including replacing the missing icons and giving each faction the ability to recruit mercenaries.  Are there any requests while I'm at it?

Purchasable buffs for those mercs might've been nice... A crying shame the Lua AI interface didn't get done  :'(
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: ultifd on 30 April 2011, 07:16:09
Hmm...I guess the only other real thing to do besides what was stated is to do some balancing after the merge is done, for various reasons.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Psychedelic_hands on 30 April 2011, 07:56:52
How about adding a glow underneath the Heros? Just a slight team colour particle as it is easier to distinguish them.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Zoythrus on 30 April 2011, 17:27:16
hey John, you should add the ability to sacrifice research point (or whatever they're called) for bonus resources, seems like a fair trade
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 30 April 2011, 21:48:01
How about adding a glow underneath the Heros? Just a slight team colour particle as it is easier to distinguish them.
(http://media.moddb.com/cache/images/mods/1/18/17262/crop_120x90/screen8.1.jpg) (http://media.moddb.com/images/mods/1/18/17262/screen8.1.jpg) (http://media.moddb.com/cache/images/mods/1/18/17262/crop_120x90/screen9.jpg) (http://media.moddb.com/images/mods/1/18/17262/screen7.1.jpg) (http://media.moddb.com/cache/images/mods/1/18/17262/crop_120x90/screen10.jpg) (http://media.moddb.com/images/mods/1/18/17262/screen10.jpg) (http://media.moddb.com/cache/images/mods/1/18/17262/crop_120x90/screen7.1.jpg) (http://media.moddb.com/images/mods/1/18/17262/screen7.1.jpg)

(Click for full size on ModDB.)

Edit by Omega: Link fix to point to the direct URL
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: ultifd on 1 May 2011, 01:26:08
Right, looks good. Is the battlemachine hero's glow noticeable enough though?
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 1 May 2011, 02:06:59
Right, looks good. Is the battlemachine hero's glow noticeable enough though?
If it wasn't before, it ought to be now.
(http://img151.imageshack.us/img151/9350/screen11t.th.jpg) (http://img151.imageshack.us/i/screen11t.jpg/)
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Ishmaru on 1 May 2011, 02:14:57
What about a glow around the whole unit? like Warcraft 3. The glow gets lost for larger units. The glow on battle machine looks more like smoke. It needs to look more luminescent.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 1 May 2011, 02:31:46
I like having the black in there because it looks kinda sinister and evil, since he's an Inquisitor... so yeah.  I don't think a WC3-style hero glow is possible.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Ishmaru on 1 May 2011, 02:38:44
Well it does not have to conform to the body. A burning aura would serve its purpose well. If you want it to look evil then yea guess it works.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Zoythrus on 1 May 2011, 02:44:25
never saw the Tech as "evil"...
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 1 May 2011, 02:49:54
Maybe you should. ;)
https://docs.megaglest.org/Story (https://docs.megaglest.org/Story)
This is why their leader is an Inquisitor.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: Omega on 2 May 2011, 02:58:39
I like having the black in there because it looks kinda sinister and evil, since he's an Inquisitor... so yeah.  I don't think a WC3-style hero glow is possible.
I have no clue what WC3 hero glow would be like, though the Megapack's genie has a good example of looking more like a glow than smoke.
Title: Re: Project Green: gameplay mod for GAE -- new release 28 Feb 2011
Post by: John.d.h on 2 May 2011, 03:22:49
I have no clue what WC3 hero glow would be like, though the Megapack's genie has a good example of looking more like a glow than smoke.
I tried copying that over the one of my units, and it seems that GAE doesn't support that particular particle feature.
Title: Re: Project Green: gameplay mod for GAE -- new release 18 Sep 2011
Post by: John.d.h on 18 September 2011, 22:18:05
Version 0.3, released on 18 Sep 2011.

New features in this version:
Known issues with this version:
Download this version from the following links:
Title: Re: Project Green: gameplay mod for GAE -- new release 18 Sep 2011
Post by: Psychedelic_hands on 24 September 2011, 04:09:02
Awesome; I played a game of it, lots of fun.