MegaGlest Forum

Modding and game content creation => Mods => Topic started by: weedkiller on 27 May 2010, 16:47:57

Title: ORCS for MG [UPDATED!]
Post by: weedkiller on 27 May 2010, 16:47:57
2cond Beta: http://www.mediafire.com/?y43wltock4z1q9k

Hi guys,
plz leave comments about balance, units and stuff..

still left to do is:
- sounds
- music
- building creation/destruction modells

and here some pics:
(http://thumbnails43.imagebam.com/14164/1b967a141632964.jpg) (http://www.imagebam.com/image/1b967a141632964) (http://thumbnails54.imagebam.com/14164/c22fbd141632965.jpg) (http://www.imagebam.com/image/c22fbd141632965)
Title: Re: ORCS for MG
Post by: wyvern on 27 May 2010, 16:49:23
nice ;D :thumbup: :thumbup:
Title: Re: ORCS for MG
Post by: John.d.h on 27 May 2010, 19:37:31
Nice building, but the log wall looks a little... flat?
Title: Re: ORCS for MG
Post by: Fluffy203 on 27 May 2010, 21:11:36
Props on the building , that looks awesome , well glest awesome lol , but yea the logs look fly cause its a flat surface he has them on , it isn't actual modeled logs, which is fine , it looks great the way it is , don't change it , in this game the detail gets blurry in game anyway , good job :thumbup:
Title: Re: ORCS for MG
Post by: weedkiller on 28 May 2010, 10:16:30
(http://thumbnails26.imagebam.com/8228/123fd882277024.gif) (http://www.imagebam.com/image/123fd882277024)

hi; the hint with the wall is good, will see ingame if its necesarry
Title: Re: ORCS for MG
Post by: emscape on 28 May 2010, 10:18:51
I think its nice:D
Title: Re: ORCS for MG
Post by: wyvern on 28 May 2010, 13:48:14
This is great I can't wait to see this done.
Title: Re: ORCS for MG
Post by: -Archmage- on 28 May 2010, 16:20:11
Nice tree, but I think it could use a little more foliage. :)
Title: Re: ORCS for MG
Post by: Gabbe on 28 May 2010, 16:22:33
weedkiller, you are a master of this! i haven`t seen such good models even in original glest..
Title: Re: ORCS for MG
Post by: wyvern on 28 May 2010, 16:23:43
agreed :) :thumbup: :thumbup:
Title: Re: ORCS for MG
Post by: Omega on 28 May 2010, 16:35:17
VERY nice weedkiller, though I do think it needs a few more leafs for realisticness.
Title: Re: ORCS for MG
Post by: Fluffy203 on 28 May 2010, 22:56:00
quite good  :thumbup:
Title: Re: ORCS for MG
Post by: weedkiller on 29 May 2010, 20:45:14
(http://thumbnails28.imagebam.com/8249/546dd682480521.gif) (http://www.imagebam.com/image/546dd682480521)
some workover, the shaman tent
Title: Re: ORCS for MG
Post by: Fluffy203 on 29 May 2010, 21:03:38
very nice good work , i would suggest symbols on the tent  :thumbup:
Title: Re: ORCS for MG
Post by: Gabbe on 29 May 2010, 21:21:32
Is weed in command of this project? he/she/it appear to be doing all the work, and at a rate and quality i have nevr seen..
Title: Re: ORCS for MG
Post by: Fluffy203 on 29 May 2010, 21:23:19
In command , i guess so lol i have done little to no work on this faction for a while now and it looks good
Title: Re: ORCS for MG
Post by: -Archmage- on 29 May 2010, 21:39:22
Great models, Weedkiller! I love the improvements! :thumbup: :thumbup: :thumbup:
Title: Re: ORCS for MG
Post by: John.d.h on 3 June 2010, 00:53:02
(http://img84.imageshack.us/img84/7725/screenshotbj.th.png)
Click. (http://img84.imageshack.us/i/screenshotbj.png/)

I was trying to make a monster of some sort for my own mod, but it started looking a bit like an orc, so I figured I'd go ahead and finish it up that way.  Think y'all (whoever is in charge here) could use this?  It's obviously not done yet, but I can finish it up if you want it.
Title: Re: ORCS for MG
Post by: weedkiller on 3 June 2010, 05:52:37
nice work ;) i think this can be used for the axeman. problem is i have no concept for him atm;
 i think you should make the beard bigger and perhaps the nose and chin.
clothes must be thought up, the idea of this orcs was some naturetribe look.
ah and, fluffy invented the mod, i just made some models because noone else did.
Title: Re: ORCS for MG
Post by: titi on 3 June 2010, 10:04:13
nice buildings weedkiller!
Title: Re: ORCS for MG
Post by: Fluffy203 on 3 June 2010, 20:44:46
Well thanks for the credit weed , but your doing good work. Why is he shiny what material are you using? and needs a different texture more fur clothing/greenskin/ with a shield btw thats my concept.
Title: Re: ORCS for MG
Post by: Gabbe on 3 June 2010, 20:47:54
yes d.h i wonder why it is shiny too, cause with textures that only happens in glsl mode thats why i was wondering...btw can i still contrubute models to this mod? even though weed is ready to make it alone...
Title: Re: ORCS for MG
Post by: John.d.h on 3 June 2010, 23:18:55
nice work ;) i think this can be used for the axeman. problem is i have no concept for him atm;
 i think you should make the beard bigger and perhaps the nose and chin.
clothes must be thought up, the idea of this orcs was some naturetribe look.
ah and, fluffy invented the mod, i just made some models because noone else did.
Yeah... I really think we're kinda going off half-cocked, without a concrete concept of what an Orc should be and how he/she should look.

Why is he shiny what material are you using?
Just the image texture.  Blender renders things as kinda glossy by default.
Quote
and needs a different texture more fur clothing/greenskin/
Well obviously it's not done. The texture is just the flats so far. :P
Quote
I with a shield btw thats my concept.
Ehh... if you say so.

yes d.h i wonder why it is shiny too, cause with textures that only happens in glsl mode thats why i was wondering...
I know you've got a hard-on for GLSL and all, but I already told you in another thread that I don't know what it is and don't really care to look it up because it has no bearing whatsoever on Glest, so I am not using it unless that's what Blender does by default.  Try this: Open up Blender and hit F12.  You've just rendered exactly the same way I do.
Title: Re: ORCS for MG
Post by: Gabbe on 4 June 2010, 09:15:28
Quote
You've just rendered exactly the same way I do.
no it didn`t, mine got auto smoothed...

BTW, i think the model needs greenier skin, atleast darker..
Title: Re: ORCS for MG
Post by: weedkiller on 5 July 2010, 21:04:26
Hi, just some concept; i'm find it very difficult to think up unique units.. if you have a good thought, just post plz 8)

Tamer is supposed to be a strong groupleder who "summons" other units. the look should be natur-tribe like..

(http://thumbnails5.imagebam.com/8733/d83ce687325129.jpg) (http://www.imagebam.com/image/d83ce687325129)
Title: Re: ORCS for MG
Post by: wyvern on 6 July 2010, 00:29:06
I'll see what I can think up ;D ;D ;D...
Title: Re: ORCS for MG
Post by: ultifd on 6 July 2010, 00:31:33
Nice concept art.  :O
As I told you, still thinking... Kinda hard. for me at least.
Title: Re: ORCS for MG
Post by: wyvern on 6 July 2010, 00:37:11
Nice concept art.  :O
As I told you, still thinking... Kinda hard. for me at least.
:O :O, same here but I think it may be the different view of orcs.
Title: Re: ORCS for MG
Post by: Mark on 25 July 2010, 02:56:07
Looking good.  Firstly, I want to comment on john.d.h's orc.  I think that orcs were grey, in Lord of the Rings, but they were supposed to be swarthy, which means they are very dark.  Brown probably isn't the best.  The Uruk-Hai were a superior, taller, and smarter race in LOTR. 

Secondly, I don't think orcs have anything to do with trees.  They lived in caves and plain-dwellings in the rocky crags of Middle-earth.  They were banished there for prior involvement in conflicts.  The buildings probably should be either tents, simple bone structures (not much wood on a harsh mountain, to be truthful), and caves.  They are hunter creatures, and so would probably use any and all parts of their prey to better themselves.
Title: Re: ORCS for MG
Post by: wyvern on 25 July 2010, 07:38:35
This won't be realized because this mod is not based on LOTR, its purely the authors imagination. :)
Title: Re: ORCS for MG
Post by: weedkiller on 16 January 2011, 09:01:00
Hi, made some progress in my holydays; next progress will have to wait some time...
thats the tamer and a shaman, he can cast fire or any magic stuff with his hands
(http://thumbnails17.imagebam.com/11535/41bdf4115344350.jpg) (http://www.imagebam.com/image/41bdf4115344350)
Title: Re: ORCS for MG
Post by: Psychedelic_hands on 16 January 2011, 13:10:10
Wow, I've never seen this thread before...

That looks good man, I like your art style  :P

The modeling is excellent, but the texturing could use some work.
First of all you should break up those colours, I see you kinda have slightly... but remember this is an RTS game you need to exaggerate  everything so you can see it from far away.
Also you should make the faces have some emotion, I mean; they're at war. Make 'em look mad ;)
I like the dragon man's horns too :) What is he exactly?
Title: Re: ORCS for MG
Post by: Omega on 16 January 2011, 21:08:54
 :o W-w-weedkiller? I haven't seen you since, well, July 20th. Welcome back. The models look good, and it's nice to hear this was not entirely abandoned. Also, while you were gone, GAE now supports MG's particle effects.
Title: Re: ORCS for MG
Post by: Hagekura on 17 January 2011, 10:27:09
I've also never seen this thread before... :o
Nice buildings and models! :thumbup: I'm looking forward on this mod.
Title: Re: ORCS for MG
Post by: weedkiller on 24 February 2011, 22:32:39
i found some creativity and got the worker and heavy siege unit modelled:
-chum is a supressed worker of the orcs, like a slave
-bulf is a trained war-beast
(http://img151.imageshack.us/img151/6650/bulfchum.png) (http://imageshack.us/photo/my-images/151/bulfchum.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: ORCS for MG
Post by: Omega on 24 February 2011, 22:53:54
Looks nice Weedkiller. And here I thought you died (again).
Title: Re: ORCS for MG
Post by: ultifd on 24 February 2011, 22:54:51
Not bad, looks good. Nice to see you again...  :thumbup:
Omega, it's only been a month and a week...and a day.  ::)
Title: Re: ORCS for MG
Post by: Fluffy203 on 25 February 2011, 00:31:19
Wow i can't believe it lol , weedkiller still carrying the torch for this btw i have to say great job  :thumbup:
Title: Re: ORCS for MG
Post by: wciow on 25 February 2011, 01:02:56
Oops, this reminded me that I made a chum for this project ages ago but never bothered to upload it  :|

(http://img192.imageshack.us/img192/2978/chumb.th.jpg) (http://img192.imageshack.us/i/chumb.jpg/)

Title: Re: ORCS for MG
Post by: weedkiller on 12 March 2011, 12:23:57
Quote
Oops, this reminded me that I made a chum for this project ages ago but never bothered to upload it
>> perhaps this could be a attacking unit; it looks quite frightening; it could be scaled up like a troll or something; could have a tree as siege unit, or throw rocks

a wargrider, animating is not finished; just some posing for the picture
(http://thumbnails41.imagebam.com/12323/e9883f123220005.jpg) (http://www.imagebam.com/image/e9883f123220005)
Title: Re: ORCS for MG
Post by: weedkiller on 20 March 2011, 19:14:28
hi,
i made a beta xml-setup. Its just for seeing the units ingame, but i find it quite nice. I am still working on additional buildings and units ..

Download OrcsV0.1_MegaGlest.zip from FileFactory.com (http://www.filefactory.com/file/ca3bd30/n/OrcsV0.1_MegaGlest.zip)
Title: Re: ORCS for MG
Post by: Omega on 21 March 2011, 02:29:47
hi,
i made a beta xml-setup. Its just for seeing the units ingame, but i find it quite nice. I am still working on additional buildings and units ..

Download OrcsV0.1_MegaGlest.zip from FileFactory.com (http://www.filefactory.com/file/ca3bd30/n/OrcsV0.1_MegaGlest.zip)
Looks good. I look forward to seeing a complete mod in the future.
Title: Re: ORCS for MG
Post by: ultifd on 21 March 2011, 08:33:59
9 MB less ;) Please try uploading on mediafire or on gamefront...any sites that don't have wait times! Also, please it as a 7z, it usually has a better compression rate.
http://www.gamefront.com/files/20146583/OrcsV0.1_MegaGlest.7z
I tried making a loading screen, but I don't know how to create that goldenish loading screen effect...
So I tested it out, it's technically playable, but it's not really balanced. Then again it is just a XML setup, as you said... The AI seems to be really good, or maybe that was just the recent additions to the pathfinder for MG. Keep up the nice work!
Regarding this thread...this is kinda a unusual situation, because fluffy is not actually working on this mod. Should there be a new thread?  :-X
Title: Re: ORCS for MG
Post by: ElimiNator on 21 March 2011, 15:35:08
I tried making a loading screen, but I don't know how to create that goldenish loading screen effect...
You can do it on gimp, first colour it a yellowish gold, then add fuzzy boarder.
Title: Re: ORCS for MG
Post by: Psychedelic_hands on 23 March 2011, 05:21:49
I tried making a loading screen, but I don't know how to create that goldenish loading screen effect...
You can do it on gimp, first colour it a yellowish gold, then add fuzzy boarder.

It doesn't have to be exactly like the Mega-pack.... What about putting the Orcs in a tech-tree with the Elves, Dwarves and Undead? lol. Maybe get Wicow to work with you?

Also, weed Killer. You should create a new thread, seeings how you're now leader of this mod.
Title: Re: ORCS for MG [UPDATED!]
Post by: ultifd on 23 March 2011, 21:52:58
We were just talking about loading screens...lol  ::)
Title: Re: ORCS for MG [UPDATED!]
Post by: Zoythrus on 24 March 2011, 00:50:29
i dont know if my opinion is of much value, but i thought to say that i was expecting the Orcs to be more....fierce....
right now, they look like they could be toys in a daycare.....no offense or anything....

-Zoy
Title: Re: ORCS for MG [UPDATED!]
Post by: weedkiller on 21 July 2011, 19:54:56
Hi everyone,
if have got a new beta ready, everything is done except balance, sounds and building constructionmodells..
so, plz leave some comments if you find something unbalanced or other stuff..

http://www.mediafire.com/?y43wltock4z1q9k

Title: Re: ORCS for MG [UPDATED!]
Post by: Omega on 22 July 2011, 06:30:51
Awesome, but you really should update the first post. Add some pictures, descriptions, etc. Take a look at how Apocalyptic Dawn (https://forum.megaglest.org/index.php?topic=3802.msg17812#msg17812) has its first post to see what I mean.
Title: Re: ORCS for MG [UPDATED!]
Post by: titi_son on 14 August 2011, 16:33:54
always the same things aren't done  :O SOUND AND MUSIC   :P

eh and i want to download not read this "Invalid or deleted file"

< corrected by titi, I think you meant done instead of gone ... ) >
Title: Re: ORCS for MG [UPDATED!]
Post by: weedkiller on 18 August 2011, 11:54:56
Hi, sry the link run out of time and was deleted...
orc.zip (http://www.mediafire.com/?gns4lta3fbh1hnf)
Title: Re: ORCS for MG [UPDATED!]
Post by: titi_son on 18 August 2011, 17:59:19
looks good! I didn't really played i just produced all units. (like always when i download a new faction)
i have no time to play really now... ( if i really played i give you a feedback how fun it is too play, i hope it is fun   >:(    :P :P)
i find a mistake and have some question.

first the questions
- why can't the shaman heal
- why can't you build the "shamantent" at the start ( i think thats better)

 and your mistake : " ziege is German "  :P

and what about make that you didn't need commondata to play
Title: Re: ORCS for MG [UPDATED!]
Post by: Omega on 19 August 2011, 02:20:25
- why can't the shaman heal
Why should it? This isn't the megapack.

and what about make that you didn't need commondata to play
Wha?
Title: Re: ORCS for MG [UPDATED!]
Post by: weedkiller on 19 August 2011, 07:23:12
Quote from: PT
- why can't the shaman heal
yes, i think it would be a good option; i first cut it out because the shaman was a bit overpowered

Quote from: PT
and your mistake : " ziege is German "  :P
xD , will be changed to goat..

Quote from: Omega
Quote
    and what about make that you didn't need commondata to play

Wha?
there is a folder for data that can be used by all factions; when i have all stuff ready i will make the faction "copy&pastable"

at the moment i am not working on the sounds cause i am not so good at it, i also tried to make music but i am not satisfied with it till now..
so sadly you will have to wait some time till sounds are finished

thanks for c&c :)
Title: Re: ORCS for MG [UPDATED!]
Post by: titi_son on 19 August 2011, 18:10:12
i forgot one think in my feedback:
YOU PARTICLES LOOKS VERY GOOD  :o
i though my particles where good but that's....   :thumbup: :thumbup: :thumbup:

the shaman don't have to heal much...
but if he can't heal it's a bit ulgy  :|
maybe you need a upgrade for shaman's heal-skill

one more question:
Are the Orcs for the megapck?
Are they made to play vs tech.persian,magic and so on ???
Then i will check that too . i will a game now ( all orcs ).

EDIT:
I Played a really cool game i don't know why but i like this orcs.
FUN 50 of max 10 points
this fire bats made it really fun.
(click to show/hide)
but i find one things which is not so good  ::)
the forge has unit particles (that's wrong)
Title: Re: ORCS for MG [UPDATED!]
Post by: weedkiller on 20 August 2011, 08:09:46
i will make a shaman heal upgrade

i created the orc faction with megaglest, so it should be balanced for it, if at all..

the forge: yes, that is from copy&past of the tech forge...
are there particles especially for buildings in MG?
i also forgot that construction/destruction buildings are missing
Title: Re: ORCS for MG [UPDATED!]
Post by: roflcopter on 21 August 2011, 08:56:25
i will make a shaman heal upgrade

i created the orc faction with megaglest, so it should be balanced for it, if at all..
At first glance the Orcs faction seems a bit over-powered already.
I played as Orcs against a mega x 3.0 Magic faction and beat them easily, whereas I usually have trouble surviving their first couple bum-rushes (on a wide-open map).

I also played Orcs vs. Dwarves and won with zero casualties, but I already knew the AI fails miserably operating the Dwarves. :O

Edit: just did nearly as well Orcs vs. Tech, but got pwned playing the opposite.

(http://i52.tinypic.com/21931h3_th.png)  (http://i52.tinypic.com/21931h3.png)(http://i51.tinypic.com/2mpzq8o_th.png) (http://i51.tinypic.com/2mpzq8o.png)

Orcs should probably be toned down.
Title: Re: ORCS for MG [UPDATED!]
Post by: weedkiller on 25 August 2011, 11:22:31
I made some corrections..
- orcs stats are lowered: a mega(cpu) tech wins against a mega(cpu) orc
- construction and destruction buildings have been added
- shaman can heal (without upgrade)

orcs2.zip (http://www.mediafire.com/?v3wzldyc83nwwj5)
Title: Re: ORCS for MG [UPDATED!]
Post by: roflcopter on 31 August 2011, 19:40:02
- orcs stats are lowered: a mega(cpu) tech wins against a mega(cpu) orc
Just curious how you go about testing this fairly.

I couldn't see any way to start the game without a human faction (which would surely distract one AI from attacking the other AI, right?).
Title: Re: ORCS for MG [UPDATED!]
Post by: weedkiller on 1 September 2011, 06:58:43
i started on a symmetric map in a team with one cpu and killed myself before the first wave..
anyways it seems a human player is stronger with the orcs than the cpu, so its more important that human players would be even with the factions than the cpu. at the moment i am at a location with no good internet connection. i will test the orc faction with human players when i can.
Title: Re: ORCS for MG [UPDATED!]
Post by: wciow on 1 September 2011, 07:12:58
anyways it seems a human player is stronger with the orcs than the cpu,

This is true of all factions in Glest. Despite Titi's great work to improve the AI it is still not very intelligent. The AI simply relies on brute force strength of numbers to win. Giving it a high resource multiplier (cheating!) is the only way to make it challenging to experienced players.

This is why multiplayer is so much more fun, humans are far more creative and very good at finding tricks to exploit  :)
Title: Re: ORCS for MG [UPDATED!]
Post by: CruzR on 4 October 2011, 10:17:13
i dont know if my opinion is of much value, but i thought to say that i was expecting the Orcs to be more....fierce....
right now, they look like they could be toys in a daycare.....no offense or anything....

this^

Otherwise the mod looks great. Btw, how is it licensed?