MegaGlest Forum

Modding and game content creation => Mods => Topic started by: Mr War on 26 April 2011, 21:17:19

Title: Sci-fi Pack - Industarons BETA
Post by: Mr War on 26 April 2011, 21:17:19
Latest BETA of Industarons. Includes Martian Faction
[big]Download Tech Tree (7zip) - 7th July 2011 (http://www.mediafire.com/?07bdycqwjx5ix2s)
Download Sci-Fi Twightlight tileset (7zip) (http://www.mediafire.com/?0j49zpkp0a6i5hw)
Download Sci-Fi Ghost Town map (http://www.mediafire.com/?vd04hy1148mi958)[/big]
Note that Map and Tile set are intended for use together.

Requires MegaGlest 3.5,2 or higher

Please note that this is only an Beta release. Playable but missing some key units, animations, upgrades etc.
Feedback Welcome

********************** Older releases ***********************
(click to show/hide)
Martians is a retro-futuristic Sci-fi faction inspired by, and in homage to HG Wells' genre-defining classic "War of The Worlds" and mass of 1950s B-Movies that followed. The battle set plays on some of the common themes such as flying saucers and little green men, but hopefully displays some creativity in the delivery. Several innovative particle effects contributed by Will.

Martian Units
Worker
(http://i51.tinypic.com/luvx3.jpg)Basic Martian unit for building things, mining and deforestation.
Martian Trooper
(http://i52.tinypic.com/x4q4ud.jpg)Core infantry unit armed with death ray. Unarmored, can engage both ground and air targets
Chemical trooper
(http://i51.tinypic.com/29wslkk.jpg)Advanced infantry armed with a lethal acidic flame thrower. Short ranged and can only engage ground targets
Tripod
(http://i55.tinypic.com/339nf3o.jpg)Standard medium mechanized unit, fast with decent firepower in a twin pulse laser
Assault Tripod
(http://i53.tinypic.com/kb7y1h.jpg)Heavy mechanized unit for storming enemy bases. Is not produced in the normal way, instead a worker has to build an Invasion beacon to communicate with the mass of Invasion capsules which are hovering in low orbit awaiting the call. The beacon can then be switched to communicate with the capsules, one of which lands on the beacon. The Assault Tripod emerges.
Disc Droid
(http://i52.tinypic.com/2q00epw.jpg)Light air unit suitible for scouting possible enemy positions and attacking lightly defended targets. Can engage both air and ground units.
Flying Saucer
(http://i51.tinypic.com/fcnrqx.jpg)Heavy air unit, the flying saucer is probably the most powerful offensive unit in the Martian's arsenal. Capable of engaging both air and ground units.

Martian Buildings
Mothership
(http://i53.tinypic.com/v5wlxv.jpg)The central building of any successful invasion, these are the first units to land. Can produce workers
Command Saucer
(http://i54.tinypic.com/sc9smw.jpg)The hub of military activity, this is required to hatch Martian troopers and conduct research
Space Port
(http://i56.tinypic.com/1zyijl.jpg)Industrial replication plant capable of producing Tripods and air units
Energy Source
(http://i51.tinypic.com/2z54236.jpg)power plant required for running of invasion forces
Invasion Beacon
(http://i51.tinypic.com/2vs5lxv.jpg)Advanced communication device capable of summoning invasion capsules containing Assault Tripods
Laser Turret
(http://i53.tinypic.com/20p3jx5.jpg)Defensive building mounting a very powerful and longer ranged death ray. Employs advanced Plasma Shield armor. Built on Turret Base which is built by workers.

Title: Re: Martian Mod (WIP)
Post by: Ishmaru on 26 April 2011, 23:58:24
Wow those are some great tanks! :o Love the Outpost design as well! The treads are cool but i really cant imagine any alien/ scifi tank of that variety with a gas engine. Maybe something like solar panels, energy reactor, or tesla generator would look better. Whats the concept of this mod??
Title: Re: Martian Mod (WIP)
Post by: Hagekura on 27 April 2011, 01:40:02
Wow kinda retro but lovely designs! good work!
Title: Re: Martian Mod (WIP)
Post by: ElimiNator on 27 April 2011, 01:47:28
I made a martian faction quite a wile back, but it didn't have any thing like this, cool!
Title: Re: Martian Mod (WIP)
Post by: will on 27 April 2011, 06:53:33
(http://img695.imageshack.us/img695/5492/martian2.png)

also, I think the workers ought to hover, perhaps be properly round, their smoke ought to be pale yellow fumes, and they ought to have big chainsaws when collecting wood and large drill bits when mining...

Can the main buildings move?

Imagine that you can't build more of the mothership, but you can morph it into a movable mothership and move it and deploy it elsewhere... would that work?

Title: Re: Martian Mod (WIP)
Post by: Mr War on 27 April 2011, 09:42:48
The workers will be little hover units. I'll have more buildings but fewer than Imperial. Other units will include a tripod like walker and flying saucers. I have some retro-futuristic b-movie influences but also want to be a but creative whilst keeping true to the classic scifi genre
Title: Re: Martian Mod (WIP)
Post by: John.d.h on 27 April 2011, 14:53:56
The workers will be little hover units. I'll have more buildings but fewer than Imperial. Other units will include a tripod like walker and flying saucers. I have some retro-futuristic b-movie influences but also want to be a but creative whilst keeping true to the classic scifi genre
I have a few alien vehicle models lying around from an old abandonware project with Fluffy203, including a tripod walker and multiple saucers.  You are free to use them with attribution.  Just let me know and I'll upload them somewhere.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 27 April 2011, 17:12:25
The workers will be little hover units. I'll have more buildings but fewer than Imperial. Other units will include a tripod like walker and flying saucers. I have some retro-futuristic b-movie influences but also want to be a but creative whilst keeping true to the classic scifi genre
I have a few alien vehicle models lying around from an old abandonware project with Fluffy203, including a tripod walker and multiple saucers.  You are reasonably priced to use them with attribution.  Just let me know and I'll upload them somewhere.
That'd be cool man, thanks for the offer. I can't promise to use them just because modeling is my creative outlet so I have plenty of ideas myself and of course i'll use my own first. Maybe they could be part if another complementary alien faction  :-*
Title: Re: Martian Mod (WIP)
Post by: John.d.h on 27 April 2011, 21:12:37
Here are mine:
http://www.mediafire.com/file/ew6d5wus86v3m46/aliens%20by%20johndh.7z

And here are Fluffy203's:
http://www.mediafire.com/file/mlblng3w52z/glade---give%20credit.rar

You can use them all you like, under Creative Commons Attribution Share-alike 3.0 (http://creativecommons.org/licenses/by-sa/3.0/) or any later version.  Enjoy! :)
Title: Re: Martian Mod (WIP)
Post by: ultifd on 27 April 2011, 22:23:54
Another one, huh. Looks cool.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 27 April 2011, 22:35:52
Here are mine:
http://www.mediafire.com/file/ew6d5wus86v3m46/aliens%20by%20johndh.7z

And here are Fluffy203's:
http://www.mediafire.com/file/mlblng3w52z/glade---give%20credit.rar

You can use them all you like, under Creative Commons Attribution Share-alike 3.0 (http://creativecommons.org/licenses/by-sa/3.0/) or any later version.  Enjoy!  :-*
Those models are fantastic, they deserve their own mod. Was it ever finished? They are quite different stylistically to mine - looooove the walker. If not maybe we could add them as a new faction in the SciFi Pack I'm working on?

My own attempts at a walker ended up looking quite different so there's definitely room for both styles on different factions without duplication
(http://i53.tinypic.com/14w5405.png)
(http://i53.tinypic.com/124tvdv.jpg)
Title: Re: Martian Mod (WIP)
Post by: wyvern on 27 April 2011, 23:52:39
I would personally like to see the opposing human resistance faction resurrected and added. But this looks like a great mod, I like it
Title: Re: Martian Mod (WIP)
Post by: John.d.h on 28 April 2011, 00:48:54
Those models are fantastic, they deserve their own mod. Was it ever finished?
He and I had some creative differences and he decided to drop the project to work on something else, and I really lost my momentum and motivation after that, so it never got finished.  There were also a few models made for the opposing human faction (a Sherman Tank, Mustang fighter plane, maybe a jeep?) but the download link I have is dead.  You could try contacting Fluffy (https://forum.megaglest.org/index.php?action=profile;u=5789) to ask if he still has them, or Jamin (https://forum.megaglest.org/index.php?action=profile;u=6624), who made the models.

Quote
They are quite different stylistically to mine - looooove the walker. If not maybe we could add them as a new faction in the SciFi Pack I'm working on?
Sure, you can do (virtually) whatever you like with them as per CC-By-SA.  I look forward to seeing what you can come up with. :)
Title: Re: Martian Mod (WIP)
Post by: wyvern on 28 April 2011, 00:56:01
If resurrected I have the priest model and some alien thing that I started working on but stopped after the mod crashed
Title: Re: Martian Mod (WIP)
Post by: Mr War on 28 April 2011, 08:34:34
All this input is very cool, thanks guys.

Yeah, earth defender factions would be cool. Maybe a mix of classic 1950s styling but futuristic elements so that it is backstory agnostic?

I have two factions planned: martians, industarons

If we resurrect the scifi pack pact idea from a few weeks ago then anyone can build a scifi faction that more or less plugs and plays with the others. I'd love to see fluffy and johns models used.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 1 May 2011, 18:52:13
some progress. I'm working on a quick build approach.
(http://i53.tinypic.com/2itl8ye.png)
Title: Re: Martian Mod (WIP)
Post by: ultifd on 2 May 2011, 02:02:33
Hmm...I guess you forgot to change the name. I guess it should be
Quote
Green Dawn (Martian Mod) (WIP)
Anyways, looks cool.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 2 May 2011, 09:07:08
Hmm...I guess you forgot to change the name. I guess it should be
Quote
Green Dawn (Martian Mod) (WIP)
Anyways, looks cool.
Green alert/dawn is just homage to red alert game and wider war culture. Martians is just the first faction of what will hopefully be a bigger scifi pack.
Title: Re: Martian Mod (WIP)
Post by: ElimiNator on 2 May 2011, 17:31:47
Do you have my Moon-Tile-Set (http://www.soft-haus.com/jacob/blog/wp-content/plugins/download-monitor/download.php?id=11)? It would probably look cool with this mod.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 2 May 2011, 18:40:53
yeah that\s pretty cool man
(http://i53.tinypic.com/2v7fd.png)
Title: Re: Martian Mod (WIP)
Post by: Omega on 2 May 2011, 21:37:45
Be better to make a separate martian or post-apocalyptic tileset, or else you'll be looking for a new name  :P
Title: Re: Martian Mod (WIP)
Post by: will on 2 May 2011, 21:40:57
in War of the Worlds they invaded Earth and fought Victorian red-coats.

VBros has a British faction.  It would make a fun video.
Title: Re: Martian Mod (WIP)
Post by: Ishmaru on 3 May 2011, 03:46:38
Martian vs Imperial Faction would be cool 2, Sci Fi vs Steam Punk.
Title: Re: Martian Mod (WIP)
Post by: will on 3 May 2011, 05:44:49
So what we are basically saying is that all factions working in a single techtree is fun.

Sure some combinations of teams seems strange to some.

But its better to give the users the choice, rather than these strict separate techtrees.
Title: Re: Martian Mod (WIP)
Post by: Omega on 3 May 2011, 06:09:00
Martian vs Imperial Faction would be cool 2, Sci Fi vs Steam Punk.
But they're entirely different art styles and time periods... :-X
Title: Re: Martian Mod (WIP)
Post by: titi on 3 May 2011, 21:21:56
time periods?  :O :O
Which time have martians? I think they would really fit perfectly!
Title: Re: Martian Mod (WIP)
Post by: Ishmaru on 4 May 2011, 03:02:31
Martian vs Imperial Faction would be cool 2, Sci Fi vs Steam Punk.
But they're entirely different art styles and time periods... :-X

They are very similar in how they were made texture is equal style and quality, unit scaling could be same as well. War of the Worlds was in early industrial earth, why not a steampunk world as well? =)
Title: Re: Martian Mod (WIP)
Post by: Omega on 4 May 2011, 06:26:52
time periods?  :O :O
Which time have martians? I think they would really fit perfectly!
The year 2-- oh, wait, I'm sworn to secrecy by Doc Brown... In all honesty, I just don't think they really seem to fit well together. Not to mention it hardly makes sense for a primitive steampunk even standing a chance against futuristic aliens with laser cannons...
Title: Re: Martian Mod (WIP)
Post by: will on 4 May 2011, 07:02:11
time periods?  :O :O
Which time have martians? I think they would really fit perfectly!
The year 2-- oh, wait, I'm sworn to secrecy by Doc Brown... In all honesty, I just don't think they really seem to fit well together. Not to mention it hardly makes sense for a primitive steampunk even standing a chance against futuristic aliens with laser cannons...

Recommended reading: http://en.wikipedia.org/wiki/The_War_of_the_Worlds
Title: Re: Martian Mod (WIP)
Post by: Mr War on 4 May 2011, 08:37:18
Well they could always be played against eachother although the Imperial faction uses different resource types so some compatiblity changes would be needed
Title: Re: Martian Mod (WIP)
Post by: Omega on 4 May 2011, 14:12:04
time periods?  :O :O
Which time have martians? I think they would really fit perfectly!
The year 2-- oh, wait, I'm sworn to secrecy by Doc Brown... In all honesty, I just don't think they really seem to fit well together. Not to mention it hardly makes sense for a primitive steampunk even standing a chance against futuristic aliens with laser cannons...

Recommended reading: http://en.wikipedia.org/wiki/The_War_of_the_Worlds
Touche. Though I still disagree, but up to Mr. War. :P
Title: Re: Martian Mod (WIP)
Post by: Mr War on 6 May 2011, 08:23:57
Well I'm planning to release a single faction beta any day now. The mod gives that classic retro-futuristic b-movie feel i was hoping for so very excited. The Martian faction will be the cornerstone of a scifi pack I'll compile - all other sides must balance to them. Some sides will be crested by me, some compiled from other peoples models (thanks John). And anyone can contribute their own provided they balance and are fitting. I'll post the faction characteristics so that peole can build to balance easily as per my pack pact idea.

I've been receiving behind the scenes advice, testing and particles help so thanks that person! ;-)

Title: Re: Martian Mod (WIP)
Post by: ultifd on 6 May 2011, 08:36:58
So it's called Green Dawn or no?
And are you going to release versions for both of the forks?  :D
Title: Re: Martian Mod (WIP)
Post by: will on 6 May 2011, 08:41:14
So it's called Green Dawn or no?

shouldn't you be making videos of the last mod? ;)
Title: Re: Martian Mod (WIP)
Post by: Mr War on 6 May 2011, 09:19:40
So it's called Green Dawn or no?
And are you going to release versions for both of the forks?  :D
The pack is called scifi pack, the faction is called martians, but I'm using green dawn in some if the illustrations like the loading screen. I might call the single faction beta green dawn, maybe

Build and testing is in MG but should port to GAE easily I hope.

Base faction (Martians) will likely have a worker, two infantry types, two mechanized units and two air units.
Title: Re: Martian Mod (WIP)
Post by: ElimiNator on 6 May 2011, 15:32:57
Well I already have a faction call Martians, so it might be confusing if you call yours Martians too.
Title: Re: Martian Mod (WIP)
Post by: will on 6 May 2011, 16:42:41
Cool!  Which pack, or link?  I'd like a look.  Is it megapack-balanced?  Any other sci-fi themed factions?
Title: Re: Martian Mod (WIP)
Post by: Mr War on 6 May 2011, 16:53:29
Well I already have a faction call Martians, so it might be confusing if you call yours Martians too.
Oh, I didn't realize that man, sorry. I'm new to glest so there are a lot of mods I haven't played.

I can rename them but no clue what to. My other faction is called Industarons. Martians is great because it's retro - from the days before man visited mars. I wonder if there's a way to keep it Martians without confusing them.
Title: Re: Martian Mod (WIP)
Post by: ElimiNator on 6 May 2011, 20:35:59
Check out all the Vbros factions here (https://forum.megaglest.org/index.php?topic=4511.msg28173#msg28173) (Martians is in the 4rth pack) I plan to update my Martians after I finish the dino faction.

I wonder if there's a way to keep it Martians without confusing them.
Don't know...
Title: Re: Martian Mod (WIP)
Post by: will on 6 May 2011, 20:57:16
People get confused by Romans and Romans2?

How about Martians and Martians2?

I found them with Moon in vbros pack 4.  Here are some gifs:

(http://s1.postimage.org/1emfurx8k/martians_wormartn_morph_g3d.gif)(http://s1.postimage.org/1emktdypw/martians_war_machine_stand_g3d.gif)(http://s1.postimage.org/1emt32p6s/martians_shellmar_walk_g3d.gif)(http://s1.postimage.org/1en7ywtms/martians_ray_maritch_attack_g3d.gif)

There was also Moon, which I rather liked:
(http://s1.postimage.org/1eo6p7404/moon_meck_attack_g3d.gif)(http://s1.postimage.org/1eoow3xfo/moon_plasma_gunner_stand_g3d.gif)(http://s1.postimage.org/1eqcfgf7o/moon_reserch_center_sit_g3d.gif)

The models though are hopelessly un-optimised.  The moon launching-pad has 13MB which is 256 frames without any animation, for example.
Title: Re: Martian Mod (WIP)
Post by: ElimiNator on 7 May 2011, 00:40:13
The gifs look messed up...
Title: Re: Martian Mod (WIP)
Post by: Omega on 7 May 2011, 06:21:09
The gifs look messed up...
How so? :confused:
Title: Re: Martian Mod (WIP)
Post by: will on 7 May 2011, 06:38:14
The gifs don't render team color properly - a known omission.

Back to martians name - I don't think Mr War calliing his faction "Martians" is a problem.  I don't think it will cause any big confusion.  I look forward to being able to download all Mr War's factions from the MG mod download centre.
Title: Re: Martian Mod (WIP)
Post by: John.d.h on 7 May 2011, 07:05:51
The walking snail thing seems to be inside-out as well, as I noticed with some of the gifs you made of Project Red.  Problem with normals, perhaps?  I don't know if that would be on the modder's end or the script's.

(http://s1.postimage.org/1emt32p6s/martians_shellmar_walk_g3d.gif)
Title: Re: Martian Mod (WIP)
Post by: will on 7 May 2011, 07:36:22
Do they show ok in the mg g3d viewer?

I guess its GL_CULL_FACE
Title: Re: Martian Mod (WIP)
Post by: Mr War on 7 May 2011, 07:43:36
Screens. Worker models are placeholder.
(click to show/hide)
Title: Re: Martian Mod (WIP)
Post by: ElimiNator on 7 May 2011, 16:36:22
(http://s1.postimage.org/1emktdypw/martians_war_machine_stand_g3d.gif)(http://s1.postimage.org/1emt32p6s/martians_shellmar_walk_g3d.gif)
There was also Moon, which I rather liked:
(http://s1.postimage.org/1eoow3xfo/moon_plasma_gunner_stand_g3d.gif)(http://s1.postimage.org/1eqcfgf7o/moon_reserch_center_sit_g3d.gif)
All these are messed up.
Title: Re: Martian Mod (WIP)
Post by: Omega on 7 May 2011, 17:29:52
Stop talking about the GIFs here, please. This is the martian topic, not the place to talk about the moon faction, or problems with the GIFs. Each of those have their own topic for that.

At any rate, the screenshots nice. I do notice now that wood is a resource though, even though I can't spy a single thing that looks like it would use even a single 2x4. What is it used for?
Title: Re: Martian Mod (WIP)
Post by: Mr War on 8 May 2011, 17:16:02
I like seeing the Gifs. I downloaded vbros4. Love the capsule, that's an HGWells reference I was hoping to include too. Maybe some of your Martians and moon factions could be incorporated into another side for the scifi pack I'm going to compile. Like taking a few choice models and ideas and including some of johns alien models to make another alien faction? No rush, just an idea.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 8 May 2011, 22:10:15
nearly ready for a beta :D

(click to show/hide)
Title: Re: Martian Mod (WIP)
Post by: Ishmaru on 9 May 2011, 03:19:22
This mod looks amazing at night! Time to make a night only tileset! Could I see those workers up close?
Title: Re: Martian Mod (WIP)
Post by: Mr War on 9 May 2011, 19:30:45
sure. The worker isn't finished yet but you can get the idea here. The other unit is a draft of the basic infantry trooper:
(click to show/hide)
Title: Re: Martian Mod (WIP)
Post by: Omega on 10 May 2011, 00:28:11
sure. The worker isn't finished yet but you can get the idea here. The other unit is a draft of the basic infantry trooper:
(click to show/hide)
Wow, those look fantastic. What will the beta have and what won't it have?
Title: Re: Martian Mod (WIP)
Post by: will on 10 May 2011, 05:34:46
(click to show/hide)
Looks like a rock band!

What's with the guitars?
Title: Re: Martian Mod (WIP)
Post by: Mr War on 10 May 2011, 08:15:44
(click to show/hide)
Looks like a rock band!

What's with the guitars?
They play crazy classic heavy metal and usually finish each concert by biting the head off an earthling.

The beta, or maybe still an alpha, will be playable but lack some infantry and air units, some build animations and upgrades. It'll be a single faction mod.
Title: Re: Martian Mod (WIP)
Post by: wciow on 10 May 2011, 10:03:01
Nice looking aliens   :o

I like the little dude in the ship  :thumbup:
Title: Re: Martian Mod (WIP)
Post by: Mr War on 10 May 2011, 20:12:18
Thanks man. I've improved them after that screen shot. The troopers are my first humanoids so thanks to Hagekura for sharing his models so that I could see how bones work. His models are much better than mine.
Title: Re: Martian Mod (WIP)
Post by: will on 10 May 2011, 20:31:41
been playing more with a shield effect:

(click to show/hide)
Title: Re: Martian Mod (WIP)
Post by: Mr War on 10 May 2011, 20:38:10
Thanks man, will definitely use that.
Title: Re: Martian Mod (WIP)
Post by: ultifd on 10 May 2011, 21:46:46
Awesome as predicted!  :thumbup:
Title: Re: Martian Mod (WIP)
Post by: Hagekura on 11 May 2011, 07:14:39
The worker model looks really good. :thumbup:
hmn this faction looks really like out of the cover illusts of "amazing stories". ;D
brings favorable nostalgic feels.
Title: Re: Martian Mod (WIP)
Post by: ultifd on 11 May 2011, 07:20:16
(click to show/hide)
Looks like a rock band!
What's with the guitars?
lol, they do! We'd better save that for whenever the wiki page is created. It'll be an awesome caption. Something like that.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 12 May 2011, 18:56:24
(http://i52.tinypic.com/16lh89f.jpg)
Title: Re: Martian Mod (WIP)
Post by: Omega on 13 May 2011, 04:34:20
What's the blank spots?
Title: Re: Martian Mod (WIP)
Post by: Mr War on 13 May 2011, 08:48:48
Placeholders. I will add two air units and another infantry unit. I'm still learning bone animation, having frustrations with some nodes not attaching to the bones etc. But I'll make progress
Title: Re: Martian Mod (WIP)
Post by: Gabbe on 13 May 2011, 13:33:27
Stalkers? Really? What about some more original alien names?

Tuk'ur Waok - Stalker

Waok - Worker

Gen'thul - Mothership

Gi'thrul - Energy Source

etc. etc. Maybe, if it is confusing for the user;

Tuk'ur walker

Waok worker

Gen'thul ship

Gi'thrul pond

etc. etc.
Title: Re: Martian Mod (WIP)
Post by: Mr War on 14 May 2011, 18:12:55
Is that a real language? I think the Martians will have human 3rd person  descriptions as it's themed on 1950/60s b-movie stuff with hg wells et al influences. But I do plan another alien side so maybe they can use alien sounding names
Title: Re: Martian Mod (WIP)
Post by: Gabbe on 14 May 2011, 18:15:43
That my friend, was some random sh** I just made up with my imagination :) The choice is yours, you made the mod.
Title: Re: Martian Mod (WIP)
Post by: Zoythrus on 15 May 2011, 00:11:24
well, look at the Nihilian mod, their weird names worked for them!
Title: Re: Martian Mod (WIP)
Post by: ultifd on 15 May 2011, 01:00:20
I don't really think that's a good comparison though. We're talking about Martians here, something that was known already. Or is.  :P
Title: Re: Martian Mod (WIP)
Post by: Omega on 15 May 2011, 03:15:03
well, look at the Nihilian mod, their weird names worked for them!
Actually, those names hurt the mod... Nobody could recite the units by name, or could even remember what they were called. I like the simpler names.
Title: Re: Martian Mod (WIP)
Post by: Zoythrus on 15 May 2011, 03:41:22
well, look at the Nihilian mod, their weird names worked for them!
Actually, those names hurt the mod... Nobody could recite the units by name, or could even remember what they were called. I like the simpler names.

not true, i used to know them all (or at least, most of them....)
Title: Re: Martian Mod (WIP)
Post by: Mr War on 16 May 2011, 20:54:08
WARNING: INVASION IMMINENT!

Less than a month into the build and Beta only a few days away. Recent screenshot:
(click to show/hide)
Title: Re: Martian Mod (WIP)
Post by: will on 17 May 2011, 21:18:01
me <- tenderhooks!!

Will it have any tilesets?

Anyone else got any tilesets (other than vbros 4 moon)?
Title: Re: Green Dawn: Martian Invasion
Post by: Mr War on 17 May 2011, 22:06:25
Added unit and building descriptions to first post. Beta packaging and upload underway, expect release imminently. Less than 1 month to get to full Beta  ;D
Title: Re: Green Dawn: Martian Invasion
Post by: Mr War on 18 May 2011, 17:33:49
been doing some invading!

(click to show/hide)
Title: Re: Green Dawn: Martian Invasion
Post by: Zoythrus on 18 May 2011, 19:10:06
wait, since when are flying saucers made of kevlar?
Title: Re: Green Dawn: Martian Invasion
Post by: Mr War on 19 May 2011, 20:34:54
wait, since when are flying saucers made of kevlar?
oh, for a couple of weeks now man. Kevlar is the new thing :D

(I'm building in compatibility to other Sci-fi factions I may add so need common armor and resource structures. I don't want too many armor types)

Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 19 May 2011, 22:26:22
Beta uploaded to Github. Click Download button:

DOWNLOAD HERE (https://github.com/williame/glest-sci-fi-pack)
WEBSITE HERE (http://williame.github.com/glest-sci-fi-pack/martians/)

Title: Re: Green Dawn: Martian Invasion BETA
Post by: ultifd on 19 May 2011, 22:48:09
Can I re-upload it somewhere else? Github is awesome! (although 7z would be much better)But, once a commit or change is made it'll be kinda bad...
EDIT: Sorry I couldn't wait...  :D Did a lot of "research" on file hosting sites, found lots of good alternatives. I'll make a guide later. This one is called kiwi6, has a 100MB limit per file but it has unlimited storage and supports real hotlinking/direct linking.
DOWNLOAD 7z HERE (http://k002.kiwi6.com/hotlink/xzrq693twg/Green_Dawn_Martian_Invasion_BETA_by_Mr_War_and_Will.7z) stats (http://www.kiwi6.com/file/xzrq693twg)
Hope you don't mind...
Title: Re: Green Dawn: Martian Invasion BETA
Post by: will on 19 May 2011, 22:54:53
Can I re-upload it somewhere else? Github is awesome! (although 7z would be much better)But, once a commit or change is made it'll be kinda bad...
Hope you don't mind...

Well for penance you can make a fancy video of Martians and of Imperial for you excellent video channel ;)

Really, the commit or change thing will be handled quite well.  I'll put all the experimental stuff that Mr War sends me into a development branch out of the way until its ready for release.

So everyone taking their copy from github master (https://github.com/williame/glest-sci-fi-pack) is absolutely the right thing to be doing.  It will go pear-shaped when you don't update your snapshot when Mr War moves from beta to version 1.0.

http://williame.github.com/glest-sci-fi-pack/martians/status.html is an interesting page, complete with wish-list for the engine....
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ultifd on 19 May 2011, 23:00:51
Oh yeah, I forgot about that. Well, 7z is still better in terms of size.
Hmm the link should actually be https://github.com/williame/glest-sci-fi-pack/zipball/master though, right? This is the correct directory, or should it be "sci-fi pack"? Perhaps you guys should move the license file inside that folder...
Hopefully one day git will support 7z.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 19 May 2011, 23:03:23
7z is still better in terms of size.

The mod is tiny as it is.  Mr War is allegedly kind of low-poly in person too :)
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ultifd on 20 May 2011, 01:31:48
It is tiny, but 5.XX MB < 10.XX MB, which actually makes it > :D . Even if it just saves some seconds...~10 secs in my case. Others will be even faster, or slower.
How about my question? :P
Awesome models/mod and particles. I don't have the time to actually try it out today, but everything looks good, mostly. (There's some black outlines on the Mothership? that doesn't look too good.) Also the laser turret's armor is really...strong. Is there a reason for this? I feel like it'll take tons of units just to destroy it.  :D
I'm trying to match a tileset to this faction. Currently the other Mars faction has a "redrock" tileset, but it doesn't match. I think the moon tileset does, a bit more than the winter tilesets/christmas. Green Dawn Martian Invasion is invading...the moon? Hmm...This faction vs the Moon faction?
edit: and for some reason the chemical trooper can't harm workers that are right in front of them...
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 20 May 2011, 04:08:23
I didn't see the alien tanks in your unit list. Did you remove them?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 20 May 2011, 05:55:02
The tank evolved into the assault tripod, but space tanks will be part of the next faction I'm adding.

Ultifd, never had that prob but sometimes the assault tripod 'misses' the target. Try re-selecting or moving and reselecting
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ultifd on 20 May 2011, 06:01:41
Assault tripod? I was just mainly talking about two things so far:
1.) Try having a worker standing right next to a chemical trooper when it attacks, no damage. Once the worker moves, then it does damage. If by assault tripod you mean the chemcial trooper, then yeah it does miss sometimes. But only in this case, usually...I think. I guess I need to test more. I think the only other time it would miss would be if you had any fast units.
2.) I feel the laser turret's armor might be too strong. Imagine if someone turtled with them...  :o
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 20 May 2011, 06:20:46
The missing thing seems to be due to the 'bullets' going under the target, am looking into it.

The laser turret it strong but has never made my bases invincible against an ultra or mega. Flying saucers work well against them as does swarm attacks.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: John.d.h on 20 May 2011, 07:03:39
The missing thing seems to be due to the 'bullets' going under the target, am looking into it.
Just a guess, but this might have something to do with the height specified in the target unit's xml.  Maybe they're shooting for a height where there is nothing but air.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: wciow on 20 May 2011, 08:39:14
Another nice faction Mr War.  :thumbup:

I like the binary particle effects when calling in an assualt tripod and the particle effects look good on all the models. The whole faction hangs together well with a coherent style. 

The things that most needs changing is the walking animation for the assualt tripod. It kinda looks like its swimming thru air rather than lumbering like a heavy walker.

Hopefully the next release will be even more awesome!
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 20 May 2011, 16:23:42
I too found the turret too strong.

But it should start out without the shield and the shield is an upgrade.

If anyone looked at the status page, I've asked for help making a nice particle for the halo.  Any kind people out there?  And recommendations for simple free graphics editors that can do nice gradiant fill and opacity rings and things?

Has anyone done turrets before in glest?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ElimiNator on 20 May 2011, 20:57:19
I use the GIMP for everything, also what do you mean by turret?

Wikipedia says this is a turret:
(http://upload.wikimedia.org/wikipedia/commons/thumb/0/0a/Turret_%28architecture%29_1.jpg/220px-Turret_%28architecture%29_1.jpg)
Title: Re: BETA: Green Dawn Martian Invasion
Post by: John.d.h on 20 May 2011, 21:42:24
Turret in this case would mean a stationary, rotating structure.  For xml reference, Tech's Air Ballista should show you how it's done.
Title: Re: Feedback and Vids-Green Dawn
Post by: ultifd on 21 May 2011, 01:17:06
Feedback
Can't think of anything more...or I forgot.
http://www.youtube.com/watch?v=2SXfWLqWpcU http://www.youtube.com/watch?v=_RpoX5LgbA8
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 21 May 2011, 06:10:52
Thanks for sharing the videos, that's really cool man.

So, list of things to do:
Turret base and shield on/off is more complex, will think on it.

bullets-Ultifd
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ultifd on 21 May 2011, 06:41:12
Always a pleasure, mostly.  :)
Quote
Reduce strength of turret
And its armor.
Quote
Turret base and shield on/off is more complex, will think on it.
Well, I think that would help balance it a bit. For now you could just have an animation for turning on the shield, right? The animation would occur when people upgrade their turrets. So like a upgraded defense tower, like in Japanese.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 21 May 2011, 07:19:17
Love the vids ultifd! I haven't had such big battles, and focused on assault tripods, so hadn't noticed that a screenful of saucers can make you feel ill!

Thanks all for the kind words on the particles, but really its Mr War's models and the way build animations come in from outer space that is so super cool, right? :)

I like to take the workers close to the enemy base and have them start building beacons there.  Its not perhaps a good strategy, but it pleases me.

The air-ballista is a technician that morphs, right?  And the laser turret is a building that morphs.  Slightly different; how does this affect strategy?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 21 May 2011, 07:31:53
Re turret building. If it's a unit the AI player morphs the units as soon as it's built them so it clutters up the meeting point of the unit producing building. If it's a building as we did, the the AI builds them in it's base.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ultifd on 21 May 2011, 17:32:54
Re turret building. If it's a unit the AI player morphs the units as soon as it's built them so it clutters up the meeting point of the unit producing building. If it's a building as we did, the the AI builds them in it's base.
Oh.  :-X

Thanks all for the kind words on the particles, but really its Mr War's models and the way build animations come in from outer space that is so super cool, right? :)
Actually it's both! :) At least that's what I, titi, and tomreyn felt.

Quote
I like to take the workers close to the enemy base and have them start building beacons there.  Its not perhaps a good strategy, but it pleases me.
That's a good strategy actually, although I feel that the assault tripods' armor and attack might need to be lowered a bit, once the turret is weakened.
Quote
The air-ballista is a technician that morphs, right?  And the laser turret is a building that morphs.  Slightly different; how does this affect strategy?
I don't know, I just know that Japanese has their two defense towers, and that it seemed OK with the AI. I guess that would need some testing.

Are you going to create a ModDB page for this? I'm planning to submit the megaglest engine to it.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Omega on 22 May 2011, 04:44:25
Are you going to create a ModDB page for this? I'm planning to submit the megaglest engine to it.
Wiki first, ModDB later. After all, the wiki is the first result when googling "glest mods" (in fact, it's the first three links).
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 22 May 2011, 05:10:43
Hi i was able to play a bit of this mod! The modeling and particles are great! I really like drop pod and mother ship landing animation!

 I noticed the problems of assualt tripod missing its target, which is caused by your particle projectile going too fast. Its speed is set to 50 but Glest can only accurately detect collisions of particles going 25 or less. It may seem like a feature but weather or not it hits or not is not a random occurrence if assault tripod shoots a (non moving) alien and it misses its first shot it will always miss the alien. As for chemical trooper missing if an enemy is in front of him i believe its caused by the particle starting at -1 (or 1 dont remember) as a general rule x and z should not be whole numbers (eg 1, -1) this causes a bug where the "bullet" fires straight up or straight down (depending on attackers height vs defenders height) and since bullet spawns on same square as defending unit a collision is not detected. It seems fine to have y values of any value. Hope this helps. When i played it took me longer to have infantry than assault tripods, maybe you could limit to only infantry in the beginning?

  As for the issue of turret maybe there could be two modes: Max shield Weak attack   or   Max attack and Weak shield.  Or to have different shield types strong certain kinds of attack, but be weak vs other types, eg strong vs air weak vs land  or  strong vs plasma weak vs ion. I don't understand the point in building a foundation then upgrading it to turret, you should just build the turret from the start.

Keep up the good work!
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Hagekura on 22 May 2011, 21:59:15
Nice faction. Building animations are very interesting.
but I agree to ultifd's opinion about the UFO's sound. it's too loud. you should down the sound volume.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 23 May 2011, 05:52:03
Hi i was able to play a bit of this mod! The modeling and particles are great! I really like drop pod and mother ship landing animation!
:D

Quote
I noticed the problems of assualt tripod missing its target, which is caused by your particle projectile going too fast. Its speed is set to 50 but Glest can only accurately detect collisions of particles going 25 or less. It may seem like a feature but weather or not it hits or not is not a random occurrence if assault tripod shoots a (non moving) alien and it misses its first shot it will always miss the alien. As for chemical trooper missing if an enemy is in front of him i believe its caused by the particle starting at -1 (or 1 dont remember) as a general rule x and z should not be whole numbers (eg 1, -1) this causes a bug where the "bullet" fires straight up or straight down (depending on attackers height vs defenders height) and since bullet spawns on same square as defending unit a collision is not detected. It seems fine to have y values of any value. Hope this helps.
Indeed it does.  We'll try this out asap!

Quote
When i played it took me longer to have infantry than assault tripods, maybe you could limit to only infantry in the beginning?
I like that idea, that the assault tripod requires research in the command saucer or something?

Quote
I don't understand the point in building a foundation then upgrading it to turret, you should just build the turret from the start.
This is so that the turret is a unit that morphs from a building, rather than morphing from the unit that created it.  A worker can't build another unit, only morph into one or build a building.  Perhaps if there were two turret tops to choose from it would make more sense?  And by each type having an obvious weakness, it would help balance too?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Omega on 23 May 2011, 06:11:27
Perhaps if there were two turret tops to choose from it would make more sense?  And by each type having an obvious weakness, it would help balance too?
+1 on that, it would be more interesting, more fun, and allow for some more cool particle showcases.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: titi on 23 May 2011, 07:23:00
I played it too ( with ultifd ) and I think the models are all a bit too big. I think it would look better if everything would be a bit smaller. Especially in the end its a bit annoying when you have lots of units.
What do others think about the model size?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 23 May 2011, 07:32:38
We have an issue on that on the status page.

What are the rules for how glest handles the size of units?  If I knew the rules glest uses, I could write a script to scale all Mr War's models automatically and that'd be a good starting point.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Psychedelic_hands on 23 May 2011, 08:22:32
Perhaps if there were two turret tops to choose from it would make more sense?  And by each type having an obvious weakness, it would help balance too?
+1 on that, it would be more interesting, more fun, and allow for some more cool particle showcases.

But thats how it is in Constellus  :|
There was a Anti-infantry, Anti-armour, Anti-aircraft and stealth detecting one.

Not saying you can't do it, just telling you.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 23 May 2011, 08:25:17
imitation is the sincerest form of flattery.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ultifd on 23 May 2011, 08:34:59
Thanks for telling us. It'll be nice to see when it's released.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: John.d.h on 23 May 2011, 08:41:30
You work fast.  I'm impressed. :thumbup:
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 23 May 2011, 17:09:47
Us? Concept to full beta in less than a month man :D

Ok so the laser turret. I'm going to add a more basic weaker chemical flamethrower turret that doesn't have the shield and cannot engage air targets. Then the laser turret will be more expensive to. Turret base will still exist as I want the AI to treat as a building but need it to be a unit to rotate to target, plus cutter arrangement works with AI.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 23 May 2011, 20:25:53
Us? Concept to full beta in less than a month man :D

Ok so the laser turret. I'm going to add a more basic weaker chemical flamethrower turret that doesn't have the shield and cannot engage air targets. Then the laser turret will be more expensive to. Turret base will still exist as I want the AI to treat as a building but need it to be a unit to rotate to target, plus cutter arrangement works with AI.
+
A worker can't build another unit, only morph into one or build a building. 
Oh yes they can! The laser_turret just need a be_built skill I put it in if you wanted to try:
http://dl.dropbox.com/u/22732373/laser_turret_nobase.xml

Its built like a building and rotates like a turret. :D
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Omega on 24 May 2011, 00:28:36
Its built like a building and rotates like a turret. :D
Military's had that since version 1 (the old abandoned one that sucked).

If there's a move skill (but no command), it will rotate to attack (eg: Military's AA Launcher), if there is no move skill, it will not rotate when attacking (eg: Tech's defense tower). Be built has nothing to do with the rotation.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 24 May 2011, 01:32:28
Its built like a building and rotates like a turret. :D
Military's had that since version 1 (the old abandoned one that sucked).

If there's a move skill (but no command), it will rotate to attack (eg: Military's AA Launcher), if there is no move skill, it will not rotate when attacking (eg: Tech's defense tower). Be built has nothing to do with the rotation.

The be_built thing was because they were saying that workers could only morph into turrets not build them cause they were not buildings... So i suggested adding the skill so it could be built by workers, thus eliminating the need for "turret base" structure.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 24 May 2011, 05:50:33
This is all really useful!

Is there any kind of document about this, or is this everyone's own discovery?

We ought to get this clearly documented for the next poor person to tread in our footsteps!

Although, reading these comments, I'm all totally confused what the actual truth is...  if anyone wants to try and decisively summarise?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 26 May 2011, 17:53:57
new beta of Martians here https://github.com/williame/glest-sci-fi-pack/zipball/master
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 26 May 2011, 19:28:08
new beta of Martians here https://github.com/williame/glest-sci-fi-pack/zipball/master

Awesome!  Nice polishing.  So what's left to do with Martians?

Progress report for Industarons?  Screenies?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 26 May 2011, 20:43:47
Industaron Kestral jumpjet
(click to show/hide)
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ElimiNator on 26 May 2011, 22:07:57
Is this another faction? Industarons? Look cool.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 27 May 2011, 01:55:08
Industaron Kestral jumpjet
(click to show/hide)

Please tell me these will be humans or more human like! These seem like classic human spaceships seen in the old movies. =D  Love these new units!
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 27 May 2011, 06:34:21
Yes they are humans, and yep you got me with the retrofuturistic rocket men influences. Also some 1950s and 1960s British military styling creeping in, like that missile is heavily influenced by the bloodhound SAM.

But they're more like soviets of space than British, they're cold war menace wrapped up in scifi clothing, just like Nod in tiberian sun. Other units will show my early c&c influences, like dune 2. So expect space tanks.
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 29 May 2011, 21:53:43
Industaron space tanks
(click to show/hide)
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 29 May 2011, 22:22:20
Omg space t80 tanks! Looks very cartoonish which is awsome! I'm looking foward to this faction!
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 30 May 2011, 09:04:16
Yeah man, definitely soviet tank influences going on. Cold war menace, bit of dune2, red alert etc

Space battleship Yamato had some great space tanks too back in 1970, awesome cartoon
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 30 May 2011, 18:49:14
Yeah man, definitely soviet tank influences going on. Cold war menace, bit of dune2, red alert etc

Space battleship Yamato had some great space tanks too back in 1970, awesome cartoon

Cant Go wrong with influences like that! Will infantry be cartoonish as well? Maybe anime-ish?? :D

Never watched "Battleship Yamato" but the live action movie looks awsome!
I didn't play dune 2, but played "emperor: battle for dune" one of my fav rts!
Title: Re: BETA: Green Dawn Martian Invasion
Post by: ElimiNator on 30 May 2011, 20:59:55
Tank looks good, but how will you make it look like the treads are moving?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 30 May 2011, 21:15:46
Tank looks good, but how will you make it look like the treads are moving?
poorly  ;D
Same way I did on the matilda in imperial Faction. In fact, the tracks are the same :)

(click to show/hide)

Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 2 June 2011, 16:55:23
May I get a screenie of your builder units? Also what's infantry gona b like??
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 2 June 2011, 18:59:48
well, I'll try to keep some surprises for the beta man. The basic harvest/build unit is the SUV, which is a space buggy. I made it stand up to build because i thought that'd solve that issue but it didn't...and that made me think it'd work as a mech too. With suitable upgrade research you can morph the SUV into a mech which also has a basic defense capability.
(click to show/hide)
Not all activity models/animations are ready.

Of course, I may scrap all of the above or use them in a different faction. To be honest, it's not really gelling with the other models.

Infantry will be relatively slim/uncluttered, very much like 1960s/70s idea of the future. I don't want to give too much away  :angel:
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 2 June 2011, 22:06:45
Please don't scrap this I think its a great idea!!! What's the issues you are having???
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 5 June 2011, 12:18:36
well I think I'll save this for the next faction which will be more in-keeping, and change Industaron's worker to something more like a robot. Not sure what but inspiration:
(http://cdn.dailypainters.com/paintings/lost_in_space___robbie_robot_4608d6beae15036712b8b29cd38566ed.jpg)
(http://plamoya.com/bmz_cache/f/f0313a649717a196997e117efc0fd0b2.image.280x280.jpg)
(http://sharedrobotics.com/wordpress/wp-content/uploads/2009/08/pixar_walle-640x360.jpg)
Title: Re: BETA: Green Dawn Martian Invasion
Post by: anonymousjim on 5 June 2011, 15:16:21
tracks like wall-e
head of first picture
body of second picture
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 5 June 2011, 16:16:10
I vote for a ponderous android like the first picture

Tracks just don't feel right.

I'm actually a bit hesitant about the tanks too for that reason.

A hopper - it rests on pad feet but bounces rather than walks - might be neat?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 5 June 2011, 20:22:29
Lost in a someone's back garden space
(click to show/hide)
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Ishmaru on 5 June 2011, 22:59:50
Danger Will Robinson!!!!  Ill miss the transforming buggy but the robot cool too! The antiair+ lasertank look awesome too! Can't wait to play faction!
Title: Re: BETA: Green Dawn Martian Invasion
Post by: will on 7 June 2011, 08:47:42
I wasn't so keen on the transformers - it doesn't quite gel with the theme - but the Lost In Space influences are gorgeous!

Shame about the tanks having such obvious tracks - is there a way to space-ize them?  Maybe they should seem to be made of rubber - more tractor-tire pattern than metal - or maybe adding big lumps to the tread, or perhaps adding a hover glow under them?
Title: Re: BETA: Green Dawn Martian Invasion
Post by: Mr War on 8 June 2011, 06:27:42
I've tried a few track textures man and the current one you see worked best. I like exposed tracks like that, it's actually not like real tanks. Also the tanks are key to my original convcept of industarons, which is influenced by dune and tiberian sun. Industarons are slightly bad like Nod, red peril man.

Martians are green peril, industarons are red, next faction is blue....
Title: Re: BETA: Green Dawn Martian Invasion
Post by: anonymousjim on 8 June 2011, 06:34:51
sounds cool.  I like the sort of gritty feeling of having tracks personally
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 8 June 2011, 22:48:46
Alpha of Industarons uploaded - see first post.

Sound far from ready - very rough. Key units and animations missing.

Feedback welcome
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: ultifd on 8 June 2011, 23:01:50
Aww, I was going to make a sneak peek video... :P
I'll just make a regular one tomorrow.
I changed it to the upload site with direct links (kiwi6), just because direct links are better. Besides, good practice for the mod download center anyways. Hope ya don't mind.
Oh, and nice models.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 9 June 2011, 20:53:47
Aww, I was going to make a sneak peek video... :P
I'll just make a regular one tomorrow.
I changed it to the upload site with direct links (kiwi6), just because direct links are better. Besides, good practice for the mod download center anyways. Hope ya don't mind.
Oh, and nice models.
you should have said man. If you do vids please put a soundtrack over it - the sounds aren't even started. Thanks for re-hosting, I hate the ads but hey I haven't got the hang of Github yet.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: ultifd on 9 June 2011, 21:00:09
I'll try to find a good soundtrack, if you have one that would (temporarily fit) in mind just tell me though.
As for ads, just get ad block (http://adblockplus.org/en/firefox). :D
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: will on 10 June 2011, 05:09:05
I haven't got the hang of Github yet.

Luckily your web admin has :) (https://github.com/williame/glest-sci-fi-pack/zipball/industarons_dev)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 10 June 2011, 17:35:43
hope I'm not giving too much away here :D
(click to show/hide)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: anonymousjim on 10 June 2011, 18:32:58
I LOVE IT!!! THAT TILESET IS GODLIKE!!!
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: ultifd on 10 June 2011, 19:29:50
Ugh I can't get the 'snapshot' to load...  :-X
Cannot Parse URL: ...sci fi pack's XML.
(Undercase filename problem...)
Awesome tileset.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Hagekura on 10 June 2011, 21:36:55
"The War of the worlds" tileset huh? ;D Seriously it looks really good. I want to try it ASAP.

I have played new beta with Industarons faction. I love overall units and building designs and building animations. a careful job.
btw Industarons has barracks module, so will the faction have some infantry units? what kind of infantries are you planning? and will the faction have some upgrades?
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: will on 10 June 2011, 23:01:56
ALPHA zip: https://github.com/williame/glest-sci-fi-pack/zipball/industarons_dev

This includes the scifi ghost town map and the scifi twilight tileset to go with it.

For those using the latest version of MG with the support for animated projectile models (https://forum.megaglest.org/index.php?topic=7247.msg74193#msg74193), you can wonder at the Industaron's lumbering Buzzard bomber's cluster-bomb.  That's just provisionally there to test the feature.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 11 June 2011, 12:02:13
Thanks Will. The tileset and map is also just an alpha, already improving them in master copy. Many improvements added but not enough to warrant a release yet. Likely to be on backburner for a couple of weeks.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Ishmaru on 11 June 2011, 19:20:42
I dont understand what to do with ur patch will.. but tried to play faction anyway :P all works still! Tank treads are much better! Kestrel was pretty much useless against an assualt tripod. :) it chased it from one end of the map and back again shooting at it.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 11 June 2011, 19:23:48
Might have to simplify this to reduce polys.
(http://i56.tinypic.com/28salgz.jpg)

(click to show/hide)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: ultifd on 11 June 2011, 19:34:16
The patch was applied to SVN HEAD.
I also re-uploaded the fixed version as a 7z. 15 mb less :)
http://k002.kiwi6.com/hotlink/gspc8j40q2/williame_glest_sci_fi_pack_2308750.7z
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Ishmaru on 11 June 2011, 20:23:58
OMG space ballistic missile!!! Awesome!
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: will on 12 June 2011, 21:05:38
https://github.com/williame/glest-sci-fi-pack/zipball/industarons_dev updated again, now with that big missile (animated projectile)

Ideal using the map "scifi ghost town" and the tileset "scifi twilight" that's included

I can see lots that needs doing, we've likely noticed things, but please give feedback, suggestions, point out shortfalls and so on so we find out what we hadn't noticed... :)

Industarons start with the heavy missile launcher for testing purposes.  This is still a long way from any kind of playability - we're in release early, release often mode.

(Although Mr War says he'll be taking a break for a bit right now, so maybe not releasing that often)

The next big need is the mushroom cloud for the MIRV thingy - Anybody done them before?  (How?)

I imagine multiple projectile and splash effects here... more code patches needed?
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: titi on 14 June 2011, 22:36:02
I tried it too today and its really good :)

some suggestions:
the build up and harvest part of the game takes very long, while the fights are ultra fast ( compared to other glest mods ). Maybe this can be changed.  Much faster harvesting/building or slower fighting. I would prefer a faster harvesting/building and a tiny bit slower fighting as its really too fast to really play the attack and fight with a good micro management in a battle.

Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Gabbe on 14 June 2011, 23:10:20
My suggestion would be mainly higher resolution and detail on textures ;)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Omega on 15 June 2011, 00:43:51
My suggestion would be mainly higher resolution and detail on textures ;)
That's a bad idea. As it is, Glest has trouble loading too many large images. That's what was giving Mrise a lot of trouble a bit back, and until it's fixed (if ever), avoid using more than 256x256 for most units or up to 512x512 for larger units.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Ishmaru on 15 June 2011, 03:32:40
I tried it too today and its really good :)

some suggestions:
the build up and harvest part of the game takes very long, while the fights are ultra fast ( compared to other glest mods ). Maybe this can be changed.  Much faster harvesting/building or slower fighting. I would prefer a faster harvesting/building and a tiny bit slower fighting as its really too fast to really play the attack and fight with a good micro management in a battle.

My opinion but I think combat is just fine at its speed. Its just takes FOREVER to get game going...

Art style is great! Love tileset and map!

I know its early alpha but Industrons seems highly inferior power to Martians at least for its tanks.
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: titi on 15 June 2011, 14:45:56
Sorry for beeing offtopic, but why are big textures a problem now we have texture compression?
Ok those people with very old or crappy hardware are lost, but we cannot let them set the standard forever.

regarding the combat speed again, I had serious trouble to mange a fight with 4 groups of tanks and 3 groups of flying units. Although they where bound to grouping numbers via hotkey it was nearly impossible to manage a proper fight. ( but maybe I am getting too old :P )
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: will on 15 June 2011, 18:06:46
I know Mr War isn't around so I'll jump in...

Absolutely spot on about the gameplay.

We just wanted to give you a tasteful te style of the new faction before Me War has a short, well earnt rest.

Am working on party particles code for the mod now...
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 17 June 2011, 02:56:11
Yep only Will modding this for next couple of weeks, need to focus on other things. But I expect more amazing particles and effects when I return ;D
Title: Re: Sci-fi Pack - Industarons tech tree
Post by: Mr War on 4 July 2011, 22:45:47
(http://i56.tinypic.com/2q87rt0.jpg)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: ultifd on 4 July 2011, 22:47:59
Awesome! If you're going to use it for the loading screen, I think it might be too bright though.  :-X
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Ishmaru on 4 July 2011, 23:02:34
Awesome! If you're going to use it for the loading screen, I think it might be too bright though.  :-X

please not that blue color with red text... Maybe dark grey with orange text fits faction better.

New heavy missle looks awsome so your not doing cluster thing anymore?

Infantry is awsome! but are chariots sucide units???
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 4 July 2011, 23:12:37
Awesome! If you're going to use it for the loading screen, I think it might be too bright though.  :-X

please not that blue color with red text... Maybe dark grey with orange text fits faction better.

New heavy missle looks awsome so your not doing cluster thing anymore?

Infantry is awsome! but are chariots sucide units???
thanks guys

Heavy missile launcher has been re-done to fit better with side, but missile is still same MIRV one.

Infantry animation still needs work - walks like thunderbirds. The Chariot is stylistically based on WW2 sabotage subs used by Italy and Britain, but in Industarons it's a hover-bike used for patrol, reconaissance and light fire support. It's fast but fragile.

(click to show/hide)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Omega on 4 July 2011, 23:52:25
First thing to note, the loading screen MUST be a power of two.

Secondly, a plain blue background is pretty unexciting. Why not take a page from Military with a background image and some heavy styling?
(http://img132.imageshack.us/img132/4392/militarymap.th.jpg) (http://img132.imageshack.us/img132/4392/militarymap.jpg)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 5 July 2011, 22:04:39
[big]Beta Release of Sci-Fi Pack with Industarons and Martians[/big]. Requires MG 3.5.2

Feedback welcomed

Sorry for uploading to MediaFire, but such is life....
[big]Download Tech Tree (7zip) (http://www.mediafire.com/?fs15srvw1v7dfb6)
Download Sci-Fi Twightlight tileset (7zip) (http://www.mediafire.com/?0j49zpkp0a6i5hw)
Download Sci-Fi Ghost Town map (http://www.mediafire.com/?vd04hy1148mi958)[/big]
Note that Map and Tile set are intended for use together.

To-Do;

Changes pending, awaiting next MG Release

Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Omega on 6 July 2011, 01:29:52
Nice tileset, but some of the tiles are just a tad repetive. It would also be nice if you would use the addons format to package, since all three versions of Glest can support that better (Glest/MG will extract it directly inside the Glest folder and GAE can place it in the addons directory). Note that it must be a non-solid 7z for that to work; More information (https://docs.megaglest.org/addons)

Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 6 July 2011, 16:36:57
People have probably already seen this video in the multiple projectile thread in MG section. This is animated projectile and multi-particle splash for tactical ballistic missile ("heavy missile") unit. Thanks to Will for this!!! Very cool I think, will be in Beta as soon as stable MG release with these features.
http://www.youtube.com/watch?v=8lWqZM0zSaA

And loading screen
(http://i55.tinypic.com/2h56z2u.jpg)
Title: Re: Sci-fi Pack - Industarons ALPHA
Post by: Mr War on 6 July 2011, 22:33:22
Improved BETA - 7zip faction folders. [big]Download (http://www.mediafire.com/?07bdycqwjx5ix2s)[/big]

[big]Heavy missile[/big]

(http://i53.tinypic.com/5cly7d.jpg)
Tactical ballistic missile carrier. Very long ranged and hard hitting 'super weapon' but slow to fire (requires EP), with poor mobility and weak defenses.

[big]Chariot[/big]

(http://i51.tinypic.com/2wqbsxk.jpg)
Light reconnaissance, patrol and fire support hover bike.

[big]Wave Tank[/big]

(http://i56.tinypic.com/14sff3d.jpg)
Heavy tank with powerful solar heat ray weapon

Edit by Omega: Fixed very very broken BBCode, also the loading screen image looks great, but isn't a factor of 2! (will crash some older graphics cards)
Title: Re: Sci-fi Pack - Industarons BETA
Post by: John.d.h on 7 July 2011, 01:17:44
How do the Heavy Missile's wheels turn?  I guess that's the reason for the poor mobility. ;)  Anyway, I would really look into fixing up the seams on those wheels.
Title: Re: Sci-fi Pack - Industarons BETA
Post by: will on 7 July 2011, 20:35:08
this zip (https://github.com/williame/glest-sci-fi-pack/zipball/a4338cddc7a2164f40b7a0e266b1e15b8882e1d7) contains some fancy new particles to be used with the latest MG SVN.

Watching the flying saucer fly is pleasing, and the heavy missile has a bit more oomph than previous missiles and is well worth the patience building and deploying ;)
Title: Re: Sci-fi Pack - Industarons BETA
Post by: titi on 7 July 2011, 23:47:01
I just wanted to send out a warning about the <anim-hp-bound> tag, its renamed now see:
https://forum.megaglest.org/index.php?topic=7360.msg75254#msg75254
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Perplesso on 30 July 2011, 10:26:45
Hi all,

firstly, a little preamble: I have both MegaGlest and GAE. Over all, GAE allows games to be saved, MegaGlest doesn't.

So, I'm trying to make this mod compatible with GAE. Incompatibility of this mod is very little: the only problems I've found (and fixed) are:
- some icons have a 65x65 size, which is not a power of two. Solution was simple: I've slightly reduced size of those icons to make them acceptable for GAE.
- value of emission_rate in baseship/light_particle.xml, baseship/light_particle2.xml and barracks_module/light_particle2.xml was not accepted by GAE due to presence of decimal dot: I've approximated it to nearest integer values.

But, there is another, weirder, problem. While trying to start a game with this mod, all models seem to be loaded, but at the end, game does not start, an error message appears instead:

"Exception: texture dimensions are not both a power of two"

The weird things are that:
- error appears loading every combination of factions: Industarons+Industarons, Martians+Martians, Martians+Industarons.
- I've checked the size of ALL .bmp images and .TGA textures after correcting sizes: they are ALL a power of two now

WHY?

P.S. Please, please, PLEASE, Glest is an awesome project, why splitting it in TWO projects which will become more and more incompatible?
Stop forking and start merging, BEFORE IT'S TOO LATE!
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Mr War on 30 July 2011, 10:48:01
Hi, we are in the process of adding another faction, the Alliance (https://forum.megaglest.org/index.php?topic=7366.0). The latest working copy of the Sci-Fi Pack uses a lot of recent functionality in MG (multiple/animated projectile particles, multiple models per skill, unrotated tile set objects etc) so will be even less GAE compatible although anyone is free to make a GAE port whenever it's stable.
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Perplesso on 30 July 2011, 16:29:24
OK, I've found the last bug: power-of-two rule applies also to PNG textures, which I didn't correct. Mod works PERFECTLY also in GAE now.
Then, I'll save my (slightly!) modified files for the final port... which will include also The Alliance, of course.

This is a GREAT mod. There are a lot of very interesting mods like this, but forking of Glest is originating also a related forking of mods: some only for MG, some only for GAE. This is not strange, because both "Glests" have their own specificity, not only in game infrastructure (such as save/load game for GAE or full mutiplayer support for MG), but also in scenario and techtree building possibilities. And it's NOT good... how many incompatible "Linuxes" exist today?

Imagine a HyperGlest, with features of both "Glests"... it would be an AWESOME open source game engine.
E PLURIBUS UNUM.
Title: Re: Sci-fi Pack - Industarons BETA
Post by: will on 30 July 2011, 20:01:10
Hi all,

firstly, a little preamble: I have both MegaGlest and GAE. Over all, GAE allows games to be saved, MegaGlest doesn't.

So, I'm trying to make this mod compatible with GAE. Incompatibility of this mod is very little: the only problems I've found (and fixed) are:
- some icons have a 65x65 size, which is not a power of two. Solution was simple: I've slightly reduced size of those icons to make them acceptable for GAE.
- value of emission_rate in baseship/light_particle.xml, baseship/light_particle2.xml and barracks_module/light_particle2.xml was not accepted by GAE due to presence of decimal dot: I've approximated it to nearest integer values.

But, there is another, weirder, problem. While trying to start a game with this mod, all models seem to be loaded, but at the end, game does not start, an error message appears instead:

"Exception: texture dimensions are not both a power of two"

The weird things are that:
- error appears loading every combination of factions: Industarons+Industarons, Martians+Martians, Martians+Industarons.
- I've checked the size of ALL .bmp images and .TGA textures after correcting sizes: they are ALL a power of two now

WHY?

P.S. Please, please, PLEASE, Glest is an awesome project, why splitting it in TWO projects which will become more and more incompatible?
Stop forking and start merging, BEFORE IT'S TOO LATE!

These changes; can you fork https://github.com/williame/glest-sci-fi-pack/tree/industarons_dev on github and publish your changes there?  And then send me a pull request and I'll take your changes back.

Secondly, can you report a bug on GAE if

Title: Re: Sci-fi Pack - Industarons BETA
Post by: Omega on 31 July 2011, 05:23:21
Firstly, GAE doesn't support floats in emission rate because it was initially an integer in Glest, but changed in MG, though GAE missed that change. I pointed it out several times in the past, but seems to have gone ignored. Would be a very easy change to do, though.

As for the powers of two, technically, GAE could support them if they wanted, but because this can cause many older graphics cards to develop problems, they chose to manually reject all non-power of two images, to force the modders to use these images for compatibility. Sadly, MG has not done the same, and I'd recommend that all images in the MG version of this mod be converted to powers of two to prevent problems with these older graphics cards. Though, GAE should be telling you which image failed in the log. If it isn't, that must be an overlook, and should perhaps be reported.

The latest working copy of the Sci-Fi Pack uses a lot of recent functionality in MG (multiple/animated projectile particles, multiple models per skill, unrotated tile set objects etc) so will be even less GAE compatible although anyone is free to make a GAE port whenever it's stable.
It's worth noting that multiple models per skill seems to have an implementation in GAE, as per Shibboleth's swordman. I am confident we will see multiple projectile particles soon (or hope so, as Apocalyptic Dawn is dependent on them making an appearance for the Brotherhood faction). I'd consider tilesets 'seperate' from the main faction in mods, so unrotated tileset objects isn't a huge deal, provided that GAE doesn't add support for it by the time the mod is released.

Overall, if planning to fork into both GAE and MG, it would be a great idea to add some GAE specific code then too, as some such as Guard/Patrol, Emanations/Effects, custom leveling, tooltips, and the like can be added into a faction without any critical changes to the structure.
Title: Re: Martian Mod (WIP)
Post by: Perplesso on 2 August 2011, 17:28:37
Martian vs Imperial Faction would be cool 2, Sci Fi vs Steam Punk.
But they're entirely different art styles and time periods... :-X

It's true, but... H.G.Wells' "The War of the Worlds" was based exactly on this: British army of 1800, armed with simple cannons and rifles, against an overwhelming ane hyper-technological alien force. Imperial could make battles interesting... if balanced well. Or a new today-human faction, with "simple" missiles and classic tanks?
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Perplesso on 3 August 2011, 19:49:39
Hi all,

firstly, a little preamble: I have both MegaGlest and GAE. Over all, GAE allows games to be saved, MegaGlest doesn't.

So, I'm trying to make this mod compatible with GAE. Incompatibility of this mod is very little: the only problems I've found (and fixed) are:
- some icons have a 65x65 size, which is not a power of two. Solution was simple: I've slightly reduced size of those icons to make them acceptable for GAE.
- value of emission_rate in baseship/light_particle.xml, baseship/light_particle2.xml and barracks_module/light_particle2.xml was not accepted by GAE due to presence of decimal dot: I've approximated it to nearest integer values.

But, there is another, weirder, problem. While trying to start a game with this mod, all models seem to be loaded, but at the end, game does not start, an error message appears instead:

"Exception: texture dimensions are not both a power of two"

The weird things are that:
- error appears loading every combination of factions: Industarons+Industarons, Martians+Martians, Martians+Industarons.
- I've checked the size of ALL .bmp images and .TGA textures after correcting sizes: they are ALL a power of two now

WHY?

P.S. Please, please, PLEASE, Glest is an awesome project, why splitting it in TWO projects which will become more and more incompatible?
Stop forking and start merging, BEFORE IT'S TOO LATE!

These changes; can you fork https://github.com/williame/glest-sci-fi-pack/tree/industarons_dev on github and publish your changes there?  And then send me a pull request and I'll take your changes back.

Secondly, can you report a bug on GAE if

  • its not telling you the texture that fails the Power Of Two (POT) requirement
  • the field in the particles which cannot be a float - it ought to be

Ok, I can. But I don't know Git: what does "fork" mean? Given the list of modified files (except of course XML, because your multiplier values are supposedly right), how do I proceed? Where do I have to put my files? And, only modified ones or the whole folder?
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Mr War on 3 August 2011, 20:25:19
Really appreciate the Port to GAE man, thanks.

Just as an FYI though, I just added a load of MG functionality to Industarons and Martians, like multiple particle projectiles etc.
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Perplesso on 14 August 2011, 15:36:01
Really appreciate the Port to GAE man, thanks.

Just as an FYI though, I just added a load of MG functionality to Industarons and Martians, like multiple particle projectiles etc.

Ok, then my GAE-ed version will diverge from MG even more... but no problem, it will make porting more challenging :D
Modifications in XML which will not be compatible with GAE will be commented out (but not removed) in order to make mod playable with GAE.
Can I organize GAE-ed files in main Git repository of this project?
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Mr War on 14 August 2011, 16:22:26
Yes, bit I am new to git and not set up so the alliance faction isn't there yet. I'm about to try to change the build speeds so that might require rework for you, sorry
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Perplesso on 19 August 2011, 13:43:19
Yes, bit I am new to git and not set up so the alliance faction isn't there yet. I'm about to try to change the build speeds so that might require rework for you, sorry

No problem, I'll wait for first full stable release.
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Mr War on 7 September 2011, 09:37:11
Just a status update. The scifi pack isn't dead, we are just waiting for Megaglest 3.5.3 release. Currently requires the alpha or latest svn
Title: Re: Sci-fi Pack - Industarons BETA
Post by: titi on 21 January 2012, 14:52:52
I added this to the MegaGlest internal mod Menu now. As the download is down I am not sure I used the latest version. Please check it Mr War!
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Mr War on 21 January 2012, 17:35:25
Thanks Titi! I will check it but currently flat out with Ludum dare so may be a few days
Title: Fantastic news
Post by: Mr War on 8 February 2012, 07:50:36
Ishmaru has agreed to allow me to port annex's alliance faction into the scifi pack as the forth faction.

It will take some time as the resource, attack and armor trees are completely different. I think I'll try to make the existing 3 factions march annex rather than the other way around as it would be completely unacceptable to ruin annex alliance.

Very excited about this
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Mr War on 13 February 2012, 23:59:19
Industaron Rover
(http://i39.tinypic.com/k1836.jpg)
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Ishmaru on 14 February 2012, 00:16:18
Cool, What does this guy do?
Title: Re: Sci-fi Pack - Industarons BETA
Post by: Mr War on 14 February 2012, 07:38:52
It's just a lightly armed moon buggy for industarons to bridge the gap between the chariot infantry and space tanks.
Title: Re: Martian Mod (WIP)
Post by: StantonSylvest on 9 February 2014, 07:13:58
Wow those are some great tanks! :o Love the Outpost design as well! The treads are cool but i really cant imagine any alien/ scifi tank of that variety with a gas engine. Maybe something like solar kits (http://www.shinesolar.net), energy reactor, or tesla generator would look better. Whats the concept of this mod??

Surely these are awesome tanks.. I just love the entire concept.. I think it does not need any modification at all.
Title: Re: Sci-fi Pack - Industarons BETA
Post by: kratos on 9 February 2014, 19:43:12
I tried the Sci-Fi Pack and it's very noisy to play because the game goes on very slowly: building construction is slow like the units creating... :( :( The idea is good hovewere...