| Worker (http://i51.tinypic.com/luvx3.jpg)Basic Martian unit for building things, mining and deforestation.
Martian Buildings
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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 genreI 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.
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 :-*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 genreI 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.
Here are mine: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?
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?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.
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. :)
Green Dawn (Martian Mod) (WIP)Anyways, looks cool.
Hmm...I guess you forgot to change the name. I guess it should beGreen 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.QuoteGreen Dawn (Martian Mod) (WIP)Anyways, looks cool.
Martian vs Imperial Faction would be cool 2, Sci Fi vs Steam Punk.But they're entirely different art styles and time periods... :-X
Martian vs Imperial Faction would be cool 2, Sci Fi vs Steam Punk.But they're entirely different art styles and time periods... :-X
time periods? :O :OThe 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...
Which time have martians? I think they would really fit perfectly!
time periods? :O :OThe 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...
Which time have martians? I think they would really fit perfectly!
Touche. Though I still disagree, but up to Mr. War. :Ptime periods? :O :OThe 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...
Which time have martians? I think they would really fit perfectly!
Recommended reading: http://en.wikipedia.org/wiki/The_War_of_the_Worlds
So it's called Green Dawn or no?
So it's called Green Dawn or no?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
And are you going to release versions for both of the forks? :D
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 wonder if there's a way to keep it Martians without confusing them.Don't know...
The gifs look messed up...How so? :confused:
(http://s1.postimage.org/1emktdypw/martians_war_machine_stand_g3d.gif)(http://s1.postimage.org/1emt32p6s/martians_shellmar_walk_g3d.gif)All these are messed up.
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)
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:Wow, those look fantastic. What will the beta have and what won't it have?(click to show/hide)
Looks like a rock band!(click to show/hide)
They play crazy classic heavy metal and usually finish each concert by biting the head off an earthling.Looks like a rock band!(click to show/hide)
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.Looks like a rock band!(click to show/hide)
What's with the guitars?
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.
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.
wait, since when are flying saucers made of kevlar?oh, for a couple of weeks now man. Kevlar is the new thing :D
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...
7z is still better in terms of size.
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.
Reduce strength of turretAnd its armor.
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.
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.
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.
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.Wiki first, ModDB later. After all, the wiki is the first result when googling "glest mods" (in fact, it's the first three links).
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
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!
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?
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?
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.
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.
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:
Its built like a building and rotates like a turret. :DMilitary's had that since version 1 (the old abandoned one that sucked).
Its built like a building and rotates like a turret. :DMilitary'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.
new beta of Martians here https://github.com/williame/glest-sci-fi-pack/zipball/master
Industaron Kestral jumpjet(click to show/hide)
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
Tank looks good, but how will you make it look like the treads are moving?poorly ;D
Aww, I was going to make a sneak peek video... :Pyou 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.
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.
I haven't got the hang of Github yet.
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.
I tried it too today and its really good :)My opinion but I think combat is just fine at its speed. Its just takes FOREVER to get game going...
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.
Awesome! If you're going to use it for the loading screen, I think it might be too bright though. :-X
thanks guysAwesome! 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???
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!
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.
Martian vs Imperial Faction would be cool 2, Sci Fi vs Steam Punk.But they're entirely different art styles and time periods... :-X
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
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.
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
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??