MegaGlest Forum
Modding and game content creation => Mods => Topic started by: Ishmaru on 16 August 2013, 23:30:07
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I've recently came across this old mod a couple of days ago. While it was unfinished, I still found it to be fun, and well made.
(http://media.moddb.com/images/mods/1/11/10252/title.jpg)
Made by Glest modder Deathguppie starting at the end of 2007
Inactive since 2009, I'm picking up where last release was, and looking on polishing up for MegaGlest's Mod Menu. The plan is to finish what is included in last version, not to grow the techtree. (I'm already quite busy with my mods)
Latest video showcasing muzzle smoke and game play:
www.youtube.com/embed/PkxLC4IHNCw
I'm building off of revisions made by user Pafferguy in 2009.
Added:
-Includes both French and British Factions
-Gun Flash/Smoke Fx
-Units now have team color.
-Workers (engineers) can morph to Milita and return back to workers for free.
-Militia can use a run ability with Training Field upgrade
-Bayonet attack now requires Training Field upgrade
-Quick Fix to workers not having build/repair animations (used wood harvest animations instead)
-Fixed bad (really confusing) upgrade system
-Improvised French cavalry unit (last version did not include one) by editing British cavalry texture
-Some stat tweaks for better unit balance.
-Fixed canon projectile timing.
-New UI buttons + Icons,
-Added color variations to Camp and Barracks buildings.
-Added Simple Hud
-AI should be working on MG 3.7.1 + 3.8.0 beta
-Does not include main menu interface or maps.
Download
Unzip to techs folder.
https://www.dropbox.com/s/dr0pwtfwh015csv/domineonic.7z
Highly recommends playing this techtree on Meadow, Mediterranean, or Scrub land tilesets, and with maps with room enough for 3x3 units to move
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Nice! :D
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Download Available now. See first post.
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Played a 3v3 multiplayer game last night with 3 cpus. Got a bit hectic and Katy as the AI grew. for now I wouldn't recommend more than 4 player matches.
I wonder what I could do to keep Ai from over massing units. Perhaps a population limit like Annex?
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I wonder what I could do to keep Ai from over massing units. Perhaps a population limit like Annex?
Make them produce less food, this is a much more realistic way of limiting unit production.
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I wonder what I could do to keep Ai from over massing units. Perhaps a population limit like Annex?
Make them produce less food, this is a much more realistic way of limiting unit production.
I guess I can force the AI to produce only pigs instead of cows to limit their food, just hope they don't starve themselves ;).
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I wonder what I could do to keep Ai from over massing units. Perhaps a population limit like Annex?
Make them produce less food, this is a much more realistic way of limiting unit production.
I guess I can force the AI to produce only pigs instead of cows to limit their food, just hope they don't starve themselves ;).
That seems unbalanced, though. Is it possible to make the AI prioritize higher cost units a bit? And consider increasing the cost (and produce time) for food units for everyone? Perhaps reduce the time for producing units in general?
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I wonder what I could do to keep Ai from over massing units. Perhaps a population limit like Annex?
Make them produce less food, this is a much more realistic way of limiting unit production.
I guess I can force the AI to produce only pigs instead of cows to limit their food, just hope they don't starve themselves ;).
That seems unbalanced, though. Is it possible to make the AI prioritize higher cost units a bit? And consider increasing the cost (and produce time) for food units for everyone? Perhaps reduce the time for producing units in general?
I didn't want to slow down unit production though. So instead I decided to try something a little crazy.
I decided to make your population size proportional to your village/base size. So I added a new static resource Housing. Each building can 'hold' a certain number of units (Camp = 10, Barracks =6). Food producing units like Cow and Pig do not cost any housing (as they graze outdoors anyway :P) So while you can get infinitely huge armies you need proper lodgings to do so. This also prevents AI from overwhelming you and your computer with massive numbers really early.
It does change the dynamic of the game, as the importance of expansion becomes necessary to grow your army, as opposed to simply massing your units from a small little base.
PS Also Changed some more things:
- Engineers (workers no longer need barracks to morph to malitia)
- Encampment now increases all building armor by 20
Test out new changes here:
Download
https://www.dropbox.com/s/dr0pwtfwh015csv/domineonic.7z
What do you think of the changes?
PS used Housing icon from Elves faction.
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I talked to Titi about an upload to MG Mod Menu. The only thing holding it back is the move animation of the cannon units, currently animation involves cannon being pulled by a horse, which makes this model much bigger than the radius of unit.
So I'm looking for someone to re animate the move animation of both French and British cannons to not have this issue. Perhaps something like the 3 cannoneers pushing the cannon along instead. Sorry I do not have any working files (as I didn't make these models) so I suggest to start by importing the standing animation and animating from there.
PS I like the cannons look, so I'm not looking for a complete unit redesign.
Anyone interested?
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yes me. I already started with this.
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yes me. I already started with this.
Thanks!