http://www.tinyupload.org/ymgm6t6mrd5 *already expired, if you want, please message me. This link expired three months after the release date (which was April 19, 2015)http://www.tinyupload.org/suob2cuvgtkIf you need this Alpha 1 for archiving, please message me, this link has been expired! This link expired one month after the release date (which was February 23, 2015)
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Postscript:
Please tell me, anyone, how to submit screenshots here, or to the Glest Wiki, so I can give you my progress. I have lots to say here!
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Suggested retexturing request(s): ..., banner guards' armour (too team-colored)...
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...
BTW, shouldn't this thread be moved to mods threads?
http://www.tinyupload.org/ymgm6t6mrd5http://www.tinyupload.org/jg9psgv9lmxUnits
>Food-producing animals
>>Chicken
>>Pig
>>Cow
>Worker units
>>Peasant
>>Laborer
>>Engineer
>Basic units
>>Armed Peasant
>>Militia
>>Spearman
>>Archer
>>Scout
>Advanced units
>>Pikeman
>>Yeoman (archer)
>>Crossbowman
>>Banner Guard
>>Horseman
>>Horse Archer
>Elite units
>>Knight
>>Paladin
>>Champion
>>Handgunner
>>Lord
>Siege
>>Mantlet
>>Battering Ram
>>Catapult
>>Ballista
>>Bombard
Buildings
>Castle
>Farm
>Blacksmith
>Barracks
>Stable
>Tent
>Guild
>Watchtower
>Defense Tower
>Cauldron
>Moat
>Stake
Upgrades
>Blacksmith
>>Swords
>>Polearms
>>Metal Shields
>>Chain Armor
>>Plate Armor
>>Casting (allows Cauldron)
>>Barding
>>Gunpowder
>Barracks
>>Training
>>Advanced Tactics
>>Fire Arrows
>>Stakes
>Guild
>>Fletchers (allows Crossbowman and Yeoman)
>>Medicine
>>Siege Engineering
>>Advanced Architecture
>>Banners
>>Caparisons
>>Quintains
>>Market
>Cauldron
>>Oil
>>Moats
>Lord
>>Chivalry
>>Military Charter
I like the detail going into this mod, but make sure that you make each unit play/feel a little differently.Thanks, Archmage, will try to make every unit a difference in future releases. Unit reductions, expansions, difference in statistics, for example.
Long-term advice: Learn Blender. Seriously, just do it.Yes, that's one of the expected outcomes in my intuition, the models in this modification are based on other modifications, either retextured or not. Using a modeling program adds more pressure and time, no offense, got other things to do in the net. Do not worry, you are not obligated to create models for this unless you want to help.
Is this mod balanced against Magitech/Megapack? Or is it meant to be played against itself?This modification is somehow unbalanced, it's still an early Alpha, for example: the Militia unit has the damage of the Tech Guard and the health of a Tech Worker, while the Armed Peasant unit has the damage and speed of a Daemon while keeping it's 500 health of it's Peasant brethren. Some are only slightly modified Tech units.
<attack-types>
<attack-type name="slashing"/>
<attack-type name="piercing"/>
<attack-type name="blunt"/>
<attack-type name="impact"/>
<attack-type name="energy"/>
<attack-type name="magic"/>
<attack-type name="none"/>
<attack-type name="beat"/>
<attack-type name="instant"/>
</attack-types>
<unit>
<parameters>
<size value="3"/>
<height value="3"/>
<max-hp value="2000" regeneration="3"/>
<max-ep value="10" regeneration="1"/>
<armor value="80"/>
<armor-type value="wood"/>
<sight value="9"/>
<time value="90"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels/>
<level name="veteran" kills="5"/>
<level name="elite" kills="12"/>
<fields>
<field value="land"/>
</fields>
<properties>
<property value="rotated_climb"/>
<property value="burnable"/>
<light enabled="false"/>
<unit-requirements>
<unit name="guild"/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="siege_engineering"/>
</upgrade-requirements>
<resource-requirements>
<resource name="wood" amount="300"/>
<resource name="gold" amount="100"/>
<resource name="food" amount="2"/>
</resource-requirements>
<resources-stored/>
<image path="images/ram.png"/>
<image-cancel path="../lord/images/cancel.png"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_select1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select8.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_ack1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack2.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack4.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack7.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack8.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack9.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack10.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack11.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack12.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack13.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack14.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack15.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack16.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack17.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack18.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack19.wav"/>
</command-sounds>
<parameters>
<skills>
<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="60"/>
<animation path="models/fallen_elder_stand.g3d"/>
<sound enabled="false"/>
</skill>
<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="170"/>
<anim-speed value="115"/>
<animation path="models/fallen_elder_move.g3d"/>
<sound enabled="true" start-time="0">
> <sound-file path="$COMMONDATAPATH/sounds/catapult_walk1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk4.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk5.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk6.wav"/>
</sound>
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="1"/>
<target value="all">
<unit-type name="stake"/>
</target>
<max-hp value="-600"/>
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="0"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0" />
<production-speed value="0"/>
<particles value="false"/>
</attack-boost>
</skill>
<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<!--ep-cost value="3"/-->
<speed value="80"/>
<anim-speed value="50"/>
<animation path="models/fallen_elder_attack.g3d"/>
<sound enabled="true" start-time="0.50">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound>
<!--sound enabled="true" start-time="0.53">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound-->
<sound enabled="true" start-time="0.73">
<sound-file path="$COMMONDATAPATH/sounds/eagle_hit4.wav"/>
</sound>
<attack-strenght value="650"/>
<attack-var value="50"/>
<attack-range value="1"/>
<attack-type value="impact"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.73"/>
<projectile value="false"/>
<splash value="false"/>
</skill>
<skill>
<type value="morph"/>
<name value="morph_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<!--speed value="300"/-->
<anim-speed value="80"/>
<animation path="models/bram_morph.g3d"/>
<sound enabled="true" start-time="0.3">
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
<sound enabled="true" start-time="0.7">
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
</skill>
<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="70"/>
<anim-speed value="70"/>
<animation path="models/fallen_elder_die.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/ab_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die3.wav"/>
</sound>
<sound enabled="true" start-time="0.05">
<sound-file path="$COMMONDATAPATH/sounds/catapult_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die3.wav"/>
</sound>
<fade value="false"/>
</skill>
</skills>
<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../lord/images/halt.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>
<command>
<type value="move"/>
<name value="move"/>
<image path="../lord/images/move.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/ram_attack.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<!--stop-skill value="stop_skill"/-->
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../lord/images/hold.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</command>
<command>
<type value="morph"/>
<name value="create_bombard"/>
<image path="../bombard/images/bombard.png"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<morph-unit name= "bombard"/>
<discount value="30"/>
</command>
</commands>
</unit>
<?xml version="1.0" standalone="no"?>
<unit>
<parameters>
<size value="3"/>
<height value="3"/>
<max-hp value="2000" regeneration="3"/>
<max-ep value="10" regeneration="1"/>
<armor value="80"/>
<armor-type value="wood"/>
<sight value="9"/>
<time value="90"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels>
<level name="veteran" kills="5"/>
<level name="elite" kills="12"/>
</levels>
<fields>
<field value="land"/>
</fields>
<properties/>
<property value="rotated_climb"/>
<property value="burnable"/>
<light enabled="false"/>
<unit-requirements>
<unit name="guild"/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="siege_engineering"/>
</upgrade-requirements>
<resource-requirements>
<resource name="wood" amount="300"/>
<resource name="gold" amount="100"/>
<resource name="food" amount="2"/>
</resource-requirements>
<resources-stored/>
<image path="images/ram.png"/>
<image-cancel path="../lord/images/cancel.png"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_select1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select8.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_ack1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack2.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack4.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack7.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack8.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack9.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack10.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack11.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack12.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack13.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack14.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack15.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack16.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack17.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack18.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack19.wav"/>
</command-sounds>
</parameters>
<skills>
<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="60"/>
<animation path="models/fallen_elder_stand.g3d"/>
<sound enabled="false"/>
</skill>
<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="170"/>
<anim-speed value="115"/>
<animation path="models/fallen_elder_move.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk4.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk5.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk6.wav"/>
</sound>
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="1"/>
<target value="all">
<unit-type name="stake"/>
</target>
<max-hp value="-600"/>
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="0"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0" />
<production-speed value="0"/>
<particles value="false"/>
</attack-boost>
</skill>
<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="80"/>
<anim-speed value="50"/>
<animation path="models/fallen_elder_attack.g3d"/>
<sound enabled="true" start-time="0.50">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound>
<!--sound enabled="true" start-time="0.53">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound-->
<sound enabled="true" start-time="0.73">
<sound-file path="$COMMONDATAPATH/sounds/eagle_hit4.wav"/>
</sound>
<attack-strenght value="650"/>
<attack-var value="50"/>
<attack-range value="1"/>
<attack-type value="impact"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.73"/>
<projectile value="false"/>
<splash value="false"/>
</skill>
<skill>
<type value="morph"/>
<name value="morph_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<!--speed value="300"/-->
<anim-speed value="80"/>
<animation path="models/bram_morph.g3d"/>
<sound enabled="true" start-time="0.3">
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
<sound enabled="true" start-time="0.7">
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
</skill>
<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="70"/>
<anim-speed value="70"/>
<animation path="models/fallen_elder_die.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/ab_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die3.wav"/>
</sound>
<sound enabled="true" start-time="0.05">
<sound-file path="$COMMONDATAPATH/sounds/catapult_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die3.wav"/>
</sound>
<fade value="false"/>
</skill>
</skills>
<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../lord/images/halt.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>
<command>
<type value="move"/>
<name value="move"/>
<image path="../lord/images/move.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/ram_attack.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<!--stop-skill value="stop_skill"/-->
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../lord/images/hold.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</command>
<command>
<type value="morph"/>
<name value="create_bombard"/>
<image path="../bombard/images/bombard.png"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<morph-unit name= "bombard"/>
<discount value="30"/>
</command>
</commands>
</unit>
First faction, based on England:
Castle
>Laborer, Foot Squire, Foot Knight, Lord
Farm
>Farmer, Peasant, Armed Peasant, Hunter, Animals?
Blacksmith
>Upgrades
Barracks
>Spearman, Poleman, Pikeman, Man at Arms, Captain, Bowman/Yeoman, Crossbowman
Stable
>Scout, Squire, Lancer, Knight, Lord
Market
>Trading, Highlander?, Upgrades
Guildhouse
>Upgrades, Herbalist
Storehouse
>Storage, trading
Tent
>Engineer, Mantlet
>>Engineer can morph into: Ballista, Catapult, Ram, Trebuchet?
Upgrades:
Archery, Architecture, Caparisons, Chainmail, Charter, Chivalry, Crossbows, Destriers, Feudalism?,
Fire Arrows, Herbs, Hobbies, Maces, Medicine, Mercenaries?, Oil, Pikes, Plate Armour, Polearms, Retainers, Rounceys,
Siege Engineering, Stakes, Swords, Tactics, Trade, and Training