Remember about translations, if you have any choice then try to avoid names like "Medjay" ;) which is ~ untranslatable and will be a bit confusing.
It's great that you are renewing this effort, Archmage! :)
Titi (who would need to comment on any changes to the default tech tree) is not going to be able to comment for a couple weeks.
But keep in mind that you can always make alternatives available on your own, such as for testing / prooving your point, so don't let the lack of feedback discourage you on that.
You forgot the Chicken! Is the chicken have to be re-made too?
From the starting thread, it appears that MegaGlest-Refit might have been put on hold for a long time due to declining progress. I hope this turns out really well, somehow better than the Refit; we haven't seen any interesting modifications for months to be honest.
We could use Medjay for English, and then use the closest derivative for other languages. Though perhaps it could be called Pharaoh's Guard, which I imagine would translate to most common languages. I just hate using generic names for everything...Yeh but by this you are strengthening the language barrier, let's imagine situation: someone is playing multiplayer game with his native language (non english) and is trying to say for someone who is playing with english to move his unit ;D what is a chance that this guy will figure it out (and he should figure it out very fast) "Pharaoh's Guard" > "Medjay", ~ no chance :P.
... I'd rather wait for Titi to respond, because I'm intending for this to update the Megapack shipped with MG by default. If he's not on board then there's little point of adding units...Are you ready to wait like a month? :|
(To be honest, victorj's post is like from a machine translator)
Sure, I only gave the Pyramid a quick texture enhancement and fixed the over-saturated appearance, no geometry changes.
https://forum.megaglest.org/Smileys/SoLoSMiLeYS1/happy.png(click to show/hide)
I'm working on this alone currently, yes. I haven't spoken to Titi yet, I hope he'll be pleased with my work.
My short opinion, maybe you will find some hints there.Sphinx in real life the is small head than body: (https://1.bp.blogspot.com/-i-kWAfuAGu4/UAWAC3KuEvI/AAAAAAAAD_E/Bpoi2z_o8ZM/s320/sphinx_side_view.jpg)
- Sphinx - great legs and body but I have a impression that head is a bit too small vs body and beard is a bit too big vs face,
Name's are names, and should not be changed regardless of translation you never translate names , this can be a little difficult to work with in MG because unit's have VERY generic names, i mean Stickman? (there are others i can't remember right now but i recently translated the entire MG techtree to danish and some of the names were a regular pain to translate(and i translated some names because honestly Stickman is... Terrible ( im properly going to make a thread about names when i get back from work).
TL:DR.
Names should not change in translation , I think names in general should be improved.
Steam Happened. :)
Disclaimer: Please note I have not virus scanned these.:scientist: :scientist: :scientist:
Maybe you should provide this as a standalone faction and put it in Game Mods until it gets as default part of megapack.
It's great job Archmage, thanks!
update: maybe I am forced to update some models in the other factions too ;)
I suggest to first start with a modcenter release, using faction links to provide a full megapack clone.
Replacing the egypt faction in the game is for sure a future option. Only problem I see is that the new egypt faction looks a lot better than the other factions. This is of course very good, but you must admit that the result might look a bit strange maybe. Thats why it simply must be played when its complete to see how alien this higher quality looks like in the game.
update: maybe I am forced to update some models in the other factions too ;)
Error [Error loading Faction Types: /home/tscharn/.megaglest/techs/egypt_remastered/
Message: Error loading units: /home/tscharn/.megaglest/techs/egypt_remastered/factions/egypt_remaster/
Message: Error loading UnitType: /home/tscharn/.megaglest/techs/egypt_remastered/factions/egypt_remaster/units/air_pyramid/air_pyramid.xml
Message: Error opening wav file: /home/tscharn/.megaglest/techs/egypt_remastered//commondata//sounds/ab_attack1.wav]
I have no idea why there are errors, I packed it straight out of my copy of MG there shouldn't be any missing files. :look:
Will this be included as part of MegaPack in the next release?
If you check the Github link on the first post, you'll see that I already offer this, except you can play the original Egypt too for a total of 8 choices. I didn't really advertise it though.
I'll clean this confusion up when I get around to finishing the sounds. So far, I can't come up with a good sound for the Ibis.
What do you guys think the Ibis should sound like?Like a kazoo, basically. I'm sure it varies by species, but here's one in sub-Saharan Africa:
And does anyone think the Scarab should make sounds? If so, what sounds?Different kinds of beetles can hiss, chirp, click, or make all kinds of sounds.
My only feedback so far is pretty minor. Overall, I love the remaster, and definitely think it should replace the "old" Egypt.
3 .One minor problem I've had with both Egypt's is that the slave and the spear-thrower both wear the same color underwear, and sometimes I have a difficult time telling them apart in a hurry.
Thanks for the feedback!
1) How so?
2) Wanted it to appear to be from the sun. I originally wanted to make the sphinx an actual golem like unit, but the systems required to tether the sphinx to the pyramids don't exist, and I figured the radical gameplay change wouldn't be welcome.
3) That's a texture edit you could do yourself if you wish. :P
I have just edited the texture of the underwear, to make the underwear different than the worker.
1) Yeah, I wanted to do something more interesting. Those flying units take creative shortcuts. :P
2) I'm not going to update this mod anymore, but I'm not opposed to anyone else getting creative with the faction.
3) That's actually an ideal way for a noob to start, that's why there were so many XML/texture mods built on magitech. I used to make those. :O
@Kinrove: Thank you and nice work! Send me your github email on discord(or wherever) and I'll make you a contributor to both repos.
@Andy: I invited you to be a contributor on both repos, since I can already see your Github account.
I'm assuming that'll give you guys all the access you could ever need. 8)
Ok.. I've prepared it for the mod center.
The download link (https://www.moddb.com/downloads/mirror/173755/114/d6687f9d0495ed28767500df96fec8a5/?referer=https%3A%2F%2Fwww.moddb.com%2Fengines%2Fmegaglest-engine%2Fdownloads)
The CRC is 1226368227
The preview image (https://media.moddb.com/cache/images/downloads/1/174/173755/thumb_620x2000/loading_screen.jpg)
titi or tomreyn, if you want to give me access to the mod center, I'll add this.
<uniform-selection value="true"/> tag to all buildings, which prevents buildings from getting selected along with workers.its in mod center now