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Messages - Carl the Great

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1
Mods / Re: The Greeks
« on: 14 April 2020, 12:27:48 »
It's been a long time since I came here to the forums; I was busy with life since I last came a few years back, checking the forums once in a while.

Do you need help with creating or fixing the unit icons? The 0 A.D. images make the gameplay almost like the game.

I suggest changing the name of the "Civic Center" to "Agora" since that's the name used in the Hellenic factions. Saves a little bit of bytes. Any others?

2
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« on: 12 April 2020, 12:40:38 »
What attack type is "not found"?

Sorry, just came here after a while.

3
Mods / Re: [New Faction] Nights Watch (GoT) [WIP]
« on: 11 January 2018, 23:48:21 »
Looking forward to this modification.

One suggestion which is long-standing: the Tech swordsman is the only left-handed warrior, can you try to correct this to the usual right-hander?

4
MegaGlest / Re: [NEW GOLD RESOURCE TEXTURE]
« on: 25 August 2017, 23:54:09 »
In the preview: is the "green" part the teamcolor? Just asking.

Looks good; how about stone and the resources in the Stranded and Island Survival scenarios (like iron)? Will you be giving them high-quality textures too?

5
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 19 May 2017, 00:57:11 »
There are still some .tga files in the 2.0 Alpha. Anyone up to help convert them to the usual .png (Unless Archmage or someone else will continue working on the modification)?

6
Glad you like my modification. I didn't know something was wrong with using .7z, thought the battering ram's .xml did not have any problems. Maybe the compression?

Edit:
After releasing Alpha 5 (this will be my last), my plan is to make faction(s) without any gunpowder (much as possible), to make it as historically close to 12-13th-century.
Code: [Select]
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

7
Can you please copy the code of battering_ram.xml, so a fix may be made? My modification files are in my old laptop and I need some time to transfer them to my new one. My laptop kind of broke down, so I can't get the files unless it is repaired or my hard drive has an enclosing.

I should have typed to Archmage to change my the .7z file into a .zip to make it more easier.

8
Feature requests / Re: Work-to-do-List
« on: 12 April 2017, 04:40:47 »
Looks like a tall order.

Skill-effects can be modified to do an area-of-effect healing for shamans; there is probably no way how to heal units in a long-range.

True, the catapult needs the extra-range, but what about it's effectiveness against defensive buildings? Elephants "dodging" might be a good alternative to arrows cannot pierce their hide/armor while moving.
"Mineral" is a good name, but some mods might add names of other metals for resources.

There have been some misspellings such as the "attack-strength"/strenght" and the Sword-s-man naming, to be honest.

The Indians (Native Americans) do need some remodeling. The Axe Thrower, the two Archers, and Shaman are Tech remodels. Good thinking about sounds, do you think titi's are not appealing or something?

Other than that, still a tall order but good suggestions.

9
MegaGlest / Re: MegaGlest 3.13.0 released
« on: 12 April 2017, 04:21:50 »
Did the G3D Viewer not make an annoyance in the registry?

Reference: https://forum.megaglest.org/index.php?topic=9629.0

10
I've been watching the MegaGlest forum almost everyday. It's only natural for me to do this.

11
Bug reports / Re: CCleaner registry issue
« on: 9 February 2017, 10:26:53 »
This is also happening with Wise Registry Cleaner (possibly other cleaners too). Any possible fix on this?

12
The models look very good, Archmage! We would like to look forward on the three new units, though (even though if you not currently starting on them), a kind of sub-mod or extension of the faction would be appreciated. The Air Pyramid may be a candidate for removal or retexture...

There's something odd though that has been in the faction for a long time: the Spearthrower using the Archer sounds in the attack skill. Better if they can be replaced with some throwing/javelin sounds.

13
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« on: 17 December 2016, 06:08:33 »
That's odd! The "none" attack-type is in the mediaeval.xml. Try replacing the <attack-types> string with this if it works:
Code: [Select]
<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>

14
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« on: 25 July 2016, 04:07:42 »
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.

In other words, yes, meant for itself. If you can, you can try to add links to Megapack factions, probably have much of the damage/armour names in this developing techtree. Trying to keep this techtree as historically medieval as possible.

15
Feature requests / Human-only simulation
« on: 14 July 2016, 21:44:38 »
Here's a interesting request, good for screenshots or making a simulation:

How about creating a custom game without any CPU's and all factions you are free to command? For example you have two opposing factions and you can command both of them to your own destruction (there can be differing halos instead of green, yellow, and red; halos should be based on the team number/color).

If this has been already been requested before, please send me the link.

16
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« on: 10 July 2016, 04:08:48 »
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.

Also, release link of Alpha 4 is in the top thread, or here: http://tempsend.com/D95679B0C9

17
Mods / Re: Re-Mastering the Egypt Faction
« on: 27 June 2016, 17:41:19 »
Worry not about the Chicken, it's up to you whether you want it remade or not.

Looking at high-quality textures here, just like atze did with the Refit from before!

Eliminator's Greek faction has an archer unit called "Artemis", which kind of looks like your archer. In other news, looking to see what this modification looks like!

(To be honest, victorj's post is like from a machine translator)

18
Mods / Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« on: 25 June 2016, 19:12:18 »
Yes, Archmage, thanks for replying; it's almost done! In a few days or weeks, will upload the Alpha 4 after doing multiple fixes and tests. Everyone's welcome to help me in any kind (any unused G3D models or related).

---
Faction tree for Alpha 4: https://docs.megaglest.org/images/9/95/Feudaltree.png
Alpha 4 changes:
Four new units:
*Armed Peasant, morphed from the peasant, but can be recruited from the Farm for now, has almost the same statistics as the Daemon.
*Yeoman archer, supposed to be like the Longbowmen of medieval England, used an old Crusaders archer model as placeholder
*Handgunner, an early firearm and late-game unit, model from one Mr War's Great Ming faction units as a placeholder.
*Bombard, an early cannon and another late-game unit, model placeholder also from Great Ming.
Upgrades re-haul, units now require some upgrades to recruit.
A new structure, Cauldron, used for some oil-related assets.
No more beddings, Barracks can now heal military units inside them when inactive; the Guild can heal all units inside them even when doing an upgrade.
New defenses for Watchtower and Defense tower: alongside the normal Arrow, Fire Arrows and Handgun; the Defense Tower also has Boiling Oil, effective for melee units.
Renamed "Yeoman" worker to "Laborer". (In the future, the Laborer and Engineer might be merged into a single unit)
The Militia unit is back, the damage is the same as the Tech Guard, can now promote to Knight.
No more monks, Engineers can already heal units with the Medicine upgrade.
Man-at-arms (Guard) and Swordsman are removed for now.
Statue is removed, for now.
New ability for the Lord, Trebuchet, a 15-range attack like the Catapult, used as placeholder for a future Trebuchet unit
The Battering Ram is now made from the Engineer instead of made from the Tent, for AI spacing issues.
The Ballista is now movable and multi-commandable, currently the Tech Ballista is a placeholder (The siege ballista should be like the Norse Crossbow).
The Ram, Catapult, and Ballista can now morph into the Bombard if you have the upgrades, but you can also buy one from the Tent
Some of the upgrades no longer use the Tech images.
And other bonuses (please reply if you can see them)!

(click to show/hide)

Again, if anyone has any G3D models or advice to help out in this modification in the long-run, they're welcome.

19
Mods / Re: Re-Mastering the Egypt Faction
« on: 24 June 2016, 23:59:25 »
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.

20
Here's the plan for Alpha 4 (everyone ignore the starting thread for now):
Code: [Select]
Units
>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

There will be a re-haul of the Upgrades: some units will now require upgrades to train instead of upgrades boosting your units' statistics.
Any reductions? Will try to reduce units first.

---
Next Alpha:
There will be no more Rabbits and Deer, which would've been required for an upgrade to allow your Lord to join in the battle. The Chicken will still be used for an upgrade though.

The Armed Peasant and Militia will be about the same with the Daemon and Swordsman. The Guard/Man-at-Arms will be replaced by the Knight, the Paladin would be about 25% more health than the Knight.

The old Yeoman unit is renamed to "Laborer", while the actual Yeoman is a heavier version of the Archer.

There might be a "Moat" which your Peasants can dig, which slows down all units by 50% and decreases their armour by about 10%-25%.

The Ballista will be like the Norse "Crossbow", no longer static, but will deal some heavy damage to a single unit.
 
Gunpowder will be one of the late-game upgrades, which allows unlocking of the Handgunner (small splash, slow reload) and the Bombard (cannon, can also be morphed from the Catapult and Ballista).
---
Future plans:
If there are models available, the Pikeman will be able to attack at range 3 (like the Japanese Nagae/Ming Wolfspear, to easily pick off the cavalry), and the Paladin may replace its weapons with a halberd or two-handed war axe to be able to attack attack at range 2.

The Scout and Horse Archer may be merged into one unit probably, with a melee sword attack and a secondary bow attack.

The votes for the "Honour Guard", 2 YES's and 1 Maybe, the unit will be considered an elite cavalry with metal barding, can be morphed from Paladin/Champion or recruited from the Stable with the necessary upgrades.

There might be a change in the attack and armor names.

(there are more edits to come)

21
It's good to be back, Archmage, "your old unit mods" only mention the Spearman and the Paladin (Guard with axe).

As you can see, aside from making a new techtree plan, for this modification this is a good time to try to greatly revise my Alpha 4 (there will be no more gunpowder, this is for another modification perhaps to remain in medievality). My modifications skills are slightly unbalanced, that is why some tips are of good help. Do you still have your "knight with two-handed sword" (just wondering)?

22
It's a good scenario, but there are some issues with the G3D models, like: The horse dying animation has a remnant from the rider, the Long Swordsman has his weapon not holding while attacking, and there's another technician in the Long Catapult dying animation. Will give you credit for editing a Catapult model, will try to make it a placeholder for my Catapult unit in my modification.

If we had a good modeler, that modeler would be happy to fix them, or better still make newer versions of them.

23
Mods / Re: Requesting Offline Factions
« on: 16 April 2016, 21:58:44 »
"Download does not exist" if you click: http://soft-haus.com/blog/wp-content/plugins/download-monitor/download.php?id=13

But try this link (old China faction): http://soft-haus.com/glest/tech_trees/china_tech.7z
And this one also (It has the newer China faction probably): http://www.soft-haus.com/jacob/blog/wp-content/uploads/vbros_pack_3_new.7z

Great that the archives are still alive!

24
Mods / Re: Requesting Offline Factions
« on: 13 April 2016, 17:52:41 »
Camelot is long gone. Archmage has been inactive long enough to make most his modifications now out-of-reach. He created the best high-quality models, and now, we don't even have an active modeler/developer at this moment.

25
Forum discussion / Forum avatars reset
« on: 4 April 2016, 17:39:43 »
When I first log-in, I couldn't see my forum avatar as in before today. Is there a forum-related patch? I was able to relink my avatar as it was before this "patch" happened. I think the avatar removals happened this week for a reason, and it applied to everyone.

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