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Messages - Hagekura

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501
Off topic / Re: Whats your nationality?
« on: 2 November 2010, 19:14:06 »
Thx,I think Japanese learning English is more easier than English learning Japanese.
coz English has only 26 characters.If you try to learn Japanese,You'll be doomed by millions of Chinese characters! :dead:

502
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 2 November 2010, 11:39:14 »
Danke,herr!
about a release of alpha,I think my mod is currently far away from complete.
It's still lacks some units and I also have to look for musics,and have to make icons.
I think I shouldn't release it for public for the time being.though I asked Zoy to betatesting of my working personally.
His reaction for my mod was positive :thumbup:
About a teamcolor,Kein Problem!I made most of my units have teamcolors(you could see it on my screenshots).
thanks for the hints :),I'll read it carefully.

503
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 2 November 2010, 07:08:33 »
I like history..... It's kinda the thing that got me into RTSs haha.
Real life things usually have far more depth than in a game, and sometimes that complexity is what makes a game fun.
That's true.I admire young people like you have interest in real history.
when I was your age,I do know nothing about history(I just did know about FPS gamings) :D.

504
Off topic / Re: Whats your nationality?
« on: 2 November 2010, 06:58:01 »
Of course my grandparents also live in japan.
I was meant to say,my family have been lived in japan from generation to generation,like other japanese.
Sometime I envy you guys have many origins in many countries.thank you.

505
Off topic / Re: Whats your nationality?
« on: 1 November 2010, 23:52:26 »
Interesting thread.I also want to know where are glest guys came from?how many glest men in the world?
I,from japan.maybe my grandparent's grandparent also lived in japan.

506
Mods / Re: New Greek faction
« on: 1 November 2010, 20:59:45 »


Quote from: Hagekura
I wish you could use vanilla magic's ghost armor(coz it's armor and helm looks kinda greek hoplites's ones).
except one problem they don't have bodies inside their armor.

We could import the model give it a body and re-animate it. :|

Wow Is it possible to convert .g3d files to .blender format and edit them? :o

507
Mods / Re: New Greek faction
« on: 31 October 2010, 20:34:00 »
I think it's good to have hoplites as a basic melee unit and Spartans as advanced melee unit :thumbup:.


I wish you could use vanilla magic's ghost armor(coz it's armor and helm looks kinda greek hoplites's ones).
except one problem they don't have bodies inside their armor.

508
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 31 October 2010, 03:08:43 »
I like historical but sometimes it is boring.
OK, so back to the topic, the faction looks great. Are you going to have particle effects in it? Like smoke or fire?
In a sense,history is boring(especially what we studied in school :dead:),I must admit that.
I implemented smoke effects(but they are stolen from blacksmith's chimney so looks a bit cheap) when arquebuser or cannon start firing.I also discussed about implementing muzzle-flash like effect with zoy.though we concluded that it will be impossible.Currently I hope to give an explosive effect when Ninja throws a bomb.

509
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 30 October 2010, 17:26:12 »
Yeah,I think we have to carefully weigh the relative merits of historical accuracy and phantasy flavour when making a historic factions for fun gaming experiences ::).

510
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 30 October 2010, 09:03:38 »
Do you think that magitech is historically accurate?
Master,I'm begging you,don't pay attention to the word "historical accuracy" too much please :(.
I completely don't mean to say historical is better and fantasy is inferior.
In the first place,my japanese faction is almost nothing historically accurate in historian point of view.
It's just take a motif of japanese history,also I don't mind historical accuracy in this type of gaming.
If not so,i would rather played paradox games or old fashioned strategic board games.
I love glest because this is where everything can be mixed up in it.
there can be everything bunch up together.my megaglest folder is already full of every kinds of factions.
I love to see british fighting against horde of daemons.but it's a my personal preference.
It must be a certain amount of people he think highly of uniformity and balancing.
To each his own taste.and it must be respected.I want glest to be full of options.
so I'm also looking forward to your new greek faction.
for now,i choiced my start of modding to historical-based japanese.
because i wanted to there will be my country in Glest world.and it constructed from vanilla tech faction.
this is why i mentioned about magitech.
Best Regards.

511
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 29 October 2010, 20:02:14 »
What kind of ice cream is vanilla? Plain. Thus, vanilla glest = plain glest.
wow I hear the reason of why we call original games vanilla first time :o.
I just used the word likewise people do.

512
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 29 October 2010, 08:00:04 »
I have never been to abroad and have no experiences of oral communication in English.
so sometimes i doubt that is my comment get through to people rightly?
I must be more careful when I say something in English :-X.

Hey, if you're going to make other Japanese factions at different time periods... why not merge the factions together? Have you ever played Age Of Empires? You could make it so you have to "age up" and then unlock the next faction's units.......

I know for sure it isn't possible with Vanilla(random question, why do they call it vanilla?) or Megaglest. But I know that it's at least half possible with GAE's subfactions.

Do you like the idea?

I have played a AOE-like game(Rise of nations),so I know what "age up" thing is like,and I also thought is it possible to make such a mod in glest?but usually Glest game ends-up in almost 30-minutes around,this is a too short time to describe long-range periods in-depth.and it would be too busy.so i think it's better to make them separate rather than merge it together.

513
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 29 October 2010, 05:39:33 »
Oh,please don't misunderstand what i said,sir :scared:.
Your mod is intended for work with vbros packs,and deal with fantasy motif.
mine is magitech-based and deal with historical settings.so they wouldn't be harmonic.

514
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 29 October 2010, 04:52:16 »
also, you should pair it up with China from the Vbros packs!
That's an interesting idea.since I'm a big fan of his works(As a matter of fact,I started my modding career from editing his mods for my own).
but there is a discrepancy of orientation between his china and my current work.It'll be discord when unite them together.

515
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 28 October 2010, 15:36:56 »
hmn...That's a splendid plan.I'm dreaming of create such a grand mod 8) ....someday....
but I think it's too early to talk about next project.above all, I've not completed even a single mod.
for the time being,my hands and head are full of working on this mod :look:.
though after I complete it,I want to keep creating glest modding work as long as my time allows.
and next project would be a japan-related mod after all.such as another period like 19th century age of modernization,(btw do you remember tom cruise's "Last samurai" movie?) or fantasy-japanese.

516
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 28 October 2010, 12:38:37 »
Those screenshots look very nice!
The buildings look quite big. Is the AI playing ok with it, or do units get stuck very often in a town ?
Danke schoen,Herr titi!
I have rarely seen units get stuck in those buildings.also AI places those buildings well and rarely get stucked.
though size=2 unit(Cannon) is sometimes gets stuck when AI spams buildings and units in late game.

517
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 28 October 2010, 07:09:50 »
Imageshack does not require, nor ever has required, registration. Feel free to just upload and forget. Though, registering an account does let you manage your images, I usually don't take the time to log in, instead opting for quickly uploading.

Has anyone thought of actually asking the MG devs if they're interested in adding more factions? ::)  It's already a huge download.
I think this is a great looking mod and may have Megapack quality, but, I'm with John, the megapack is just too big as it is!

Thx omega.now i'm feel free to use imageshack! :)

It'll be delightful for me if megapack acquire japanese faction.but first,maybe I have to finish this mod.after that,I'll think about it.

Why not make your own tech tree Hage? One full of Asian historical factions?
Korean?
Chinese?
Mongolian?

.... Yes?  ::)

I wish i could make that.but it'll be a too big project to done by hands of me alone.
People outside asia most likely to think that they are mostly same countries :-[,but there are many differences between them.I could do a little something about japanese,but making another countries,that's a different story.


518
Mods / Re: Japanese Faction mod [W.I.P.]
« on: 28 October 2010, 04:51:55 »
Thx for the tip John! :thumbup:
Can i use the code without resgistration?
next time when I upload images with imageshack,i shall use the trick.

you know, i was talking about adding it to the megapack. i was thinking, they dont have any air units. i can find this as a balance thing, giving them powerful infantry, but no aircraft. it would work...

you should shoot for the Megapack.
Fabricating air units without too much deviation from historical limit was one of my burdens about making this mod.
In japan 400 years ago(and in rest of the world),people didn't have any flying tools.Initially I was thinking introduce Falconer(http://en.wikipedia.org/wiki/Takagari)with hawks as air units.but i thought it's too difficult to make them with my modding skill.
but your proposal is getting the point.I want to make japanese as strong in infantry faction as a compensation for lack of air units and large-size units.also presence of the Ninjas(they will have long sight and fast-speed with powerful sabotage skill) and strong defence facility(Yagura) will give this faction a tactical advantage.

Hey, Hage, did you develop this mod to balance for regular glest factions (magitech(Tech and Magic))
Of course ;).I,myself love to play with magitech and megapack factions with added factions.so balancing issue is a my important task of modding.I'm often play with them as developing the mod and carefully adjust my faction's stats.I'm struggling to make my faction to won't be too much weak or strong compared with those factions.:scientist:

519
Mods / Re: Japanese Faction mod
« on: 28 October 2010, 00:35:11 »
Thanks fellas! :)
I've uploaded larger image on the imageshack.
I'm going to update specific description of each Units/Buildings/Upgrades.

520
Mods / Re: Japanese Faction mod (Tech-tree Updated)
« on: 27 October 2010, 02:55:48 »
I've uploaded tech-tree plan image on first post.
It roughly describes outline of this mod would be.
the tree can be changed as progress of the mod.
sorry for low-res picture.My uploader restricts to upload larger size pictures :dead:.

521
Mods / Re: Japanese Faction mod
« on: 26 October 2010, 23:56:08 »
hey, buddy, if you need any particle effects, im the one for the job. im rather good with particles, so pm me!

also, if you need any help with the XMLs, ill help out there too...
Thanks men,when i encounter hardships,I'm counting on you ;D.

This mod looks great!  :o Please release something for us soon.
thx.soon I'll upload a tech-tree image.
I'm also looking forward to your new undead faction :D.

Wow, this looks fantastic Hagekura! Welcome to the Glest Board! We are happy to see your first contribution to Glest to have such quality!

You say this is your first time modeling? You must learn amazing fast, because those units look fantastic! The textures are gorgeous and everything looks realistic and well made. A very good job.

Thx,I've been working on this mod about half a year in total.which includes time to learning how to edit xmls and learning 3D modelings.
Great work learning. It's rare to see people jump right into a quality mod creation. I think this mod has potential, and can't wait to see more of it.
Thank you sir.to learn modding glest was not so difficult for me,thanks to this game's great modability and a lot of kind tutorials on youtube and wiki and websites.I was also greatly helped by many forerunner mods especially factions in megapack and ElimiNator's vbros packs.I could learn a lot from them.

522
Mods / Re: Japanese Faction mod
« on: 26 October 2010, 15:39:22 »
I'm glad to see many replies on this topic.thx guys! :D

I have add a bit changes to main castle building's texture and model.now it looks slightly better than which shown in screenshots of a first post.

In fact it's a one of my favorite models i have made so far :O.

maybe you can ask for it to be added to the megapack when its done!

It would be great!all factions in megapack are finely made.I have learned a lot from them.I do not sure i can create a fine one which can compete with them though.

This is really cool, awesome work! how long have you been working on it?

Thx,I've been working on this mod about half a year in total.which includes time to learning how to edit xmls and learning 3D modelings.

Very good! I think the buildings are very well done but the humans look kind of squarish from the shots. Also why don't you just have a preview of the unit on the icon? just like tech?

Keep up he good work!  :)
Thx.to me,modelling human bodies is more challenging than modelling buildings :dead:.but it wouldn't be serious matter when look at them in longshot.


This is a close-up of Ashigaru_spearman unit model.I have made 5units(Ashigaru,Archer,Arquebuser,Swordsman,Cannon crews) based on this model.

about a unit preview,I'm going to upload tech-tree plan image before long.hold on ;)


523
Mods / Re: Japanese Faction mod
« on: 25 October 2010, 21:08:44 »
Thx for your replies!  :)

Oh wow, those buildings are awesome. :thumbup:  The command icons are going to be a pain for those of us who don't read Japanese, though.  Aside from that, I'll be looking forward to this.
It's good time for you to learn our Kanjis! ;D
btw these command icons shown in screenshots are temporary uses.
personally i prefer these simple character icons though,if there are many concerns about it,I'll think of make symbolic icons for Non-Kanji using players.thx.

when you said "Japan," i was thinking 4Chan and random crap...thank you for making historical Japan.
lol. those goblins are spreading all over the internet.I feel sorry for that.

Very nice! Though I share John's concerns regarding the command icons.
as i wrote to john above,I'll make a symbolic icons for people who has no time for learn kanjis. thx.

OMG! a decent mod! Ã…sum!

You should definately make a wiki :P
thx.I don't know how to edit a wiki well,but I'll try after i made a decent progress of this mod.

The buildings look very nice indeed. Can't wait to play as Shogun.
I had no 3D modeling experiences till i work with this mod,so i'm struggling to make sophisticated 3D models.but I'll try hard live up to your expectation.thx.

524
Latest release:V0.89a (9 December 2011)
Japanese Faction V0.89a
http://dl.dropbox.com/u/28217581/Japanese_V089a_20111209.7z
Japanese Faction wiki at glest wikia
https://docs.megaglest.org/Japanese

HF!

Change log:
V0.89a, 9 December 2011

-Four New units: Standard Bearer(The unit inspires nearby military units by the Large Battle Standard and increases their attack strength by 20),
Tsubute(Slinger), Taketaba Archer(Archer with large bamboo siege shield), Taketaba Gunner
-Added variety of new units animations for more units, also Improved some units attacking animations.
-Largely Improved units perticle effects and projectile perticles: i.e. Perticle Muzzle flare effects of muskets and cannons, Battlefield Smokes.
-New AI direction by using megaglest's AI-behavior option: Now CPU plays much better than the previous versions.
-Now Ikki mobs/Warrior monks gain fighting bonuses when they are near the Farmhouse/Temple.
-Improved sound effects include more realistic Shooting/Impact sounds of Matchlock Muskets and Cannons, Bows.
-Improved models/textures of some units and buildings.
-Two New upgrades:"Siege Engineering" -Requirement for building siege shields and cannons-.
"Anatomische Tabellen" -Purchase this German Medical Textbook in European Trader allows you to increase physical resistance of all units in the faction-.
-Now some units have building limits: i.e. Shinobis.
-Changing in several stats/costs of units and upgrades.
-Removed normalmap textures for reduce filesize.
-many more.


Hi :).
I'm making a japanese faction for glest.
It is intended for work on both Glest Advanced Engine or Megaglest.
Currently this mod works properly only in Megaglest.
It is magitech and megapack compatible.

The mod I'm currently working is based on historical Late 15~ Early 17th century japan.
At the time japan was under a civil war and the era was known for "SENGOKU JIDAI(era of warring states) ".
large variety of units will be included in this mod, along with many japanese traditional style buildings.


screen shots
Latest screen shots from alpha(9 December 2011)
(click to show/hide)
First screen shots (26 October 2010)
(click to show/hide)

Minimod of Japanese
Currently Kiko is working for making minimod for GAE based on Japanese faction.
The mod focuses on more minor villagers/bandits battles, also with some rollicksome flavors inspired by famous Kurosawa films and some Japanese "JIDAIGEKI" cinemas such as "Yojimbo", "Seven Samurai", "Zatoichi".
The thread of the minimod:
Fancy testing a GAE Ninja mod?
https://forum.megaglest.org/index.php?topic=8033.0

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