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Messages - Pizza90

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1
Mods / Re: MegaGlest Improved Mod
« on: 25 November 2020, 23:43:18 »
Thanks robotkiller to keep modding alive, it is good seeing new factions, any chance to see screenshot of your factions?
I will try your faction once I have a bit of free time :)

2
Mods / Re: Rework of Megaglest : Glest 2.0 - Discord!
« on: 5 July 2019, 13:36:10 »
Earth-Breach, may I ask what made you decide to go for glest 2.0 rather than MegaGlest? Afaik the former is more active development wise but has less players and vice versa.

3
Mods / Re: The Greeks
« on: 5 June 2019, 08:54:02 »
Pretty cool Andy  :thumbup: It looks well crafted! I will give it a try when I got time  :angel:

Are you going to stick to some historical realism or more fantasy?

4
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 5 June 2019, 08:52:12 »
Thanks for the work Andy! Is the 12 already on the mod center?

5
Feature requests / Re: Port Glestimals from GAE
« on: 18 May 2019, 15:18:00 »
I just realized the link to download throws a missing file and since your files are lost as well seems there is no hope to reuse such stuff :(

6
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 15 May 2019, 00:33:35 »
Great, thanks Andy! what are the changes betwen a09 and a10? I couldn't find a changelog on github :D

7
Thanks Jammy for the fixes, can Titi modify the uploaded faction?
about the other question  :o :|

8
Mods / Re: Chasm - a techtree by Ishmaru
« on: 9 May 2019, 17:43:11 »
Very cool screenshots Ishmaru! Do you have any unfinished model for "Nulyra" that maybe you could post if someone wants to finish?

9
Feature requests / Re: Port Glestimals from GAE
« on: 9 May 2019, 17:41:21 »
yes that's a good idea for modders! i also like your (unintended?) pun about meat  :P

10
MegaGlest / Re: Dealing with abuse
« on: 6 May 2019, 10:24:29 »
I think reddit shadowbans (aka they ban you, you can continue posting but nobody says your messages). That's what I think would be useful and which I tried to explain in my previous message. You send in the chat a 'bad' word and you can see it but others don't. Of course what's 'bad' is debatable...but given MG is family friendly you probably want to leave the f and n words out of the chat  ;D


11
It was installed from mod center so it should not happen. Screenshot: https://imgur.com/a/InUcoO1

12
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 4 May 2019, 13:57:00 »
I am not an expert but that gryphon didn't look very gryphonish to me, so I am looking forward to see titi's model  :D

13
Thanks for the information titi_son, indeed sad that this project never took off and overtime many mods were left to dust, luckily because everything is FLOSS things can be revived in the future (elves faction is a good example).

14
Feature requests / Re: Simple Water Waves
« on: 3 May 2019, 18:38:15 »
Very cool Indeed!
I hope it will be merged soon,
bit off-topic: are you going to get into coding MG as well? ;)

15
Mods / Re: Chasm - a techtree by Ishmaru
« on: 1 May 2019, 14:20:27 »
First feedback:
None of the 3 factions has a screenshot when you select them.

16
MegaGlest / Re: Dealing with abuse
« on: 1 May 2019, 14:03:26 »
Maybe have a list of words to be replaced with  ****? (Ideally the sender would see it as it was written but the others would see it censored so nobody tries to evade it).

17
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 28 April 2019, 20:33:52 »
I played A8 vs Cpu and noticed that the first thing AI does is to build a sanctuary :/ which means wasting resources and slowing down the attack (so it is easier for humans). Maybe AI is hardcoded to build whatever building makes resources as first step, so having already a sanctuary causes problems.

I am sure you had the best intention but I give a  :thumbdown: to the brown shirt of archers, it does not look elvish to me (more like a slave thing), what do you think? I feel if you reduced saturation of the previous version (from bright red to darker red) it would look cool. What do, and others, think?

I haven't tested the latest git with guardians storing graces but doesn't it render sanctuaries useleless? I feel they are a defending not storage units, but then again that's my 2 cents  :angel:

18
Mods / Re: Chasm - a techtree by Ishmaru
« on: 28 April 2019, 14:03:31 »
Thanks for making a public repo. I find Ishmaru's style too cartoonish for my taste, but his mods are amazing and well crafted. I will definitively try this out and report issues  :thumbup:

19
Yes you are right, if nobody reports bugs/feedbacks it is pointless to work on it, I will download and give it a try since I like the concept (seems like DOTA) so it could be fun to play. I will report here my feedbacks and when you got time (if you want) you can see what could be done revive it ;)

Edit: I downloaded the master from gitub and placed the needed folders into MG's the scenario starts but then I get:
https://imgur.com/a/ouj1x44

Any idea?

20
Mods / Re: Chasm - a techtree by Ishmaru
« on: 25 April 2019, 00:17:57 »
Andy seems you were proclaimed 'the guy who revives almost dead factions'  :O it is good! thanks for your efforts!  :thumbup:

I am not into futuristic stuff but I might give it a try if you need feedbacks and we can put it in the mod center :thumbup:

21
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 25 April 2019, 00:00:43 »
Hey Andy glad to see a new version out, thanks a lot for your work!

I haven't installed it yet but here are more feedbacks from previous versions:

- Guardian Forest still has meeting point but it is useless so it should be removed
- Playing against CPU I noticed that many of my units (non-workers) are created with about 1/5 of their energy missing, have you noticed this too?

Edit: I gave a quick try so I am editing this.
- Since you changed the team color of trees I don't think they need to be thickened any more, (pretty cool way to show the team color btw!)
- Do you feel adding a sanctuary at the beginning is ok or too powerful? Since there is already the guardian forest as starter. I think it was balanced also without sanctuary but that's my 2 cents.


22
Oops I think you are right  ;D I just thought maybe it was an intended thing since nobody reported it before (afaik). Can someone move this to the bug section?

23
MegaGlest / Re: Ultimate Goal of the MegaGlest project
« on: 23 April 2019, 13:30:11 »
I think new features (new particles, water units,walls) would be welcome as long as they don't structurally change the game and are approved by the dev team. My understanding is that devs are against implementing new features which AI can't use. For example water-only units would be very cool and I think titi would like to see them as well, however before that, works has to be done to improve AI so that it can use them, and then implement them. I think nobody would object to have wall or water units if AI could use them properly. Of course I could be wrong but those were my 2 cents :)

24
Tools / Re: problem with rendering g3d files
« on: 23 April 2019, 13:25:42 »
I agree! New (and up-to-date) resources should be visible to new people

25
Sorry for the title, I couldn't find a better way to explain it. So let me try here. After years of MG playing MG I just realized that workers mining gold, if told to start mining stone (or vice versa) they don't immediately follow your order. At first I thought it was a bug but then after more observation I realized that it will eventually do it. I think this is counter-intuitive and a bit annoying, especially if you are in a frantic part of the game.

--What happens now--
1 worker is mining gold
2 you tell it to mine stone
3 worker keeps mining gold until he reached his maximum load
4 transport it to the base
5 starts mining stone

--What should happen-- (which is what happens when a worker harvest wood and you tell it to start mining)
1 worker is mining gold
2 you tell it to mine stone
3 worker stops mining gold
4 transport it to the base whatever amount it has harvested
5 starts mining stone

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