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Messages - titi

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4151
Mods /
« on: 8 June 2007, 14:34:14 »
Oh, I forgot, the "team color effect" only appears on the first exported Object. I don't know excactly If it's really the first object, but it has something to do with the order of the exported objects.
Probably it's a good idea to edit the exported xml-file manually and reorder the exported objects in it.By this you can see the effects.

4152
Mods /
« on: 8 June 2007, 11:44:23 »
Yes, I have a tip:

Your tga files have an aplhachannel, so you must just delete some parts ( with the rubber in gimp for example ) to see the teamcolor in those parts.
Dont't remove the colors completely otherwise you'll get really strong teamcolor.

4153
Mods /
« on: 7 June 2007, 15:45:23 »
thats why he gets less feathers  ::)

4154
Mods /
« on: 7 June 2007, 09:33:03 »
glest is GPL -> extensions including glest parts are GPL

4155
Mods / -
« on: 7 June 2007, 08:41:22 »
me too

Code: [Select]
[img]http://eurion.net/images/UbuntuPowered.png[/img]

4156
Mods /
« on: 5 June 2007, 19:05:46 »
that's what I say, vikings are not glest usable yet.
But!:
We will build something north man mythes like with vikings in it.( without ships :( )

4157
Mods /
« on: 5 June 2007, 11:41:24 »
Yes, the shaman at a lower level is a good idea!
You can build a shaman on the roundtent and the reed is not there by default!
So when you build reed you can build archers ( arrows made of reed ).....

Lets hope the AI will use it the right way...

It's probably a good idea to remove some of it's feathers
( in german: zu viele Haeuptlinge am Anfang sind doch etwas komisch,
 da sollte man die Federn etwas reduzieren um einen "normalen" Indianer zu erzeugen. )


OK , now I need the new unit(shaman) :)

4158
Mods /
« on: 5 June 2007, 10:08:19 »
No, I think we should only produce a new race for "magitech"
I'm still working a bit on my indians, but If you want, let's start the vikings.

here is the wiki to coordinate our delepment:
http://http://glest.wikia.com/wiki/Vikings

I hope you all know how to use it ...

4159
Mods /
« on: 4 June 2007, 13:01:33 »
@hailstone: do you have a compiled linux version of the glest editor for me??

4160
Mods /
« on: 4 June 2007, 12:59:03 »
@weedkiller: youre looking at the source code? Let's do that after the vkings!
I'm also curious , but at the moment I keep my focus on using glest.
Lets do real coding after this :) )

At the moment I am programming usually in Java but in former times I was a very good c-programmer ( but I forgot a lot :-/ ).
C++ will be something new for me, but I learned so many programming languages and assemblers in my career, I will also ride the glest code :) .

4161
Mods /
« on: 4 June 2007, 08:24:33 »
Quote
or you get only one "morphunit" like a priest as a startuntit, which can be turned once in a god.


thats a good idea!

We can make some statue-buildings which can be morphed into a real unit :) when the techlevel is reached. Yes thats really a good idea! By this we can combine the simple viking life with the viking god life!

Ok now you convinced me a bit more for the vikings. Let's hope the AI will
know how to use those upgrade things ....

4162
Mods /
« on: 3 June 2007, 20:08:44 »
I have studied some things about the vikings.
Their main part in the history is based on their ships, but in glest we have no ships. That's why I still think robots would be better for our new project.

But I looked ab bit at the mythologies of the vikings and found some interisting things about walhalla. This is a place which only can be arrived when you die in a battle. The building is described very detailed, so we can create it :-)
But let's see what we will do.

4163
Mods /
« on: 3 June 2007, 19:36:34 »
yes, I think I will resize the campfire.

The "borrowed" sounds are the things which are not finished yet (v0.9!)
Which units still have the old sound?  It would be nice if you tell me which units we forgot, we probabaly forgot one of them.

The Nest: This is an idea my sons also told me, but who should create the nest ????  So we decided to let the thunderbird be created by either the totem, or the technician. Most of the indian totems have a thunderbird on top ( like ours did !) and thats why we put it in the totems tech tree. There is no nest in the indian mythology ;) .

Does anyone  have an idea how to power up the indians a bit faster? I think In the beginning the development of the indians is not quick enough to fit with magic or techs development.

4164
Mods /
« on: 3 June 2007, 18:29:19 »
Black color: The black color transparental effect is something I also noticed when I created the black dragon. But I don't know if this will always work.
The alpha-channel is used for the team color and should always be use in a units texture.

Multi meshes: What do you mean with several meshes?
You can export more than one object to the xml-file ( from blender ) and the meshes are exported one after another in the same xml-file. So you'll have more than one object in the .g3d-file.

Multi attack: Not possible this way!  One animation = one attack, that's a fact.

4165
Mods /
« on: 1 June 2007, 11:47:48 »
The behaviour of the AI can not be effected directly!
You'll never know exactly what AI's will do. For example my housing ressource. I thought that the KI will build a lot of tents when housing gets rare, but it didn't. It's better to build a strait hirachical tech tree. That's what the AI wants and is created for.

4166
Mods /
« on: 1 June 2007, 08:59:30 »
First let us wait a while (1 week??) for the results before we decide what we do.

After this week:
When we created the indians the first thing we have done was to create
a tech-tree for the new race. This was done on a paper :):):):)

4167
Mods / What comes next?
« on: 31 May 2007, 16:20:50 »
Hi,
The indinas are nearly finished, so I asked myself what will I do next? A new race ? A new tileset?
Please vote for my current ideas.


I hope me and my sons are not on our own next time.
If you want to help us mail to:
info at titusgames.de

4168
Mods /
« on: 31 May 2007, 11:32:00 »
I think multiple animations for one skill are not possible for animations at the moment :(

The only way to create 2 different behaviours is to attack on air and ground .
These can be different skills. If you have differnt ground attack types, these must be choosen manually.

EDIT:
Probabaly you can fake something with attack on and stop which is used in buildings ( beehive totem ...). than you can create different attack skills
and switch them on and off. The first attack which is on is used then....probably, but I didn't checked that yet.

If this works the user can choose, which attack should be used.

4169
Mods /
« on: 30 May 2007, 22:53:20 »
There is a savegame patch in the forum, but just a patch.
I didn't tried it yet, but I it's very ugly that this savegame feature is not included in the development version. Probably the implementation is a bit 'brutal'  :D .

I hope it will be included soon.

4170
Mods /
« on: 30 May 2007, 15:05:40 »
Reed is needed to build archers reed=>arrows.
The Bullfood upgrade is needed to build black bulls :)

4171
Mods /
« on: 30 May 2007, 14:04:55 »
Quote
- Why do you start out with a Reed, of all things, at the start?

That's a balancing problem we still have, without that the indians doesn't get started quick enough.

Quote
- The Stickman sound was rather loud compared to the other sound effects, and got annoying eventually.


Yes, thats what I thought too, but my sons say:  "indians are loud"   :D

4172
Mods /
« on: 30 May 2007, 13:33:58 »
YES  :D

4173
Mods /
« on: 30 May 2007, 07:57:20 »
Whats new in the update?

Here are some things:
- a lot of new sounds
- new shots ( thunderbird for example )
- AI housing problem solved ( new bigtent )
- upgrades have other effects
- gameplay balancing
- new background music!!
- animating beehive attack
- axeindian has it's own animated standing model
- new symbols for actions units ....

4174
Mods /
« on: 29 May 2007, 21:50:00 »
Try the following:

map = Four Rivers
tileset = jungle

settings:
 
Code: [Select]
  1 CPU       Indian      team 1
   2 CPU       Magic       team 2
   3 Human   Indian      team 1  
   4 CPU       technik     team 2


thats a real fight!!

4175
Mods / Indians v0.9 released
« on: 29 May 2007, 18:36:03 »
Indians v0.9 released

I hope they are nearly finished now!
Please give me your comments. Are there still installation problems in windows?

Download is here:
http://www.titusgames.de

an older screenshot:

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