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Messages - MuwuM

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76
Closed feature requests / Re: Support for 100% translation (ingame)
« on: 11 January 2013, 17:13:44 »
Oh, I missed that...

77
Closed feature requests / Re: Support for 100% translation (ingame)
« on: 11 January 2013, 16:02:26 »
I know of the already implemented ones ( marked in green). But there are some strings in current MG which can't be translated, yet. As we target a much larger group of people with the Refit of megapack, it will become nessesary to translate it 100% so, non - englishspeaker can play, without any problems.

I just ignored former feature requests, as my request is the request to use my solution and not to develop one...

 You mentioned Transifex.
What would be our benefits of that platform?
What would we need to use it?
What alternatives do exist?
Have you experiences using their service?

(click to show/hide)

78
I'd like to have support for a 100% translation of the game. As I know the developer are always busy I started to program it myself. when I got my work done, I will post the patch files here ...

Current status:


Unit Names
Resource Names
Upgrade Names

Armor Names
Level Names

Attack Names
Command Names


Legend:
green = in MG
orange = running in my version
red = todo

79
What you noticed seems to be correct, but it is no bug. It's the effect of the resource-multiplication which can be set in the custom game menu (you can see it below the names of the CPU in the end-of-game-screen (x 4.9) which means that all resources the CPU get is multiplicated by 4.9.

The solution for this would be to set that multiplication to 1.0. But I'ts a big part of the AI - strength it will be much weaker on 1.0.

80
Mods / Re: MegaGlest Refit -- Music!
« on: 7 January 2013, 13:35:50 »
For the Desert Nomads this music could fit Brahma - II (CC-BY-SA)

81
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 7 January 2013, 08:50:25 »
Do you have a Skype account? Dropbox?

 No. No.
You should get them, it's much faster to share work and ideas using them. We are using them for communication in the Refit and sharing work, to get a fast implementation of the new stuff...

82
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 6 January 2013, 16:56:40 »
It's a good start, fitting great to the style of the market...

It would be awesome to have the models of some horses (and the camel) standing in the stables ;-)

83
Ok, we found something extremly cool, RISEN ONEs

At first it's a strong sandstone tower. But after a morph it becomes a risen one, a large living tower, dealing heavy anti-structure damage as meele-land and meele-air unit.

Concept-Art:

84
In our discussion we came up with 3 suitable siege units:

85
For the defensive unit problem, what about javelineers?

How do you want to limitate them to be just defensiv? We need some kind of stationary - defense. Or something that can not be move to easily (morph, ep-cost on move, ...) .

86
I like the idea of having a Djinn as siege unit. But we still need a defensive unit...

atze, your market looks great!

87
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 03:49:20 »
No offence but that's a complete copy of magic.
If you want to do the sand golem then do it, but I am not going to do art for it.

You got me wrong, I don't want the Golem as defensive unit, but I like the idea of the sand-golem.
Maybe as hero? instead the two god's?

The mobile - ballista tower seems to be an unique defense unit. Concept-Art: with 100% wood and wheels instead the rock

88
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 03:13:56 »
Sorry, I'm not at home until the 7 January 2013, so I have only limited access to the board and not much time for posting.

 For the defence unit Zoy came up with a great idea: we could give the well an additional attack-boost adding negative hp-regeneration to enemy units.

The sand golem would be in my opinion more like a slow, but strong unit and not really a defence. I don't really like the idea of having just an other tower shooting arrows...

89
Off topic / Christmas 2012
« on: 25 December 2012, 10:03:52 »

90
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 24 December 2012, 22:53:54 »
atm each unit is able to kill it self with 2-3 hits wich seems to be kind of wrong for tanky units ....

anyone else tested my protoype faction?

91
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 24 December 2012, 22:26:39 »
I build a testfaction of the desert-people with the values omega (you) mentioned a few posts before.

will be in the dropbox within the next 15 minutes.

92
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 24 December 2012, 21:06:19 »
Quote
but it could be very usefull to place the new (placeholder-)factions in a new folder...
Elaborate?

already done (Dropbox/megaglest_refit/...)... was more like a reminder for me ...

1000 as default for worker would be useful as it's noticeable and we could use constant numbers, like ElimiNator mentioned:   1000 +/-  x * 200
So I support Omega's concept.

Siege or a bunch of very powerful units[hero, airship, etc] should be pretty much the only units capable of even touching the main or defensive buildings. It's really lame how in glest 20 units can kill a defense tower with little effort.

Main-building could even have 100 000 HP.


93
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 24 December 2012, 16:54:07 »
first version of place-holder-techtree in the dropbox, you may place it in your tech folder and test it ... not much balancing done, yet ...

94
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 24 December 2012, 11:39:22 »
for the resource-models it would be an improvement to have some kind of cracked earth or smaller stones arround them ... as it look very cut at the moment and grass or flowers would look stange in e.g. snow tileset ...

95
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 24 December 2012, 09:35:52 »
The first prototype of placehoder for the desert nomads is almost done (heroes and updates missing, no values like HP are set individually).

but it could be very usefull to place the new (placeholder-)factions in a new folder...

I think we should start our value-balancing:
What is the default HP for a worker? weak unit? heavy armoured unit? building? main building?
How many hits should an avarage unit needs to kill an avarage unit?

Here is a preview of my placeholders:


The resource models are included, too...

96
Mods / Re: MegaGlest Refit - Norse
« on: 24 December 2012, 09:20:01 »
the house looks awesome ;-)

the only thing that I noticed is that the hay above the door doesn't really fit to the other hay ... could be solved with a bit modification in the texture...

97
Oh, sorry ... missed that

98
If a unit is build and got target of an attack-boost increasing the hp regeneration, it starts burning, even without reciving damage ...

attack-boost:
Code: [Select]
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="15" />
<target value="faction" include-self="false">
</target>
<max-hp value="10" regeneration="5" value-percent-multipler="true" />
<max-ep value="0" regeneration="0" value-percent-multipler="false" />
<sight value="0" value-percent-multipler="false" />
<attack-strenght value="0" value-percent-multipler="false" />
<attack-range value="0" value-percent-multipler="false" />
<armor value="10" value-percent-multipler="false" />
<move-speed value="0" value-percent-multipler="false" />
<production-speed value="0" value-percent-multipler="false" />
<particles value="false">
</particles>
</attack-boost>

99
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 23 December 2012, 10:25:09 »
Someone named lucas(Sorry I don't know who you are!)
If you think of Lukas Theis ... that's me.

Great, that a couple artists started working on Desert nomads ... as I have no time / skill in getting/being good in it.

First version of XML-Structure could be in Dropbox within the next 12 hours...

First test's with AI showed that it might be nessesary to tell the AI that a hero is worth to be produced at any time...

Further I experienced a good useage of the well which is a bit weak at the moment but could become a great defending - building

In fact, we should probably specify on that document what we're modeling, so we don't end up with multiple people trying to model the same unit or modeling a unit someone else already completed.

added column in the Document for that. PLEASE ALL OF YOU, ENTER YOUR NAME WHEN STARTING TO WORK ON A MODEL.

100
Mods / Re: MegaGlest Refit -- Official Topic (Updated 23/12/2012)
« on: 23 December 2012, 10:10:36 »
I have access to the Dropbox, too.
I'm building the Techtree defined in our GoogleDoc in glest xml's using placeholders for testing Gameplay.
Eliminator started work on chariot.
Omega would do some smaller stuff during christmas.

Do we need any kind of sound artists??

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