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Messages - weedkiller

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26
Mods / Re: ORCS for MG [UPDATED!]
« on: 25 August 2011, 11:22:31 »
I made some corrections..
- orcs stats are lowered: a mega(cpu) tech wins against a mega(cpu) orc
- construction and destruction buildings have been added
- shaman can heal (without upgrade)

orcs2.zip

27
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 22 August 2011, 11:46:14 »
Jehaa ;)
the game reminds me of c&c, kknd
music is nice; gameplay is quite fast i will have to adapt to it, that is different from glest but not negative
units are great, i love the tracks animation of the striker..

hm, i dont have any real criticts, will have to play this longer xD

28
Mods / Re: ORCS for MG [UPDATED!]
« on: 20 August 2011, 08:09:46 »
i will make a shaman heal upgrade

i created the orc faction with megaglest, so it should be balanced for it, if at all..

the forge: yes, that is from copy&past of the tech forge...
are there particles especially for buildings in MG?
i also forgot that construction/destruction buildings are missing

29
Mods / Re: ORCS for MG [UPDATED!]
« on: 19 August 2011, 07:23:12 »
Quote from: PT
- why can't the shaman heal
yes, i think it would be a good option; i first cut it out because the shaman was a bit overpowered

Quote from: PT
and your mistake : " ziege is German "  :P
xD , will be changed to goat..

Quote from: Omega
Quote
    and what about make that you didn't need commondata to play

Wha?
there is a folder for data that can be used by all factions; when i have all stuff ready i will make the faction "copy&pastable"

at the moment i am not working on the sounds cause i am not so good at it, i also tried to make music but i am not satisfied with it till now..
so sadly you will have to wait some time till sounds are finished

thanks for c&c :)

30
Mods / Re: ORCS for MG [UPDATED!]
« on: 18 August 2011, 11:54:56 »
Hi, sry the link run out of time and was deleted...
orc.zip

31
Mods / Re: ORCS for MG [UPDATED!]
« on: 21 July 2011, 19:54:56 »
Hi everyone,
if have got a new beta ready, everything is done except balance, sounds and building constructionmodells..
so, plz leave some comments if you find something unbalanced or other stuff..

http://www.mediafire.com/?y43wltock4z1q9k


32
Mods / Re: ORCS for MG
« on: 20 March 2011, 19:14:28 »
hi,
i made a beta xml-setup. Its just for seeing the units ingame, but i find it quite nice. I am still working on additional buildings and units ..

Download OrcsV0.1_MegaGlest.zip from FileFactory.com

33
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 12 March 2011, 12:30:25 »
has been said often but; cant wait to get this to play  :D
please can you upload chasm, if its just some kind like what you a creating for annex people will make you xmls for playing in one afternoon...

the ai-thing; i think maximal unit-limit for the ai and stuff like that should be implementet to MG for future releases; just one xml which lets you configure the playstyle; for example original glest-style or a fast-arcarde-style

34
Mods / Re: ORCS for MG
« on: 12 March 2011, 12:23:57 »
Quote
Oops, this reminded me that I made a chum for this project ages ago but never bothered to upload it
>> perhaps this could be a attacking unit; it looks quite frightening; it could be scaled up like a troll or something; could have a tree as siege unit, or throw rocks

a wargrider, animating is not finished; just some posing for the picture

35
Mods / Re: ORCS for MG
« on: 24 February 2011, 22:32:39 »
i found some creativity and got the worker and heavy siege unit modelled:
-chum is a supressed worker of the orcs, like a slave
-bulf is a trained war-beast


Uploaded with ImageShack.us

36
Annex: Conquer the World / Re: Annex Conquer The World Anounced:
« on: 4 February 2011, 07:26:16 »
Wow!!!
Havent seen such a good tech mod for glest till now 8)
Reminds me of good old C&C times

37
Mods / Re: ORCS for MG
« on: 16 January 2011, 09:01:00 »
Hi, made some progress in my holydays; next progress will have to wait some time...
thats the tamer and a shaman, he can cast fire or any magic stuff with his hands

38
MegaGlest / Re: 3.3.5.1 alpha is available - please test
« on: 20 July 2010, 06:28:44 »
I have a problem in alpha3 with unit-groups: If i make new ones sometimes old groups are overrided with the new too.
I am not quite sure if it depends on my keyboard, because my laptop has some dead keys and i remapped them..
So perhaps someone else should try this out.

39
Mods / Re: ORCS for MG
« on: 5 July 2010, 21:04:26 »
Hi, just some concept; i'm find it very difficult to think up unique units.. if you have a good thought, just post plz 8)

Tamer is supposed to be a strong groupleder who "summons" other units. the look should be natur-tribe like..


40
Mods / Re: ORCS for MG
« on: 3 June 2010, 05:52:37 »
nice work ;) i think this can be used for the axeman. problem is i have no concept for him atm;
 i think you should make the beard bigger and perhaps the nose and chin.
clothes must be thought up, the idea of this orcs was some naturetribe look.
ah and, fluffy invented the mod, i just made some models because noone else did.

41
Mods / Re: ORCS for MG
« on: 29 May 2010, 20:45:14 »

some workover, the shaman tent

42
Mods / Re: ORCS for MG
« on: 28 May 2010, 10:16:30 »


hi; the hint with the wall is good, will see ingame if its necesarry

43
Mods / ORCS for MG [UPDATED!]
« on: 27 May 2010, 16:47:57 »
2cond Beta: http://www.mediafire.com/?y43wltock4z1q9k

Hi guys,
plz leave comments about balance, units and stuff..

still left to do is:
- sounds
- music
- building creation/destruction modells

and here some pics:

44
Mods / Re: blender file format?
« on: 20 May 2010, 14:05:26 »
the only problem i have with g3d is that animation bones are lost; so "reengineering" is impossible. it has advantages, so that the rendering is very fast(i think) because the vertices bones must'nt be calculated live but for modding thats a huge disatvantage. using an ace/ase-ascii(Max?) similar format could be a step forward and you could use a bit-version by the glest engine. or glest generates the g3ds at runtime while loading..

45
MegaGlest / Re: tesselation?
« on: 18 May 2010, 14:46:27 »
i think "hightech" things like this can have disadvantages for glest too; i think glest lives from the modding community. if making mods becomes too complex like you have to make 2,3 layers of textures for one unit it can become frustrating because of too much work. additionally these techniques require more skill or a bad normalmap could make the unit look ugly. so i think: make it an automatic or at least choosable feature...
..and of course somebody has to think up all that code so if its not well thoughtup nobody will put it into code xD

46
Mods / Re: ORCS for MegaGlest anyone?
« on: 13 May 2010, 20:11:53 »
Hi, can you post images? i think as there is no progress, your units definitely will be needed..

I made some concept 'art'





hope this will be the next new megaglestfaction with MULTIPLAYER xD 8)

47
MegaGlest / Re: MultiPlayer / MultiPlatform.
« on: 25 April 2010, 12:36:11 »
Kazingaa xD
hopefully it works, would be a great achievement

48
MegaGlest / Re: Megaglest 3.3.2 beta1
« on: 6 April 2010, 13:34:14 »
vista 64 bit works too 8)

49
Mods / Re: ORCS for MegaGlest anyone?
« on: 23 March 2010, 10:58:02 »
i like the idea, nature-orcs(elflike)
i tried the pathfinder, its anmated but you see, texture is still ugly;
so if anyone wants to improve, as ever xD

pathfinder.blend


50
Mods / Re: Ancient Egypt Faction ( alpha2 released )
« on: 22 October 2009, 18:49:17 »
wow man, just played the faction!

i even managed to win with one tech against tech/magic... i usually suck.
especially the ainmals look wonderful; the snake when it stands up to spite.
the scarabs are very strong but i think its ok, its like battlemachines or golems

i really think the techtree is very intuitive(?) i got behind it the first time i played it,
when i remember of northmen, thats really great.

musik sounds good, too.

i have really no ideas what could be improved next to icons and speech; so great work titi 8)

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