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Messages - Yggdrasil

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401
Mods /
« on: 27 February 2008, 18:08:50 »
maybe that's what you are looking for:

http://http://glest.eurion.net/?news&6

http://http://www.glest.org/glest_board/viewtopic.php?t=1890
http://http://www.glest.org/glest_board/viewtopic.php?p=9998

looks dead to me. the launchpad-project don't exist anymore and there is no download anywhere. at least some ideas.

402
Mods /
« on: 23 January 2008, 15:47:03 »
Quote from: "weedkiller"
How did you do it?

i just made a quick try by linking to the whole folders of the magitech factions and their resources. so, i created a new tech tree and added the norsemen and the indians. linking was done with the following commands:

in the folder "factions":
Code: [Select]
ln -s ../../magitech/factions/magic/ magic
ln -s ../../magitech/factions/tech/ tech
in the folder "resources":
Code: [Select]
ln -s ../../magitech/resources/energy/ energy
ln -s ../../magitech/resources/food/ food
ln -s ../../magitech/resources/gold/ gold
ln -s ../../magitech/resources/stone/ stone
ln -s ../../magitech/resources/wood/ wood


now you can start glest and choose your tech tree with all four factions.

i propose only to link to folders which hold media files like models or images and deliver your own xml files. then you can balance all the factions independently from the original tech tree. you only depend on the media files and i think they aren't changing that often in a way your mod gets broken.

yeah, windows could be a problem. i don't know how the links work there. but then, just make a batch script which copies the media files. don't package things which are already there. that's my opinion.

403
Mods /
« on: 22 January 2008, 23:09:48 »
don't copy the data. make symbolic links and deliver only the modified xml files. i've tested it and it works fine.

404
Mods /
« on: 21 January 2008, 23:30:06 »
i'm wondering that's only me who had XML problems when starting a game. maybe because i'm using the latest svn with the game data from it (rev90).

that's one of four error messages i received:
Code: [Select]
Couldn't process event: Error loading Faction Types: techs/magitech
Error loading units: techs/magitech/factions/norsemen
Error loading UnitType: techs/magitech/factions/norsemen/units/archer/archer.xml
Attack Type not found: arrow
Segmentation fault (core dumped)
btw, segfault is not the best abort, could be better.  ::)

i've changed "techs/magitech/magitech.xml" in the following way:
Code: [Select]
<attack-types>
    ...
    <attack-type name="arrow"/>
    <attack-type name="magic"/>
    <attack-type name="sword"/>
</attack-types>

<armor-types>
    ...
   <armor-type name="plate"/>
</armor-types>

after adding these lines i was able to play. i don't know about the multipliers.

and the faction is really looking great, great units and buildings. really cool.
as mentioned before, mass spearmen is the winner tactic. this guy is really a bit too strong.

405
Mods / -
« on: 18 July 2007, 13:24:15 »
looks great. here are the screenshots of the norseman models. i translated the names. so there are maybe some faults.
Code: [Select]
[url=http://neocorp.ne.funpic.de/public/norseman.zip]http://neocorp.ne.funpic.de/public/norseman.zip[/url] (1.4MB)

406
Mods / -
« on: 10 July 2007, 19:04:25 »
i can make screenshots from buildings and units from the race norseman in the game "age of mythology" if you want. it gives you maybe some ideas how they can look like.

for now: here are two screenshots i've found on the internet. they are from the beta of that game. nearly all buildings are different in the final version.

Code: [Select]
[url=http://www.aom-heaven.de/4gallery/data/media/2/AoM7.jpg]http://www.aom-heaven.de/4gallery/data/media/2/AoM7.jpg[/url]
[url=http://www.aom-heaven.de/4gallery/data/media/2/AoM2.jpg]http://www.aom-heaven.de/4gallery/data/media/2/AoM2.jpg[/url]

so tell me if you're interested.

407
Mods /
« on: 10 July 2007, 18:30:46 »
i don't think this is really necessary. a modpack should be enough.

408
Mods /
« on: 7 July 2007, 10:36:09 »
:o awesome, really nice work.  it's good to see that mods keep glest alive.

i've got only one question: why is the attack of the beehive and totem normaly off? i've no idea why i should turn it off. so maybe you can change the default to "on".

@weedkiller: the firecamp has no effect at night, no glowing. i guess the engine don't support light effects except the day-night-cycle.

and btw i tested it on windows and had no problems.

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