Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - wciow

Pages: 1 2 3 4 [5] 6 7 8 9 ... 39
101
Mods / Re: Solunar
« on: 16 February 2012, 11:16:20 »
I downloaded and played a quick game with the Solunar techtree. Moon is a nice faction overall but textures could be a little less bland. Why is the broch so big?

A question, though: how often would y'all like to see new releases? 

I think that you should just update us whenever you have finished a couple more units  :thumbup:

102
Maps, tilesets and scenarios / Re: Japan map
« on: 11 February 2012, 22:42:45 »
Nice map  :thumbup:

This should be made available on the Megaglest server!

103
Mods / Re: Suggestion: StarCraft mod and tileset
« on: 8 February 2012, 14:12:12 »
Well, I'll do the modeling  :)

Its been nearly a year since I did any serious modding and I've been itching to get back to a project but I couldn't decide what to do.

I'm in favor of a SC "inspired" mod, but making a straight out clone is pointless, invites C+D and takes out all the fun of inventing your own world/units.

104
Maps, tilesets and scenarios / "Swamp of Doom!" by Wciow
« on: 5 February 2012, 16:06:38 »

105
MegaGlest / Re: Spamming with mummies!
« on: 5 February 2012, 15:56:32 »
It was me getting crushed by all those mummies  :'(

Mummy spam is a near unbeatable tactic! If you allow the Egyptian player to get a good enough economy going (we played 1on1 conflict so lots of simultaneous resource points) then they can create a never-ending flow of mummies until they run out of resources.

This can only happen on certain maps if you give the player enough time and don't attack them but the result is an unstoppable tide of dried bodies  :o

The only real ways around this are:
1) turtle to a ridiculous extent creating a wall of defense towers with backup repairers.
2) send flying units to kill the producing priests.

106
Maps, tilesets and scenarios / Re: Battleglest Teaser
« on: 2 February 2012, 22:39:26 »
I never played DOTA but this looks great! I'll happily test the multiplayer when its out  :thumbup:

p.s Let me know if you want any custom models for this mod. All my stuff is released CC0.

107
Off topic / Re: Outside temperature
« on: 2 February 2012, 18:19:30 »
It currently hovering around 0C here but will get colder tonight and looks like its gonna snow over the weekend.  8)

108
Mods / Re: Republic VS Police State
« on: 2 February 2012, 18:12:22 »
 :O Teabaggers, I'm just imaging how that could be modeled as a unit in Glest with a rather unique attack!  Makes me wish we had DOW style synch-kills!

109
Basically the AI for GAE is not that great so don't expect much from it  :(

The AI is rule based and can only be changed in code, so unless you can code you'll have to work around or live with it, sorry.

110
Tools / Re: Tool IDEA [3D Map editor shematics]
« on: 31 January 2012, 16:38:38 »
i also like the idea of a quick preview. one button hit and the game will open in window mode with a small resolution, without any factions loaded and the zoomlevel set to the one that is used to make screenshots of the whole map.

This is already implemented in GAE with the "view map" command. You can also select which tileset you wish to load the map with  ;)

111
General discussion / Re: Can GAE in-game HUD be changed?
« on: 25 January 2012, 17:52:27 »
I'd love for some more documentation... or just another example.

I played around with widget.cfg when Silnarm first introduced it but it was trial and error as there was no documentation at that point. I'll try to get some more testing and documentation done soon to hopefully improve things for everyone.  Widgets seem to have incredible flexibility for building your own GUI but the scripting is more complex than the other XML files in GAE.

Alternatively Silnarm might return and explain to us modders how it works!

112
Tools / Re: scenario editor
« on: 18 January 2012, 21:58:12 »
Nice work Treba  :thumbup: I will definitely make some scenarios with this when its done!

113
Maps, tilesets and scenarios / Re: Battleglest Teaser
« on: 6 January 2012, 13:36:31 »
This looks like an interesting project, screenshots look nice  :thumbup:

114
General discussion / Re: Glestimals
« on: 12 December 2011, 21:52:03 »
Ah, a much needed bump. Was this ever finished (on the programming side)?

Nope, Silnarm did some experimenting but i guess there were more important things on the to do list. I've still got all the art files if this ever actually gets coded  :angel:

115
I say use or adapt the existing GAE code, there is no need to reinvent the wheel on this one and it helps modders when things are common across engines  :)

116
Tools / Re: Blender --Help Center--
« on: 31 October 2011, 14:35:27 »
Either it's not rendering because it's too high poly, and my computer can't take it, or I pressed something I shouldn't have and made it invisible.

Its (almost) certainly not that your computer cannot render your model. However it is likely that you pressed (or didn't press) a button somewhere. I'm not too familiar with height mapped meshes in Blender, but its very hard to know without a .blend file.

117
General discussion / Re: 0.4 beta 3
« on: 7 October 2011, 10:24:41 »
Installs ok on my Natty 11.04  :thumbup: Will it be able to auto update through the package manager like other programs?

Edit: Well I did a bit of testing. I really like the new options layout and the whole gui/widget system, it feels stable now. I like how it tells you how much of a resource you need to build something  :thumbup: The stuttering issue with the camera from the last release is gone now  :)

Only 3 problems I found:
  • After upgrading archers are totally invisible making them impossible to see!  :o
  • Walls cannot be repaired. If the builder is distracted/killed before finishing the wall cannot be completed and the chain of walls will be abandoned.
  • Whenever I try to change the "shaders" option in the menu or in-game I get a crash message and CTD  :(

118
MegaGlest / Re: Announcement: little tool MGTray
« on: 16 September 2011, 01:42:41 »
Works ok for me  :O

119
Mods / Re: Undead faction [UPDATED!] WIP
« on: 7 September 2011, 10:01:51 »
Hmm, its been a while since I made the Undead mod. From what I can remember it is all made by me with just a few photos from burningwell which are Public Domain.

I like to release all of my works as Public Domain. Some mods such as Dwarves contain parts of magitech (mainly sounds) and the last "official" release by Archmage was marked with some CC license, which I don't mind.

I recently looked into helping the Planeshift RPG project and then recoiled in horror when i saw their licensing terms. Basically I get bored by licensing stuff so anything released by me will usually be Public Domain unless it contains someone else work which requires a certain license.

120
Mods / Re: ORCS for MG [UPDATED!]
« on: 1 September 2011, 07:12:58 »
anyways it seems a human player is stronger with the orcs than the cpu,

This is true of all factions in Glest. Despite Titi's great work to improve the AI it is still not very intelligent. The AI simply relies on brute force strength of numbers to win. Giving it a high resource multiplier (cheating!) is the only way to make it challenging to experienced players.

This is why multiplayer is so much more fun, humans are far more creative and very good at finding tricks to exploit  :)

121
General discussion / Re: Music and sound creation
« on: 31 August 2011, 05:35:46 »
All of the original Glest sound files were made in .ogg or .wav. Usually .wav for small unit sounds and .ogg for longer music tracks.

 I don't know much about how Glest handles sounds so maybe someone else can tell you the specifics.   :look:

122
MegaGlest / Re: Food for thought
« on: 31 August 2011, 05:27:32 »
I think it would be enough to just expose the hard-coded numbers to modders through an XML file. So instead of scouting after you have 8 units you could change it to scout after 4 etc.

Next step is for someone to create a simple tool which auto generates the XML from a UI and slots it in next to the other so it is selectable on starting the game. Then modders can enter a bunch of numbers hit "generate" and see how the game plays.  ;D

123
Maps, tilesets and scenarios / Re: Map Stone Division
« on: 30 August 2011, 10:59:59 »
As the OP hasn't posted a screenie I'll do it:

(click to show/hide)

124
Mods / Re: Community awards?
« on: 26 August 2011, 14:18:03 »
Take a look back over some of the old community award/mod rating threads. All it ever led to was a lot of arguing about which mod was best and how exactly the mods should be judged.

I don't think this is a bad idea in principle but it didn't work very well last time since most players/posters here are also modders and naturally have a vested interest in their mod  :swordman:

125
Annex: Conquer the World / Re: Annex: BETA 1 RELEASED!!!
« on: 26 August 2011, 14:12:37 »
I don't think the two-tier format works very well; upgrading to the next tier is virtually the first thing you do.
I like the two tier format but I agree this needs to change. Maybe making the upgrade more expensive or require you to build a silo and tech centre?

Warehouses could be drop-off points, couldn't they?
Agree, it gets congested when 6-8 harvesters are trying to thread their way into the centre of your base!

Ore/Credit depletes without being replaced. So in theory and in practice, it's quite possible to run out and bring the game to a standstill.
I think there should be less resource points with more resource in each point, keeping the game going but encouraging the players to expand and fight for more resources. Currently you simply collect the resource near to your base, then those slightly further out. This tends to lead to a symmetry where you meet the opposition in the middle having both run out of resource.

Pages: 1 2 3 4 [5] 6 7 8 9 ... 39
anything