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Messages - Ishmaru

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151
Mods / Comments on Mods List on Wiki
« on: 27 February 2014, 01:15:02 »
So out of curiosity why is there a factions only list on Wiki? What criteria is used to justify placing a mod on this list instead of main list?

Many "factions only mods", such as but not limited to, Japanese, Prax, Domineonic, to name a few are complete techtrees, that aren't really meant to be played as part of megapack, instead to be played on their own. So they should be in the techtree list. Honestly not really sure if there is a reason anymore as 99% of more recent mods are no longer distributed as single factions anymore. This was only really true for early vanilla Glest mods, which are either long gone or probably should be updated, anyways.

Also as the license of individual mods seems to be a topic of interest from time to time maybe we should add a column listing that's mods license info. I know a vast majority are BY SA or less but there are a couple that are not. (I believe MRise is not, and I swear Japaneese mod still uses some NC Assets, and Version 3 of Annex has NC music) Mostly useful for moders who want to use the assets in their own mods. Just a thought?

152
Mods / Re: Anyone needs these files?
« on: 27 February 2014, 00:55:11 »
Wait im confused are these files you have or files your looking for?

I know the MRise + Constellus files have long since disappeared... So i'd like to see them up again.

Domineonic should still be up, both the original and my version id uploaded a few months ago.

153
Mods / Re: New mod menu downloads?
« on: 26 February 2014, 18:19:45 »
Woodsmen
Undead
Prax
Japanese
Iroquois
Dwarves
Elves
Imperial
Well I feel all those mods look quite different. Personally I'd like to see more alike mods grouped together. But I think these mods would work well together.

Japaneese
Undead
Woodmen
Elves
Prax

Imperial, Imperial 2, and  Dwarves have a more cartoon feel than the others IMO.

154
Mods / Re: New game experiences
« on: 19 February 2014, 20:47:20 »
Are you asking for a description of each mod? It would be easier to do a search for each mods thread as you can find plenty of information in the first post of each.

155
Mods / Re: Prax Mod (updated version 0.5.9.7)
« on: 17 February 2014, 12:12:58 »
Finally got to try this mod out. It lives up to the hype its been getting! really love the clean hud and particle fx. For a practice mod it sure has a lot of polish!

Real? :o  I am pleased that you like it. :)  I'm curious what you will say to the other mod. :|   If it is still in the design phase.;D ;)  I may soon be time to publish a few designs.

I forgot to mention I really like how hexers are feel very powerful. I always felt that wizards spells should be much more powerful than knights etc., and Battlemages, Summoners from MG felt relatively weak. At least to me they did.

Looking froward to this other mod!

156
Off topic / Re: Pyrogenesis vs. Glest/Megaglest (as an engine)
« on: 16 February 2014, 14:00:02 »
From what I see with 0Ad is it's use of sharers give it a huge advantage. However, I do know MG is quite capable of pretty impressive things if someone is able to work around the faults. I'be decided my next big game will be made on MG, and while it's still in very early development It's allready surpassed what I've done with Annex in terms of Graphics.

MG is really not intended for huge armies and If you focus on developing a game around that you can get away with higher poly/texture res models and it looks great.

157
MegaGlest / Re: New team play features coming soon
« on: 16 February 2014, 04:02:20 »
Actually a sort of minimal CPU, e.g. one that takes care of resource gathering and does some emergency base protection, yet units can also be controlled by players would be interesting too. I am lazy and don't like to do all the micromanagement ;)

I'd agree to that!

158
Mods / Re: Prax Mod (updated version 0.5.9.7)
« on: 10 February 2014, 19:35:38 »
Finally got to try this mod out. It lives up to the hype its been getting! really love the clean hud and particle fx. For a practice mod it sure has a lot of polish!

159
Mods / Re: Revival of BattleGlest?
« on: 7 February 2014, 23:38:30 »
No glest still uses .G3d there was some some development for .Iqm support if I remember correctly, but it has been dropped. But surely its only a few extra steps in blender to convert.

160
What is wrong with it, Precisely atm?, i can remember this have been up before, but.

Not sure whats presice or good about it honestly, Currently the system has major flaws:

-Misleading information if it says cost to produce is 10 ep then it unfair for it to cost more than what is told

-Player has to know ahead of time just how much ep is really needed meaning newbie players will take the ep cost at face value

-Waiting for unit to be produced only to have it canceled due to running out of ep, wasting all that units ep, and your time waiting

-Broken Ai: AI will constantly attempt and fail to produce/morph unit

-Skill may not even be possible, For example unit may have 100 ep and cost is 10 ep to produce, but if it takes more than 10 cycles then it would never be built.

I Think it's cool we can control is so precisely as it is atm, What we need i think is more options for controlling it.
(fx consume on end,consume on start). Stuff like this.

And for gods sake make it modular.

The entire skill/command system should be like lego bricks.

While I do agree that more options are better, I just see the current system as broken and unusable. Really I cant think of one mod that uses ep for unit creation/morphing, I'm sure its mainly for this reason. However, if you really need this to stay then I suggest implementation of tags to support the old system (ep cost per cycle) but I really feel that it shouldn't be the default.  Would that be fair?

161
This has been a legacy issue from Vanilla Glest, but currently when EP is consumed on Build, Morph and Produce skills, EP is taken on every cycle, which means that the unit will run out of ep before the action is completed. This behavior is wrong, EP consumption should only happen once(on those skills), either when action is completed or when started but only once.

162
MegaGlest / Re: New Camera Shake Feature
« on: 5 February 2014, 17:56:24 »
It would also be useful to have the shake effect on splash particles, eg Nukes exploding, powerful spells, etc.

163
MegaGlest / Re: New Camera Shake Feature
« on: 2 February 2014, 15:45:06 »
I'm very excited to try this out!  ;D

164
MegaGlest / Re: Fuzzy graphics
« on: 31 January 2014, 12:48:24 »
I think graphics is important insofar as the current graphics look fuzzy. It physically keeps me from playing, because I'm sensitive to this stuff.

Yes I'm noticing this with MG. In my opinion this 'fuzzyness' is caused by how MG filters textures. I believe the mipmap effects are too extreme, so much so that even in the default camera height textures are pretty heavily blurred. This makes doing high res 512+ textures difficult as most of the details are lost unless camera is zoomed in all the way.

Perhaps there needs to be a way to control the mipmap levels so that players with good enough machines can see the models with all their details?

165
Mods / Re: Imperial faction
« on: 31 January 2014, 02:24:43 »
To play as Imperial's just mass Matilda Tanks as they are basically unstoppable.  Heavy armor+ heavy firepower+ extremely fast attack speed+ relatively long range = unfair. Team them up with some archers for anti-air support and you win.  :P

Have you tried Imperial 2? The first mod you talk about is kind of outdated. Imperial 2 has the units from Imperial Faction + new models and the Warords Faction. I also personally updated this faction not to long ago to fix the Matilda tanks being overpowered, as well as other balance improvements.

166
Closed feature requests / Re: Better health bars.
« on: 30 January 2014, 21:44:16 »
+1 :thumbup:

167
MegaGlest / Re: New team play features coming soon
« on: 30 January 2014, 21:40:59 »
I don' tlike "Shared Team Units" because if i like a strategy with afaction and my friend has another strategy, our strategy are in conflict and probabley the game become hard. I think is more better if any player comands only his faction.

This is an optional mode of play.
Don't like it you don't have to use it :)

168
MegaGlest / Re: Opinion: The way forward
« on: 29 January 2014, 22:14:41 »
I do agree with Tomreyn on these Priorities,

Especially On Gui + Graphics as that is what attracts players to the game.

169
MegaGlest / Re: New team play features coming soon
« on: 29 January 2014, 22:12:57 »
I was testing these features out and I had a cpu easy(1.0) on my team and I was against 2x cpu mega.

It was a very fun and long game, but the cpu kept producing/ building stuff I didn't want and attacking at really bad times.

Would it be possible to replace the cpu with some sort of dummy unit so that I have entire control of the other player?

Why would you do this with an AI Player?

170
MegaGlest / Re: New team play features coming soon
« on: 28 January 2014, 23:31:29 »
While i haven't tried latest svn yet, I can say that this has really fun potential, from one experience showing annex at the Arizona Indie Game showcase. I had my laptop hooked up to a large screen TV with a wireless keyboard + mouse. There was a point where 2 brothers wanted to try Annex out, and decided among themselves to play with one on the tv and the other on my laptop and co-commanded their faction to win the demo scenario I created. It was really interesting to see them stratigize amongst themselves, and they had a blast doing so.

These latest changes by softcoder reminded me of that.

171
Off topic / Re: Super Ricochet Arena coming January 20
« on: 28 January 2014, 13:47:06 »
I remember a post on Clickteam's website explaining that if you purchased a lisenced version (of anaconda) then you do not have to release game open sourced, however in the free version you would.

I still haven't gotten around to testing it hopefully later today I will.

172
Mods / Re: Revival of BattleGlest?
« on: 28 January 2014, 13:42:04 »
Do you have any Ideas about the look or theme of the new BattleGlest?

173
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 27 January 2014, 22:50:58 »
Ishmaru we can help you put everything to git repo and at least also help you with testing, then will be easier, faster and without situations like this: "(which i seemed to have lost the files of) and the Renegade's scenarios".

I need to do this as well :(

174
Mods / Re: Revival of BattleGlest?
« on: 27 January 2014, 22:25:52 »
It be nice to see it get completed!

I didn't know you quit this project before

Anyways, someone posted a link to some CC by SA models from a 3D RPG game, I think these would look great for Battle Glest!
https://forum.megaglest.org/index.php?topic=9324.0

175
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 22 January 2014, 19:59:59 »
when I get some time off work... need to set up server an all that stuff.

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