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Messages - Trappin

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401
Maps, tilesets and scenarios / Re: new winter tileset
« on: 8 February 2009, 20:58:41 »
I was just curious if it was possible. The rest looks great ;D 

402
Maps, tilesets and scenarios / Re: new winter tileset
« on: 5 February 2009, 15:42:14 »
Would this be possible?

Design a new custom object which adds a snow feature to the square where its set at? The example where the custom object can be used might be on the highest points of hills and mountains on the Forest/Evergreen tileset. The map will look like snowy mountain peaks with green grass valleys in early spring.

Crazy and not possible  :P  or could this work ???


403
Maps, tilesets and scenarios / Re: Map: Deliver - January 2009
« on: 5 February 2009, 15:11:06 »
I increased the elevation of some mountains and added a few river crossings where the AI was stacking units and getting stuck - also changed the entry/exit points from the main bases by reducing the width in some cases and increasing others.

I'll try out the new winter tileset - sounds nice. ;)

404
Maps, tilesets and scenarios / GlestMaps: Deliver - January 2009
« on: 25 January 2009, 01:19:48 »

Deliver

    * Author:Trappin
    * Map Size: Large
    * Preferred Tileset: Jungle
    * Map Type: 4 player generic
    * Resource Allotment: Average
    * Download: http://www.mediafire.com/file/mizznmm1ntz/Deliver.rar
    * Wikia: http://glestmaps.wikia.com/
    * File type: .rar
    * Date: 2008




405
Maps, tilesets and scenarios / GlestMaps: Cascade - November 2008
« on: 16 November 2008, 05:07:28 »


    * Map: Cascade
    * Author: Trappin
    * Map Size: Large
    * Preferred Tileset: evergreen tileset
    * Map Type: 4 player generic
    * Resource Allotment:
    * Download: http://www.mediafire.com/file/pqddmvmsyzv/Cascade.rar
    * Wikia: http://glestmaps.wikia.com/




406
General discussion / Re: Newbie Questions. Hints and Help needed
« on: 22 October 2008, 00:19:25 »
1) Begin a "New Game" and set all factions to 1 (same team). Now you are able to view how the computer factions progress and how/where they send scouting units.

2) Use a large map - you'll have more time for building-upgrades and unit production.

3) Start a game with four factions, set one of the computer units as an ally and set the other two factions as enemies to all - so the four factions will be set thusly:

A> You and Ally team 1/1.

B> Third faction set as 3.

c> Fourth faction set as 4.

You now have an ally and can more easily compete with the opposing factions.

4) Resource (gold/wood/ore) gathering and distance to the resource bank (castle guild tepee).

Q - How efficient are the gathering units and are they traveling a long distance between the two points? Are the gathering units "dancing" IE: walking into each other between the harvesting point and the resource dump and thus forcing a walking-path recalculation which in turn reduces unit efficiency ?

A - Dancing units can reduce resource gathering by a very large amount. Make sure units are traveling the shortest possible distance(s) between the two points. Sometimes its wise to build a new storage building positioned closer to a resource point - this will reduce pathing time(s) between gathering area and storage site.

407
Maps, tilesets and scenarios / Re: Map: Bulwarks - October 2008
« on: 11 October 2008, 07:09:18 »
>>regions without any objects:

Are you referring to the 4 center islands and the perimeter? I didn't populate them with objects since they are "dead" non-movement areas - should those regions have custom objects for eye appeal / look better?


>>A problem that I saw are the big stones:

The ramparts nearest the start locations? Units shouldn't move through those mossy rocks since the height below the mossy rocks is -7 or more. Are units passing between them?

I didn't close the ramparts in the center and middle locations due to the possibility of NPC unit(s) getting stuck/stacking/grid locking - I this what you are referring to?

Thanks, and don't worry about hurting my feelings - criticism is welcome.

408
General discussion / Re: 'Official' Glest Manual -- Download now!
« on: 10 October 2008, 04:07:08 »
Playing Glest > swordsman177px × 550px jpeg overlays on text ( at least on my firefox browser).

Tips for Glest > Play styles vary but its a good basic start.

Exploring Magitech > all images overlay on text (at least on my firefox browser).

Final Word (Closing) > legal disclaimer(s) and not a summary/closing statement.

I don't code so the rest is gibberish.

 8)

409
Maps, tilesets and scenarios / Map: Bulwarks - October 2008
« on: 10 October 2008, 02:28:48 »
This is a large map but the actual playfield size is closer to a 128x128 map. Features include large resource deposits at the start locations with small independent earthen ramparts dotted along travel lanes. Movement corridors are wide and will easily accommodate large scale battles.

This map was tuned using titi's Evergreen tileset mod and thus it looks and feels best when using this mod.


http://www.mediafire.com/?we9ma0yiyyt


As always, comments and complaints are encouraged and appreciated.

410
Maps, tilesets and scenarios / Re: tileset evergreen released
« on: 10 October 2008, 01:47:15 »
The custom rocks, dead trees, tree stumps and conifer trees look fantastic. The older (but still new) stone surface is a nice change from the default stone surface tile... and it looks even better when submerged in shallow water - the blue-hued water tone is very nice.

Very nice titi, thanks !

PS: Need a custom object with an
Code: [Select]
[url=http://www.world-mysteries.com/easter_island_04.jpg]Easter Island Face[/url] now!

411
Maps, tilesets and scenarios / Re: One New Map
« on: 30 September 2008, 23:02:53 »
The original post has the updated map and file type.

Thanks.

412
Mods /
« on: 27 April 2008, 03:43:34 »
Thanks for the great mod tit. I played a bunch of 2 vs 2 singleplayer games using the mod and nothing in the norseman faction seems out of balance.

413
Maps, tilesets and scenarios / Map: Autobahn - September 2008
« on: 21 April 2008, 21:31:54 »
Okay, posted a new map and changed the file type - sorry about that. This map looks best using the titi Evergreen tileset.

Autobahn is a large, resource rich playfield with wide movement corridors. Give it a shot!  

http://http://www.mediafire.com/?yyhhyw1jmdt

Feedback is welcomed and appreciated.

414
Maps, tilesets and scenarios /
« on: 19 April 2008, 10:15:51 »
Hey that was easy. Having a one stop shop is kinda nice. I'll now load map files to DS and mediafire.

415
Mods /
« on: 16 April 2008, 17:49:31 »
Hi - Is this faction balanced and completed? Just curious if the tower splash damage has been tuned.

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