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Messages - John.d.h

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3651
Mods / Re: Superatores Terrae: 3rd Millenium
« on: 23 November 2008, 10:34:39 »
Quote from: "Idanwin"
It is not a covert operation center, it really is about killing.
I already have a Secret Intelligence Headquarters where you can train special agents.
Would "Black Ops" be better?

3652
Mods / Re: Superatores Terrae: 3rd Millenium
« on: 22 November 2008, 10:23:13 »
Quote from: "Idanwin"
What would you call a building where assassins can be trained/hired?
I think something using the word "covert ops" or "espionage" might be good.

3653
Mods / Re: Elf Faction 0.4 for Magitech and GAE download available
« on: 19 November 2008, 05:13:25 »
I didn't mention this before because I was fairly certain someone else would catch it, but I guess that just hasn't happened yet... so anyway, it's supposed to be corral, not coral.

3654
Mods / Re: Sun and Moon
« on: 18 November 2008, 02:44:04 »
Quote from: "omega"
Ok, get a marble tex, and texture it! It looks good, but I'd really like to see it textured, not just a grey image...
I still have to learn how to use Blender and I'm not feeling quite that ambitious right now.  I might have a go at it in December when I'm on break from school.

3655
Mods / Re: Superatores Terrae: 3rd Millenium
« on: 18 November 2008, 02:26:47 »
Not to split hairs or anything, but we're in the 3rd millennium right now (1st: AD1-AD1000, 2nd: AD1001-2000, 3rd: AD2001-3000), so as long as it takes place some time in the next 991 years, 1 month, and 12 or so days, the name works.

3656
General discussion / Re: Future / roadmap for Glest
« on: 16 November 2008, 20:37:11 »
Quote from: "@kukac@"
There are merchandise and donate, I will try to find the topic about it.

I will commit suicide, because I couldn't find it :O
No, Glest needs you, Kukac! :o

Having a Glest coffee mug or something would be pretty cool, though.

3657
Mods / Re: Superatores Terrae: 3rd Millenium
« on: 16 November 2008, 20:17:42 »
I think "Assassin's Guild" doesn't sound like it fits with a futuristic mod.  Might I suggest "Covert Ops Facility" or something like that?

3658
Mods / Re: Superatores Terrae: 3rd Millenium
« on: 14 November 2008, 23:56:46 »
What's the idea behind this mod anyway?  I'm guessing it's futuristic warfare, but is it supposed to be high-tech or post-apocalyptic, alien invasion, or what?  Having just a short back story or description would be nice.

3659
Mods / Re: Sun and Moon
« on: 12 November 2008, 22:02:58 »
Okay, fellas, looks like I'm back for a little while.  I went on campus today and this is what I've accomplished.

Stone Circle:
[attachment=2:a1ddeft4]stone_circle_display2.jpg[/attachment:a1ddeft4]
Sunglass:
[attachment=1:a1ddeft4]sunglass_display_2.jpg[/attachment:a1ddeft4]
Broch:
[attachment=0:a1ddeft4]broch_display2.jpg[/attachment:a1ddeft4]

I don't want any of you to model/texture any of these just yet, but I'll put together some specific blueprints for them and let you know when.  Let me know what you think of these!

Edit: Images didn't work the first time, but they should be fixed now.

3660
Mods / Re: Superatores Terrae: 3th Millenium
« on: 12 November 2008, 00:34:48 »
Are the tanks meant to be tiny?

3661
Mods / Re: New Faction: Dark Magic (version 2.1) and Poll
« on: 11 November 2008, 01:50:00 »
All the sources I've seen have just explained a wyvern as being a dragon with no front legs and it's usually associated with death, disease, famine, decay, etc.

This is the wyvern from Dungeons&Dragons third edition, complete with a venomous stinger and hooked beak-like mouth, which looks kinda scary.  I don't think I like its tail, though.  It's mainly just the head that looks menacing.

3662
Mods / Re: Camelot faction !please post what you think about it!
« on: 9 November 2008, 00:54:13 »
Lancelot and Kay sound fine, actually.  I was just using Sir Gawain as an example of how you could make the knights different from each other.  The way you have it set up, it seems like it would take forever to actually get them, though.  Correct me if I'm wrong, but it looks like you'd need to build (in order) a Peasant, Blacksmith, The Noble, Wizard Tower, Merlin, Sword in the Stone, King Arthur, and Round Table.  I don't know about you, but my games don't normally last long enough to build all that stuff, not to mention all the resources it would take.

A friend of mine suggested another possibility for the Apprentice: "Protégé", which is someone under the teachings of a mentor.  In this case the mentor is Merlin, so I think it fits quite well.  Other synonyms include student, ward, pupil, tyro, and novice.

3663
Mods / Re: New Faction: Dark Magic (version 2.1) and Poll
« on: 8 November 2008, 05:47:15 »
Quote from: "gameboy"
john i see your back
Just stopping by. :)

3664
Mods / Re: Camelot faction !please post what you think about it!
« on: 8 November 2008, 05:46:26 »
Quote from: "gameboy"
How about Disciple?
That's also a good one.

3665
Mods / Re: Camelot faction !please post what you think about it!
« on: 8 November 2008, 05:35:12 »
Since some of the names are already in use, here are some alternatives:  Citadel instead of Castle, Smithy or Foundry instead of Blacksmith, Pasture instead of Farm, Military Academy instead of Barracks, Bowman or Marksman instead of Archer.  Also, I agree that Greek Fire doesn't really seem to fit with the Camelot idea.

I'm not sure that "Predecessor" is a fitting name for the Apprentice either.  If I'm not mistaken, a predecessor is basically whoever was there before someone else came along and replaced him.  I don't see how that makes sense for this unit.  Personally, I would go with "Acolyte", which can refer to any kind of assistant, attendant, or follower.

I noticed you left off Robin Hood's merry men.  Did you decide to not include them or did you just forget?

Have you read "The Once and Future King"?  It would be a good source of some eclectic KRT.  I seem to remember Sir Gawain being a big brutish sort of fellow, so you could make him a somewhat slow but heavy-hitting unit, for example.

3666
Mods / Re: New Faction: Dark Magic (version 2.1) and Poll
« on: 8 November 2008, 05:03:45 »
Quote from: "gameboy"
i know, i know, how about a gargoyle?
it can turn into stone, then it has a high armor.
Agreed.  A gargoyle could be pretty awesome.

3667
General discussion / Re: A few questions before i get started
« on: 5 November 2008, 19:39:13 »
I think it might be possible in GAE, but not in real Glest.

3668
Mods / Re: Sun and Moon
« on: 4 November 2008, 21:56:03 »
Quote from: "omega"
The wood on the altar should be a bit darker and more 'weathered'.
There's not actually going to be any wood on the Altar when I texture it.  I'm hoping to find a nice white marble texture and some brass accents.  I think Gameboy just got a little carried away. :O

Speaking of which, I'd like for everyone to hold off on modeling anything for me for a while.  When I get back to spending more time on this mod, I'll draw up some more specific guidelines, blueprints, and/or concept drawings and we can go from there, but for now I'm basically halting progress on all that.  Busy busy busy!

3669
Mods / Re: Sun and Moon
« on: 4 November 2008, 00:33:51 »
Okay, I'm still experiencing some issues with importing from AutoCAD to Blender.  Namely, it appears that only the edges are imported, not the surfaces!  That's still a big step up, though, since I couldn't even get that much imported before.  The solution was to save it in the AutoCAD R12 .dxf format, in case anyone's wondering.  Also, today I totally redid the Stone Circle.  I forgot to take a screenshot, but I did get everything uploaded onto Mediafire, so if anybody wants to take a shot at making sense of it, here you go.

Stone Circle:
Code: [Select]
[url=http://www.mediafire.com/file/hi3ckzzc5zm/stone_circleR12.dxf]http://www.mediafire.com/file/hi3ckzzc5 ... cleR12.dxf[/url] (this link doesn't seem to work and I don't know why...)
Solar Circle:
Code: [Select]
[url=http://www.mediafire.com/file/dhn5j52iyri/solar_circleR12.dxf]http://www.mediafire.com/file/dhn5j52iy ... cleR12.dxf[/url] (when I import this one, everything looks jumbled... not at all like it's supposed to look)
Altar:
Code: [Select]
[url=http://www.mediafire.com/file/eymcqmmm3k1/altar_roundedR12.dxf]http://www.mediafire.com/file/eymcqmmm3 ... dedR12.dxf[/url] (this one is more or less how it's supposed to look)

I'm planning on going to vote tomorrow and I've got a lot of schoolwork to do soon, so this is probably all I'll be posting for a little while.  As always, feedback is nice. :)

3670
Mods / Re: Should we tune magic?
« on: 3 November 2008, 09:42:39 »
Quote from: "titi"
@johndh:
Good point!
I think I will tune the behemoth. I will give him a range weapon too thats what he needs! But I think he will get no air attack, because magic already has enough air attacks.
Boulder toss, perhaps?

3671
Mods / Re: Should we tune magic?
« on: 2 November 2008, 16:34:44 »
Quote from: "titi"
I currently think, that I will lower the golems EP problem a bit.
Another thing I(personally) really like is the idea of the rotating defense obelisk, but that is not something that helps a cpu player.
Humans will like and use it!

I will try these things ingame in the next days.
Wait, what?  The whole idea of the Golem is that it's a defensive structure with a tiny bit of mobility.  I'm fairly positive it's not intended to be an assault unit, and if it has no EP requirement for movement, then that's exactly what it will become.  That's what the Behemoth is for.  I think if you want to tune magic, tune the Behemoth or make a promotion for Ghost Armor (Magic Armor?  Whatever they're calling it these days...).

3672
Mods / Re: Should we tune magic?
« on: 1 November 2008, 00:25:32 »
I'm not a big fan of the undead idea.  That's just not the kind of feeling I get from the Magic faction.

3673
General discussion / Re: Some questions...
« on: 31 October 2008, 22:32:33 »
Quote from: "RukasuLuz"
Sorry, but i inexperient in the game... In the true i start to learne about it 1 hour ago.

I have some questions:
What a faction?? Is like one civilization of age of empire 2, for exemple: British, Bizantines??
What a mod?
What a tileset?
Glest have any campaing??
Where i can learn about Glest??
How do i download the Ardhon Factions (DWARF, MORGUL, ORC)??


Sorry about the ugly English, but I'm brasilian, and don't speak very well...

1. Yes, basically.
2. A mod is something that can be added to change the content of the game.  It might add new characters, new terrain, or many other things.
3. A tileset can be added to change the way the world in the game looks.  For example, there is a desert tileset, which makes the ground look like sand instead of grass.
4. Glest does not have campaigns yet, but it probably will in the future.
5. What do you want to know?
6. I think the Ardhon Factions are not finished yet.  You'll have to wait.

3674
Mods / Re: a suggestion for a mod.
« on: 28 October 2008, 03:19:39 »
Quote from: "verarticus"
Quote from: "johndh"
So... anime wizards flying around on winged eyeballs, right?

? where did you get that?right game but wrong idea
I just looked at the site and that's what I saw.  What is the right idea, then?

3675
Mods / Re: Camelot faction !please post what you think about it!
« on: 27 October 2008, 18:49:16 »
How about we just call him an Acolyte instead?  Then everybody's happy.

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