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Messages - John.d.h

Pages: 1 ... 145 146 147 148 [149] 150 151
3701
Mods / Re: Ardhon Factions
« on: 9 October 2008, 06:00:22 »
Quote from: "gameboy"
Quote from: "johndh"
all I can think of is to make a unit that has no size, model, or texture, but that produces gold like a farm produces food.
that works, but i can't put a positive gold value and a negative gold value at the same time.... can i?
I'm definitely not the right person to ask about that.

3702
Mods / Re: Ardhon Factions
« on: 9 October 2008, 05:33:12 »
For the "pay gold to get more gold" improvement, all I can think of is to make a unit that has no size, model, or texture, but that produces gold like a farm produces food.  You'd never see it or even know it was there, but it would make more gold for you.  I have no idea if this idea would actually work, by the way.

3703
Mods / Re: Sun and Moon
« on: 9 October 2008, 05:28:52 »
Thanks for the input, guys!  I'm thinking of a nice white granite or marble texture for the Solar Circle (the second one) and I think I need to redo parts of the Stone Circle.  I'm just not quite happy with how it turned out, especially those two half-pillars.  I might make it a little less round, too, so it looks more like they just stacked some rocks in a particular shape.  That's kind of what most of the Lunar architecture is intended to be.  I really don't know what kind of texture I want to put on the Altar, though.  If I don't have anything going on on Friday, I'll see if I can make it into Orlando and do some more modeling.

Here are links to the files, in case anyone wants to see.

Code: [Select]
[url=http://www.mediafire.com/file/gjuecw4ymgd/altar.dxf]http://www.mediafire.com/file/gjuecw4ymgd/altar.dxf[/url]
[url=http://www.mediafire.com/file/mmzm1zynz3z/solar_circle.dxf]http://www.mediafire.com/file/mmzm1zynz ... circle.dxf[/url]
[url=http://www.mediafire.com/file/3yyfmmt1yyg/stone_circle.dxf]http://www.mediafire.com/file/3yyfmmt1y ... circle.dxf[/url]

I tried importing these dxf files into Blender, but I don't really understand how to do anything in Blender yet, so does anybody want to volunteer to try it for me?
Please and thank you. :)

3704
Mods / Re: Dwarf faction
« on: 9 October 2008, 04:53:07 »
Just an idea.  He could stand to be a little more dragonned-out, I suppose.  Maybe make the faces on his armor look more draconic, along with his helmet.

3705
Maps, tilesets and scenarios / Re: autumn tileset
« on: 9 October 2008, 04:50:09 »
It looks good so far.  I like it!

3706
Mods / Re: Dwarf faction
« on: 9 October 2008, 04:47:32 »
Quote from: "modman"
What does a "dragonslayer" look like?
I hope he looks like this!

"From the underground kingdom of his ancestors, a sturdy warrior emerges to earn his place in legend. Everything about him - his armor, his weapons, his demeanor - suggests a resolve as unyielding as the stone walls of his dwarven home. With his waraxe at the ready, Tordek stands at the fore of every battle, raining mighty blows upon those who would oppose him."

If that doesn't sound like a heroic dwarven dragonslayer, then I don't know what does!  Plus, he's got the dragon motif on his axe and his shield, so I guess it's like a totem animal for him.

Source: wizards.com NPC closeup: "Tordek, Dwarven fighter"

3707
Mods / Re: consumible resouces
« on: 9 October 2008, 04:39:01 »
Quote from: "omega"
Really? How much? I didn't know they lost HP, I just assumed that one day, they would get hungry, and finding no food, they would slit their own throats. :lol:  :O
A bit morbid, are we?

3708
Mods / Re: Ardhon Factions
« on: 9 October 2008, 04:37:30 »
Quote from: "gameboy"
The Slave should generate food or flesh, you get an option its like this, kill slave for flesh or keep your slave as workers, that way you can give the player a choice to choose his own strategy.
In Warlords:Battlecry3, you can sacrifice your slaves to summon demons.  That could be kinda cool, or you could make slaves into a resource.  Your slavery building would produce slaves the same way a cow produces food, and certain technologies and units (Balrog) would require slave sacrifices.  You can't make an omelet without breaking some eggs, right?

3709
Mods / Re: only one unit
« on: 9 October 2008, 04:26:01 »
I saw somebody else suggest making a custom resource, like "hero points" or something.  You could start with one hero point, and that special unit would require one hero point, just like how other units take energy.  If you want to expand the possibilities a little more, you could have your main building (Caste/Mage Tower/whatever) produce one hero point, so you could have one hero unit per main building.  I hope that helps!

3710
Mods / Re: Underworld Faction - Images Available!
« on: 9 October 2008, 00:53:36 »
The idea of an arrow stab attack just seems pretty silly to me.  Arrows aren't exactly the most sturdy things in the world and would probably break if you tried to stab somebody with them.  I'd just give the rogue some kind of punch-dagger or something.  Maybe incorporate a bayonet or knuckle spikes into the bow handle so he can punch somebody with it if they get too close?  Rogues are dirty fighters, anyway.

Code: [Select]
[img]http://www.kingofswords.com/images/KOSPK2274BS.jpg[/img]from kingofswords.com

3711
Mods / Re: Super weapon
« on: 9 October 2008, 00:44:26 »
Quote from: "modman"
I'm not sure we have come to consensious on the stats on a superweapon.  Or do we need common stats?  But the point is we need a common:

*Damage
*Weapon Regeneration time
*Splash radius value
*Range
*And hopefully a somewhat similar amount of time it would take to make a unit that could shoot this weapon (so that, say, it doesn't take 10 minutes to make it for Tech and only seven minutes for Magic).

*We also need to decide whether a unit that shoots the superweapon can move or not, because this could give huge advantages if you could move to get within range, as opposed to having to build a unit there (and the various risks involved with that).

I'd use Command&Conquer:Generals as a guideline for this.  Each faction constructs a superweapon capable of wiping out a fairly large portion of the enemy's base.  China builds a tactical nuke, the US builds a particle cannon, and the GLA builds a platform for launching storms of anthrax scuds.  If you haven't played it, I recommend getting a demo of it.  It provides some pretty awesome superweapon examples.  The key is that each of the superweapons act differently, but none are really better than the others.  The nuke will destroy anything it directly hits and does a pretty decent splash, but leaves radiation in a big area that gradually kills everyone in it.  The particle cannon does massive damage, but can only affect a few buildings per use.  The scud storm has a massive area of effect and kills any troops in the area with the anthrax, but doesn't do a fantastic amount of damage overall, so most or all of the buildings in the area will remain standing.

Given this, my ideas are as follows.

Tech:
Bombard: lots of damage, small splash.  Although its area of effect isn't all that big, anything within it is completely destroyed.

Magic:
(insert awesome name here): a lot less damage, but much bigger splash.  It shouldn't do enough to completely destroy any enemy buildings, but all but their most powerful units within a pretty big area should be killed.

Flying units should probably be immune to superweapons.

Range/movement: They should be too big to move, but have enough range to hit anywhere on the map.  The bombard used to take Constantinople had range well over a mile, but took about a week just to set up in a position.  Besides, even if you gave it a movement value, it would probably be too big to fit through the numerous trees and river crossings on any map, like the big bugs in the SST mod.

Cost/construction/recharge time:  Once again, I'd use C&C:Generals as a good reference for this.  I haven't played in a while and my copy of it is at my folks' house, so I can't really give you a good idea of the time frames, but I remember the recharge times for the superweapons were at least a couple minutes each.  Maybe about four, but I really don't know.  I'd recommend downloading a demo of the game and give it a shot.

3712
Mods / Re: Sun and Moon (loads of new content!)
« on: 9 October 2008, 00:16:46 »
Here you go!

Altar:
Code: [Select]
[url=http://c2.ac-images.myspacecdn.com/images02/39/l_fe83e4841d0f446b88f71157ba643a85.jpg]http://c2.ac-images.myspacecdn.com/images02/39/l_fe83e4841d0f446b88f71157ba643a85.jpg[/url]
Stone Circle and Solar Circle (not sure which is which yet):
Code: [Select]
[url=http://c3.ac-images.myspacecdn.com/images02/59/l_7705c4d211aa44dbb5c03c7472ff6696.jpg]http://c3.ac-images.myspacecdn.com/images02/59/l_7705c4d211aa44dbb5c03c7472ff6696.jpg[/url]
[url=http://c4.ac-images.myspacecdn.com/images02/25/l_1f90a3efe768484ba1928e5787e6c89b.jpg]http://c4.ac-images.myspacecdn.com/images02/25/l_1f90a3efe768484ba1928e5787e6c89b.jpg[/url]

Solar Tech Tree:
Code: [Select]
[url=http://c4.ac-images.myspacecdn.com/images02/37/l_640fcc013c8d40c5825e3806306ef51b.jpg]http://c4.ac-images.myspacecdn.com/images02/37/l_640fcc013c8d40c5825e3806306ef51b.jpg[/url]I know it looks kind of like some of those advancements are coming from the Sunglass, but they're actually coming from the Sun Well.

Lunar Tech Tree:
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[url=http://c2.ac-images.myspacecdn.com/images02/28/l_76be0e3e31b0464b927d857e8d0aab95.jpg]http://c2.ac-images.myspacecdn.com/images02/28/l_76be0e3e31b0464b927d857e8d0aab95.jpg[/url]
Let me know what you think!  I can handle the truth, really. :)

3713
Mods / Re: Super weapon
« on: 8 October 2008, 06:56:04 »
Quote from: "modman"
The point of a superweapon is that it has like 100 range and like 1000 attack damage and a huge spash, not to mention an awesome particle prog..
I might accept that explanation if it made ANY sense to have rockets in Glest.  I don't even see the point in a superweapon anyway.  Games of Glest rarely last as long as it would take to build one.

3714
Mods / Re: Super weapon
« on: 7 October 2008, 08:17:35 »
Quote from: "mictes"
Quote
"Great DataLoss of September"
 :O

Much perople here have the same ideas, it doesn't matter.
I could use the atomic-rocket-silo, too. So, I don't knwo what to say ^^
Why is everybody so fascinated with rockets?

3715
Mods / Re: Sun and Moon
« on: 7 October 2008, 04:52:31 »
Quote from: "gameboy"
what about the units, i've done the basilisk.
BTW i've already done the palace and the fort, here they are.
I think you already saw them.
Ah, yes.  Thanks.  I don't know what I'll be doing about units yet.  I still haven't had the time to learn Blender.  I'm currently modeling the buildings in AutoCAD, since it's the only modeling program I'm familiar with, but AutoCAD really isn't suited for making people and creatures.  I'll cross that bridge when I get there, I suppose.

3716
Mods / Re: Sun and Moon
« on: 7 October 2008, 03:08:00 »
Quote from: "gameboy"
your going? :'( Don't worry I'll get a few of the models done for you. you wire frames are i can't tell what they are except the last stone circle thing and i might try to do it, I'm not making any promises though.
I've got the models under control.  I just can't upload them right now because I saved them in the wrong format on the computer at school.  I should be able to fix it soon, though, if I have time on Wednesday (and that's a big if).  In the mean time, things are just going kind of slow.  When things cool down a bit, I should be able to get a lot more done.

3717
Mods / Re: Ardhon
« on: 7 October 2008, 02:48:33 »
Quote from: "gameboy"
BTW if you have any ideas for my Morgul faction i'll be happy if you share them.
I think warg (worg?) riders almost go without saying.

3718
Mods / Re: Sun and Moon
« on: 7 October 2008, 01:39:25 »
Sorry guys.  I know it looks like this mod is going really slowly right now, and I admit that it is, but it is far from dead.  I'm busy working on the longest essay I've written in about four years and I'm also moving halfway across the state soon (granted, it's a narrow state, but still...) so I've got a lot on my plate right now.  However, I'm still churning out plenty of ideas (my imagination seems to work according to its own will) and getting a little bit of concept art done, so progress is still being made.  I'm anticipating (with crossed fingers) that all of Sun's buildings will be modeled by the end of the month and hopefully I'll have a few of Moon's done as well.  Just hang in there!

PS. Did anyone even look at my wireframes?  Are they great?  Are they garbage?  Can you even tell what they are?  I can't know unless you tell me!

3719
Maps, tilesets and scenarios / Re: [Tileset] Sludge
« on: 7 October 2008, 01:17:12 »
Quote from: "modman"
I don't know...it doesn't seem that drastically different that it's worthwhile...
As things are right now, I'm inclined to agree.  However, the concept has a lot of potential.  Adding things like twisted and dieing trees, oil slicks, and the remains of a few houses could turn it into a pretty good post-apocalyptic wasteland.

3720
Mods / Re: new faction ideas, concepts etc.
« on: 7 October 2008, 01:05:40 »
Quote from: "modman"
Yes.  Grandfather unit.  Read the first post and my last mong one.  Unfortunately it seems rts gamerguy has moved on, so he cannot read my responses to his posts.
I did.  I just don't see how it's fundamentally different from a worker.  You have a unit that builds your empire... which is exactly what a worker does, right?

3721
Mods / Re: Super weapon
« on: 6 October 2008, 08:49:26 »
Quote from: "mictes"
First: You all know you have to post the copyright of the images here.

I got both of them from Wikipedia.  They're free for the taking.

Quote from: "mictes"
I thought about a Railway gun:

Wouldn't you have to bring railroads into the game then?  That sounds like a LOT of trouble.

3722
Maps, tilesets and scenarios / Re: [Tileset] Sludge
« on: 6 October 2008, 08:45:23 »
Better?

Code: [Select]
[img]http://c4.ac-images.myspacecdn.com/images02/63/l_59a93f65368d4e7987ffde761d49701b.jpg[/img]
[img]http://c4.ac-images.myspacecdn.com/images02/50/l_3fdb897f7017499bb64e7bf830b96cb7.jpg[/img]
[img]http://c1.ac-images.myspacecdn.com/images02/18/l_ddb6a45ff4a44beba943be96567b99e4.jpg[/img]

Don't mind the black bar in the middle.  That's just something my computer does when I take screenshots.

3723
Mods / Re: Ardhon
« on: 6 October 2008, 08:07:50 »
I know it's just the shape of his thigh, but the dwarf looks kind of like he has an extra joint in his leg.  Good texturing, though.

3724
Mods / Re: new faction ideas, concepts etc.
« on: 6 October 2008, 03:09:18 »
Grandfather unit?

3725
Mods / Re: Ardhon
« on: 6 October 2008, 03:04:32 »
Maybe I just have the mind of a middle-schooler, but I can't see the name of this thread without automatically thinking about how it's an anagram for "hard on".

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