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Messages - John.d.h

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3726
Mods / Re: Super weapon
« on: 6 October 2008, 02:54:31 »
Quote from: modman
1800's?  I think that's a bit late.  The cutoff point for Tech is more like in the 1400's or late 1500's.  Yea, there was gunpowder at the time, but it couldn't shhot very well until they learned how to leave little air pockets in the gunpowder, AKA artillary.  I still think it's more likely that an airship would drop it.
Okay then.  Here's the bombard that the Turks used to take Constantinople in 1453.  It fired granite stones of 30 inch (.9m) diameter weighing 1500 lbs (700kg).

Not exactly a mortar, but pretty close.  A bombard would work just as well.

3727
Mods / Re: Super weapon
« on: 5 October 2008, 22:17:17 »
Quote from: mictes
Where the hell did you get this pics ?! ^^ WOW.
Your idea is nice, but this had to be a really huge cannon. And I still need models for it.
The picture was just from Wikipedia's article on mortars.

"Mallet's mortars were soon to be recognised as unsurpassable pieces of ordnance in respect of the weight of metal they were intended to throw and when constructed one did actually throw a shell of 2,400 lbs a distance of 1½ miles. The heaviest shell fired weighed 2,986 lbs."  That's from the Palmerston Forts Society's webpage at
Code: [Select]
[url=http://www.palmerstonforts.org.uk/fortlog/mallet.htm]http://www.palmerstonforts.org.uk/fortlog/mallet.htm[/url]
It doesn't say just how big the mortar was, but it used a shell almost a meter in diameter and fired it about 2.5km.  The shells weighed about 1.1 and 1.4 metric tons, respectively.  I think it would be a suitable super weapon for Tech because it would be able to reach anywhere on the battlefield and cause huge damage to anything it hits.

3728
Maps, tilesets and scenarios / Re: [Tileset] Sludge
« on: 5 October 2008, 21:00:57 »
I agree.  Swamp sounds good.

3729
Mods / Re: Super weapon
« on: 5 October 2008, 20:59:23 »
Atomic rocket silo?  Seriously?  If these guys are still using arrows and swords, I hardly think atomic rockets are appropriate.

Better example of a big friggin' mortar:

Mallet's Mortar was capable of launching a 36-inch (910mm) shell and was built in the 1800s.

3730
Mods / Re: Super weapon
« on: 5 October 2008, 20:36:49 »
Quote from: "modman"
What biuldings are these superweapons coming from?  I think the tech one should be dropped from an airship and a magic one could be shot from the tower of souls.
Anything big enough to qualify as a "super weapon" should have its own building, I think.  I have no idea how you'd want Magic's to look, but Tech's should probably be a big friggin' mortar.

3731
Maps, tilesets and scenarios / Re: [Tileset] Sludge
« on: 5 October 2008, 17:36:54 »
What do you mean by a "sludge" tileset?  It looks okay so far, but I'm just not sure where you're trying to go with this.

3732
MegaGlest / Re: Hello Topic
« on: 5 October 2008, 17:26:08 »
Welcome, Weetee.  Whether or not you feel like joining the dev team, we still have a very active modding community and they are all (for the most part) very helpful, so if you get the urge to make a mod, feel free to ask us for help.  You can check out the Mod forum to see what we're currently coming up with.  There are also some really good tutorials on there to help you get started.

Good luck and have fun!

3733
Mods / Re: Sun and Moon
« on: 4 October 2008, 23:47:03 »
I know I keep saying I'll get the models posted soon, but no such luck.  In what experts are calling "a pretty boneheaded move", I saved them in the wrong format.  They're in .dwg right now, but Blender can only import .dxf, so I have to fix them on Wednesday when I go back to Orlando.  However, I did download a "Free DWG Viewer", so I can still post screenshots of my models, but unfortunately this program only displays them in a crappy wireframe view.  You probably can't even tell what they are just from that, but I figure they're at least better than nothing right now... if not by much.

Altar:
Code: [Select]
[url=http://c4.ac-images.myspacecdn.com/images02/35/l_744a647d2a2b4b8ea38680a2ea9fa19b.jpg]http://c4.ac-images.myspacecdn.com/images02/35/l_744a647d2a2b4b8ea38680a2ea9fa19b.jpg[/url]
Stone Circle and Solar Circle (haven't decided which is which yet):
Code: [Select]
[url=http://c4.ac-images.myspacecdn.com/images02/2/l_01f902dd126b4f439564104151af211f.jpg]http://c4.ac-images.myspacecdn.com/images02/2/l_01f902dd126b4f439564104151af211f.jpg[/url]
[url=http://c4.ac-images.myspacecdn.com/images02/58/l_68f2925003e94a42b56edc2a1a5ba637.jpg]http://c4.ac-images.myspacecdn.com/images02/58/l_68f2925003e94a42b56edc2a1a5ba637.jpg[/url]

I'll try to get the solid models uploaded on Wednesday, but since I'm pretty bad about this, I'm not making any promises.  I'll try to get the tech trees scanned then as well.  There are also some "touch ups" to be made to the altar and the first circle, like smoothing out some of the edges and unifying.

So what I'm HOPING to have uploaded on Wednesday includes the following: Models for the Altar, Stone Circle, and Solar Circle (completely finished and smoothed), complete tech trees for Sun and Moon, and new concept art for a couple Lunar buildings.

3734
Maps, tilesets and scenarios / Re: How do you make a tileset?
« on: 4 October 2008, 23:07:41 »
Awesome.  I'll take a look at it later.

3735
Mods / Re: Underworld Faction - Images Available!
« on: 4 October 2008, 23:06:54 »
Quote from: "omega"
The strength of a faction doesn't matter how many units it has. Tech has a total of 20 units including buildings. This faction has 23. That's not too bad. I will make sure that it is balanced. Because it has more units means more diversity, and makes it more interesting. But it shouldn't affect the strength of the faction.
Well, if you really wanna go through that much effort, then go for it.  I wouldn't be surprised if having diversity (and therefore versatility) creates an unbalance, though.  Imagine playing "rock paper scissors" against somebody who had all three options while you could only choose paper and rock.
Quote from: "omega"
Oh, and how do we build in stages?
I think what he means is that you should get a few units working at a time and make sure the AI does okay with them and then once they're stable, introduce another unit, then another, and so on.  That way you can tell exactly when the problem occurs. (i.e. everything worked before I introduced Unit X, so Unit X is causing the problem)  It's the same reason programmers do so much testing even when they're still "works in progress".  It's a lot easier than doing the whole thing and then trying to go back and isolate that one malicious line of code when you find out there's a bug.

I'd suggest that you start out by getting your Dungeon and Slave working first, since everything stems from them and they're the most crucial units to have working properly.  When you're sure they're doing what they're supposed to do, then introduce some more.

3736
Mods / Re: Underworld Faction - Images Available!
« on: 4 October 2008, 05:22:43 »
I believe the word you're looking for is "rogue", meaning scoundrel.  Rouge is a makeup and a red polish used on metal and glass.

Also, that's significantly more units than magic or tech has.  I'd narrow it down to ten or eleven if I were you.

3737
Maps, tilesets and scenarios / Re: How do you make a tileset?
« on: 4 October 2008, 04:56:11 »
It's on my "to do" list.  I'll have to start learning Blender when I'm done modeling my buildings.

3738
Mods / Re: Sun and Moon
« on: 4 October 2008, 02:03:39 »
Quote from: "omega"
Ancient mod was my first, with no new models, I never uploaded it. Military Tech is going bad. This is one last idea. I got lots of time on my hands...

Does this mean you've given up on Ancient (at least for now, anyway) ?

Edit:  I'm currently working on converting my .dwg files to .dxf so I can import them to Blender.  I need to install QCAD to do that, though.  Models uploading in a couple minutes. :)

3739
Mods / Re: Military Tech Tree -- beta-2 download soon!
« on: 4 October 2008, 02:02:28 »
Quote from: "omega"
You can't morph ground to air

Damn.  I was hoping to have a priestess unit morph into a phoenix, but I might just have to put it as part of the animation for the Altar building, much like the technician building the ornithopter on tech's aerodrome.

3740
Mods / Re: Military Tech Tree -- beta-2 download soon!
« on: 3 October 2008, 00:26:09 »
Did you ever work out a way for your air cadet to morph into an airship?  I was under the impression that ground units couldn't morph into flying ones successfully.

3741
Mods / Re: Sun and Moon
« on: 3 October 2008, 00:17:40 »
Quote from: "@kukac@"
It's like a writer doesn't know what is she/he writing.
At this point, I really don't.  I guess you could consider this story to be in alpha development. :)

So the development plan here goes something like this:  Make Sun and Moon.  Release them as Mod #1.  Take a break.  Make Earth and Sky.  Bundle everything together with some new maps, scenarios, tilesets, etc. and release it as Mod #2.  Repeat the third step.

Quote from: "omega"
I'd help (as I said before) but I gotta get military tech ready for someone else to do the xmls, and I plan on making a monster faction. (Woops, thats a spoiler, i didn't make the thread for that yet!)
And people think I'm the one trying to do too much!  You're working on Military and Ancient mods already and you're planning yet another?

3742
Mods / Re: Sun and Moon
« on: 2 October 2008, 00:57:07 »
Quote from: "@kukac@"
So much "very" at the beginning... (very water, etc).

It's okay, that the "main planet" is an earth like fantasy world, but you never mentioned what is the moon like. Is/was there a breathable air there? Or normal air pressure? Life? (name for the planet and it's moon?)

If the technology is about the 1800s, and they set off around the 1st WW, then they could not have the technology to populate, or terraform the planet (wouldn't be a more futuristic world be easier?). Also, if they lived well on the surface of the moon, then why did they wanted to return to the "earth"? Wealth, land, religion?

It seem that the "Pija"'s lifestyle evolved quickly (evolved to survive such a sudden changes).

If millions died every year for a decade, wouldn't be everyone dead in the end?  :lol: It's still unclear why they wanted to get off the moon after they go there.  It could have been an alien invasion, some kind of environmental cataclysm (maybe their terraforming backfired?), or an internal rebellion.  That might become clear later or I may leave it a mystery. :shock:

Thanks, but what's a WOT? :)  Sorry the modeling is going kind of slow.  After I get out of class, I only have a little bit of time before the engineering lab closes, and that's the only place where I can do AutoCAD.  I've got two building models done so far, just not uploaded yet.  I think I'll come back here on Friday to do some more.  I should have plenty of time then.

3743
Mods / Re: Sun and Moon
« on: 1 October 2008, 03:20:45 »
I'm not really expecting anybody to read all that, but it had been bouncing around inside my head for a couple days and needed to get out. :)

New models tomorrow, I hope.

3744
Maps, tilesets and scenarios / Re: How do you make a tileset?
« on: 1 October 2008, 00:32:56 »
Thanks.  I guess I'll give it a shot.

3745
Mods / Re: Sun and Moon
« on: 1 October 2008, 00:31:49 »
This is the current backstory for my mod, sorta done in the style of a campaign intro.

----------------------------------------

Thousands of years ago, the people of this world numbered perhaps in the billions.  Buildings of metal and glass dominated the cities and reached up into the clouds.  Wagons like giant metal serpents carried passengers across entire continents in a matter of days and great metal towers breathed out black clouds into the sky.  The people were prosperous and happy.  That is, until the fuel for their machines started to run out.  For hundreds of years, the nations had built giant wells that would drain the ground of its lifeblood, which they refined and used to feed their machines.  Without this fuel, which the ancients called "oil", life as they knew it would stop.  As the oil got more and more scarce, the nations became more desperate for it, and turned hostile towards each other.  The smoke-breathing towers, which had already started to poison the very air the people breathed, began to burn more fiercely as the nations churned out countless machines of war.

As the smoke got worse, the spirits of the world became angry.  The rain declared "as you have poisoned me with smoke, so shall I poison the very water you drink!"  The rain that had fallen from the sky since the beginning of time became as acid, corroding flesh and iron alike.  "Long have I protected you from the fury of the sun, but no longer," said the sky.  The sun, having no children of her own, had always been jealous of the children of the earth and sky who dwealt in the world.  The sky no longer protected the children that had scorned him and no one could leave the protection of their homes without their skin becoming scorched and charred.  Even the sea released its anger upon the people, churning more furiously than ever and creating great floods and cyclones to destroy those who had poisoned it.  The fish that had fed the people were long gone, and nothing but destruction came from the waters.

Despite all this, the people continued to drain the earth's blood and as it became more and more scarce.  Unwilling to give up their way of life, the nations with no oil left waged war upon those that still had it in relative plenty.  Warriors fought and died by the millions as the very ground around them erupted.  Great catapults launched death from miles away, causing foul clouds that would dissolve the flesh of their enemies.  The nation of the south, which had suffered countless losses, created a plan to destroy their enemies by sending machines out beyond the sky to rain death upon their rivals.  As millions more died from these attacks and the very world itself became as poison, the nations formulated techniques for escaping the demise of their brethren.

Some burrowed deep into the ground to hide from the destruction, and we now know these people as the Vaultar, while others built great fortresses that not even the air could penetrate, and we called these people the Pija.  Others still found that they could escape this world entirely.  Using the ideas and constructs of the southern nation's attacks, the people who would become known as the Amraeg made metal ships that could soar beyond the sky.  They used these ships to escape this world and start their lives anew on the surface of the moon above.  The Amraeg found the moon to be an inhospitable place and began the greatest endeavor ever known.  Over centuries, they changed the climate and surface of their new home through a now long-forgotten process they called "terraforming".

As the Amgraeg began to prosper and multiply, the caves to which the Vaultar had retreated began to collapse until only a handful of survivors were left.  The fortresses of the Pija didn't last long either.  Before long, they had developed cracks and the toxic air began to seep in.  In a few years, they had to be abandoned entirely.  The Pija who had numbered in the millions dwindled to the hundreds within a decade, but those who remained were resilient and strong.  Their skin eventually turned dark to protect them from the burning light of the sun and they captured wild horses and cattle to survive.  Forced into a nomadic lifestyle, they scrounged the desert as scavengers.

By the time the Vaultar emerged from their burrows, centuries had passed.  The world they now saw had changed drastically.  The forests had already started to regrow and the animals were returning.  The spirits of the world had grown calm.  The sun no longer scorched the flesh and the sky no longer rained acid upon the ground.  Assuming themselves to be the only survivors of the apocalypse, the Vaultar set out to rebuild the lives their ancestors once had.

Meawhile, the Amraeg were numerous and happy, dwelling far above the turmoil below.  However, this would not last forever.  No one knows what cataclysm befell the Amraeg, whether it was their failure to learn from history's mistakes, a great natural disaster, or perhaps even invaders from beyond the stars.  The one thing that is known for certain is that it was something that would have spelled their doom.  Escaping their new home much the same way they had come to it, they set out for the world their ancestors had abandoned long ago.  Their ships sailed into the sky by the hundreds, but only a few survived the journey.  Many of the survivors banded together under General Niandra, who had been the leader of the Amraeg's military for years, and would be known as the Lanto.  Her followers stayed near the landing site of their ships in order to make use of the resources left behind in the wreckage.  Others followed a man named Maxith as he traveled out of the scorched desert in search of a more hospitable land, eventually founding the nation of Rinarn.

Both groups being unaccustomed to living off of the land, the Lanto and the Rinarn quickly became rivals and competed over resources, much as their predecessors had done centuries ago.  Rather than face destruction at the hands of Niandra's forces, the Rinarn retreated farther into the hills, where they now reside.  The Lanto quickly multiplied and expanded, creating a vast empire from the remains of the world's decimated cities.

This is how we came to where we are today.  For long we have had peace, but our nations stand on the brink of war yet again.  Wise though I may be, even I cannot see the future.  My generation has come and past and it will not be long before I join them in death.  Thus, the fate of our world is in the hands of you and your brethren.  Our survival or destruction will be your doing, and yours alone.

----------------------------------------

The premise here is that the planet, not Earth but an Earth-like fantasy world, was developing to about the point that Earth was at around the late 1800s and then suddenly experienced a population explosion around the World War One era.  The population and numerous manufacturing plants had been pumping sulphuric gases into the atmosphere for a long time, but the sudden growth in population put an increased strain on the environment and the resources of the world.  As the fossil fuels were getting used up, tensions between the nations began to mount and eventually resulted in an all-out world war, the likes of which would make Earth's world wars look almost pleasant.  Mass genocides, napalm, and chemical warfare were in widespread use.  Tens of millions of soldiers and the populations of entire countries were mercilessly slaughtered.

The "great nation of the south", its name long lost to history, launched an ambitious space program with the goal of creating a system of missile satellites to deliver massive chemical payloads and turn the tide of war in their favor.  The Hellfire Project, as they called it, was a great success in that they managed to wipe out vast numbers of enemy soldiers and civilians alike.  The problem arose when the toxic chemicals leaked into the air and the groundwater, both of which were already partially toxic from industrial pollution.  Before long, the air was almost unbreathable and the ozone layer was practically gone.  It became readily apparent that life as it was could not continue on the surface of the world.  Seeing the current state of things, the nations of the world began what would become some of the greatest and most ambitious projects ever imagined.

The nation of Pija isolated itself in colossal containment structures on the surface and the Vault Dwellers, or Vaultar, made subterranean cities in which to hide.  While the Pija's project ultimately failed entirely, a few of the Vaultar's dwellings stayed intact.  The Pija then became a nomadic tribal culture, reduced from millions of people to a few hundred within a decade.

The people who would later be called the Amraeg had stolen plans for the Hellfire Project and adapted them, creating a fleet of rockets to escape to the world's moon.  The members of the first successful mission were surprised to find the moon completely incapable of sustaining life, so the Amraeg's brighest scientists, still on the planet's surface, set out to develop techniques for transforming the moon's thin atmosphere and even the surface itself.  Having gathered all their knowledge and resources, the remaining Amraeg set out to migrate to the moon and terraformed it into a vastly different place.  The air and water were cleaner than anyone had experienced planet-side in centuries and the soil was more than capable of supporting vegetation.  The Amraeg soon became a thriving population.  Living on a new world completely devoid of fossil fuels, they quickly implimented wind power and the solar panel technology they had stolen from the Hellfire Project's satellites.

Things continued in this way for hundreds of years, the nomadic Pija, the isolated Vaultar, and the prosperous utopia of the Amraeg.  The most likely cause of the Amraeg's second exodus is thought to be either an alien invasion, environmental cataclysm, or an internal rebellion.  When they returned to the planet's surface, the Vaultar had already emerged and the Pija had grown into an entire nation of tribes.  The world's ecosystem had mostly re-established itself and the air and water were clean again.  The two main groups of surviving Amraeg --most had died from either the disaster on the moon or the journey, perhaps both-- became the Lanto and the Rinarn, founding their respective nations.  The militaristic Lanto, under the command of General Niandra and equipped with advanced technology, quickly began to expand their borders, causing the people of the Pija and Vaultar to scatter and flee.  Many were not fortunate enough to escape and others joined willingly, allowing the Lanto to become a strong, populous, and multi-cultural empire.  Niandra quickly declared herself queen and began to try to rebuild the life she had known among the Amraeg.

3746
Maps, tilesets and scenarios / Re: How do you make a tileset?
« on: 30 September 2008, 23:10:15 »
Quote from: "modman"
Look at the existing tilesets.  What is mostly included are the ground textures, the objects, and the XML file that controls everything.  Make sure your custom objects are similar to the ones for the forest tileset, or else some maps will just be wierd with yours.

So... I basically just have to swap out the textures and a few models?  What do I have to do to the XML?  I think it would be really helpful if somebody made a tutorial for this, if they have time.

3747
Maps, tilesets and scenarios / How do you make a tileset?
« on: 30 September 2008, 20:32:07 »
What all is involved in making a tileset?  Maybe somebody could make an overview if they have time?  I want to make a savanna/steppe tileset for Sun and Moon but I have no idea whatsoever about how to do it.

Sorry if this has been covered elsewhere, but I couldn't find anything.

3748
Forum discussion / Re: website / forum / provider trouble
« on: 30 September 2008, 19:46:22 »
No idea, but save all your important posts onto your computer just to be on the safe side.  That way if it goes down again, you can just copy+paste when it comes back.

3749
Mods / Re: Models Archive
« on: 30 September 2008, 19:40:05 »
To save space on the server, we should probably avoid uploading too much onto here.  If possible, you could upload the image somewhere else (like Photobucket, for example) and embed it here with the img tags to save space.

3750
General discussion / Re: DB restored
« on: 30 September 2008, 19:36:42 »
Quote from: "omega"
The board was down yesterday and I couldnt get on... Any idea why?

It wasn't just the board, either.  Glest.org itself was down as well.  I thought we were going to have to revert another month. :P

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