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Messages - ElimiNator

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126
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 7 January 2013, 21:42:38 »
Regardless if one faction is overpowered it will always win unless one player is better then another.

127
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 7 January 2013, 18:49:42 »
Balance isn't the point of an RTS, strategy is the point. Balance makes games too predictable I think. If Rome was 'balanced' with the rest of the world, it would've sucked sh*t. The whole world would be a mess of completely balanced clans duelling endlessly. I think that's rather stupid....

IRL, the Romans had the greatest power and militaristic force, but their government was viciously corrupt. It's why they lost to the hands of Germanic barbarians (coupled with the fact that they became too complacent in their power). So, at that period in time, were they "balanced"? I guess you can say so.
Like the USA is now?

128
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 7 January 2013, 17:53:30 »
Lets just say all the tech trees HAVE to be fairly balanced or it wont be fun because a certan faction will always win.

129
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 7 January 2013, 04:43:08 »
Yah, but it will have to be balanced twice.

130
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 7 January 2013, 02:42:48 »
I don't like this, your supposed to pick a faction because you like the game-play of it, if you do this than it will be like two factions and will require twice the balancing to insure there is no unfair advantage.

131
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 6 January 2013, 22:48:52 »
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.

I guess maybe if you focused hard on ranged one game you might go for the boost, and if you went melee you wouldn't. But that would require a balance in the faction where focusing on one of those options wasn't clearly superior.
These upgrades would be based upon two things that the faction is geared for in the first place. In the case of the Njord, who are based upon damage output, speed, and a lack of HP, this upgrade works great for them. Do you want to get an immense damage bonus (I could raise it to 50%) at the cost of losing something you have little of in the first place?
Well for the Njord it should be opposite, less damage but more HP.

132
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 6 January 2013, 22:20:07 »
Hey, there was a clever idea that I had for my failed mod, Constellus, that I want to implement here. I like to call them "Strategic Techs." A Strategic Tech is a special, completely free upgrade at one of the higher upgrade buildings on the tech tree that give a wonderful bonus to your faction....at a heavy cost. Every faction would have one of these techs.

eg. here's what I want to give the Njord:
-The Last Stand: All military units get a +25% attack damage bonus and a +10% attack speed bonus, at the cost of 30% max HP. Yes, you're lowering their already low HP for a permanent attack bonus. (these values can be changed)

Now, because there is no cost, this is a completely optional upgrade, you have no obligation to get it.

What do you think? I would like to add these into the game since they add a subtle amount of new strategy into it.
Sounds neat, but it would be better to make it temporary, which is possible I think.

133
Mods / Re: MegaGlest Refit - Desert Nomads [new poll]
« on: 6 January 2013, 17:36:58 »
(click to show/hide)
Awesome!

(click to show/hide)
Looks good but it will need animals.

OK guys I am starting work on the camel.

134
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 6 January 2013, 07:28:58 »
Funny, Atze had already modeled a market before... :P
https://forum.megaglest.org/index.php?topic=8104.msg81204#msg81204
The new one is way better.

135
Mods / Re: MegaGlest Refit - Desert Nomads [new poll]
« on: 5 January 2013, 17:10:14 »
(click to show/hide)
That looks cool, but remember it looks too much like the picture, maybe remove the 2 double pillar things that are holding up the cloth, add some food bins there and wood frames to hold up the cloth.

136
Mods / Re: MegaGlest Refit - Norse
« on: 4 January 2013, 18:19:21 »
More like IF...

137
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 18:11:31 »
Give me the model and Ill modify/mix some of Omega's stuff in it and texture it.

138
Mods / Re: MegaGlest Refit - Norse
« on: 4 January 2013, 18:06:38 »
Regardless, most people won't know everything and we don't want the upgrades sounding so funny to them do we?

139
Mods / Re: MegaGlest Refit - Norse
« on: 4 January 2013, 17:43:54 »
I line em' all except:

Bearded Axes (Since when could axes grow beards)

Immigrant Carpenters (sounds weird) How About: Advanced Carpentry

Wasteland Survival (Doesn't sound right)

140
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 17:43:33 »
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Looks cool, do you want to texture it, or do you want me to?

141
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 04:05:58 »
Well it would have to an automated bow because putting a guy on top won't work.

142
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 03:19:01 »
Sorry, I'm not at home until the 7 January 2013, so I have only limited access to the board and not much time for posting.

 For the defence unit Zoy came up with a great idea: we could give the well an additional attack-boost adding negative hp-regeneration to enemy units.

The sand golem would be in my opinion more like a slow, but strong unit and not really a defence. I don't really like the idea of having just an other tower shooting arrows...
No offence but that's a complete copy of magic.
If you want to do the sand golem then do it, but I am not going to do art for it.

143
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 02:43:33 »
Muwum? He hasn't been here for a while. I think it should be voted on.

144
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 02:31:05 »
Elim, it's okay if some factions are more fantastic than others. I think that a more magical artillery would fit them best. What if they were summoned by a Magus, but had a limited lifetime?

Eh no, I'd really rather not see this faction get very fantastical... The magus is enough.
Agreed

145
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 01:32:20 »

Zoy: How about a log carried by 4-6 men, like a human powered battering ram. Maybe assisted by cavalry..?
That's what the Njord use. Why not a sand golem that throws massive rocks? That would be epic!
Sand golem sound too fantastical to me, how about a big catapult / trebuchet?

146
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 4 January 2013, 01:27:34 »
Ubuntu uses 2.62 as the default install but the latest export script needs 2.63 or higher. Is there any way to upgrade a Ubuntu install?
What do you mean "Ubuntu uses 2.62" is that the Blender version?

147
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 2 January 2013, 19:08:37 »
Cool, Ill be enabling that.

148
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 2 January 2013, 17:28:17 »
Just saying, Dynamic spacebar is my favourite thing ever. I recommend everyone to use it... I don't understand why it isn't default....
What do you mean by "Dynamic space bar", what does it do? Its not default?

149
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 2 January 2013, 02:32:23 »
There are other changes you didn't mention that are a pain in the neck, however Ill do models for this project in the new blender.

150
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 1 January 2013, 20:05:37 »
I haven't learned the horrible new way Blender works, I have 2.62 but I never use it.
However I have a way of doing things and I can get your model into mine.
However since yours isn't UV mapped yet...

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anything