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Messages - ElimiNator

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176
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 December 2012, 20:10:24 »
So you think we should have the same human model for all the factions?

From previous experience I know that if all the models in all the factions look the same it is not as good as when all the factions have a different look.

177
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 December 2012, 18:12:10 »
Yes, but if we just modify the same mesh it will still look similar.

If a couple meshes were created they would differ better, also we don’t want all they guys to run the same so there will need to be more than one animation.

If you don't mine Arch I will try my hand at animating a walk cycle and see if it looks any good.

178
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 December 2012, 17:51:20 »
Oh, yes, forgot about that. Still, it can only tell a minimum, not a maximum. Not sure how the AI would treat a building with a minimum of 1. Would they only typically build one, or would they build more but with lower priority?
The AI would have to build all the buildings/units it says to, then it could build more of a kind.

The human Arch used looks like the regular tech worker model, I think we want more than one base mesh so the units will look more varied instead of uniform?

If so I can make a slightly fatter shorter all-around different human mesh.

179
Maps, tilesets and scenarios / Re: MG Campaign
« on: 21 December 2012, 03:07:59 »
Funny bug you caught, it has actually nothing to do with the scenario code.

Its an xml glitch, will be fixed in next version.

Please keep testing!

180
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 December 2012, 02:58:31 »
Yes, but I'd presume the range would be large enough to cover the average base.

I agree, capping things to help the AI sucks. We would really benefit with better AI control. If we want to be ambitious, Lua AIs, or on the basic side, a way to tell the AI how many of a unit it should try to build in its base (helpful as we could tell it that building 2 barracks is great, but building 2 archmage towers is not).
Actually, you can do that:

Code: [Select]
<ai-behavior min-static-resource-count="100">
<worker-units>
</worker-units>
<building-units>
<unit name="archmage_tower" minimum="1"/>
<unit name="barracks" minimum="2"/>
<unit name="farm" minimum="2"/>
</building-units>
<resource-producer-units>
</resource-producer-units>
<warrior-units>
</warrior-units>
<upgrades>
</upgrades>
</ai-behavior>

181
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 20 December 2012, 21:53:57 »
I think were doing Norse and Desert first.

182
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 20 December 2012, 20:52:17 »
I think that we should temporarily ditch it. Then bring it back WHEN MG gets emanations.
They already do. Apparently attack boosts are just a somewhat confusing name for emanations. While attack boosts can't be named, etc, they perform the same functions as emanations. Anyway, I think we should keep the garden. The AI constructs buildings in a way that the garden will be used correctly, provided only one is built (since we're going to go the non-stackable boost path, aren't we?). Ideally, there'd be a way to tell the AI to only build one, but since that is not possible, we can set a unit cap of 1 for the garden.
I don't like capping something just to help the AI, what if someone wants to build a garden in another base?

The garden will only affect things in a defined range right?

183
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 20 December 2012, 18:10:46 »
I do not like the garden unit.
Not the name or its purposes.
AI wont use it correctly.
I vote we chuck it.

184
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 20 December 2012, 18:04:20 »
It doesn’t mater if jungle fits in the kingdom, there can be extra tile-sets for people to play with.

185
Mods / Re: MegaGlest Refit - Norse
« on: 20 December 2012, 18:00:30 »
Personally I don't like the name Stave Church, and I think there should be Thor.

186
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 19:17:40 »
max-unit-count does not work for limiting 2 units of different types to have only one of them build...
Why would we what that? If there are two heroes you should be able to produce them both.

187
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 18:59:29 »
I don't think all the army should be produced from the main structure, maybe a barracks type thing?

Also will there be no pyramids?

188
Maps, tilesets and scenarios / Re: MG Campaign
« on: 19 December 2012, 18:54:23 »
Part 2:
I died looking for the second ally... and I haven't tried again
If you follow the instructions given you can mostly avoid dying, but you still need to use caution.

Part 3:
Didn't load correctly (I think it was "james" in the tech faction) and spit out an error and returned to the main menu
Strange, works fine for me, are you using the newest version of MG?
Can you post exact error?

189
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 18:46:01 »
Wait? Is this faction based on Egypt or Persia?

I don't know if its a good idea to mix them.

190
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 17:48:10 »
Zor
Zoy* ;)

Anyways, the reason that I want to code for MG is because GAE is on its deathbed. I do plan on making new gameplay features, since MG will eventually be the only remaining fork, and new content needs to happen.
</off-topic>

Oh, and just a correction, the Companion was actually a Greek cavalry. Maybe we should make them a Cataphract?

I'm calling you Zor and you can't stop me. Also GAE would be far from dead if Hailstone goes through with his plan to add multiplayer. In fact it would then be a significant improvement from MegaGlest with its tile system, improve menus, and various other benefits.
First don't be rude, second please don't talk about engines in this topic.

So back to the topic, I like omegas refined tech tree but what purpose would the garden serve? Will it be like 6 cows producing food?.

Also I don't like names like garden, house, spear man, ect.

How about something called Montazah?

191
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 17:36:03 »
No need for a resource, we can just do:

<max-unit-count value="1"/>

And make it cost lots of resources to produce, forcing you to save up.

Also we will wait to do Romans till Norse and Egypt are done.

192
Mods / Re: MegaGlest Refit - Norse
« on: 19 December 2012, 05:22:35 »
Well doesn’t matter to me, I think the tech tree should be bigger but that is a start.

193
Mods / Re: MegaGlest Refit - Norse
« on: 19 December 2012, 04:39:08 »
Zoythrus, luisconnelly, Psycho Hands, MightyMic, and have got a skype and dropbox setup and we're going to develop the "Norse" faction. The name can be decided on, we have plenty of time to get that locked down.

Elim, after or near the completion of Norse, I'd like to start working on Rome with you. How bout it?
Of course, I don't think any faction will be done by one person, people will offer to do certain things.
Also if an anim or model can be done better it should be because we want this to be awesome, so nobody should be offended if someone makes a better model or anim than theirs, or modifies it.

Maybe we should do one faction at a time starting with Norse?
Or multiple at a time?

194
Mods / Re: MegaGlest Refit - Norse
« on: 19 December 2012, 03:43:54 »
First lets agree on the names/amount of factions/what they will be like.

Then we will plan the tech trees.

Then art can be made.

195
Maps, tilesets and scenarios / MG Campaign
« on: 19 December 2012, 03:41:30 »

I have been working on a campaign for MegaGlest for a while now and it is nearing completion.
I have 9/10 done.
Please test them and report bugs (There will be lots).

Part 1: Lord of the Land - v1.1
Download

Part 2: Search for Allies - v1.0
Download

Part 3: The King - v1.0
Download

196
Mods / Re: I've been thinking this for a looong time.
« on: 19 December 2012, 01:51:33 »
Well, I had that stuff semi-done already. I was just seeing if you guys liked it.
I like it, looks good for the Norse type faction.

Way better than the current Norsemen.
^this

Good job, Hands! I'm very impressed!
So, I'll take Hands and Archmage, and we'll design the new Norsemen. (oh, and who made the old Norse? We should apologize to them that we're discarding their work.)
I think it was made mainly by Titi.

197
Mods / Re: I've been thinking this for a looong time.
« on: 19 December 2012, 01:24:03 »
Well, I had that stuff semi-done already. I was just seeing if you guys liked it.
I like it, looks good for the Norse type faction.

Way better than the current Norsemen.

198
Mods / Re: I've been thinking this for a looong time.
« on: 19 December 2012, 01:18:10 »
That art looks good but before we get into the art aspect of things we need to plan what factions there are going to be and their style.

However once that is planed Id like to head the roman-ish faction if that alright.

199
Mods / Re: I've been thinking this for a looong time.
« on: 18 December 2012, 19:34:21 »
I must say I don't like the names you chose, the brother hood and the legion...

We should stick with more known historic names I think.

200
Mods / Re: Factions Download Center
« on: 18 December 2012, 00:40:25 »
Yah, the more exposure the better.

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