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Messages - ElimiNator

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76
Forum discussion / Profile Picture?
« on: 4 October 2013, 19:19:45 »
I tried to change my profile picture to an 128x130 PNG image, but I got this error:

The following errors occurred when trying to save your profile:
The avatar you have selected is either too large or not an avatar.

I tried bigger images and it said the same thing, what is wrong?

77
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 2 October 2013, 02:29:29 »
What sound do beavers make?

78
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 1 October 2013, 04:54:07 »
Outlaws can't walk very far due to their chain balls, also they aren't ranged, so any ranged unit can take them out easily.

79
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 30 September 2013, 22:02:17 »
It should work now.

80
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 30 September 2013, 21:35:12 »
Yes, sorry. I thought I had uploaded the new version with the correct folder structure.
That link will be updated to the correct download today.

81
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 30 September 2013, 18:36:19 »
Can you download it, but it just doesn't work?

82
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 29 September 2013, 00:37:19 »
Pack 1 is up, and I'm working on pack 2, it should be up within a few days.

83
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 28 September 2013, 23:02:33 »
Ill have pack 1 and 2 fixed/added.

84
Mods / Re: Vbros mod packs 1, 2, 3, 4, and 5!
« on: 28 September 2013, 22:31:54 »
Gauls has been re-done and will be uploaded soon.
As for the "no factions" thing you must have extracted it wrong, try downloading it from the in-game download centre.

85
Looks awesome from that shot.

86
Looks good, but how dose it look in-game, MG sometimes has problems with small stuff in transparency.

87
Mods / Re: Factions Download Center
« on: 10 August 2013, 04:50:23 »
Added Undead and Prax.

I can't find a download for Prax though, I heard about people playing it.

Any download to add?

88
Mods / Re: Tech High Quality
« on: 10 August 2013, 04:35:42 »
Yah! For MG "Refit".

89
Off topic / CheeseMan - Moded Supertux
« on: 23 June 2013, 17:31:04 »
CheeseMan is a full game that I made complete with 7 original level packed worlds and all new graphics. sound, and music.
It is based of of the Supertux game, but takes advantage of many newly coded features that Supertux has yet to add in their levels.

Download it here.

Game Play video:
https://www.youtube.com/watch?v=6r7Ga8qgQj4

Screen Shots:





90
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 June 2013, 04:23:10 »
I think version 1 looks a bit plain.

91
Mods / Re: Republic VS Police State 1.0 (Updated!)
« on: 14 June 2013, 05:29:15 »
Cool, thanks for telling me.  :thumbup:

92
Mods / Re: Tech High Quality
« on: 7 June 2013, 00:24:32 »
Or make the doors bigger.

93
Mods / Re: MegaGlest Refit - Norse
« on: 6 June 2013, 21:09:16 »
Yah, I need a human for my chariot.

94
General discussion / Re: Levelling and getting unit info
« on: 7 May 2013, 14:03:15 »
Well if you want lots of people(any) to use whatever you are making, I think your path is obvious...

95
Forum discussion / Video/YouTube embeding problem
« on: 3 May 2013, 01:18:56 »
Video/YouTube problem, embedded videos don't show properly.

Here is an example:

https://www.youtube.com/watch?v=Sh7IjiUillI

96
Mods / Re: Tech High Quality
« on: 30 April 2013, 19:56:20 »
I don't think that looks even vaguely like the Tech castle, you should make your own new mod instead of a "High Quality" Tech.

97
Faction type is an artificial check. There wouldn't be a significant change required to have a faction control units of a different faction type.

Actually Softcoder and I were looking into a capture other units type thing a while ago and it not as easy as it seems.

98
I suggest that it be possible to conquer enemy's buildings or estates rather than simply burning them down, similarly to what happens in real warfare.
A percentage threshold could be set on survivor troops defending a castle, for instance, under which troops would resign and pass to the conqueror.
Conquered estates would enhance both conqueror's strength and army.
This would in turn favor more a more realistic balance of power and complex strategies, also because players would need to spread more buildings all around and explore the space more thoroughly, in order for them not to be taken all by the enemy.

zilviuz
I mean this could work fine.

99
There are certain "classes" that units are placed in, for example a slave is a worker unit, a swordman is a melee fighter, a barracks is a fighter producer/upgrading building, ect.

So when I destroy a barracker and I'm Norsemen it can try to put a building that produces army and has upgrades, if there's not one it looks for just army (if there's more army commands) then it looks for upgrades. If all else fails it give army men, workers, or resources.

100
Annex: Conquer the World / Re: Annexconquer.com Launched
« on: 9 April 2013, 18:32:09 »
Great website but in my opinion the white doesn't match too well, I would have the white BG darker.

But that's just my opinion, feel free to ignore me.  ;)

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anything