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Messages - tiger

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201
Mods / Re: NEW monster/alien Factions
« on: 12 March 2011, 05:10:54 »
I based these factions Off a Blender Movie I make. I gonna post it soon....

202
Mods / NEW monster/alien Factions
« on: 12 March 2011, 02:14:13 »
Here is A techtree Of two factions Monsters and Aliens.

Download BETA 2
Here

THE VIDEO!!!!
Part 1
https://www.youtube.com/watch?v=2Pk-GnFS2BQ

Part 2
https://www.youtube.com/watch?v=f_8ocxBBWwo

A pic

moose

203
Mods / Re: Africa faction [UPDATED!]
« on: 6 February 2011, 03:19:15 »
Ok I'll release soon.

204
Mods / Re: Africa faction [UPDATED!]
« on: 4 February 2011, 06:05:35 »
Quote
There's no need for it to affect the balance though. Military units shouldn't harvest though (or the other way around) because then the AI uses them wrong, which then leads to a negative balance.

Fine I'll remove the harvesting Skill.

Other then that anything Else Need changing?

205
Mods / Re: Africa faction [UPDATED!]
« on: 3 February 2011, 06:43:49 »
But the Africans did use Elephants For getting wood.

206
Mods / Re: Africa faction [UPDATED!]
« on: 1 February 2011, 02:11:56 »
Quote
this is how we should resolve this. the Persian ones have a ranged attack, the African one doesnt.....

Yes it dose The Guy throws Knives.

BTW whats Wrong with having a Attacker that harvests....?

207
Mods / Re: Africa faction [UPDATED!]
« on: 31 January 2011, 02:13:11 »
Ill make the attack weaker.
And It can harvest (That will make it different from megapack) 

208
Mods / Re: Africa faction [UPDATED!]
« on: 30 January 2011, 04:10:09 »
Quote
why not just have "war elephant"?

Because It can Harvest.
Don't call It unbalanced till you play a game with it in megapack.

209
Mods / Re: Africa faction [UPDATED!]
« on: 30 January 2011, 01:35:17 »
Quote
I just don't like the idea of a military unit that harvests. Mixing worker and combat abilities tend to confuse the AI. As well

Magic?
Persian?

There AI is good.

The elephant can collect logs.
To make it not unfair I changed it from

250 gold
200 wood

To

250 gold
350 wood


210
Mods / Re: Africa faction [UPDATED!]
« on: 28 January 2011, 05:00:03 »
It is called "Elephant Rider" Not just plain Elephant.

So what do you Guys think of Africa now?

211
Mods / Re: Africa faction [UPDATED!]
« on: 28 January 2011, 03:42:15 »
Its just the angle

The elephant is almost the same size as Titi's Is A small bit smaller.

The guy Is The exact Same as The other men in this faction.

212
Mods / Re: Africa faction [UPDATED!]
« on: 28 January 2011, 02:35:41 »
here :)

Dart thrower



Elephant


213
Mods / Re: Africa faction [UPDATED!]
« on: 28 January 2011, 01:48:09 »
Yes Im going to fix that Bug..

I modelled the Elephant rider And Dart thrower Today.

214
Mods / Re: Africa faction [UPDATED!]
« on: 27 January 2011, 20:41:20 »
Quote
Zulu warriors would be the elite units, as they were very skilled fighters. Africa would also have war elephants in the north. The Mandingo horsemen inspired quite a lot of fear and were very effective. Depending on the intended timespan, there can be guns, though around the times of the Zulu warrior, they were not very skilled at using them. Spears and battle axes, of course, were favorite weapons. The Impi, of course, would have been our standard warriors. War canoes were powerful if you wish to add naval units (requires GAE). Bows were also used. In fact, you could find bows, guns, and spears used all the same time. Darts could also be used, and were often poisoned. If you decide to use GAE, you could add poison effects to some attacks, and poisoning spears, arrows, etc would have been a very common and effective act that can be used to balance the faction out as well.

1st of all I am Not using GAE I like Mg better.

Ill replace the crossbow To an Elephant rider (throws spears)or ram with tusks.
I'll add battle axe
Possibly A dart thrower. (morph into Poison dart thrower)

I don't Think guns would fit well into mega pack

Also And Factions don't have to be Realistic.
Look at Indian
reed (should be corn)
Shawman (should be medicine man)
I dont think Indians used Sticks to fight.....
ECT.

But I will try to fix this Faction up as Much as I can.

Im still not sure What to make for anti air....

215
Mods / Re: Africa faction [UPDATED!]
« on: 27 January 2011, 06:09:22 »
Well I want A unit That shoots for air.

If I rid the

lion rider
crossbow
air ballistic

There wouldn't be enough units!

If you could give me Ideas With what to replace them....

Possibly I could change the archer to spear thrower.
But The monkey trainer already Throws spears....

216
Mods / Re: Africa faction [UPDATED!]
« on: 26 January 2011, 04:24:32 »
Quote
Crossbow: maybe add something to the attack? maybe make it have particles with the attack?

! it dose!

Quote
Strengthen Weapons Upgrade: Wayyyyyyy tooo slowwww!
\

I'll fix that

Quote
Monkey Trainer: Why does he not be with the startup units anymore...basically breaks the purpose of monkeys...

Ill add him to the starters.

Quote
what's wrong with this picture? (even though i use GAE, it shouldnt be any different)

IDK probably Buggy GAE!

Quote
as i mentioned before, what in the world is "advanced wood"? (some of your upgrades dont make much sense, not just in this faction....)

The name is advanced structures.

Quote
how do a bunch of natives get a crossbow or an air ballista?

A hammer and nails!

Quote
the two monkey types need to be cosmetically different, i couldnt tell them apart!

They are One is ranges one isn't

Quote
Archer: Should be more wood and less gold right?

He is supposed to be Different.

217
Mods / Re: Africa faction [UPDATED!]
« on: 26 January 2011, 00:38:46 »
You cant...

I made the model then trashed it.
I don't know If it looks good enough...
Open it in G3d viewer to see if you think it should be in game... :)


218
Mods / Re: Glest Mod Ideas
« on: 25 January 2011, 01:58:26 »
Quote
Barbarians

This Mod Was FINISHED long ago.... :|

219
Mods / Re: Africa faction [UPDATED!]
« on: 25 January 2011, 01:55:15 »
Here is the Updated Version :)

New stuff

-New "Selection/ack/dying" Sounds for the humans
-New Sound for the lion
-New sound for the crossbow
-New Textures on all Human/animal Units
-New sounds for the Toucan

http://www.filefront.com/17845940/africans.7z

220
Mods / Re: Africa faction [UPDATED!]
« on: 11 January 2011, 06:59:37 »
Walls are fine All factions Should Have A Benefit to them.

221
Mods / Re: Whimsical Forest
« on: 11 January 2011, 06:58:07 »
Quote
Hmmm a bush as a resource......
Plant life needs sunlight, but I can't think of a way to make sunlight work as a resource. Might be an interesting challenge for you?

That wont work Because There Are already four resources

-Gold
-Branches
-Leaves
-Energy

Five I Think is to many.

Quote
Have you considered giving the mushrooms a new unit called fungus, it would be very cheap and weak but capable of cloning itself, just a suggestion.

There Already Is A fungus in mushrooms.
But Thats A good Idea Cloning Its self!
I will add that.

Quote
You know that all mushrooms are (by definition) fungus, right?

Yes, but All the mushroom Cant be Named The same...

222
Mods / Re: Whimsical Forest
« on: 10 January 2011, 05:06:01 »
Oh yes I almost Forgot Also I made I wizforest Tileset to match these Factions

And I made The Bush (Harvestable) Last longer.

223
Mods / Re: Africa faction [UPDATED!]
« on: 10 January 2011, 05:03:59 »
Quote
Hmm...so how do you plan to balance the monkey?

For example If I tick the damage up I tick the health down

224
Mods / Re: Africa faction [UPDATED!]
« on: 9 January 2011, 03:49:16 »
Good Point... :|

BTW I changed All the human Textures And The lion.

I made All units Different then The other Megapack Factions.

Ill Try and Post a pic soon. :)

225
Mods / Re: Whimsical Forest
« on: 9 January 2011, 03:47:27 »
New version coming
New units

mushrooms

-stealth shroom
A mushroom with low damage but can hide (only works in Megaglest)
-stealth cannon
A high range cannon With high damage Stealth shroom Morphs into it.

Plant life

-Trap

A trap unit When enemy units walk over It explodes them But Has a life span ( Only works in Megaglest)

-Defence Wall

A wall unit But when Enemy units come Within 2 Range It can fight

Garden

-Jalapeño

A pepper  unit That throws Fire.

-Hedge

A wall unit (only works in MegaGlest)

Also I fixed All these Three Factions XMLS To make them more Balancing with one another. 

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