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Messages - tiger

Pages: 1 [2] 3 4 5 6 ... 27
26
MegaGlest / Re: Egypt & Roman?
« on: 27 November 2013, 16:01:17 »
YEAH!  :thumbup:

27
Maps, tilesets and scenarios / Tigers Maps
« on: 27 November 2013, 02:35:20 »
Here is a map pack containing a few maps I made.

http://download1590.mediafire.com/h8tep5l48bjg/rur5qcyxwynd44t/Tigers%2520Maps.7z

( titi: I moved this into it's own topic, as it was a bit off topic in the other thread. )

28
MegaGlest / Re: Egypt & Roman?
« on: 27 November 2013, 02:28:19 »
Always... 8)

29
I'll get a map pack containing a few of my new maps uploaded later on today (after work) and you can tell me what you think.

30
I have now added:
-Conversion Machine (there is now a use for diamonds)
-Small Diamond Mine (produces diamonds)
-Researching Hut
-Wooden Cannon Tower (defence)
-Bow (weapon)
-Bonfire
-All enemies are worse at fighting when near a campfire or bonfire
-LOTS of new objectives
-I also played the Scenario from begining to end and found no bugs. But I did discover the bees are quite annoying. The best way to deal with them is to destroy their hive then build defence towers surrounding their base (because the hive will respawn after 200 seconds)

The New Update is coming very soon!  :thumbup:

31
MegaGlest / Re: Egypt & Roman?
« on: 26 November 2013, 16:02:13 »
I've won many games as romans.... ::)

32
MegaGlest / Re: Updated Megapack Animations
« on: 26 November 2013, 16:00:57 »
sure. use whatever you like. Should I get to work on some other animations now?
Also you can tell me which ones "you" would like changed and I'll see what I can do.

33
MegaGlest / Re: Egypt & Roman?
« on: 26 November 2013, 02:40:27 »
Romans have the best defences in the game for sure. I think all the factions are pretty much balanced.
Yes the Egyptian snakes do quite a bit of damage, BUT! they are very slow and only have 9 range. One archer can kill a large horde of snakes all alone. (if you use the "shoot and run" tactic)

34
MegaGlest / Re: Updated Megapack Animations
« on: 26 November 2013, 02:36:37 »
Here is the link to the fixed Anubis warrior animations.
-walking
-dying
-attacking (the old one is good but I thought, Ah can't hurt anyway)

http://download948.mediafire.com/g0olwcrnifqg/8vgnh9kcfbpz9bh/MP-animations.7z

35
MegaGlest / Re: Updated Megapack Animations
« on: 25 November 2013, 16:00:12 »
Ok I'll get a download up (later on today) I'm about to leave for work right now. But when I get back I post them here.

36
MegaGlest / Re: Updated Megapack Animations
« on: 24 November 2013, 23:01:35 »
The Norseman axethrower's feet go through each other when he walks.  :|
The spearman's walking animation is not "bad" but it could an improvement (I think).

Well nothing is stopping you from adding a particle to the dying animations for the units.
I just want them to look more realistic.. And I have a awesome animation for the Anubis Warrior that I made.

37
MegaGlest / Re: Updated Megapack Animations
« on: 24 November 2013, 21:45:59 »
We don't want Megaglest to look unrealistic when something dies it should fall down dead. not float upward or something weird...

38
MegaGlest / Re: Updated Megapack Animations
« on: 24 November 2013, 20:10:44 »
The animations I dislike the most are mostly, walking and dying.
For the Anubis warrior the dying is horribly unrealistic. It makes the game look cheezy when the animations look so weird, which is why I wanted to fix them up.
I also dislike:
EGYPT
-worker dying
-spear thrower dying (his dying animation looks fine but his spear goes flying all over the place)
-Bird (flying animation)
PERSION
-magican walking
NORSEMEN
-axe thrower walking
-spearman walking

These are the worst I would say.
Although you may like the idea of units "going back to their gods" some of the animations are still very bad.
When I change anything, you can review the new animations and tell me how you like it.
Because Tucho is a good animator and he animated the summoner's dying movement the way it was, I guess we should leave it. But the Anubis warrior really needs an Update.




39
MegaGlest / Re: Updated Megapack Animations
« on: 24 November 2013, 18:37:27 »
Ok then. Let me know when it is ok to add them in.

40
MegaGlest / Re: Updated Megapack Animations
« on: 23 November 2013, 19:27:57 »
Ok Titi. Is it ok to add my new animations into Egypt now?

41
Ok, thanks Tom.  :)

42
Cool. The Next Update is in progress. It may take some time because I have a lot to work on right now.
But I did add a use for Diamonds! Also the next update should be fairly big so stay tuned!

43
Sweet  ;) Thanks.

44
Maybe there is a bug... I'll have to check and see. (Me and Tom never had this Problem)

45
Strange. There was supposed to be a cell event which wouldn't have allowed you to get even close to the dog before triggering. maybe your computer was running slow and the cell event couldn’t render in time.
I honestly have no idea how that is possible, either it's a glitch in MG or a error with your computer. Sorry about that.  :-[

46
A "Dog" should have spawned there. Unless you are running on the old version.
There is no reason for it not to work. It has worked for everyone else....

47
Yes you can complete the Explore the North West. Go to these coordinates. {55, 284}

48
Monsters do spawn in the same place and can be spawn trapped. This is a strategy you can use it is not a bug. (finding their spawn location requires work)
The chimps are buggy right now because they do not flee from danger (will be fixed)
It is easier to make a knife over a defence tower because the knife is always with you and helps "you" fight better.
Animal traps are Limited because they are very good at fighting and a player could build OP defences using them. (more kinds of traps will be added in the future)
This Scenario is nowhere near complete are each update will bring more into the game. In the newest released version I had made a small camp discoverable but the XML file was buggy so It will not work ingame until the next release. I plan on adding a large update (maybe not next release but sometime after) which will spawn in a Camp where you can do quests.
Monsters left in the wild will remain to make survival more challenging.

Thanks For The Feedback.  :thumbup:

49
Maps, tilesets and scenarios / Re: Which Maps for next MG version ?
« on: 15 November 2013, 23:45:14 »
Ok I'll make a map pack right now (about 5 maps)

50
The "_" unit is a invisible unit that must have had some kind of bug. I'll check it out.

Also the idea you had sounds good, every time you kill animals it should show it on the bottom left rather then as a pop up. But for things such as bosses, they will still show up as pop ups.

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