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Messages - tiger

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51
Maps, tilesets and scenarios / Re: Which Maps for next MG version ?
« on: 15 November 2013, 02:14:05 »
Are we in need of a few maps? I could make some that will be different then ever seen before if you want.

52
Maybe the Scenario somehow got buggy if you reloaded your old version in the new update.

53
A lot of good points there Tom.

I'm going to make the player start with a lot more building materials in the next Version.

Wheat Monsters are in existence only as a means to obtain furs. But I'll still add a few more places when they can "Respawn"
AT the point where you are supposed to "Explore the Island" you must go along the beach at the North East side of the island. After walking there something should happen. (I'm guessing you weren't walking down the middle of the beach but rather out in the water or to close to the shore) Getting to the exact location can be tricky but will be fixed in the next version. Here are the cell coordinates you must go to {424, 282}

Yes I did not disable the game speed because of requests to leave the option up to the player.
Also I'm thinking about adding Hard and Easy modes to choose from at the start of the game.

Yes a Hold Position command is needed. I'm on it!
Getting a Torch or Flashlight would require a Morph which I'm trying to Avoid for now, But Maybe in the Future!
I'm by no means done with the quests There will be a lot more quests in each release.
And I'm also going to remove 70% of all Diamond off the map and 90% of all gold. Killing Difficult Monsters and Creatures will give you these (killing the bee hive gives you gold) but you can also find them rarely while Exploring.
In the Next Version I'm going to add a Conversion Table which will allow the player to convert diamonds into large amounts of other needed resources (wood, Stone, ect)
I'm also (Not sure If it will be in the next Version) going to add a Diamond Sword which will give a lot of damage. and will require diamonds to craft.

What I'm going to do is make Tiers of Enemies.
For Example.
Only Wolves will spawn at first (after killing the first crab)
Then the harder Monsters/Creatures will spawn in later.
After building the simple defence tower then the bear will spawn in.
After building a advanced defence tower then the bees will spawn in.
And that will be how the higher tier monsters/creatures will come ingame.

54
I'm thinking that may be a bit "OP" because you can now get a bow and could just snipe the enemies off one by one.
The campfire will lower the enemy speed by %50 and lower their attack damage by %60 this will make them practically useless.

55
Very good idea I will add boosts when you are near your house(s) and I'll make the enemies less powerful when near a campfire lantern or any other light source.
Memory Usage should not have gone up from the last version to the newest because I didn't add that much new stuff ingame (only like 30 units) So I'm not sure what that is all about.
I'll try to do some model fixes to lower the amount vertices in each model. That should help.

56
I'm going to "down" the bees damage to about half of what is it now.
That should fix the bee attacks (feel free to edit the xml and fix it yourself)

57
Thanks for the Feedback. I didn't know such a thing as #PauseGame# existed.
Also yes the first text is to long and stuff I'll fix it for the next version.

@PT bees killed your base? Maybe I should make the bees not able to spawn until you have built a advanced defence tower.

And " unplesent" is not a word "unpleasant" is the correct word meaning.
causing discomfort, unhappiness, or revulsion; disagreeable.

And Yes more Icons will be updated soon.
Thanks for everything! Please contine to post things you would like changed.

58
As long as I don't edit the map I think you should be able to load old save games in the next release.
But I'm not 100% sure.

59
Has anyone tried the newest version yet? If so feedback would be great.  :thumbup:

60
MegaGlest / Re: Updated Megapack Animations
« on: 12 November 2013, 01:49:59 »
Finally! Someone who knows what he's talking about! Thanks MoLAoS.  :)

61
MegaGlest / Re: Updated Megapack Animations
« on: 11 November 2013, 21:34:02 »
As a animator I know how the animations effect gameplay. I'm trying to explain it to everyone else.
So I'll get together a small techtree and post a download for you guys to test. And you can see how it works.

62
MegaGlest / Re: Updated Megapack Animations
« on: 11 November 2013, 19:30:05 »
Not sure how many times I have to say it. "The New Animations Will Not Effect ANYTHING at all"
all they do is make the game look beter. NOTHING ELSE.

This has nothing to do with the FPS at all it will effect nothing.
The animations are the exact same accept for 1 difference
-Old animations are unrealistic
-New animations are realistic.
That is it.

63
MegaGlest / Re: Updated Megapack Animations
« on: 11 November 2013, 03:12:20 »
I also redid some of the roman animations.
All I wanted to know is if I can edit the other factions as well.

64
MegaGlest / Re: Updated Megapack Animations
« on: 11 November 2013, 00:48:39 »
Well I think everyone is. Wheres Titi? Is He ok with it?

65
MegaGlest / Re: Updated Megapack Animations
« on: 10 November 2013, 19:58:01 »
Changing animations will not hinder anything because I kept the animations around 10 frames per g3d which is the same at it is now. It will only enhance the animation quality from unrealistic to realistic. Also Titi, you have any thoughts? Not sure if you have read this thread yet.

66
MegaGlest / Re: Updated Megapack Animations
« on: 10 November 2013, 16:02:05 »
Changing animations will not effect the games stability at all. All it would do is increase the quality of the game.

67
MegaGlest / Re: balancing changes for magic faction
« on: 10 November 2013, 15:59:51 »
That's True Omega. The bots use their workers to do a lot of fighting which stops their resource intake, and only (usually) create summoner units to fight with. (summoners are bad at fighting)

68
MegaGlest / Re: balancing changes for magic faction
« on: 10 November 2013, 06:01:20 »
I think you are right. Every time I play with bots magic is always the first one out.

69
MegaGlest / Updated Megapack Animations
« on: 10 November 2013, 05:55:53 »
While playing a few games of Megaglest today I noticed something.
Many of the Animations in some of the megapack factions are pretty bad.
The ones that stuck out the most were.

-Egypt working dying
-Egypt anubis warrior dying and walking
-Roman archer attack
-Magic Summoner dying
-and many dying animations were played to slow. (the animation was fine just not the speed)

So I'm wondering if  anyone has a problem if I update a few of the animations. I don't see why you would care (unless I do a really bad job) so please let me know.
Thanks.

70
Check first post for the newest version.
 :) :) :) :)

71
A few things I fixed that Tomreyn originally posted. (select text to read)

Quote
    I agree it would be very good to add a hint on how to start the game after you read the initial messages (the "Game paused" note will have faded by then).
    Early in the game it is difficult to survive when you respawn since you are short of both food and water. If you have not previously located a source of clear water then it is hardly possible to survive, especially for novices. Maybe you could respawn wit a low water (and maybe also food) reserve, like 5 or 3.
    Especially (but not only) early in the game it is very hard to defeat the wolves, since when you get attacked by one, most of the time 2 more will follow up and you can't kill more than one at a time. Plus they will also attack your chests, which can put you in a position where you are unable to recover (I had them destroy all the boxes near the beach which only left me with my shelter - unable to store 100 wood or leaves). (you now give more dammage)
    Since the map is so large, it can be difficult to remember the location of the water source. Maybe it could morph into a structure you own once you discover it, so that you can find it easily later on. Or the game could set a marker automatically as it is discovered (or give a hint that the player may want to do so).
    There is a currently a bit too much hunting for resources, especially wood (and harvesting wood seems slower than for other resources). Much of the time is spent watching "you" walk around with resources on your back while you carry them home (this is mostly a problem early in the game since later you can easily build new storage boxes).
    Too much stress on boxes/chests. Think of other storages, such as a a rat hole, a (former?) fox's den, or some net attached to (non destructible) trees.
    A couple more positive ;-) surprises while you discover the island such as meeting a friend from your expedition who also made it to the island (or a survivor of a much older failed ship), but ended up on the other end of it. You don't have to gain a lot of resources this way, a nice chat spinning the overall story further, or the occasional food supply in a more distant edge of the island can be fine.
    More quests which are about locations / involve discovering the island but do not always focus too much on resources
. Maybe make one resource mandatory but really hard to fine (only in two or three spots on the map)
    Currently, unless I missed something, a large part of the map is completely unused (you can not go there). Maybe have a secret passage (covered by wood or palm trees) to this part of the island and hint on it (quest characters talking about the "lost island", resources or blocking objects forming arrows, increased wildlife etc.)
    The "You" model could change more during course of the game, starting with just rags, then developing better clothes (leaves, fur etc.) with different properties (armor, bonus to sight and regeneration) as the character advances. Maybe allow to choose from male or female model (or make the model a bit more androgynous, or have a male and a female variant) so more players can identify with "you".
    Being able to develop some weapons like a club (and more advanced ones as you advance) or even a simple weapon which allows you to attack from a distance (a simple bow or throwing arrows) would be great.

And There is still more to come! (bow, new units, ect)


Edit (tomreyn): Removed extra BBcode. Please use the quote feature to quote original content in the future.

72
In the current Version each chest unit has a max unit count of 3. I have changed it to 5 just to help the player a bit.
The New units:

Bees are very easy to kill. (10 hit points) but when they group together it can get dangerous.
So usually it's a good idea to stay away from their hive.
Bears can land heavy blows but can be killed with a knife quite easy. Or you can just run away.
Remember you can now use a knife this allows you to take on much harder creatures.
The Field Creature will only spawn once and when killed you will get a good amount of loot.
He is very good at fighting and can 1 hit kill you. The best way to kill him is to drag him to a heavily defended base and have defence towers take him down while he is fighting walls.

I guess I'll leave the ability to change speed up to the player. (for now)
And see how it works out.

Right now there is no way to make teleports. But I'm thinking about adding a "Run" command that will allow you to run for a short time until your ep drains to 0.


73
Version 1.1 is Complete!
I'm going to do a test, then release. (maybe tomorrow)

To see a list of the entire change-log, click the spoiler. (Warning Spoiler Alert)

(click to show/hide)

74
For the Spawn Rate I didn't make "more" animals spawn near the player. They will spawn in different locations on the map. (before nothing could spawn deep in the island) Now Animals will spawn.

And the new addition will not make it easier. Some of the new animals are hostile.
Such as.
-Bees
-Bear
-Field Creature (boss)
-******** (surprise)

And I don't Know about the chest max unit count. Keep it? Remove it?
You guys let me know.
Also I added a new command that won't allow players to change the ingame speed. (2x 3x ect) (Thanks to Softcoder)
To help balance that I shortened the building time for most units.

75
More New Updates!

-Bee Hive
-Bees
-New Boss to find
-You can now have unlimited chests (no limits)
-Updated textures (on some units)
-Fixed "build utility" icon

Release coming very soon. (just bug fixing left)

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