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#11
Feature requests / Re: Simple Water Waves
Last post by titi_son - 20 February 2025, 01:17:48
Haha didn't think that we will ever include this at this point.
But since it got merged i took some time to rework the waves to address the issues mentioned in the github PR.
With my newest commit the wave size now depends on the size of the water body. You can also specify the angle of the wave. You can even add multiple waves, which add up to create more interesting wave patterns. For example very unsteady water by having two waves from very different angles. Autumn and Pine Rock were updated accordingly.
#12
Feature requests / Re: Simple Water Waves
Last post by andy_5995 - 5 February 2025, 20:04:16
I merged this PR and modified the autumn and pine rock tilesets to use it.

Development snapshots are at https://github.com/MegaGlest/megaglest-source/releases/tag/snapshot
#13
Off topic / Re: Old Things Not Found
Last post by andy_5995 - 3 February 2025, 17:23:30
Quote from: Trappin on 25 June 2022, 21:53:05
Hello. I hope all the "old hands" here at the forum are doing well. So. The reason I'm here typing stuff on the [mega]glest 'other topic' thread is that I'm looking for functioning download links for some of the old Glest factions and tilesets. One of the best old tilesets called "scrub land or scrubland"

scrub_land is included in the data repository. I don't know about the rest of what you mentioned.
#14
MegaGlest / Re: How to compile Megaglest o...
Last post by andy_5995 - 3 February 2025, 05:47:39
Update for this, lol

BUILD.md document on GitHub

#15
Mods / Re: Token - Mod
Last post by andy_5995 - 21 January 2025, 20:05:06
Super-bummer, man, hard drive crashes and loss of data really suck.
#16
Mods / Re: Token - Mod
Last post by alexgbright - 20 January 2025, 22:44:16
I'm sorry to say this.. but I did end up losing all my work on the project from a hard drive crash.. its something I should have thought about before hand..
#17
Maps, tilesets and scenarios / Re: New Scenario: Hammer & Anv...
Last post by andy_5995 - 23 December 2024, 23:36:22
Well I've played it about 20 more times. I got a bit further. So far though I've only managed to defeat the Ultra Norse faction. I'm not expert though. I ain't too smart sometimes about how to beat tricky scenarios.
#18
Maps, tilesets and scenarios / Re: New Scenario: Hammer & Anv...
Last post by HonzaCZ - 5 December 2024, 18:33:40
Quote from: andy_5995 on 27 November 2024, 11:30:55
Thanks for the mod. It starts up well with no errors or warnings.

I didn't get too far into the game though. I tried twice and got killed pretty early. I think the difficulty level should be "insane". :)

I'm looking forward to trying it again.

It originally had the insane difficulty, but that was when the mage opponent had a 3.0 resource multiplier, I then changed it to only 2.0 and with that also the difficulty down by one. But you're right that it is still pretty hard, maybe I should've kept it as insane.
#19
Feature requests / Re: Selectable factions in sce...
Last post by HonzaCZ - 1 December 2024, 15:17:17
I just found out that creating a scenario with a nonexisting techtree will let you change all settings in the scenario and it will work normally (unless you select a techtree/faction with units you don't have and the scenario tries to include them, remove a player that is needed, etc. but if you don't try to break it then it works). It will throw an error you have to click away every time you click the arrow to change the scenario though.
#20
Feature requests / Selectable factions in scenari...
Last post by HonzaCZ - 30 November 2024, 20:57:01
Being able to specify in the player declarations that a faction is selectable, perhaps by setting it as "*Random*" would be a great feature for certain scenarios, especially for multiplayer ones where you could have varied objectives but still play with your desired faction.