Author Topic: Indians v0.9 released  (Read 13351 times)

titi

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Indians v0.9 released
« on: 29 May 2007, 18:36:03 »
Indians v0.9 released

I hope they are nearly finished now!
Please give me your comments. Are there still installation problems in windows?

Download is here:
http://www.titusgames.de

an older screenshot:
« Last Edit: 26 September 2016, 14:55:54 by filux »
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firedeathbot

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« Reply #1 on: 29 May 2007, 20:22:09 »
looks cool!
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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titi

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« Reply #2 on: 29 May 2007, 21:50:00 »
Try the following:

map = Four Rivers
tileset = jungle

settings:
 
Code: [Select]
  1 CPU       Indian      team 1
   2 CPU       Magic       team 2
   3 Human   Indian      team 1  
   4 CPU       technik     team 2


thats a real fight!!
« Last Edit: 1 January 1970, 00:00:00 by titi »
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firedeathbot

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« Reply #3 on: 30 May 2007, 01:03:10 »
i'll try it

1 question, what does the update add?

also there is a problem with the dragon g3d that you have as the eagle, it is okay with all the animations but attacking where it shows the stuff you made transparent
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Nitecreeper

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« Reply #4 on: 30 May 2007, 06:36:02 »
thank goodness you took out the housing, mabye it might work.
« Last Edit: 1 January 1970, 00:00:00 by Nitecreeper »

titi

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« Reply #5 on: 30 May 2007, 07:57:20 »
Whats new in the update?

Here are some things:
- a lot of new sounds
- new shots ( thunderbird for example )
- AI housing problem solved ( new bigtent )
- upgrades have other effects
- gameplay balancing
- new background music!!
- animating beehive attack
- axeindian has it's own animated standing model
- new symbols for actions units ....
« Last Edit: 1 January 1970, 00:00:00 by titi »
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firedeathbot

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« Reply #6 on: 30 May 2007, 13:07:42 »
Quote from: "titi"
Whats new in the update?

Here are some things:
- a lot of new sounds
- new shots ( thunderbird for example )
- AI housing problem solved ( new bigtent )
- upgrades have other effects
- gameplay balancing
- new background music!!
- animating beehive attack
- axeindian has it's own animated standing model
- new symbols for actions units ....

i guees that means i need to get it!
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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titi

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« Reply #7 on: 30 May 2007, 13:33:58 »
YES  :D
« Last Edit: 1 January 1970, 00:00:00 by titi »
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Eta Beta Pi

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« Reply #8 on: 30 May 2007, 13:37:43 »
Installed fine for me on WinXP. :)

I was really impressed; everything seems well thought-out and complete (sounds, graphics etc.). I'll be keen to see what 1.0 is like.

I especially thought building militia-type units (stickmen) from houses was ingenious.

Couple of things though:

 - Why do you start out with a Reed, of all things, at the start?
 - The Stickman sound was rather loud compared to the other sound effects, and got annoying eventually.
« Last Edit: 1 January 1970, 00:00:00 by Eta Beta Pi »

titi

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« Reply #9 on: 30 May 2007, 14:04:55 »
Quote
- Why do you start out with a Reed, of all things, at the start?

That's a balancing problem we still have, without that the indians doesn't get started quick enough.

Quote
- The Stickman sound was rather loud compared to the other sound effects, and got annoying eventually.


Yes, thats what I thought too, but my sons say:  "indians are loud"   :D
« Last Edit: 30 May 2007, 15:03:14 by titi »
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Eta Beta Pi

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« Reply #10 on: 30 May 2007, 15:01:12 »
Quote from: "titi"
Yes, thats what I thought too, but my sons say: "indians are loud" :D


 :P
« Last Edit: 1 January 1970, 00:00:00 by Eta Beta Pi »

titi

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« Reply #11 on: 30 May 2007, 15:05:40 »
Reed is needed to build archers reed=>arrows.
The Bullfood upgrade is needed to build black bulls :)
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weedkiller

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« Reply #12 on: 30 May 2007, 20:37:20 »
WOW, just played the new one and found a lot of improvements!
I just like the war-screams although i wondered at first.
Its just funny, i heared my opponent coming out of the black fog and the screams showed the hugeness(?) of his army... well i lost.

But really impressive. Concerning the Shaman, i managed to replace the axethrower (animations) and i am just getting how to do this all.

Unfortunately i had to change the exporter(xml) once again a little bit (matrix-operation). This was the only way to get my animations into glest, since the coordinatesystem is different from what i expected (all the modells lie on the "ground" in blender if they stand upstraight in Glest ;-), we could add much more unique units. Althought they look just good already, they should have more feathers, or modified animations.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

globsfer

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« Reply #13 on: 2 June 2007, 22:27:30 »
nice job!
i like the stickfighter scream (maybe you could give similar screams also to other units!) but i noticed you have borrowed some voices from other factions
i think a nest would be more appropriate to produce thunderbirds (eagles)
« Last Edit: 1 January 1970, 00:00:00 by globsfer »

Gunthahaha

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« Reply #14 on: 3 June 2007, 01:20:16 »
I had left Glest for a while, and now I see very advanced mods :D I'll try this one now =)
« Last Edit: 1 January 1970, 00:00:00 by Gunthahaha »

globsfer

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« Reply #15 on: 3 June 2007, 12:32:45 »
i would resize campfire because is quite big near units
« Last Edit: 1 January 1970, 00:00:00 by globsfer »

titi

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« Reply #16 on: 3 June 2007, 19:36:34 »
yes, I think I will resize the campfire.

The "borrowed" sounds are the things which are not finished yet (v0.9!)
Which units still have the old sound?  It would be nice if you tell me which units we forgot, we probabaly forgot one of them.

The Nest: This is an idea my sons also told me, but who should create the nest ????  So we decided to let the thunderbird be created by either the totem, or the technician. Most of the indian totems have a thunderbird on top ( like ours did !) and thats why we put it in the totems tech tree. There is no nest in the indian mythology ;) .

Does anyone  have an idea how to power up the indians a bit faster? I think In the beginning the development of the indians is not quick enough to fit with magic or techs development.
« Last Edit: 1 January 1970, 00:00:00 by titi »
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globsfer

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« Reply #17 on: 4 June 2007, 07:52:13 »
horseman axe indian and worker

you can make archers produced by tent so you have soon a small defense (melee and long range)
« Last Edit: 1 January 1970, 00:00:00 by globsfer »

weedkiller

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« Reply #18 on: 4 June 2007, 08:11:51 »
you could make the axe-indian or another at a "lower" techlevel. i nearly finished my shaman (acts as an spearfighter). you could use this one as a lower or higher unit, too.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

titi

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« Reply #19 on: 5 June 2007, 11:41:24 »
Yes, the shaman at a lower level is a good idea!
You can build a shaman on the roundtent and the reed is not there by default!
So when you build reed you can build archers ( arrows made of reed ).....

Lets hope the AI will use it the right way...

It's probably a good idea to remove some of it's feathers
( in german: zu viele Haeuptlinge am Anfang sind doch etwas komisch,
 da sollte man die Federn etwas reduzieren um einen "normalen" Indianer zu erzeugen. )


OK , now I need the new unit(shaman) :)
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globsfer

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« Reply #20 on: 5 June 2007, 12:56:00 »
can't wait to play the final version!  :O
« Last Edit: 1 January 1970, 00:00:00 by globsfer »

rudravishnu

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« Reply #21 on: 5 June 2007, 14:37:52 »
can i know where this 0.9 version of indians available :?:  :lol:  :lol:  :O
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globsfer

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« Reply #22 on: 5 June 2007, 14:40:36 »
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weedkiller

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« Reply #23 on: 5 June 2007, 15:48:48 »
ok, i will change the shaman to a less "hero"-kind. i could give him just one feather streight up at the back of the head, or i try 2-3 feathers hanging downwards at the side.
i still have to improve the arms (are not glest-like enough; to thin) and the walking-animation. also i will make a single- animation-attack (everything else is too much complicated concerning balance and also appearance...)

some things i learned from the modell:
texture doesnt have to be too detailed. 256*256 is just ok and too small details get lost in the normal game-view. for example the clothes of my shaman loose its structure and look just plain...
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

globsfer

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« Reply #24 on: 7 June 2007, 15:12:13 »
Quote from: "weedkiller"
ok, i will change the shaman to a less "hero"-kind. i could give him just one feather streight up at the back of the head, or i try 2-3 feathers hanging downwards at the side.


think he would look greater with all his feather :D
« Last Edit: 1 January 1970, 00:00:00 by globsfer »

 

anything