Author Topic: Glestimals  (Read 80189 times)

Fluffy203

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Re: Glestimals
« Reply #150 on: 25 March 2010, 02:14:38 »
I just think they should have a neutral party in general in the game  :thumbup:

ElimiNator

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Re: Glestimals
« Reply #151 on: 25 March 2010, 02:22:22 »
No bandits, just other players, bots, (Lions  ;) ), wolves, and other carnivores animals.
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John.d.h

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Re: Glestimals
« Reply #152 on: 25 March 2010, 02:29:57 »
From a programming standpoint, aggressive animals wouldn't be any different from bandits.  It's just whatever the modders want to make. :P

Fluffy203

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Re: Glestimals
« Reply #153 on: 25 March 2010, 02:48:45 »
Yep john is right on that  ;D

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Re: Glestimals
« Reply #154 on: 25 March 2010, 05:07:39 »
Yes, I know.  :D
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RealtimeFreak

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Re: Glestimals
« Reply #155 on: 10 June 2010, 23:48:42 »
hello wciow,
can you please new upload your Glestimals Mod?


wciow

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Re: Glestimals
« Reply #156 on: 11 June 2010, 12:30:59 »
Glestimals was not a mod. It was just a set of low poly animals that I was planning to use should Glest ever have wildlife like in the AoE series.

If anything like this get implemented I will try to find them again but atm theres no real use for them.
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silnarm

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Re: Glestimals
« Reply #157 on: 13 June 2010, 07:10:02 »
Did they ever get animated?

Neutral units will not take long to implement, give me a reason to implement it, and I will.
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Gabbe

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Re: Glestimals
« Reply #158 on: 13 June 2010, 09:13:12 »
silnarm, variation in gameplay.

John.d.h

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Re: Glestimals
« Reply #159 on: 13 June 2010, 17:46:02 »
Neutral units will not take long to implement, give me a reason to implement it, and I will.
To better immerse the player into the game's environment.  For the record, are we talking about implementing neutral units just as decorations, or ones that actually do stuff (i.e. wandering monsters)?

Gabbe

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Re: Glestimals
« Reply #160 on: 13 June 2010, 17:50:41 »
treasure guardians? Raider parties demanding gold? Independant villages?

John.d.h

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Re: Glestimals
« Reply #161 on: 13 June 2010, 17:56:49 »
None the less, I think we have a pretty descent base specification for Glestimals
  • Standard "whats-its" -- specified in the tileset - (see http://glest.org/glest_board/viewtopic.php?f=15&t=3387) that are specified in an animated tileset (an advanced tileset) and are completely non-game effecting.  Whats-its will respond to player interaction (i.e., running from players, etc.) but will not effect game play at all (I.e., purely eye candy).
  • "Creeps" - specified in the scenario - are either hostile or have an AI specified in the scenario.
  • Capturables - specified in the scenario
  • Huntables -- probably just a flag set on a unit with a pre-specified food value and decay rate?
That's roughly it.  I'll get more into designing that later.  I'm working on networking code now so I don't want to think too much on it today.

Gabbe

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Re: Glestimals
« Reply #162 on: 13 June 2010, 18:05:42 »
well...okay thats good...reasons provided?

silnarm

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Re: Glestimals
« Reply #163 on: 14 June 2010, 06:00:23 »
Sorry, miscommunication. I don't need to be convinced that it is a good idea, just that there is an immediate application for it, for example, some animated models ready to be added to a tileset...
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wciow

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Re: Glestimals
« Reply #164 on: 14 June 2010, 12:44:38 »
Well I managed to dig up the old Glestimal files  :)

Good news is that I archived them properly including all the texures and original .blend files. These include:
Bear
Deer
Eagle
Fish!?
Hawk
Heron
Rabbit
Snake
Spider
Wolf

Bad news is that only the bear has a full set of animations. So if anyone feels like doing some animations for the remaining animals please post here

@Silnarm: If you are going to devote some time to putting Glestimals in then I'm happy to make animating the remaining animals top priority  :thumbup:
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John.d.h

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Re: Glestimals
« Reply #165 on: 14 June 2010, 17:46:15 »
What animations would they need?  I presume most would need "sit_around" and "flee_in_terror"?

wyvern

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Re: Glestimals
« Reply #166 on: 14 June 2010, 17:55:37 »
Maybe the animals can reproduce to make them more of a challenge ;D ;D, all of the animals could have ep and could create a new unit when their ep is at max and production is instant, so for example a wolf requires 300 ep to reproduce and the ep regen is 1, once it reaches 300 the wolf can create another wolf.

Gabbe

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Re: Glestimals
« Reply #167 on: 14 June 2010, 19:15:24 »
yeah, and then after a lengthy game yo`ll have like 300 wolves to fight off...imagine they are 15, after 300 secs they are 30, 300 more secs and guess what? they are 60!

RealtimeFreak

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Re: Glestimals
« Reply #168 on: 14 June 2010, 19:46:35 »
I find it a good idea,
like real wildlife and hunting  :)
« Last Edit: 14 June 2010, 19:49:17 by RealtimeFreak »

Gabbe

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Re: Glestimals
« Reply #169 on: 14 June 2010, 20:44:59 »
then when you have 300 wolves, suddenly after 300 seconds, boom! 600....and guess what happens after that? 1200, and after that? 2400...you see were this is going right? too bad wolves don`t have birth control...

wyvern

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Re: Glestimals
« Reply #170 on: 14 June 2010, 23:34:46 »
Ok it could also weaken the parent wolf in hp or you could have male and female wolves.

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Re: Glestimals
« Reply #171 on: 14 June 2010, 23:40:32 »
Wyvern and HyperCube: Are giving any thought to how much code you'll need for all these features?
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wyvern

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Re: Glestimals
« Reply #172 on: 14 June 2010, 23:44:52 »
Wyvern and HyperCube: Are giving any thought to how much code you'll need for all these features?
No :O :O ;D ;D

Gabbe

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Re: Glestimals
« Reply #173 on: 14 June 2010, 23:49:38 »
obviously not, were the demanding babies that needs everything right away.

wyvern

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Re: Glestimals
« Reply #174 on: 14 June 2010, 23:54:48 »
obviously not, were the demanding babies that needs everything right away.
Yep Yep

 

anything