Author Topic: Dwarf faction  (Read 96604 times)

weedkiller

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Re: Dwarf faction
« Reply #50 on: 14 October 2008, 16:45:55 »
hm, yes persians will go on but not likely in further time. i finished with school and am studying right now; so much about free time  :P
i will play on it from time to time but to be honest it will go on slower that it already was

ZaggyDad

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Re: Dwarf faction
« Reply #51 on: 14 October 2008, 18:45:06 »
Quote from: "Wciow"
I know that the animations are not great but I have only been properly animating for a few months. Just look back at the laughable animations I made for the FPM :P

modman

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Re: Dwarf faction
« Reply #52 on: 14 October 2008, 22:26:16 »
Dwarves will need WAY better anti-air than a defense tower.  Maybe a dwarven cannon or something?

gameboy

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Re: Dwarf faction
« Reply #53 on: 11 November 2008, 15:56:53 »
Hey, is dead or what? we haven't  heard for almost a month.

wciow

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Re: Dwarf faction
« Reply #54 on: 11 November 2008, 17:25:51 »
No its still alive. I'm not gonna give up on it!
Since Daniels return, I've been working on the FPM again which is my main project atm. [I wonder when will the first GAE based faction mod will appear (not counting FPM) - @kukac@]

Alpha-2 will be released when there has been enough progress. I've added a few more models but not really enough to deserve another release yet.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

gameboy

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Re: Dwarf faction
« Reply #55 on: 11 November 2008, 18:09:19 »
Quote from: "wciow"
[I wonder when will the first GAE based faction mod will appear (not counting FPM) - @kukac@]
I might release an elf faction for GAE, and after that my tech tree Endor Revealed, it's under the Topic Ardhon.

wciow

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Re: Dwarf faction
« Reply #56 on: 11 November 2008, 23:16:37 »
"I wonder when will the first GAE based faction mod will appear (not counting FPM) "

I plan on making a GAE version of Dwarves which will add some extra features but I want to get the standard Glest version finished first.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

modman

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Re: Dwarf faction
« Reply #57 on: 12 November 2008, 22:17:54 »
I might make eminations for Dark Magic, but I kind of doubt it.

Omega

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Re: Dwarf faction
« Reply #58 on: 16 November 2008, 21:47:04 »
Quote from: "wciow"
I wonder when will the first GAE based faction mod will appear yet.
The moment GAE becomes more popular and more 'stable'. (For me, when I can use it on windows, but that might be never...)
Edit the MegaGlest wiki: http://docs.megaglest.org/

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modman

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Re: Dwarf faction
« Reply #59 on: 17 November 2008, 23:58:46 »
Once GAE becomes stable, which, for all daniel knows, is, it can be implemented into normal Glest in 4.0 or something.  The XML reader can be designed so that the already existing XMLs for Tech and Magic and all the mods don't have to be redone, and they are compatable.  Then it can access all the new features of GAE.

Omega

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Re: Dwarf faction
« Reply #60 on: 30 November 2008, 15:37:41 »
Yeah, but oddly, no one can seem to find why it won't work for me.

Last resort, still waiting for someone to tell me how to use the precompiled version on Kubuntu... Really, I'm kinda impatient...
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modman

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Re: Dwarf faction
« Reply #61 on: 30 November 2008, 21:03:25 »
It's something in the .ini I think.  Change it to fit your OS.

Omega

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Re: Dwarf faction
« Reply #62 on: 1 December 2008, 04:29:40 »
Thing is, there's no extension, and I think it has to be unpacked or something. Not even sure how.. I'm a noob on Linux systems...
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modman

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Re: Dwarf faction
« Reply #63 on: 1 December 2008, 05:09:37 »
It definately works for Titi, so that's kind of wierd.  I know on a PC you can hide known file extensions in Windows Explorer, so maybe show them.  One of the files is a text file and you have to edit it I think.

Omega

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Re: Dwarf faction
« Reply #64 on: 7 December 2008, 20:48:52 »
it's a tar.bz2 file. I unzip the bz2 and the tar, and I find myself left with a file with no extension... Now what? (That's what I mean. Windows EXEs are great, but Linux...)
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hailstone

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Re: Dwarf faction
« Reply #65 on: 8 December 2008, 08:34:12 »
Linux binaries generally have no extension. Run it from command line like "./program" or open it with a file explorer program.
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Omega

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Re: Dwarf faction
« Reply #66 on: 8 December 2008, 15:51:35 »
Can you give me a noob point of view guide to running that one program in Kubuntu? And let me get this straight, I need to copy the folders and stuff from the original glest too?
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hailstone

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Re: Dwarf faction
« Reply #67 on: 9 December 2008, 13:14:02 »
Follow the Linux Install instructions at viewtopic.php?f=15&t=3454 then run it from command line like I showed above. This discussion should have taken place in a different thread.
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wciow

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Re: Dwarf faction
« Reply #68 on: 19 December 2008, 19:09:21 »
Back on topic please.

A new version of dwarves is here!
Alpha-2 can be downloaded from the first page of this thread.

changes:

buildings:
farm, defense tower and warriors hall now have custom construction and destruction models
added stronghold model
added foundry model
Defense tower now shoots musket balls instead of arrows

units:
new unit Dragon Slayer
new unit Cannoneer

Upgrades:
Added Fortify
Added Dwarven iron
Added Dwarven steel
Added Scale Armour
Added Gunpowder

Improvements:
Minor improvements to Hero and Defense Tower textures
Minor improvement to Hero's animations
Cleaned up the file structure
Removed some unessecary files for smaller download size

Balance:
Farms now produce 25 food instead of 10
Warriors now have base armour 10
Hero's now have base armour 30
Workers now have base armour 5
Miners now have base armour 5
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

modman

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Re: Dwarf faction
« Reply #69 on: 20 December 2008, 22:30:42 »
Is this it?  If not, what units are left?

modman

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Re: Dwarf faction
« Reply #70 on: 21 December 2008, 04:05:21 »
OK I found some errors.  Mostly in the fighting units.  I would probably have Dwarves be lower HP because they're shorter and probably less strong because of that, but I would give them more armor.

Also the defensive unit should be placed last in the build basic command for the Worker, because otherwise the CPU thinks it's supposed to build those first.  The Defense Tower itself should be stone armor.

So what are you doing for air for Dwarves?  I have absolutely no idea.  Maybe some kind of air fortress with high metal armor?

I looked at the origanal tech tree diagram you posted and it looks like it would go great in Glest before the newer units were implemented (Behemoth, Dragon, Airship, Ornithopter etc.) because your tech tree is about thagt length.  To fit in Magitech now, a faction is about 5 or 6 steps to the end.  (OK so I'm not so sure about the numbers, but you're missing about 2 steps).

gameboy

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Re: Dwarf faction
« Reply #71 on: 21 December 2008, 07:44:00 »
Quote from: "modman"
OK I found some errors. Mostly in the fighting units. I would probably have Dwarves be lower HP because they're shorter and probably less strong because of that, but I would give them more armor.
No, I totally disagree, dwarves should have high HP because the short and bulky, meaning their muscle and biceps are big and strong, if you don't understand what i'm saying read the Silmarilon By JRR Tolkien

John.d.h

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Re: Dwarf faction
« Reply #72 on: 21 December 2008, 09:09:43 »
Yes, dwarves should definitely be tough and strong.  Not only are they more muscular for their size, but they're proportioned differently.  Real-life dwarfs aka midgets aka little people, can actually be surprisingly strong because of the way they're proportioned.  Fantasy dwarves would be even stronger since they're way more muscular and they spend all day swinging hammers and pickaxes.

wciow

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Re: Dwarf faction
« Reply #73 on: 21 December 2008, 11:25:17 »
Quote from: "modman"
Is this it?  If not, what units are left?
No there are still two units to be added for the standard Glest version. The flame team and the bombard team.

Once thats completed I'll make a GAE version which has another building called the steam-forge and two more units which I haven't decided on yet.  

Thanks for the tip about the defense tower. I'll try moving it around and see how it works.

For air defense there is the dragon slayer.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

modman

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Re: Dwarf faction
« Reply #74 on: 23 December 2008, 03:44:59 »
What anti-air do you have?  Because you'll need something with splash or Dwarves will be annihilated.

 

anything