Author Topic: Apocalyptic Dawn (formerly known as Military)  (Read 277440 times)

Zoythrus

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Re: Military Tech Tree -- Nearing Version 3!
« Reply #875 on: 1 January 2011, 01:48:25 »
i fully and wholeheartedly object to the stupid "Stealth Bomber can only be detected by AA" idea. i think that it sucks, because i think that each faction should have one or two detector units, not one for every unit! a detector should detect stealth, all stealth.

Omega

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Re: Military Tech Tree -- Nearing Version 3!
« Reply #876 on: 1 January 2011, 07:25:11 »
Simple: Because an anti air turret detecting a spy doesn't make sense. Every faction has their own ways to detect stealth units, and it will be balanced out and interesting, rather than making the stealth units useless. Hmm...that reminds me: feature request of a "detect radius".

@John, that's the best I got I'm afraid after down scaling it so much. Oh, and for the record, the UN logo is team color, while the UNATF words are true color.

Edit:

Now, we are ready for release! Abet, we will have to wait for GAE 0.3.3 first, because we need a minimum of rev 1048, but those are currently unstable and a bit buggy, so we'll have to wait until 0.3.3 to be released until Military 3 comes out. I'll let out a teaser at a closer date ;).
« Last Edit: 8 January 2011, 07:06:18 by Omega »
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Gabbe

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #877 on: 13 January 2011, 17:18:47 »
Do you still have the blends for this mod, can i use it for a free project? You will have credit.

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #878 on: 13 January 2011, 19:36:38 »
He only has a few Gabbe, that's why the animations haven't been improved. :|
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Omega

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #879 on: 13 January 2011, 21:20:13 »
The other problem, is my method of storage. Rather than mix all the blend files into the necessary files and have to weed those out before distribution, or place them in a complex array of folders that I can't be bothered to maintain, every unit has a folder in a base models folder. Along with every thing else I ever modeled. Nextly, the textures don't link relatively by default, so they appear as purple for most models since I use the desktop as a working space then move the files after.

Plus, as arch said, I'm missing a lot.

Of course, some of you might be aware that I also have a, er ... bad habit ... of making a separate blend file for each animation (particularly useful for more complex models, and saves on reseting the positions in between keyframes, etc).

So yeah, that's a big problem... :( I might be able to salvage some of the Blends though, if you can tolerate the mess.
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Gabbe

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #880 on: 14 January 2011, 14:09:02 »
I can tolerate mess ;) So does that mean i can have the permission?

ultifd

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #881 on: 15 January 2011, 00:26:23 »
Wow! I can't wait for this and GAE 0.3.3! Well MG 3.4.0 too, but that isn't really related...  :O
Although I suppose I could try all the new features with git...but right now I'm still learning how to use it.

Omega

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #882 on: 15 January 2011, 06:14:19 »
Wow! I can't wait for this and GAE 0.3.3!
Likewise. I'd use a snapshot version, but I need as much stability as possible. Of course, Silnarm has generously offered to build installers that will have Military in the title bar as well as the custom INI changes without interfering with the config directories (thanks again James!).
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ultifd

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #883 on: 15 January 2011, 21:28:22 »
Yeah, good thing we have great developers.  :thumbup:
What's the approximate size of Military?

Omega

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #884 on: 15 January 2011, 22:52:36 »
Well, first of all, this is very approximate. I do not know what extra files 0.3.3 may add, and this here is just a quick 7zip of the shared and doc folders... and it's 45.6MB. :o

That's a large increase, but I added some new units in, some new images, redid some building's textures, and I've changed my mind on the Reactor, I want to do it from scratch... Ideas? (I got time after all. 0.3.3 can't be that soon).
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Zoythrus

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Re: Ability to give Detectors targets
« Reply #885 on: 9 February 2011, 00:40:06 »
but please, dont make it a 1on1 detector system for everything! i have no prob with the AA gun spotting the stealth bomber, but all other detectors should spot the all other cloaked units. let a detector do what it's supposed to do - detect.

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Re: Ability to give Detectors targets
« Reply #886 on: 9 February 2011, 00:58:44 »
but please, dont make it a 1on1 detector system for everything! i have no prob with the AA gun spotting the stealth bomber, but all other detectors should spot the all other cloaked units. let a detector do what it's supposed to do - detect.

Use one cloak type.
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Omega

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Re: Ability to give Detectors targets
« Reply #887 on: 9 February 2011, 01:42:44 »
Besides, Zoy, it wouldn't make sense, as I pointed out, for all detectors to spot all cloaked units. While it might work if we're only talking about magically cloaked units all by the same method, when we're talking about air units to a submarine, they simply aren't detected the same way! For example, let's take a look at Civ4. The submarine and spies were both "cloaked" units. A spy could only be detected by another spy, whereas submarines were detected by other submarines or, I believe it was destroyers.
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Zoythrus

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Re: Ability to give Detectors targets
« Reply #888 on: 9 February 2011, 02:16:18 »
but i dont want to make a detector for absolutely everything! i mean, it seems like half of your army would be the various detectors. now, if it was divided as such: air detects air, ground detects ground, etc; then i would have no problem (that means ONE detector that finds all cloaked ground units!)

Omega

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #889 on: 9 February 2011, 06:18:48 »
There's only going to be a tiny handful of units that can use stealth anyway. Though, the detector-cloaking relationship helps balance out the factions and ensure the use of some units. For example, if you don't build an AA Launcher, your base can be spied on by the stealth bomber. Sure, you can take out air units fair enough without it, but you won't be able to detect a stealth bomber in stealth mode. All air units will certainly be detected by the AA launcher for UNATF and an undecided alternative for the cult (both need their own way to detect units, as it's important that units are detectable by at least something). Land units have not been decided yet, partially because of the cloaking restriction, though most likely a sniper style unit will have a cloaking ability. The Cult is largely undecided still (and you still are welcome to give ideas and opinions while I am busy with the Glest Guide, which I want to finish before I start version 4 (that is, the cult) of Military).
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Zoythrus

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #890 on: 25 February 2011, 00:20:50 »
so.....are you still making this, Omega? i'd like to see it done....

ultifd

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #891 on: 25 February 2011, 00:23:49 »
I'm pretty sure he's just waiting for 0.4...

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #892 on: 25 February 2011, 06:14:44 »
so.....are you still making this, Omega? i'd like to see it done....
Did you read the topic title?
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Zoythrus

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #893 on: 25 February 2011, 07:03:07 »
i wasnt too sure if that's when he was going to release it, or when he shall resume work on it.

Omega

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #894 on: 25 February 2011, 07:44:17 »
i wasnt too sure if that's when he was going to release it, or when he shall resume work on it.
It's very much still in development. Just kinda...waiting. It requires a stabler build than we have at the moment. 0.3.2 has some bugs that simply won't do, and I hear the git-master is unstable as well. I'm just waiting for the next version (if there is one before the merger) or at least a stable edition (or stable enough). I do plan to add bump maps though too, and not entirely sure if those are in this version...?
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ElimiNator

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #895 on: 25 February 2011, 16:58:05 »
Yes, there should be one more release before the merger. Of GAE and MG.
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Omega

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #896 on: 25 February 2011, 23:39:20 »
Well, in the mailing lists, devs were recommended to finish what they had started, so hopefully that will mean one final release of GAE. I fully expect Military 4 to be for Glest 4! :D
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Zoythrus

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #897 on: 26 February 2011, 00:12:47 »
well, lets discuss the Cult more:

land detector: attack dog, able to sniff out cloaked troops like no one's business.

air detector: maybe a radar/sonar tower? it would have no attack, but could detect air/water units. so, it's a tradeoff, it cant attack, but it allows other units to attack cloaked air and water units.

cloaked troops: most of them (possibly through and upgrade). the Cult should be more stealth driven, not brute force driven. this means that most units should be cloaked in some way or another. but the perma-cloaked units would be the Combine soldier and mutant Commando. maybe if you put a Commando or Combine soldier into the 2-seat autogyro then it can gain stealth and an attack (maybe one unit turns it into a bomber, and the other into an air superiority fighter. also, keep in mind that this idea requires more coding). this gives them a stealthy air unit.


wyvern

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Re: Military Tech Tree -- Waiting for GAE 0.3.3.
« Reply #898 on: 26 February 2011, 01:55:08 »
maybe a bomb dog with explosives strapped to it, and as for stealth units, maybe a sapper/tunneler, digs under enemy units and then blows up. Or tunnels in the style of what the japanese and vietnamese made, invisible other then to stealth detection units and able to swiftly transport troops between two points

ultifd

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Re: Military Tech Tree -- Waiting for GAE 0.4
« Reply #899 on: 26 February 2011, 01:58:37 »
I just noticed this... the Military logo on your Glest Guide still points to the 100mb site. Perhaps you should update  the logo too? Also, if you're going to endorse Firefox, maybe try to put it to the right of the logo. Also, you should update the copyright year too.

 

anything