Author Topic: Vbros mod packs 1, 2, 3, 4, and 5!  (Read 139103 times)

ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5!
« Reply #350 on: 29 July 2011, 04:13:34 »
I (with Tigers help) updated vbros pack 2 using all new models, textures, animations, and features in MG. Multiple animations, multiple constructing and braking models for buildings, heros and much more.
« Last Edit: 30 July 2011, 05:09:05 by ElimiNator »
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Psychedelic_hands

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #351 on: 30 July 2011, 06:16:50 »
The vbros pack 2 includes 4 factions, dark knights, gauls, greece, and crusader factions.
give me your feedback!

Dark Knights:


Greece:


Crusaders:


Gauls:


Crusaders and Gauls look much better!
Especially Crusaders!
Though I feel Greek faction lets them down, it looks really nothing greek-like at all. It gives me more of a Dark-Ages feel... Try for a more Classical style, like domes and arches with lots of colums and less roofs.
And what is the difference between Dark Knights and Goths? By their pictures they look exactly the same  :-[.

ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #352 on: 30 July 2011, 16:05:33 »
Thanks for some feed back, goths have been changed to dark knights. And about the greeks Ill look into adding more columns.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Hagekura

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #353 on: 8 August 2011, 23:03:17 »
Yeah the buildings are much improved. especially I think gauls are best.

Some things I've noticed:
  • (Gauls)There is a xml mistake in hermits_hut. Can't produce asterix. both "produce_asterix" and "produce_hermit" commands produce hermit.
  • (Crusaders)Templar doesn't look like Templars.

Question: Why gauls have cannons? :|  (The cannon looks good though).
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ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #354 on: 9 August 2011, 02:47:49 »
Yeah the buildings are much improved. especially I think gauls are best.

Some things I've noticed:
  • (Gauls)There is a xml mistake in hermits_hut. Can't produce asterix. both "produce_asterix" and "produce_hermit" commands produce hermit.
  • (Crusaders)Templar doesn't look like Templars.

Question: Why gauls have cannons? :|  (The cannon looks good though).
1,2: Ok, will fix.
3: Cannons are maybe not very Gaulish but I thought it kinda matched and was cool.

Get the Vbros': Packs 1, 2, 3, 4, and 5!

Mr War

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #355 on: 9 August 2011, 09:43:54 »
I haven't had the chance to play this yet but looks really cool. You guys work fast

wyvern

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #356 on: 9 August 2011, 15:29:13 »
The cannon really doesn't seem to fit with a Gaulish theme, but....I still like your mod it looks cool. ;D ;)

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #357 on: 9 August 2011, 23:10:09 »
Talking about the vbros pack 1 is it me that i dont get something or the pirates can't build the main building? (the ship) If it's the second please fix it :) Another thing could you replace the sound of the goose in the canadian faction? It's not something important but i think it's nice to have everything all right. Thanks :)
I translated Megaglest in italian and i keep the translation updated.

ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #358 on: 10 August 2011, 03:18:28 »
Think: Wouldn't it be dumb if you could "build" a shipwreck? The storage (or something like that) is the ships equivalent.
Ill look into the Canadian goose sounds, thanks.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #359 on: 10 August 2011, 03:27:36 »
Ill look into the Canadian goose sounds, thanks.
I thought you were Canadian? Go outside (yes, scary place, don't forget your body armour) and record one yourself. There's about a million around these parts.
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ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #360 on: 10 August 2011, 04:00:49 »
Not where I live...
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ultifd

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #361 on: 10 August 2011, 16:14:50 »
Maybe Omega can do it...  :O

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #362 on: 10 August 2011, 16:25:25 »
Reminds me of a heartrending sound effect i heard once of ducks quacking, and the a distant shot ringing out

Mr War

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #363 on: 10 August 2011, 16:53:57 »
Did you hit any ducks?

Maybe the Canucks could have a duck gun unit?

Omega

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #364 on: 11 August 2011, 02:37:27 »
So...many...stereotypes... Urge to kill... rising.
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ultifd

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #365 on: 11 August 2011, 08:40:49 »
So...many...stereotypes... Urge to kill... rising.
What about:
Ill look into the Canadian goose sounds, thanks.
I thought you were Canadian? Go outside (yes, scary place, don't forget your body armour) and record one yourself. There's about a million around these parts.
Don't commit suicide...  ;)

Omega: I know it's dangerous out there, kupo, but this is getting a bit off topic.

BASH2003

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #366 on: 20 August 2011, 22:17:25 »
ive been looking at the mario faction, and its my favorite. As a matter of fact, why cant nintendo make a Mario RTS game? They made Mario RPG, so maybe there can be a Mario RTS?  i Feel that the mario faction is missing so much more. The music itself was just the smb3 first world theme being looped. I replaced it with songs from the first super mario brothers game. i also noticed that the marios had the same voices as the tech faction. Well, i replaced them with marios voice. Like for instance when mario dies, he says "Mama Mia".  However, i wish i could add a little more to the faction. Like for instance, the question block could have had a mushroom which could heal units. the block could have also had a fire mario unit. I have also noticed that there were certain things missing in the other factions.   

So will there be an update to the Vbros mod packs?  All these factions are great, and funny, but some of them looked kinda incomplete.

ultifd

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #367 on: 20 August 2011, 22:55:49 »
Well, I think it would be kinda hard to design or play a Mario RTS for the Wii, Wii U, or the 3DS.

ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #368 on: 21 August 2011, 04:47:20 »
ive been looking at the mario faction, and its my favorite. As a matter of fact, why cant nintendo make a Mario RTS game? They made Mario RPG, so maybe there can be a Mario RTS?  i Feel that the mario faction is missing so much more. The music itself was just the smb3 first world theme being looped. I replaced it with songs from the first super mario brothers game. i also noticed that the marios had the same voices as the tech faction. Well, i replaced them with marios voice. Like for instance when mario dies, he says "Mama Mia".  However, i wish i could add a little more to the faction. Like for instance, the question block could have had a mushroom which could heal units. the block could have also had a fire mario unit. I have also noticed that there were certain things missing in the other factions.   

So will there be an update to the Vbros mod packs?  All these factions are great, and funny, but some of them looked kinda incomplete.
Yes I will update the factions.
Thanks for the great ideas for Mario, I will use some.
Also if you have any more ideas, just post them here and I may use them.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5
« Reply #369 on: 16 December 2011, 21:33:20 »
I am planing on updating pack 1. This pack has British, Canadians, Pirates, and Western. Please tell me any bugs you found or any ideas you have.

Thanks.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #370 on: 16 December 2011, 22:37:49 »
When you upgrade the Canadians, less stereotypes, pl0x.
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ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #371 on: 21 January 2012, 17:25:34 »
What units do you not like/want and that you think are stereotypes?
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Manric

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #372 on: 15 April 2012, 10:30:53 »
Feedback on Vbros pack 2.

This post is addressed, first to the authors of the pack-—thank you and congratulations!--, and then to those players that, like myself until recently, had played nothing but Megapack. I hope the following comments will encourage  them to try new experiences.

The four factions in the pack follow of course the general trend of the game as to production of buildings and units, but some original ideas have been introduced to freshen the interest of the player. I will try to comment on each faction separately:

GREECE. These greeks are vegetarians: Feeding is solved not by production of animals but by building barley fields. Each field feeds 25 units. It is a faction well adapted to a strong defense strategy, with static units like the oxibeles--a type of ballista with land-air capacity--, the tower, the air-box, and, above all, the Trojan horse. This last is a really fantastic find: A deadly statue of a horse, untouchable by the enemy, but capable of killing fast any land unit entering its 8-range. I was initially puzzled as to how to destroy it, but the answer is, you cannot. The only way is to surround it and destroy the barley fields. Then the horse complacently dies.
Attack units are more conventional, in Megaglest terms, although some names are indeed those of ancient greek warriors: hoplites, peltast, psiloi (slingers), onagers (catapults), chariots, archers... I rather like the chariots: strong, fast and with a good shooting range. Special units are the Atlas--rather like the Norsemen Thor--, the Alexander and the Artemis, these two very strong but limited to one each. And dragons as air units.
It takes time to start producing the strong units, but, if not rushed before, an army of formidable power can be assembled. Thumbs up for the greeks.

GAULS. This is a puzzling faction. While it is apparently well done and carefully finished, when you delve a little deeper some incongruous things come up. It gives the impression of having been hurriedly put together. A few details:
Air unit is a contraption called Copter, strangely out of place in Roman Gallia. And there are also cannons, but let us accept all that. Now, what of the doves? They seem to have been the original air unit, but now the attack skill is commented out in the xml, so that their final role in the faction remains a mystery.
A touch of humor is given by the inclusion of some characters of the Asterix saga: Obelix, the hermit (recreation of the Druid), the cauldron with the potion, the bard, and the same Asterix (in the version I downloaded the production of Asterix was disabled and I had to correct it). These characters  were supposed to make the faction funny but in fact they add little to the gameplay. It would be an interesting turn if the magic potion could be used in the same way as in the comic: this would involve giving a temporary super-strength to all warriors fed on the cauldron. But I suppose the AI would not allow it. Instead, the potion is merely an one-time-for-all upgrade.
Obelix can produce a rock (menhir in the comic), but this has no object at all in the game. The rock can be sold, and you get 40 stone, that's all there is to it. And Asterix has a fast-run skill that does not seem to work.
As for the bards, they are supposed to enter combat singing a lethal song that weakens and kills enemies. But even with the upgrade, their song is practically harmless.
On the whole, Gauls is not one of the best factions, although one point in their favour is that they can start production of warriors fairly quick.

CRUSADERS. As with the other factions in the pack, neatly modelled buildings and units, quite a pleasure to play. It has all the usual warriors, so I will only mention the details that make the faction different.
Two kinds of workers: peasant and maid.
One new resource: water. Some special units require it. It is obtained by building a well. Only maids can build wells or farms.
Farms can trade wood by gold. Very handy in case of scarcity of the precious metal.
Peasants, as well as harvesting and building, can morph into catapults. And a  catapult can morph into a trebuchet. This is a static splash weapon with devastating power. If anybody think that the roman ballista is too powerful, just give a try to the trebuchet.
Another powerful weapon, this one mobile, is the siege machine.
Air units are falcons. They are produced, not by a building, but by a unit: the monk. If you have several monks falcons can be created fast--and cheaply, too.
But the most outstanding unit is a character called Richard (Lion-heart, I presume). This is a warrior with an stunning HP of 35000! Of course only one is allowed in the game, but even one, helped by a few minor warriors, can wreak havoc into any enemy defense.
The conclusion is, quite a funny and challenging faction.

DARK KNIGHTS. Somber people, these knights. Obscure workers, dark warriors, gloomy buildings, ominous fires, great spiders, vampires... If an oppressive atmosphere was wanted, here it is, surely.
The strongest warrior is, obviously, the Dark Knight, chieftain of this merry party (only one allowed). Maybe a bit disappointing, though. Of such a big shot one would expect greater strength and size. More interesting are the axemen and the shadow riders, both strong and with nice sound effects. And then the fire swordsmen, big chaps with a deadly attack on both land and air foes. There are no war machines, but we have horrifying spiders, strong and fast. Air unit is the bat, vampires in fact, that attack dropping from above.
As static defenses we have the watch tower (land and air) and the torch (air only). The first has an interesting feature: when attacked at close range it can throw hot oil on the enemies.
There is no lack of punch in these dark ones, which are surely the main attraction of this pack. Players fond of this kind of gloomy aesthetics will certainly find their bit of fun here.

(One final touch to the authors of the pack: the music is ok, but don't you think that this piece below--copyright free, mind you-- would be a better fit for the dark warriors?)

http://www.1classical.com/title.php?recordID=Mussorgsky - Night on the bare mountain

 


ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #373 on: 15 April 2012, 20:26:46 »
Wow, thanks for all the feedback!

Ill try to fix the problems you mentioned in Gauls.

Ill check the music and get back to you.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Manric

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 2 updated)
« Reply #374 on: 16 April 2012, 10:35:00 »
Ill check the music and get back to you.

The link doesn't work properly. You must copy and paste the whole line.

 

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