Author Topic: Vbros mod packs 1, 2, 3, 4, and 5!  (Read 139102 times)

ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5!
« Reply #375 on: 16 April 2012, 15:13:54 »
I found the music and downloaded it, sounds good. I think I might use it. Thanks.   :)
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!
« Reply #376 on: 27 April 2012, 17:06:37 »
FEEDBACK on Vbros packs 1, 4 and 5.

(Impressions after extensive testing)

OVERVIEW

Pack 1 is all about firearms, with action placed mostly in the 18th century. As hand-held arms, British have muskets and grenades, Canadians rifles, Pirates pistols, shotguns and bombs, and Westerners six-shooter Colts. British, Canadians and Pirates have cannons, and Western Gatling guns.

Pack 4 is wholly 21st century. Men are colonizing the moon, martians have arrived--and are not friendly--, and even our old faithful desktop computers are claiming for their long-forgotten rights. As usual, we have to rely on the US army to save the world.

Pack 5 will give old-time megaglesters a feeling of deja-vu. We come back to classic battles with swords, axes, arrows... New factions are always welcome, but with these old friends we will not find a lot of novelty.

ABOUT PACK 1

Firearms:
Although I personally admit a certain weakness for melees with cold steel only, guns get the upper hand as regards sound. A battle with dozens—-or hundreds-- of shots and the boom of cannons is satisfactory in itself, no matter what happens with the contenders. In these battles, units without firearms look a little pitiful, with their role limited to being cannon fodder.

Authenticity (for the historical minded):
Both British and Pirates are credible, although I would say that British are the absolute champions. Infantrymen carry muzzle-loading muskets,  grenadiers and sabermen fit perfectly the epoch, cannons are also muzzle-loading, there are cauldron-like mortars (presumably firing grapeshot), and a curious weapon called Puckle gun. This was an advanced semi automatic gun that had no success at the time because of production problems. In the game, though, production goes flawlessly and it is a very useful unit in battle. Still keeping in good terms with history, if britishers want to fly they resort to hot-air balloons. Everything strictly in order.

Pirate units are also within logic: wooden legs, knives, cutlasses, all the firearms of the time, we can even believe in their improbable glider. There are no animal lovers among pirates, so we don't find any beast here-—not even the occasional parrot. And we have to accept their stranded ship by imagining that a tempest has run it aground and wrecked it. The history is not bad: without a ship they have to adapt to a life of plunder on dry land.

The other factions are not so strict. Western, for example, have golems called sand-monsters, and show a queer taste by feeding on big orange scorpions. Also, they have bankers who go to battle tossing coins (think of a banker throwing money away!). Gatling guns should be machine guns, but in the game they work as  cannons. And I would lower the range of their six-shooters: the Colt was always a short-range weapon. The main AA defense is, of all things, a bush weed, and hardly visible at that. On the plus side, the outlaws: it is credible that, faced to upcoming battles, westerners open the jail and let out the prisoners expecting them to give a hand. And also plausible that those prisoners are kept with a steel ball chained to their ankles. We don't want them to flee, do we. Pity that with the ball the poor jailbirds are so hampered that they fall easy prey to any enemy with a firearm.

Canadians are not absolutely unbelievable, but, well, a little strange they are. We see them pictured here as exceedingly friendly: they not only have allies like iroquois indians and inuit, but have been also capable of convincing grizzly bears, geese, seals and beavers to help them (besides the more conventional horses and dogs). By the way, bears are really useful in battle, and it is the Inuit who tame them.

Relative strength:
In my tests, pirates seem the strongest, while canadians come out as the weakest faction in this pack.

ABOUT PACK 4

Of the four factions in the pack, USA looks almost real, Moon is credible, and the other two total phantasy. Martians is childish (only my own personal opinion, gentlemen), and PC, although carefully and lovingly designed, fails to attract interest. These bits and pieces of electronics are too lifeless to gain our sympathy.

USA is quite good. We have a lot of interesting units, with a busy uncle Sam producing soldiers of various flavors, tanks and fighter jets, and then fighting himself in his spare time. There are upgrades with such enticing names as “freedom”, “right to vote”, “patriots”... Even the food has turned into “patriotism”! More puzzling is the possibility of building several White Houses or having multiple presidents. Well, it is only a game.
A negative trait is the lack of faction colour. When playing with two or more USA armies on the map there is no way to tell them apart, so it is best to avoid this case.

Moon explorers should be played in their own tileset and at low speed (if you are patient), to simulate low-gravity conditions. It is obvious that extra care has been taken in crafting this faction, with its well-designed buildings and its many original fighting units: we have plasma gunners who shoot blueish bubbles, warriors with swords of light, static particle cannons, mobile AA guns, armed buggies, tanks, shuttles... even a long-range missile launcher, the use of which is not very clear. But, in general, all weapons are a little short of punching power. When pitted against the Martians--their logical foe-- our good Mooners are easily beaten by the alien stronger warriors.
And, again, colour is a problem, as only one of the moon units wears a coloured detail to show its faction.

ABOUT PACK 5

Goths are the dear old Dark Knights with some minor touches: here priests can  shoot hugely satisfactory bursts of energy, there is no boss (the Dark Knight), and the riders have longer range in their attack. I have not been able to spot any other difference.

The Barbarians give the impression of a melting pot: there are many similarities to the megapack Indians (killer bulls, fire archers, axe throwers, stick fighters, bonfire), while from the Romans they have borrowed the battering ram—-as big, unwieldy and ineffective in battle as the original--, and a static catapult called fire launcher, heir of the ballista, as well as new batches of axemen and swordsmen. In short, Barbarians is perfectly playable, but adds little new to previous factions.

Aztec have some more interest. To begin with, the AI loves them. In all my tests one-on-one with CPU control they have made short work, not only of the other factions in pack 5, but of every one of the factions in packs 1, 2 and 4, as well as of the strongest in megapack. Under human control it may be another thing, of course, but there is no denying that these Aztec must have something. Production is fast, and in battle they behave efficiently. As compared with previous similar factions:  No cavalry units, true to history, but there are golem and blow-pipe warriors. We have pretty damsels called “herbalist”, and of course, the Jaguar. It is an awful design, like a drawing by a six-year old, but it helps a lot to win battles.

TRIVIA

Cannons of the pirates show a distinctive splash when fired, while the british and canadian cannons do not. Probably the pirates fire explosive grenades while the others fire round shot or grape.

The explosive barrel of the pirates, when shot from long range simply vanishes. But if attacked closely, it explodes and kills the attackers. Cunning trap.

The British workers can learn to build a hand cart, and this helps them to carry much bigger loads when harvesting. A great idea. And the Moon people have carried it a little further by building a mining robot.

In Aztec, USA, and Pirates, as well as the obvious Moon and Martians, food is produced without animals that get in the way (thanks!).

The Western Banker attacks by throwing coins and bills. Improbable as it may seem, the effect on the enemy is devastating.

British are best played under the red colour, so as to properly show the soldiers redcoats. If Canadians are in the same game we have a problem, because their mounted police would need also the red.

The missile launcher of the Mooners has a range of 500! But it does not shoot where you would want: it follows its own will, and sends its missiles where it pleases.

Units left (forgotten?) in the factions, with no command or function related to them:
In Barbarians a unit called “food”
In Aztec, “advanced_architecture”, “barracks”, “cow” and “cheif”.
In Pirates, “Docks”, “worker”, “treasure chest”, “pirate ship”, “long boat”.
In Canadians, “cargo_ship”.

ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5!
« Reply #377 on: 28 April 2012, 17:05:32 »
Thanks Manric, I agree with all you said. Martins and western need fixing. Also scrap pack 5, There is a new and fixed version, Ill upload it soon.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #378 on: 4 May 2012, 05:34:33 »
I updated pack 5.

Feedback plz, Download of first post.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

victorj

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #379 on: 5 May 2012, 12:46:56 »
I updated pack 5.

Feedback plz, Download of first post.

Eliminator pretty good bet that we can work more factions in historical, (my suggestion is, since many play with total war and acts of empire), I do not know what your proposio many of these packs, but you could focus on their work only in a pack (bringing more quality to it), I have a need for me to have you historical factions, and a pack vbros 1 treats a season similar to the age of empire 3, ... england Spain during the eighteenth century and nineteenth-century beginnings begin to think of historical work techtress like ancient Rome (Persians, Spartans ...) Archmage you and has no plans for this?

Pizza90

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #380 on: 5 May 2012, 15:47:35 »
Am i the only one that thinks that british is a so good faction that could be added to the megapack in the future?
I translated Megaglest in italian and i keep the translation updated.

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #381 on: 5 May 2012, 16:25:38 »
Am i the only one that thinks that british is a so good faction that could be added to the megapack in the future?
It has guns/cannons, don't know how that would look with all the older age stuff.

I updated pack 5.

Feedback plz, Download of first post.

Eliminator pretty good bet that we can work more factions in historical, (my suggestion is, since many play with total war and acts of empire), I do not know what your proposio many of these packs, but you could focus on their work only in a pack (bringing more quality to it), I have a need for me to have you historical factions, and a pack vbros 1 treats a season similar to the age of empire 3, ... england Spain during the eighteenth century and nineteenth-century beginnings begin to think of historical work techtress like ancient Rome (Persians, Spartans ...) Archmage you and has no plans for this?
There already is a England/British faction and a Persian one. Also there is not much difference between Greece and Spartans.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Pizza90

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #382 on: 5 May 2012, 17:25:42 »
Quote
It has guns/cannons, don't know how that would look with all the older age stuff.

As i said in the other thread for Japanese i dont think that cannons that use gunpowder are so futurist to do not fit in the megapack, the teach have a robot! Which is made of wood yes but has metal parts and however gunpowder is an ancient thing, of course this is my opinion :)
I translated Megaglest in italian and i keep the translation updated.

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #383 on: 5 May 2012, 22:48:21 »
Quote
It has guns/cannons, don't know how that would look with all the older age stuff.

As i said in the other thread for Japanese i dont think that cannons that use gunpowder are so futurist to do not fit in the megapack, the teach have a robot! Which is made of wood yes but has metal parts and however gunpowder is an ancient thing, of course this is my opinion :)
Steampunk fits better in medieval fantasy than gunpowder.
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ElimiNator

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #384 on: 5 May 2012, 23:02:25 »
Well there are cannons in tech, they are mounted on the bottom of the airships.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #385 on: 6 May 2012, 01:32:50 »
At the moment I am re-doing Martians.

Thew units planed so far are (Left: unit name. Right: what it is, or what its similar too.):

Capsule – starting castle
Cloning Station - castle
Martian - worker
War Machine – battle machine
Growth - food
Ufo – air
Tripod – defence tower
Armoured Martian – sword man
Laser Martian - archer
Spider Tank – horseman
Hologram – explorer
Construction Sphere – battle units builder
Research Sphere – units upgrader
Get the Vbros': Packs 1, 2, 3, 4, and 5!

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #386 on: 9 May 2012, 22:17:18 »
Here is the war machine:
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 5 Updated!)
« Reply #387 on: 10 May 2012, 10:01:44 »
Awesome!!

Manric

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #388 on: 10 May 2012, 14:13:23 »
I updated pack 5.

Feedback plz, Download of first post.

A much-needed upgrade for pack 5. In fact, it is a complete revamp: Goths are gone, Aztec and Barbarians have been improved (this latter has morphed to Saxons), and we find two completely new factions, Dinos and Africans. We also meet a couple of curious heroes: guys called Muziwenkosi (in Africans), and Eadwacer (in Saxons). Why these names? A quick research shows the first to be a South African boxer, while the second is a male name from an ancient saxon poem, lately brought to notoriety by a song of the Blood Axis band. These touches of reality are always welcome.

Aztec was the interesting faction of the former pack 5. In fact, it was arguably the strongest faction in the whole of MG, although aesthetically it fell a little short of some others. Now, with the update, they have perhaps lost a bit of that pluck, but it is more pleasant to play them. The golem and that awful jaguar have gone, replaced by much better-looking humanoid beasts. True to legend, the air unit is now a quetzalcoatl. Another curious unit is the King-—only one allowed-- who can turn himself into stone and become invulnerable, or kill an enemy instantly by turning “him” into stone. Cunning boy!

Saxons is the spin-off faction of the Barbarians of the old pack. Better finished all round. Killer bulls are gone, as well as the farm: now these saxons buy their meat instead of producing it. Many of the warriors have changed in some way. I find the mounted archer specially useful, and the Eadwacer guy has a terrific power attack. And mention must be made of the great fire-launcher: a fixed catapult with a range of 15 and no less than 6 levels of HP multiplier. If you want to adopt an iron defense strategy, this is your baby.

On Dinos I must extend myself a little, because it surfaces here the problem of working with animals. I know next to nothing of Open GL, modeling or animating, but, for what I see, the Glest family is proficient in picturing humanoid units, and there must exist a sizable base of models to prey upon in order to create new mods. Not so with animals. Horses are all right, but all other animal designs and animations are pitiful.
This has happened here with these cute dinosaurs. A lot of work has gone into modeling and animating such an assortment of beasts, with a result... it is neither a disaster nor a complete success. Shall we say “so-so”? Make no mistake, the authors have all my sympathy, because it is easy to imagine how tall is the order of creating a new faction entirely from scratch. But we have to accept that drawing 3-D beasts and animating them correctly must be an ability within the reach of very few persons.
Apart from this, this Dino faction is fun to play. It introduces a new dimension of the game: big, big, everything is bigger than life. In a reasonable time you can build an invincible army of enormous beasts, that will crush any enemy who dares be in front.
However, playing “against” a CPU Dinos is not an option. Let me explain: we start with a small nest--only one allowed-- capable of producing dinos and of morphing. And only after morphing may another nest be built. With a correct sequence of commands we can end up with multiple morphed big nests and run an impressing dino production chain. The problem is that with this duplicity of functions the AI gets lost, and just uses the initial small nest to endlessly produce dinosaurs, never thinking of morphing. I have seen an order queue of 200 units for the poor nest. A change of tech tree is needed here, one that fits better the usual MG sequence and does not foul the AI.
One last thing: if you want to play Dinos, disable the HUD, it is a big nuisance.

Africans is another faction full of animals, not surprisingly this time. One would expect finding an assortment of livestock in the heart of black Africa. So we have warriors riding elephants, lions and crocs (but no horses), and there is a tamer of monkeys, and an over-sized toucan acting as air force. Of course, the same problems outlined in the case of dinos apply here. Animals are difficult, and, while we thank the effort, ask yourselves if it was worth it.
Curious buildings in this faction are the so called “walls”, small and big. They are nothing but wooden poles and have no function whatever, except perhaps to attract the enemy fire. As for the warrior named “Muziwenkosi”, he is not only the most powerful unit, but is also capable of paralyzing any nearby enemy (dirty trick).
In general, this faction fights efficiently, although surely no match for the powerful Aztec.

For the whole pack, my advice to megaglesters: recommended, by all means download it and give it a good try.
   

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #389 on: 10 May 2012, 15:52:37 »
Thanks for all the feed back a second time!

Yes Dinos for now are meant for only human players, I home to make the AI playable by the next release.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #390 on: 3 July 2012, 19:49:00 »
Here is a screen shot of the Martians , they are almost done.

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davidcp94

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #391 on: 2 November 2012, 14:51:11 »
I am having trouble installing Vbros pack 1, every time I extract the .7z file into ~AppData/roaming/megaglest/techs, I get this error: "Destination folder already contains processed file." (error screenshot attached). I have tried at different times telling it to replace all, and to auto rename. After it is unpacked, I open megaglest and start a custom game, Vbros pack 1 shows up but it gives me the error:
"[#2] There are no factions for the tech tree [vbros_pack_1]" Any help would be appreciated, my brother and I are looking forward to playing your tech tree!

davidcp94

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #392 on: 2 November 2012, 15:32:08 »
Sorry guys, I can't figure out how the insert picture feature works, and I don't so an attachment option, the error I saw said: 
Quote
Destination folder already contains processed file.

Would you like to replace the existing file

C:\Users\AppData\Roaming\megaglest\...ck_1\techs\vbros_pack_1\factions\british\canadians.xml~

with this one?

vbros_pack_1\techs\vbros_pack_1\factions\british\canadians.xml~

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #393 on: 2 November 2012, 18:59:46 »
When you un-zip the pack 1 zip to your desktop it creates a folder, what files are in it?
Get the Vbros': Packs 1, 2, 3, 4, and 5!

davidcp94

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #394 on: 5 November 2012, 03:07:41 »
When you un-zip the pack 1 zip to your desktop it creates a folder, what files are in it?
Inside the unpacked vbros_pack_1 folder, there is a maps folder, a scenarios folder, a techs folder, and a tilesets folder.

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #395 on: 5 November 2012, 04:39:15 »
Copy everything in the maps, techs, scenarios, and tilesets folders to their correspond folders in your MegaGlest folder.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

davidcp94

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #396 on: 5 November 2012, 22:47:14 »
Copy everything in the maps, techs, scenarios, and tilesets folders to their correspond folders in your MegaGlest folder.
the AppData\Roaming\megaglest folder or the program files\megaglest folder? I was under the impression that the .7z file format was supposed to eliminate the need to do that?

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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #397 on: 6 November 2012, 00:24:34 »
No, you need to copy everything to their correspond folders.
It dose not matter if u use AppData or program files, you can use ether.
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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #398 on: 6 November 2012, 01:55:20 »
Maybe it would be worth to spend a couple minutes on repackaging the Vbros packs. This would also provide an opportunity to remove some spurious files (such as *~).

If Vbros 5 is ready it could also go to the game mods menu?
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Re: Vbros mod packs 1, 2, 3, 4, and 5! (Pack 5 Updated!)
« Reply #399 on: 6 November 2012, 02:15:10 »
Yah, I didn't know it wasn't there.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

 

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