Author Topic: Magitech Refit- 0.6 -BETA RELEASED!  (Read 19381 times)

-Archmage-

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #25 on: 18 November 2009, 05:15:54 »
Come on, would anybody like to help me?

Ideas, helping with balance, making models, anything productive is welcome, especially constructive criticism, only constructive!
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-Archmage-

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #26 on: 18 November 2009, 07:11:52 »
I definitely have a bit of work to do....
How the heck do you get alpha, whenever I use the checkerboard pattern thingy, it becomes transparent in Glest.
Using GIMP.

I have to ask you guys, why would you not want to improve magitech?
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John.d.h

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #27 on: 18 November 2009, 07:16:10 »
If the object is set as double-sided in Blender, alpha will be shown as team color.  Otherwise, it will be transparency.

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #28 on: 18 November 2009, 07:25:15 »
Quote
If the object is set as double-sided in Blender, alpha will be shown as team color.  Otherwise, it will be transparency.

Thanks!!!
And crap......
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Omega

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #29 on: 18 November 2009, 16:30:06 »
I only just noticed this topic. I disagree with the idea, instead, why not help FPM once Dan decides how he wants it? We can add some more unit ideas like yours.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #30 on: 18 November 2009, 16:38:41 »
No FPM is GAE, and GAE currently has quite a few bugs.
Magitech-refit is going to be the magitech distribution of a future "GE" not "GAE", "GE".
Besides, I've played GAE and FPM, I liked it, but GAE won't work on any of my CPU's for some weird reason.
For now this is for Vanilla Glest, I don't really like GAE because of it's instability.
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Loronal

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #31 on: 19 November 2009, 17:17:07 »
Assassin should be very fast and should have a special ability called sprint. Sprint uses energy and runs like 2 times as fast as ordinary. He should also have low health fast attack and high damage. Plus the barbarian should have a giant to handed Maul instead of a mace

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #32 on: 19 November 2009, 17:19:08 »
There's quite a difference between:

Quote
spiked clubs

and

Quote
a mace
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-Archmage-

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #33 on: 21 November 2009, 20:47:09 »
I've been working a lot on this recently.

I've added a couple new units, a couple new upgrades.
Modified some stats...
Re-vamped some of the particle effects. Changed Archmage's Static Fire attack into a meteor strike, I thought the static fire was kind of lame...
Working on a new balance, although I think I should design a new spectator's map first.

Anyone want to help me develop this more?

I'm going to get the particle effects down good before I make a release.
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modman

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #34 on: 23 November 2009, 04:12:22 »
Tech is steampunk.  Add steampunk units!

Anyways, I've been planning to do what you're doing for a while, but you're taking the wrong approach.  Release units one by one as you finish them, and people will download them.  But make sure you do them well because newer versions get confusing then.  But all this XML editing stuff is unworthy of a download and capitalization in the title.

Loronal

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #35 on: 23 November 2009, 08:59:42 »
Yay steampunk I could add some models and most likely animate since it would fit my ridged animations

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #36 on: 23 November 2009, 14:25:15 »
Quote
Anyways, I've been planning to do what you're doing for a while, but you're taking the wrong approach.  Release units one by one as you finish them, and people will download them.  But make sure you do them well because newer versions get confusing then.  But all this XML editing stuff is unworthy of a download and capitalization in the title.

No, I'm taking the right approach, I think original magitech is ridiculous compared to Magitech-Refit, I'm close to making another release!
I was just getting started on the 0.5 BETA.



I think the term "steampunk" is ridiculous! It's a medieval faction with a couple funky units for fun.
We need to complete the medieval part of this before we do any funky additions.
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John.d.h

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #37 on: 23 November 2009, 20:33:02 »
If it were just a Medieval faction, it would probably be called something other than Tech.  Tech is steampunk.

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #38 on: 23 November 2009, 20:36:15 »
Well, it has steampunk units, but a lot of the units are directly medieval.
We need to add medieval units.
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-Archmage-

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #39 on: 25 November 2009, 20:39:50 »
0.5 features:

Overall Features:
-More resources per object...
-Some new armor/attack types.......(unsupported)
-New damage multipliers

New in Tech:
-Much better defenses...
-New unit: Palace Guard (For now just a re-textured guard with different stats, I'm think of giving him a different attack anim)
-New unit: Advanced Defense Tower (a bit strong but a lot of fun, shoots fire arrows)
-Multiple new upgrades...
-Name change: Air Ballista ---> Ballista(can now attack ground)
-Much more...........

New in Magic:
-Enhanced Particle Effects
-Attack Change: Static Fire ---> Meteor Strike
-Two different Golems, one is very powerful, and has very little EP, the other is weaker but has a lot more EP...
-Much More...........
« Last Edit: 3 December 2009, 16:59:05 by -Archmage- »
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Zoythrus

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #40 on: 26 November 2009, 15:22:38 »
sounds like fun!

Loronal

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #41 on: 26 November 2009, 16:37:38 »
Is the "Power Golem titis golem or did that just pop its self in my magitech. Also most medeival people were disgusted by barbarians and the like. A mercenary doesnt classify as a unit but as a class assassins and rogues are technically mercenaries if they are in a true command

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #42 on: 27 November 2009, 21:10:15 »
i think that the tech should have more steampunk units, like a steam robot guy...(or it could be the opposing subfaction in the four way magitech, i mean instead of religion)

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #43 on: 28 November 2009, 09:55:08 »
5 of the units are directly medeival the other units are siege engines defense mechanisms or steaammpuuunk!!

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #44 on: 28 November 2009, 14:44:39 »
There is plenty of steampunk, besides, that's for later, once we've added some medieval stuff.
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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #45 on: 28 November 2009, 20:43:18 »
Extra 0.5 features:

-A lot of new attack types and armor types!
-Fun!
« Last Edit: 29 November 2009, 08:34:38 by -Archmage- »
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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #46 on: 29 November 2009, 08:36:30 »
0.5 release date:
 12:00 Sunday 29th of November
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emscape

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #47 on: 29 November 2009, 10:30:38 »
hi everyone, since your helping me with the story mode, I could help out a bit in magitech refit, but I dunno if im goin to be much help... (i can do texturing:))

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #48 on: 29 November 2009, 16:22:34 »
Actually you already helped me! :)
I used some of your textures, I think they're very good!
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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #49 on: 29 November 2009, 17:39:27 »
Ok, it's released!
Everybody, ENJOY IT!
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