Author Topic: barbarian faction  (Read 22811 times)

-Archmage-

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Re: barbarian faction
« Reply #100 on: 15 March 2010, 13:39:46 »
Ok, I played it, and a lot of the animations still don't look very good, but I didn't notice that much....what I did notice, is that the particles are all screwed up, the archer shoots and the projectile takes a huge arch and then hits, which is unrealistic, because at the range of a Glest archer, and arrow would go practically straight.
The torch guy's flames don't appear at the right spot. And the largest annoyance was the error loading the faction. I fixed the error by commenting out a command in the farm XML, it was looking for a 'bull' unit which doesn't exist. ::)
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tiger

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Re: barbarian faction
« Reply #101 on: 15 March 2010, 17:16:17 »
the particles were interverted b titi.
but there fixed now.  :)

tiger

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Re: barbarian faction
« Reply #102 on: 15 March 2010, 17:17:36 »
and the only anim that needs inprovment is the swordman walking anim.
also I will fix the height of the archer particle.

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Re: barbarian faction
« Reply #103 on: 15 March 2010, 17:58:23 »
Are you kidding, all the walking anims should be replaced!?
They aren't realistic, but it's hard to do a good walking anim with the rig you V-Bros use, I'm helping Eliminator learn a better rig, then animating will be much easier for your brother, and he can teach and help you. :D
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ElimiNator

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Re: barbarian faction
« Reply #104 on: 15 March 2010, 20:41:51 »
Wait your not now John D. H. is.  :)
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tiger

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Re: barbarian faction
« Reply #105 on: 15 March 2010, 20:49:09 »
Hey the walking anims are good.What are you thinking ::)

-Archmage-

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Re: barbarian faction
« Reply #106 on: 15 March 2010, 21:12:58 »
I'm thinking that your blind...
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tiger

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Re: barbarian faction
« Reply #107 on: 15 March 2010, 23:03:37 »
I'm not :P

But The anims are not junky.
sorry but you seam to be aganst everything anyone dose.
 :(

I need more then your advise. :)

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Re: barbarian faction
« Reply #108 on: 15 March 2010, 23:40:03 »
IF I knew how to put someone walking next to a movie of your walking anim.....maybe you'd see the difference. ::)
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tiger

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Re: barbarian faction
« Reply #109 on: 15 March 2010, 23:57:05 »
maybe  :D

ultifd

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Re: barbarian faction
« Reply #110 on: 16 March 2010, 01:13:52 »
Just tested it...nice faction.   :O There could be improvements, but it's cool...   :thumbup:
Like... holding fire...  :confused:   :bomb:  :thumbdown: It's cool  8) in a sense, but...

(click to show/hide)
The torch guy's flames don't appear at the right spot. And the largest annoyance was the error loading the faction. I fixed the error by commenting out a command in the farm XML, it was looking for a 'bull' unit which doesn't exist. ::)
Yeah...found that out  :P no problems with the XML for me though...  :-*  :thumbup:
EDIT: Here they are. Barbs were ok, and they produced more units than Goth or Aztecs for some reason...
https://www.youtube.com/watch?v=pQwcTM2dDuY   https://www.youtube.com/watch?v=kSA90EnCxcQ

tiger

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Re: barbarian faction
« Reply #111 on: 16 March 2010, 01:49:44 »
Hope you had fun!  :O :D :)
I still need to improve some stuff like some anims.
Happy to see you posted a video  :)
Thanks for playing!  :thumbup:

ultifd

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Re: barbarian faction
« Reply #112 on: 16 March 2010, 03:00:13 »
Hope you had fun!  :O :D :)
I still need to improve some stuff like some anims.
Happy to see you posted a video  :)
Thanks for playing!  :thumbup:
I did.  :O  ;D
Cool, good luck.
Will test/play more.  :D
 :bomb:  :thumbup:

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Re: barbarian faction
« Reply #113 on: 16 March 2010, 03:02:06 »
ok will do! :D
thanks for the feedback :O

ElimiNator

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Re: barbarian faction
« Reply #114 on: 16 March 2010, 03:10:40 »
You need the newest version of mega glest to fix the particles.  :)
Get the Vbros': Packs 1, 2, 3, 4, and 5!

tiger

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Re: barbarian faction
« Reply #115 on: 16 March 2010, 16:41:00 »
yes so go ahead and download!

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Re: barbarian faction
« Reply #116 on: 21 June 2010, 20:14:11 »
I'm making a new mega barbarians with way more units.
and I'm fixing up some junkie anims and  makeing some better modles.
here are some of the new units

mounted archer
mounted swordman
axefighter

I also made it so that  The sheilded spearman can morph into a sheild bear.
please post any Ideas that you have. :)

ultifd

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Re: barbarian faction
« Reply #117 on: 21 June 2010, 20:57:04 »
I see, well, Eliminator should update the pack once you finish.  :thumbup:

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Re: barbarian faction
« Reply #118 on: 22 June 2010, 00:12:59 »
I see, well, Eliminator should update the pack once you finish.  :thumbup:
Yah, I will.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ultifd

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Re: barbarian faction
« Reply #119 on: 22 June 2010, 23:21:51 »
Cool. Thanks, I guess.
Anyways, for the new "mega" barbarians...I think it is great that it is going  to be updated and such, but if the additional factions in the pack have less units, or the quality is less for them, isn't that...kinda...unbalanced?  :|

Thanks.

tiger

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Re: barbarian faction
« Reply #120 on: 23 June 2010, 06:01:48 »
"No" only if the units are unfair.... :O

ultifd

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Re: barbarian faction
« Reply #121 on: 23 June 2010, 06:08:45 »
"No" only if the units are unfair.... :O
I see, well...no unbalance-ness then!  ::)
Good luck...

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Re: barbarian faction
« Reply #122 on: 15 July 2010, 23:28:42 »

ultifd

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Re: barbarian faction
« Reply #123 on: 16 July 2010, 19:11:40 »
K, I downloaded it and will probably test...  :O
Hmm... why are there 3 different or just 3 shielded spearmen...  :|

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Re: barbarian faction
« Reply #124 on: 16 July 2010, 21:50:44 »
1 is normal.
2 sheild bear
3 morph back to standing without cost

 

anything