Poll

How do you like the new 0.1.2 release compared to the former 0.1.1 ?

Much better !
0 (0%)
Better !
1 (50%)
No big change
1 (50%)
Worse .
0 (0%)
Much worse .
0 (0%)

Total Members Voted: 2

Voting closed: 16 July 2016, 23:17:48

Author Topic: Dwarves Aglarond 0.1.2 released !  (Read 73781 times)

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #50 on: 26 March 2010, 01:54:24 »
Quote
someone had already done that for me! Tongue

Well, I didn't, I put it back once, maybe it decided to piss me off and do it again while I wasn't looking. :cheesy:
:P

Hey, what happened to ultifd's post? It was here just moments ago!...  :o ::)

Looks like it's not only the rider who decided to piss us off... Now the board too...? Are like machines coming alive and with a bad attitude too...?  :-\

Well... anyways, ultifd and anyone else who wants to give feedback on the faction's balance (to magitech), I've already messed a bit with the stats since the last release but I'd still like people to tell me what they think and help me decide whether I'm moving in the right direction or not...

Thank you! :)

ultifd

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #51 on: 26 March 2010, 02:01:26 »
Quote
Hey, what happened to ultifd's post? It was here just moments ago!...
MAGIC!  :O No, I removed it.  :P

Pigs: Don't fit. Waiting for...  ::)

Magitech Balance: Overpowered: Somewhat. Dwarves seem to be overpowered when you can just keep on producing "warriors"... Again, it can be overpowered, when played against the Magic faction, since the Magic faction sometimes has "problems". On this map, it didn't harvest stone and wood...so...  ::)
Underpowered:(maybe) Too slow. (or not) no air units. (or not) ...

Ok, a 4 player vs 4 player game done...again.
this time with  1 magic and 1 tech on each team, and 2 dwarves on each team.
I'm also a dwarve. Outcome: I lose.  :(  ::)

Code: [Select]
[URL=http://img87.imageshack.us/i/ss4nn.jpg/][IMG]http://img87.imageshack.us/img87/2859/ss4nn.jpg[/img][/URL]
Videos:
My massive home base massacred...  :(
https://www.youtube.com/watch?v=HmoPe6oNtkM

My Dwarves ally's base massacred...
https://www.youtube.com/watch?v=L9NUzO1vL7w

A Battle.
https://www.youtube.com/watch?v=qmLc9o6wIWU

Featuring the Outriders.  :thumbup:
https://www.youtube.com/watch?v=W28EzvqWadE

Good Luck, and thanks.  :thumbup:  :bomb:

John.d.h

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #52 on: 26 March 2010, 02:56:44 »
I just thought of something that probably would have been more helpful a couple days ago, but here goes.

4. The outrider carrying a battleaxe (though it would apparently look awesome would simply NOT work ingame! Why? Simply because the rider can not use it along the side of the rhinox (that's what you were thinking of, hey wyvern?). In Glest, the attack is ALWAYS struck to the front of the unit (NEVER to the sides, back, or whatever). Can you imagine the rider leaning almost impossibly forward to strike a blow with his axe AHEAD of the rhinox's head? :P :O
I think you could actually have him attack with a short-range melee weapon like an axe and still have it look good if you rotate the model so that the mount is pointed toward the left (assuming the dwarf is right-handed), and the rider pivots in his seat to face forward.  This is my interpretation of what this might look like from a top-down view:
Code: [Select]
[URL=http://img16.imageshack.us/i/outriderfacing.png/][IMG]http://img16.imageshack.us/img16/4537/outriderfacing.png[/img][/URL]A flail would also work because of the long reach, and I don't think any other mods have anybody using a flail, so it would be unique.
Quote
5. The rhinox has THREE HUGE HORNS on its head (and they got to be and can get to be even bigger again)!!!! WTH would you want to give it any other weapon for a range 1 attack?!?!?!?!?!?!?!? THAT is the Outrider's perfect range 1 weapon!
You could go with the Forest Marauder approach from Woodsmen.  It's the moose-riding unit, and it has a trample attack that does a lot of crushing damage but depletes the units EP, while the usual attack is just a regular axe attack that doesn't cost EP.
« Last Edit: 8 April 2016, 23:31:03 by filux »

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #53 on: 26 March 2010, 03:31:50 »
Thank you very much, ultifd! I think I'll be crediting you on the next release as the official beta-tester;D 8) :thumbup:
As well as video-promoter:O

Quote
Hey, what happened to ultifd's post? It was here just moments ago!...
MAGIC!  :O No, I removed it.  :P
A-ha!  :bomb: :bomb: :bomb:  :O

Quote
Pigs: Don't fit. Waiting for...  ::)
Yeah, the goat's unwrapped and I found the perfect image to do the texture from on burningwell.com - actually, I was thinking of other colors: beige and brown, whereas the one I found is brown and black (and the patterns are different too), still have to think whether or not I'll try and recolor (but using the same "texture" and possibly repattern; I might just go with the image, it is the image of a real goat after all ;D ).
After that, I'm pretty sure Archmage will make it move real fast ("move" the goat; "fast" the job, not the goat itself! :P) if he has time. ;)  :thumbup:
So depending on Arch, the goats will be in either on 0.2 or 0.3. :)

Quote
Magitech Balance: Overpowered: Somewhat. Dwarves seem to be overpowered when you can just keep on producing "warriors"...
Interesting, had not perceived the warriors as being so powerful ... Then again, that did not seem to help you against your Magic oponent...  :| Still, I'll try and look at that - off the top of my head, I think I could make them more expensive (this brings up the dwarven economy up - not as simple a subject as it may seem...  :-\ ).
Quote
Again, it can be overpowered, when played against the Magic faction, since the Magic faction sometimes has "problems". On this map, it didn't harvest stone and wood...so...  ::)
Yes, magic is peculiar... ;D They are in a way opposite to Dwarves as Magic units are quite fast and/but the faction itself needs to get on top of their oponents early in the game... Though they can be very strong later too - they are a bit tricky to play but some folks like them very much (I do! ;D).
Still, Dwarves gameplay is more similar to that of the Tech. Though NOT exactly the same! ;)
Quote
Underpowered:(maybe) Too slow. (or not_) no air units. (or not) ...
To my experience, the Dwarves slowness doesn't really hurt them much, at least not in small maps. It does make them increasingly tougher on them as maps grow larger... ;) (I've been thinking about this for a good while now but haven't made very strong decisions on it yet). One thing is certain: I see the dwarves as having higher HP than magitech, better armor too (not entirely implemented yet, have to measure stuff carefully) and with good attacks, specially on the mellee side (this currently as much implemented as the armor, or less!). So... they must have a drawback: slowness seems to be the natural sollution, as well as somewhat lacking ranged attacks.
The skyship (air unit) should be up and running on 0.3. ;)

Quote
Ok, a 4 player vs 4 player game done...again.
this time with  1 magic and 1 tech on each team, and 2 dwarves on each team.
I'm also a dwarve. Outcome: I lose.  :(  ::)
Sorry to ear that. :(

Quote
Code: [Select]
[URL=http://img87.imageshack.us/i/ss4nn.jpg/][IMG]http://img87.imageshack.us/img87/2859/ss4nn.jpg[/img][/URL]
I guess I'll try and mimic that... Problem is I haven't really played with megaglest yet. I have issues with the installation. It runs alright but it's the folders/files perimissions and the way I usually work around them (the way I do it for vanilla Glest, GAE and even the Nihilrilian mod does not work with Megaglest and I didn't get the time to look at it better yet).
Still, once I get my megaglest sorted out, I'll do a game with the setup you did (maybe also the first game you did).
One thing we do differently is that you always play with regualr CPU's on both teams, I usually use Ultras for both my allies and oponents. Maybe you could try that?
It will be easier for me to test the regular CPU behaviour with the maps and setups I usually do but just replacing the CPU levels. ;)

Quote
Videos:
My massive home base massacred...  :(

My Dwarves ally's base massacred...
We need a video where the Dwarves massacre another faction's base!  ;D :bomb: :thumbup:

Quote
A Battle.
Oh yeah... a nice pack of dwarves roaring about with their battleaxes and warhammers! Always a great sight! ;D Throw in some outriders spearing away and you get an even more acute epic feeling!  :bomb: 8)  :bomb:

Quote
Featuring the Outriders.  :thumbup:
Yep, they are cool (even if in the current release severely in need of some anim (and even model) rework! It's on the way! ;)
About their stats, they are one of the units I'm currently more satisfied with. ;)

Quote
Good Luck, and thanks.  :thumbup:  :bomb:
Thank you:thumbup:

I just thought of something that probably would have been more helpful a couple days ago, but here goes.

4. The outrider carrying a battleaxe (though it would apparently look awesome would simply NOT work ingame! Why? Simply because the rider can not use it along the side of the rhinox (that's what you were thinking of, hey wyvern?). In Glest, the attack is ALWAYS struck to the front of the unit (NEVER to the sides, back, or whatever). Can you imagine the rider leaning almost impossibly forward to strike a blow with his axe AHEAD of the rhinox's head? :P :O
I think you could actually have him attack with a short-range melee weapon like an axe and still have it look good if you rotate the model so that the mount is pointed toward the left (assuming the dwarf is right-handed), and the rider pivots in his seat to face forward.  This is my interpretation of what this might look like from a top-down view:
Code: [Select]
[URL=http://img16.imageshack.us/i/outriderfacing.png/][IMG]http://img16.imageshack.us/img16/4537/outriderfacing.png[/img][/URL]A flail would also work because of the long reach, and I don't think any other mods have anybody using a flail, so it would be unique.
Wow, that is a great idea and an awesome job at explaining it!  :thumbup: :)  :thumbup:
And it would be very cool! 8)

Still, I already got a pretty good idea for animating the halberd Archmage added to the outrider. It will be... good! ;)
In a way, the animation I plan on doing with the halberd is not so different from that you'd do with a flail...

Quote
Quote
5. The rhinox has THREE HUGE HORNS on its head (and they got to be and can get to be even bigger again)!!!! WTH would you want to give it any other weapon for a range 1 attack?!?!?!?!?!?!?!? THAT is the Outrider's perfect range 1 weapon!
You could go with the Forest Marauder approach from Woodsmen.  It's the moose-riding unit, and it has a trample attack that does a lot of crushing damage but depletes the units EP, while the usual attack is just a regular axe attack that doesn't cost EP.
Yes, that is planned and discussed here:
Sorry but I got another thought, what if the rhinox could have a charge skill with it's horns, It could be ep based and recharge whenever the outrider moves, set ep requirements in the negatives for movement.
Yes, it is a good idea. I'd thought of that too, a charge attack much similar to the one the Indians bull has. ;)
Still, adding one more attack will rise balancing problems (nothing major but they will arise) so before doing any such thing I'll have to have the time to consider the implications.
And there's still a lot to fix on what is done already before I go into that. :P
But thanks for the feedback! ;)  :thumbup:

EDIT: Man, I reallyshould preview my posts everytime before posting!  :-[
« Last Edit: 8 October 2016, 14:01:54 by filux »

ElimiNator

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #54 on: 26 March 2010, 04:46:46 »
Cool, Did you add the flame particles yet arch?

If I can help just tell me.
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ultifd

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #55 on: 26 March 2010, 06:41:29 »
Thank you very much, ultifd! I think I'll be crediting you on the next release as the official beta-tester!  ;D 8) :thumbup:
As well as video-promoter!  :O
Sweet, thanks.  :O  :thumbup:  :bomb:

Quote
Quote
Ok, a 4 player vs 4 player game done...again.
this time with  1 magic and 1 tech on each team, and 2 dwarves on each team.
I'm also a dwarve. Outcome: I lose.  :(  ::)
Sorry to ear that. :(
Yeah...  :|

Quote
I guess I'll try and mimic that... Problem is I haven't really played with megaglest yet. I have issues with the installation. It runs alright but it's the folders/files perimissions and the way I usually work around them (the way I do it for vanilla Glest, GAE and even the Nihilrilian mod does not work with Megaglest and I didn't get the time to look at it better yet).
Still, once I get my megaglest sorted out, I'll do a game with the setup you did (maybe also the first game you did).
One thing we do differently is that you always play with regualr CPU's on both teams, I usually use Ultras for both my allies and oponents. Maybe you could try that?
It will be easier for me to test the regular CPU behaviour with the maps and setups I usually do but just replacing the CPU levels. ;)
Yeah, good luck.  :) Too bad you have problems with megaglest, cause it is awesome.  :thumbup: Besides when I miss GAE's extra features.  ::)

Quote
Quote
Videos:
My massive home base massacred...  :(

My Dwarves ally's base massacred...
We need a video where the Dwarves massacre another faction's base!  ;D :bomb: :thumbup:
Yeah, someday.  ::) A better chance if I'm not "testing"...  :|

Quote
Quote
A Battle.
Oh yeah... a nice pack of dwarves roaring about with their battleaxes and warhammers! Always a great sight! ;D Throw in some outriders spearing away and you get an even more acute epic feeling!  :bomb: 8)  :bomb:
Yeah! ~  :O  ;D

Quote
Quote
Featuring the Outriders.  :thumbup:
Yep, they are cool (even if in the current release severely in need of some anim (and even model) rework! It's on the way! ;)
About their stats, they are one of the units I'm currently more satisfied with. ;)
Yeah, they are cool, can't wait for the updated models!  :P  :thumbup:

Quote
Quote
Good Luck, and thanks.  :thumbup:  :bomb:
Thank you!  :thumbup:
Quote
Thank you
  :thumbup:

Quote
Quote
Pigs: Don't fit. Waiting for...  ::)
Yeah, the goat's unwrapped and I found the perfect image to do the texture from on burningwell.com - actually, I was thinking of other colors: beige and brown, whereas the one I found is brown and black (and the patterns are different too), still have to think whether or not I'll try and recolor (but using the same "texture" and possibly repattern; I might just go with the image, it is the image of a real goat after all ;D ).
After that, I'm pretty sure Archmage will make it move real fast ("move" the goat; "fast" the job, not the goat itself! :P) if he has time. ;)  :thumbup:
So depending on Arch, the goats will be in either on 0.2 or 0.3. :)
Sweet, can't wait.  :thumbup:

Quote
Quote
Magitech Balance: Overpowered: Somewhat. Dwarves seem to be overpowered when you can just keep on producing "warriors"...
Interesting, had not perceived the warriors as being so powerful ... Then again, that did not seem to help you against your Magic oponent...  :| Still, I'll try and look at that - off the top of my head, I think I could make them more expensive (this brings up the dwarven economy up - not as simple a subject as it may seem...  :-\ ).
Yeah, I agree.
Not me, but the ally "over produced" "warriors"...  :|

Quote
Quote
Again, it can be overpowered, when played against the Magic faction, since the Magic faction sometimes has "problems". On this map, it didn't harvest stone and wood...so...  ::)
Yes, magic is peculiar... ;D They are in a way opposite to Dwarves as Magic units are quite fast and/but the faction itself needs to get on top of their oponents early in the game... Though they can be very strong later too - they are a bit tricky to play but some folks like them very much (I do! ;D).
Still, Dwarves gameplay is more similar to that of the Tech. Though NOT exactly the same! ;)
Yeah, so it's cool.  :)

Quote
Quote
Underpowered:(maybe) Too slow. (or not_) no air units. (or not) ...
To my experience, the Dwarves slowness doesn't really hurt them much, at least not in small maps. It does make them increasingly tougher on them as maps grow larger... ;) (I've been thinking about this for a good while now but haven't made very strong decisions on it yet). One thing is certain: I see the dwarves as having higher HP than magitech, better armor too (not entirely implemented yet, have to measure stuff carefully) and with good attacks, specially on the mellee side (this currently as much implemented as the armor, or less!). So... they must have a drawback: slowness seems to be the natural sollution, as well as somewhat lacking ranged attacks.
The skyship (air unit) should be up and running on 0.3. ;)
Cool, I understand. And somewhat agree.  :thumbup:

Great explanation John.  :thumbup: Interesting.

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #56 on: 26 March 2010, 14:28:44 »
If I can help just tell me.
What do you want to help with?
Textures? 3D models? Animations? Testing? Megaglest particles?

Thank you very much, ultifd! I think I'll be crediting you on the next release as the official beta-tester!  ;D 8) :thumbup:
As well as video-promoter!  :O
Sweet, thanks.  :O  :thumbup:  :bomb:
You're welcome. :)

Quote
Quote
I guess I'll try and mimic that... Problem is I haven't really played with megaglest yet. I have issues with the installation. It runs alright but it's the folders/files perimissions and the way I usually work around them (the way I do it for vanilla Glest, GAE and even the Nihilrilian mod does not work with Megaglest and I didn't get the time to look at it better yet).
Still, once I get my megaglest sorted out, I'll do a game with the setup you did (maybe also the first game you did).
One thing we do differently is that you always play with regualr CPU's on both teams, I usually use Ultras for both my allies and oponents. Maybe you could try that?
It will be easier for me to test the regular CPU behaviour with the maps and setups I usually do but just replacing the CPU levels. ;)
Yeah, good luck.  :) Too bad you have problems with megaglest, cause it is awesome.  :thumbup: Besides when I miss GAE's extra features.  ::)
We'll be taking advantage of some of GAE's extra features later on. ;)

Quote
Quote
Quote
Videos:
My massive home base massacred...  :(

My Dwarves ally's base massacred...
We need a video where the Dwarves massacre another faction's base!  ;D :bomb: :thumbup:
Yeah, someday.  ::) A better chance if I'm not "testing"...  :|
Don't test then, just play and massacre! :P ;D
And post a nice video of it too! ;D 8)

Quote
Quote
Quote
Featuring the Outriders.  :thumbup:
Yep, they are cool (even if in the current release severely in need of some anim (and even model) rework! It's on the way! ;)
About their stats, they are one of the units I'm currently more satisfied with. ;)
Yeah, they are cool, can't wait for the updated models!  :P  :thumbup:
About that... I thought about it last night, about John.d.h's idea... It's just too good to pass it out... So... I guess we will be giving a flail to the outrider and it will attack with the rhynox placed sideways to the opponent! It will still be a range 3 attack. ;)
The halberd will be given (in a shorter version but not much) to the Guardian (heck, it'll be like the Swiss Guard! ;D 8) ) and it will most likely be a range 2 mellee (this was a very old idea of mine, to have such an unit on the Dwarves...).
;) ;) ;)

Quote
Quote
Quote
Magitech Balance: Overpowered: Somewhat. Dwarves seem to be overpowered when you can just keep on producing "warriors"...
Interesting, had not perceived the warriors as being so powerful ... Then again, that did not seem to help you against your Magic oponent...  :| Still, I'll try and look at that - off the top of my head, I think I could make them more expensive (this brings up the dwarven economy up - not as simple a subject as it may seem...  :-\ ).
Yeah, I agree.
Not me, but the ally "over produced" "warriors"...  :|
Interesting. I've seen CPU Ultra overproducing guardians... (but it kind of got fixed once I messed with the stats, that was before I released Aglarond 0.1 ;) ). Thanks for the tip, gives me a better clue on it. ;)

Quote
Quote
Quote
Again, it can be overpowered, when played against the Magic faction, since the Magic faction sometimes has "problems". On this map, it didn't harvest stone and wood...so...  ::)
Yes, magic is peculiar... ;D They are in a way opposite to Dwarves as Magic units are quite fast and/but the faction itself needs to get on top of their oponents early in the game... Though they can be very strong later too - they are a bit tricky to play but some folks like them very much (I do! ;D).
Still, Dwarves gameplay is more similar to that of the Tech. Though NOT exactly the same! ;)
Yeah, so it's cool.  :)
:)

Quote
Quote
Quote
Underpowered:(maybe) Too slow. (or not_) no air units. (or not) ...
To my experience, the Dwarves slowness doesn't really hurt them much, at least not in small maps. It does make them increasingly tougher on them as maps grow larger... ;) (I've been thinking about this for a good while now but haven't made very strong decisions on it yet). One thing is certain: I see the dwarves as having higher HP than magitech, better armor too (not entirely implemented yet, have to measure stuff carefully) and with good attacks, specially on the mellee side (this currently as much implemented as the armor, or less!). So... they must have a drawback: slowness seems to be the natural sollution, as well as somewhat lacking ranged attacks.
The skyship (air unit) should be up and running on 0.3. ;)
Cool, I understand. And somewhat agree.  :thumbup:
What do you somewhat disagree with? :P

Quote
Great explanation John.  :thumbup: Interesting.
It was! :)
« Last Edit: 26 March 2010, 14:44:45 by jda »

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #57 on: 26 March 2010, 16:56:57 »
I can do the MegaGlest particles, is my new Warriors Hall flame animation in there? ;D

How's the Outrider coming along, Jda?

I'll get to work on those MegaGlest particles. :D
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #58 on: 26 March 2010, 17:02:27 »
I can do the MegaGlest particles, is my new Warriors Hall flame animation in there? ;D
Yeah, I know. I meant to tell ElimiNator that if he wanted to work on that, he should talk to you as you're (officially IMO) in charge of that department! :P
I have never seen your megaglest particles. :( The vanilla animation you did is in there alright and looking good too! ;)

Quote
How's the Outrider coming along, Jda?
It's not at the moment. I went back to goat. :P

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #59 on: 26 March 2010, 17:56:56 »
Quote
I have never seen your megaglest particles.

That's because I've never done any 'MegaGlest' particles. :P



Quote
The vanilla animation you did is in there alright and looking good too! Wink

I just saw it, it needs to be quite a bit faster to look good, right now you can zoom into it and it looks like flames in slow motion. :cheesy:
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #60 on: 26 March 2010, 18:15:05 »
Quote
I have never seen your megaglest particles.

That's because I've never done any 'MegaGlest' particles. :P
I thought you'd said you had! :P Oh well, nevermind that now! It'll be done when it's done. :P

Quote
Quote
The vanilla animation you did is in there alright and looking good too! Wink

I just saw it, it needs to be quite a bit faster to look good, right now you can zoom into it and it looks like flames in slow motion. :cheesy:
NOT!
Fire crackles like those from burning charcoal (this is what megalgest offers you for what I've seen) would indeed need more speed.
But an actual FLAME, like that of a candle or, more apropriately in this case, that of a liquid fuel (like a Bunsen ... thing) can be almost still. What makes it move is wind/breeze. So... if there is little wind, the flame will not move much.

I think what you'd done for vanilla is good and fits in. I don't think those flames are made of burning wood... :P

ElimiNator

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #61 on: 26 March 2010, 21:35:47 »
I can do anythig, so if you need help just ask.  :) I kinda want to help a bit.
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ultifd

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #62 on: 26 March 2010, 23:04:02 »
Quote
We'll be taking advantage of some of GAE's extra features later on.
Cool.  :thumbup:

Quote
Don't test then, just play and massacre!
And post a nice video of it too!
Maybe, I'll see.  :|
Quote
About that... I thought about it last night, about John.d.h's idea... It's just too good to pass it out... So... I guess we will be giving a flail to the outrider and it will attack with the rhynox placed sideways to the opponent! It will still be a range 3 attack. Wink
The halberd will be given (in a shorter version but not much) to the Guardian (heck, it'll be like the Swiss Guard! Grin Cool ) and it will most likely be a range 2 mellee (this was a very old idea of mine, to have such an unit on the Dwarves...).
Wink Wink Wink
I see... hmm.  ::)
Quote
Interesting. I've seen CPU Ultra overproducing guardians... (but it kind of got fixed once I messed with the stats, that was before I released Aglarond 0.1 Wink ). Thanks for the tip, gives me a better clue on it. Wink
Yeah...  ::) BTW, it was the opponent Dwarves, not my ally... my ally produced "regularly"... ::)

Quote
What do you somewhat disagree with?
Something...I don't know...  :|
It passed.  :)

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #63 on: 27 March 2010, 03:47:16 »
I can do anythig, so if you need help just ask.  :) I kinda want to help a bit.
Great!  8)

How about texturing the goat? I hear you're good at it. ;)

Here's a folder with the blend and two pictures I got from burningwell.org:
http://www.mediafire.com/?sharekey=9454d43357b12a907432d3c9683f450affa90f160a6fc4470ac99885da44e881
The blend's got some seams marked but it's still now unwrapped - I was still looking at where to start from, would probably have gone for "Unwrap (smart projections)" myself.

That would be great help!
I'll have very little time for modding in the next couple weeks or so.

Archmage would love (I think) to animate the goat once it's textured, so please make sure he gets it. ;)
You can just post it here if you want too. ;)

@ultifd:
Thanks for the feedback! :)

IMPORTANT EDIT (specially @ ElimiNator):
As Elim did not say anything about the goat and there were 0 donwloads of it, I went back to it.
I realised the model had some problems with normals (on the horns, probably due to my edit to them), on the ears (they were planes, hence they could only be "solid" if seen from one side or the other, not both, I added "inside" planes to fix it) and on the tail (Archmage probably just made an honest mistake there and misshaped it). All those glitces made unwrapping a lot more dificult. :(  :look:
In the meantime, I turned the mesh back to quads (instead of triangles) and fixed one or two other glitches.
I'm currently still looking at it. When I'm happy with it, I'll reupload, probably already unwrapped. ;)

EDIT 2: I uploaded the fixed blend and made the concerning folder public again. You can now download from the same link as above. ;)
The blend is fully unwrapped now BTW. :)
« Last Edit: 29 March 2010, 13:59:37 by jda »

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #64 on: 29 March 2010, 14:12:01 »
While thinking of the future animations for the Outrider and the Guardian (with the new weapons, see this post), I got undecided...  :-\

So there's now a poll for you guys to help me decide. ;)

Thanks! :)

EDIT: A bit of incomplete background on this:
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Quote
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Featuring the Outriders.  :thumbup:
Yep, they are cool (even if in the current release severely in need of some anim (and even model) rework! It's on the way! ;)
About their stats, they are one of the units I'm currently more satisfied with. ;)
Yeah, they are cool, can't wait for the updated models!  :P  :thumbup:
About that... I thought about it last night, about John.d.h's idea... It's just too good to pass it out... So... I guess we will be giving a flail to the outrider and it will attack with the rhynox placed sideways to the opponent! It will still be a range 3 attack. ;)
The halberd will be given (in a shorter version but not much) to the Guardian (heck, it'll be like the Swiss Guard! ;D 8) ) and it will most likely be a range 2 mellee (this was a very old idea of mine, to have such an unit on the Dwarves...).
;) ;) ;)

BTW, whatever the weapon the Outrider gets, it will attack with the rhynox sideways anyway! See John.d.h's post for details:
I just thought of something that probably would have been more helpful a couple days ago, but here goes.

4. The outrider carrying a battleaxe (though it would apparently look awesome would simply NOT work ingame! Why? Simply because the rider can not use it along the side of the rhinox (that's what you were thinking of, hey wyvern?). In Glest, the attack is ALWAYS struck to the front of the unit (NEVER to the sides, back, or whatever). Can you imagine the rider leaning almost impossibly forward to strike a blow with his axe AHEAD of the rhinox's head? :P :O
I think you could actually have him attack with a short-range melee weapon like an axe and still have it look good if you rotate the model so that the mount is pointed toward the left (assuming the dwarf is right-handed), and the rider pivots in his seat to face forward.  This is my interpretation of what this might look like from a top-down view:
Code: [Select]
[URL=http://img16.imageshack.us/i/outriderfacing.png/][IMG]http://img16.imageshack.us/img16/4537/outriderfacing.png[/img][/URL]A flail would also work because of the long reach, and I don't think any other mods have anybody using a flail, so it would be unique.
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5. The rhinox has THREE HUGE HORNS on its head (and they got to be and can get to be even bigger again)!!!! WTH would you want to give it any other weapon for a range 1 attack?!?!?!?!?!?!?!? THAT is the Outrider's perfect range 1 weapon!
You could go with the Forest Marauder approach from Woodsmen.  It's the moose-riding unit, and it has a trample attack that does a lot of crushing damage but depletes the units EP, while the usual attack is just a regular axe attack that doesn't cost EP.
« Last Edit: 8 October 2016, 14:00:33 by filux »

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #65 on: 30 March 2010, 03:47:47 »
I played another game with Dwarves... Pretty cool.  :thumbup:
Code: [Select]
[URL=http://img52.imageshack.us/i/ss11x.jpg/][IMG]http://img52.imageshack.us/img52/4872/ss11x.jpg[/img][/URL]
I have a question though... what does the/is Observation Balloon do/for ? It is just for "looks" ?  :confused:

Thanks.  :)

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #66 on: 30 March 2010, 13:38:04 »
Interesting stats. :)

But I see you didn't play the game to the end.
When you exited, who was still alive? Players 3, 6 and 7? (yeah, Indians and Persians I think are the most powerful/versatile in the old Megapack v4, though the new Egypt seems strong too).
Did you massacre any other faction's base? Got a video?  ;D ;D ;D


Yes, the observation balloon has a sight of 32 (a unit's sight/range point I think is actually half the length of a map's tile, so on a 64x64 map, one observation balloon will allow you to see 1/4 of the entire map which is awesome, I think!  8) ). This is specially useful to the dwarves who move rather slowly but get an edge with the observation balloon by knowing ahead of time a foe is coming - hence you can place your units apropriately.
The observation balloon is also very cheap and fast to build, so you can build it outside your base too, like in the middle of the map or some other important crossing point. That would give you the ability to watch every other player's important movements - did you ever attack an enemy base only to realise some other third party (ally to neither you nor your targe) was coming shortly after to do the same and (being still fresh with all its might) slaughtered the remains of your attack force?... If you had an observation balloon somewhere between the base you attacked and that third party, you would have seen the attack, you would have let that third party burn itself against the base you wanted to attack and then you would have slaughtered whatever was left over. ;)

This said, letting the observation balloon stand outside your base's protection, specially where other players will cross by, will make it very vulnerable. I thought a bit about this and opted for a compromise sollution:
I do not want the observation balloon to be yet another defensive unit you can place in numbers around your base (as it is immenily cheaper than a Defense Tower). But I don't want it to be slain (when put away from a base) by a lone Daemon scout wandering about...
So I thought I'd give the observation balloon a range 1 to 3 attack (attacks with range up to 3 are still considered mellee and 3 is actually the range of an outrider or a Tech horseman ;) ). But I'm still not sure about what range exactly to give it (the attack I plan can easily fit either). In other words, the observation balloon will be able to successfuly defend itself against a lone scout but would (unless it had some defensive units by it) be destroyed by even a small number of melle units.
This also means, a mere Initiate strolling around would actually beat it as it has bigger range!  :O But still... some protection would be given to it (I will also give the observation balloon some regen ;) ). And placing say one cheap cannoneer by its side would help protect it from a unit such as the Initiate, potentially even a lone battlemage or archer. ;)
Of course, once an enemy scout spots the observation balloon, the enemy will send more troops to destroy it but... you'll have plenty of time to defend yourself against that, due to the balloon's great sight! ;)  8) :thumbup:
But yeah, all this means the function of the observation balloon is to watch in which it is a very original unit! ;)


What do you think of the poll? Did you vote yet?  :look: ;D :look:

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #67 on: 30 March 2010, 15:53:06 »
I've already though about Johns diagram (not John's actual diagram but the concept displayed of course) many times before he posted it, it's just that you have to get the outrider in that position which is hard because he will look like he's dancing if I don't do it perfectly...

Here's all the weapon changes that I think, almost need to be done:

Outrider: Halberd
Warrior: Axe and shield(replace battleaxe with regular axe)
Dragon Slayer: Battle Axe
Guardian: Spear and large metal shield
Cannoneer: Crossbow(change name too)
Egypt Remastered!

Proof: Owner of glest@mail.com

jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #68 on: 30 March 2010, 19:46:17 »
I've already though about Johns diagram (not John's actual diagram but the concept displayed of course) many times before he posted it, it's just that you have to get the outrider in that position which is hard because he will look like he's dancing if I don't do it perfectly...
Lol. I see your point, though in my mind it looks great! Then again, I only did animate it in my mind...  :O

Quote
Here's all the weapon changes that I think, almost need to be done:

Outrider: Halberd
Warrior: Axe and shield(replace battleaxe with regular axe)
Hum... do you mean like a single blade axe, like a wood-cutting one? And if so... why?  :|

Quote
Dragon Slayer: Battle Axe
I actually think the axe it has now fits very well. Can you give us some example / concept art of the axe you were thinking of?

Quote
Guardian: Spear and large metal shield
I guess. I did think of giving it a large metal shield to go with the flail... Still, your choice reminds me of the "Piker" (it would have been its name) I was thinking of a while back... Could be (regardless of the name). :)

Quote
Cannoneer: Crossbow(change name too)
That one... most definitely not.
1. I don't think a crossbow fits that unit which looks more modern than that.
On its modern look... yeah, there is kind of a clash of ages, on the original Gimli release of the Dwarves already of course. Medieval (warrior, guardian, dragon slayer, outrider) and WW1/2 kinda (cannoneer, flame team, bombard and soon skyship). I could very easily do a complete medieval-only techtree (already done it in my mind a while ago) and with a little more effort, a WW only too. I would have gone with the medieval version myself but there are some really awesome (including the cannoneer, I think it's one of the best models with some of the best textures out there! I love it!) and unique models in modern part of it.  8)
But I actually did think of doing a "non-flamable" (medieval) and another "flamable" (modern) versions of the Dwarves! Two versions... but gave up on it on the acount of:
a. Too much work;
b. Too many Dwarf factions for Glest! :P
Still, if you want to fork either way, you're welcome too, though you'll probably want to wait til 0.3 is released (many bugfixes til then) or even 0.4 (several enhancements planned, mainly for the medieval units). Though you'll need a good set of buttons (0.5) and sounds (0.6). So... you'll probably want to wait til this faction is finished. :P
But I can draw up a medieval techtree and give it to you in a couple of days if you're in a hurry. ;)
2.We already have a unit with a crossbow: the Dragon slayer and it is crucial for the Dragon slayer to have a ranged weapon (and I don't think a modern one would fit at all). So, unless you have a better ranged medieval weapon for the dragon slayer (a bow would not be better), I'm not keen on the idea of having two units with crossbows in the faction.  :green:

P.s.: You didn't vote in the poll! :P

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #69 on: 30 March 2010, 20:50:12 »
Quote
Hum... do you mean like a single blade axe, like a wood-cutting one? And if so... why?  No Opinion

Well, for one, one-sided axes aren't only used for woodcutting, they were used in combat too...
A battle axe seriously doesn't fit the Warrior, I mean, he's like a pawn compared to everyone else in the faction. :P

Give the battle axe to the Dragon Slayer, because he would obviously need it a lot more. :|



Quote
Quote
Dragon Slayer: Battle Axe
I actually think the axe it has now fits very well. Can you give us some example / concept art of the axe you were thinking of?

The axe he's using now is just kind of stupid(no offense Wciow), there is no way your could kill a dragon with that puny little thing(so he's not much of a dragon slayer :P). To me, it looks like some kind of ritual axe to sacrifice goats.

I was thinking I could replace it with something like:




Quote
Quote
Cannoneer: Crossbow(change name too)
That one... most definitely not.
1. I don't think a crossbow fits that unit which looks more modern than that.
On its modern look... yeah, there is kind of a clash of ages, on the original Gimli release of the Dwarves already of course. Medieval (warrior, guardian, dragon slayer, outrider) and WW1/2 kinda (cannoneer, flame team, bombard and soon skyship). I could very easily do a complete medieval-only techtree (already done it in my mind a while ago) and with a little more effort, a WW only too. I would have gone with the medieval version myself but there are some really awesome (including the cannoneer, I think it's one of the best models with some of the best textures out there! I love it!) and unique models in modern part of it.  Cool
But I actually did think of doing a "non-flamable" (medieval) and another "flamable" (modern) versions of the Dwarves! Two versions... but gave up on it on the acount of:
a. Too much work;
b. Too many Dwarf factions for Glest! Tongue
Still, if you want to fork either way, you're welcome too, though you'll probably want to wait til 0.3 is released (many bugfixes til then) or even 0.4 (several enhancements planned, mainly for the medieval units). Though you'll need a good set of buttons (0.5) and sounds (0.6). So... you'll probably want to wait til this faction is finished. Tongue
But I can draw up a medieval techtree and give it to you in a couple of days if you're in a hurry. Wink
2.We already have a unit with a crossbow: the Dragon slayer and it is crucial for the Dragon slayer to have a ranged weapon (and I don't think a modern one would fit at all). So, unless you have a better ranged medieval weapon for the dragon slayer (a bow would not be better), I'm not keen on the idea of having two units with crossbows in the faction.  Mr. Green

P.s.: You didn't vote in the poll! Tongue

I seriously think that the whole cannoneer needs to be redone.
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jda

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #70 on: 30 March 2010, 22:23:58 »
Quote
Hum... do you mean like a single blade axe, like a wood-cutting one? And if so... why?  No Opinion

Well, for one, one-sided axes aren't only used for woodcutting, they were used in combat too...
A battle axe seriously doesn't fit the Warrior, I mean, he's like a pawn compared to everyone else in the faction. :P
I see your point. Still, here's a preview on 0.4: the warrior will have a skill added, pending on an upgrade: it will be able to throw axes! I plan on using the spiral kind of trajectory. I'm not sure the projectivle will actually rotate with this type of trajectory (or whether it will just move along the spiral on a fixed position). If this works, i.e. if the axe rotates along the spiral (like projectiles rotate on a parabolic trajectory), thismeans the axe may be in one of several different positions when it reaches the target; having two blades increases the chances it will look as one of the blades is actually hiting the target when it arrives. ;)
Then again, if the projectile doesn't rotate (I haven't tested this yet), it won't matter anyway and in that case, yes, we can give it a regular axe instead of the one it has now. Still, when it gets the "throw axe" skill it will be:
1. More powerful (hence have somewhat more carisma to hold a battleaxe);
2. Have a slightly smaller axe, more apropriate to both use in a throw as well as in a mellee attack, which might give it overall a less powerful look.

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Give the battle axe to the Dragon Slayer, because he would obviously need it a lot more. :|



Quote
Quote
Dragon Slayer: Battle Axe
I actually think the axe it has now fits very well. Can you give us some example / concept art of the axe you were thinking of?

The axe he's using now is just kind of stupid(no offense Wciow), there is no way your could kill a dragon with that puny little thing(so he's not much of a dragon slayer :P). To me, it looks like some kind of ritual axe to sacrifice goats.

I was thinking I could replace it with something like:
http://img.alibaba.com/photo/104809081/Kite_Rea_Battle_Axe_Black_.jpg
That looks daunting! Which means I like it!  8)
Will you model it?
(BTW did you get the halberd from Mark's weapons' cache? There's a very similar one in there, only smaller.)

Quote
I seriously think that the whole cannoneer needs to be redone.
Certainly NOT the model and its texture! I LOVE IT!  8)
I like it so much I will actually reuse that model again in the faction! The flame team crew will be composed of cannoneers (without the hand cannon) instead of the engineers that compose him now. ;) Both cannoneers and flame teams will be produced in the Foundry (or maybe another new building but I alread plan on introducing another building so that might be too many buildings for the faction).
The bombard and the skyship will be built in a separate building: the Garangar (mix of garage and hangar). The skyship needs a building to be built because of vanilla Glest's defect that prevents a land unit from successfully morphing to an air unit.
The engineer will disappear from the faction (its model will stil be used in the bombard and the skyship). Its additional skills will be given to the worker (depending on upgrades, much like the Magic initiate).

Did you intend on changing/redoing the model?

If so, tell you what: describe what you would make of it, describe the unit you want and we just might add it in not instead of the cannoneer but as a new unit (we will drop one, the engineer, so...). Might... ;D

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #71 on: 30 March 2010, 23:11:47 »
I see, I never knew that that "balloon" was really for that/could do that... cool!  :O  :thumbup: Will try. Thanks for the explanation.  :) How can it... though?  ::) Cool. I'll try it out.

Quote
Interesting stats. Smile
But I see you didn't play the game to the end.
When you exited, who was still alive? Players 3, 6 and 7? (yeah, Indians and Persians I think are the most powerful/versatile in the old Megapack v4, though the new Egypt seems strong too).
Nope, only the indians were left.   ::)

Quote
Did you massacre any other faction's base? Got a video?  Grin Grin Grin
Somewhat. I will.  ::)

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #72 on: 30 March 2010, 23:37:01 »
I see, I never knew that that "balloon" was really for that/could do that... cool!  :O  :thumbup: Will try. Thanks for the explanation.  :) How can it... though?  ::) Cool. I'll try it out.
Currently it can only SEE FAR AWAY (no attacks). But do try it! ;)

Quote
Quote
Interesting stats. Smile
But I see you didn't play the game to the end.
When you exited, who was still alive? Players 3, 6 and 7? (yeah, Indians and Persians I think are the most powerful/versatile in the old Megapack v4, though the new Egypt seems strong too).
Nope, only the indians were left.   ::)
I see. One left to go and you'd have won the game... Ah, let's assume you would! CONGRATULATIONS!  :thumbup: ;D

Quote
Quote
Did you massacre any other faction's base? Got a video?  Grin Grin Grin
Somewhat. I will.  ::)
Sweet! :)

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #73 on: 30 March 2010, 23:40:12 »
I see, I never knew that that "balloon" was really for that/could do that... cool!  :O  :thumbup: Will try. Thanks for the explanation.  :) How can it... though?  ::) Cool. I'll try it out.
Currently it can only SEE FAR AWAY (no attacks). But do try it! ;)
You mean it adds to my "seeing"? Well, that just didn't make much sense  ::)
Like less fog of war for me?  :confused:  ::)
Thanks.  :)

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Re: NEW Dwarf faction release: Aglarond 0.1.1
« Reply #74 on: 30 March 2010, 23:53:51 »
I see, I never knew that that "balloon" was really for that/could do that... cool!  :O  :thumbup: Will try. Thanks for the explanation.  :) How can it... though?  ::) Cool. I'll try it out.
Currently it can only SEE FAR AWAY (no attacks). But do try it! ;)
You mean it adds to my "seeing"? Well, that just didn't make much sense  ::)
Like less fog of war for me?  :confused:  ::)
Thanks.  :)
Yes, less shroud of darkness and less fog of war for you. ;)

 

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