Author Topic: Can Megaglest handle other factions?  (Read 2524 times)

mjace72

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Can Megaglest handle other factions?
« on: 26 April 2010, 02:32:52 »
Can someone tell me if all the mods I use in glest(such as woodsmen, indians from megapack, romans, ect.) will work in the mega glest?  

[ update by titi: made an own topic for this question, originally located in the FAQs topic. ]
« Last Edit: 28 April 2010, 08:09:23 by titi »

John.d.h

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Can Megaglest handle other factions?
« Reply #1 on: 26 April 2010, 03:02:30 »
Can someone tell me if all the mods I use in glest(such as woodsmen, indians from megapack, romans, ect.) will work in the mega glest? 
Any mod that works in regular Glest should work perfectly in MegaGlest.  If one doesn't, then I suspect that the MG developers would like to hear about it.

mjace72

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Can Megaglest handle other factions?
« Reply #2 on: 26 April 2010, 03:23:51 »
Thanks for the reply John.

softcoder

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Can Megaglest handle other factions?
« Reply #3 on: 26 April 2010, 04:40:06 »
Yes, any regular Glest tech, map or tileset should work prefectly in Mega Glest. Thanks for the quick reply John :)

ultifd

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Can Megaglest handle other factions?
« Reply #4 on: 26 April 2010, 22:42:04 »
#3 - Can I play MEga Glest with different operating systems?
Answer: Currently the answer is no due to differences in how floating point calculations are done on different platforms. However this feature is currently in development and may be released in the near future.
Aren't you just talking about multiplayer or...  :|
if you are, you should state that...

titi

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Re: Can Megaglest handle other factions?
« Reply #5 on: 28 April 2010, 08:12:45 »
Megaglest already comes with a lot more data then original glest!
The whole megapack is included here( an improved version! ) and much more.
But other stuff like for example all the vbros packs will all work with megaglest.

In general: everything that worked with original glest will work with megaglest too.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

ultifd

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Re: Can Megaglest handle other factions?
« Reply #6 on: 28 April 2010, 22:51:07 »
Yeah it should...um...why was my post moved too...  ::)

[edit by titi: because everyone including you talked about this topic :) ]

mjace72

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Re: Can Megaglest handle other factions?
« Reply #7 on: 30 April 2010, 13:31:59 »
I hadn't seen Megaglest when I asked this so was very happy to see the Indians there.  I've since added the woodsmen and romans to that and also have all 5 vbros packs, which I've gone ahead and added the Indians to with no problem.  Sometimes I try to move something and the game crashes in the loading so it's trial and error but Indians work in all 5 vbros packs with no problem.

McGyver008

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Re: Can Megaglest handle other factions?
« Reply #8 on: 2 May 2010, 13:13:56 »
I hadn't seen Megaglest when I asked this so was very happy to see the Indians there.  I've since added the woodsmen and romans to that and also have all 5 vbros packs, which I've gone ahead and added the Indians to with no problem.  Sometimes I try to move something and the game crashes in the loading so it's trial and error but Indians work in all 5 vbros packs with no problem.
I have included most of the Vbros' factions, to name all of my factions:
Africa, Aztec, Ballz, Barbarians, Bugs, Canadians, Colonies, Crusaders, Dark_magic, Dwarfs, Egypt, Elementals, Elves, Goths, Indian, Magic, Mario, Martians, Moon, Norsemen, PC, Penguins, Persians, Pirates, Romans2, Science, Tech, Western, Woodsmen.
The only thing I found important: All data, which is included in a particular package file (for example megapack.xml for the Megapack), which are armor type, attack type and the damage multipliers, have to be included into the corresponding file of your collection and... to avoid the 'non-harvesting' bug (which, BTW, more likely seems to be a side effect): Delete the (as far as I know) not needed resources life, mushrooms and puff in the resources directory (these are included into Vbros pk. 2) - my Mega Glest (3.3.4) runs perfectly with this modifications on a WinXP SP3.