Poll

What would be the flag mod of GAE?

Four Path Magitech (WIP)
0 (0%)
Military
7 (63.6%)
Malovolent Rising
1 (9.1%)
Constellus (WIP)
2 (18.2%)
WW1 (WIP)
1 (9.1%)

Total Members Voted: 5

Voting closed: 23 November 2010, 21:41:25

Author Topic: What would be the ultimate mod?  (Read 5996 times)

Gabbe

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What would be the ultimate mod?
« on: 19 September 2010, 15:30:41 »
What would be the ultimate mod for:

GAE?
MG?

Omega

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Re: What would be the ultimate mod?
« Reply #1 on: 19 September 2010, 17:35:19 »
For GAE? oh, it already exists, see here
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ultifd

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Re: What would be the ultimate mod?
« Reply #2 on: 19 September 2010, 17:36:53 »
...For GAE it would be Military, for now, for obvious reasons.
For MG, I guess it would be the megapack, since it is the mod that uses most of the features of MG...

Gabbe

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Re: What would be the ultimate mod?
« Reply #3 on: 19 September 2010, 19:35:09 »
So military is GAE flagship and megapack is MG flagship? doesnt Mrise qualify? :P

ultifd

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Re: What would be the ultimate mod?
« Reply #4 on: 19 September 2010, 19:46:45 »
But it does not work for a good number of people and it can not be compared to we have another updated :) like with GAE 0.3 and the other faction.

Gabbe

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Re: What would be the ultimate mod?
« Reply #5 on: 19 September 2010, 20:24:55 »
Good argument  :thumbup: :O

-Archmage-

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Re: What would be the ultimate mod?
« Reply #6 on: 19 September 2010, 20:48:34 »
Military 2.4 doesn't work for me, Mrise does... :|
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John.d.h

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Re: What would be the ultimate mod?
« Reply #7 on: 19 September 2010, 20:58:02 »
But it does not work for a good number of people and it can not be compared to we have another updated :) like with GAE 0.3 and the other faction.
... and the potential © issues. :-X

ultifd

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Re: What would be the ultimate mod?
« Reply #8 on: 19 September 2010, 22:57:18 »
But it does not work for a good number of people and it can not be compared to we have another updated :) like with GAE 0.3 and the other faction.
... and the potential © issues. :-X
Oh yeah...forgot about that. Meh...

Military 2.4 doesn't work for me, Mrise does... :|
Ok...my turn.
Military 2.4 works for me, Mrise does not... :|
...I'm also not the only person that has problems with it. I'm not saying you are the only person that has problems with Military, but still...since of the other factors that Mrise is not really the ultimate mod, yet.
Let's also compare the size...Mrise has  great quality, but the size... this is part of the reason why people like GAE over MG sometimes, the size is much smaller.

Omega

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Re: What would be the ultimate mod?
« Reply #9 on: 20 September 2010, 01:14:05 »
To be honest, I think Four Path Magitech *could* be GAE's flagship once it's completed. I do have plans to do it, though there's no point at the moment, since the AI can't handle subfactions, among other things. I started progress once, but was halted when Daniel stated he had some drastic new ideas, though he never gave them and has officially died (again?). After all, GAE was originally created to serve FPM... Though, since it never was finished...

As for the actual comparison, it's obvious that Military and Malevolent rising are the only GAE mods completed, though I can't lay claim to being able to play Mrise (all that download time wasted...) so naturally, I jump ship to Military. Literally. :D
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John.d.h

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Re: What would be the ultimate mod?
« Reply #10 on: 20 September 2010, 01:52:34 »
Well, if a bunch of dedicated and skilled modders want to collaborate on making a flagship for GAE, you can count me in as soon as my modding tutorial is done (by Halloween, I hope!).  I'm getting much better, and my workflow is speeding up with practice.  The idea would be to make use of every GAE-specific feature we can, while producing a high-quality tech tree.  Honestly, the main thing that Megaglest has going for it is that it's a complete packaged game with a lot of factions that make use of its particles, loading screens, etc.  When a new feature comes out for GAE, nobody gets to see it!  With MG, they do.  We need that for GAE if we ever want it to be as popular as MG.  Yes, I realize that this is going to be a lot of work, and past attempts haven't gone so well, but with proper organization and a few skilled modders who can commit to a certain amount of productivity, we can knock out a tech tree in short order.  Just look at how fast Dark Magic progressed in the beginning.  If it hadn't fallen apart when people stopped being interested, it would have been done in a month.  If an average faction is twenty units, five modders would only have to do four units each.  How many hours does it take to finish a unit?  Multiply that by four, and it's not much at all if you spread it out over a month.

silnarm

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Re: What would be the ultimate mod?
« Reply #11 on: 20 September 2010, 06:26:37 »
To be honest, I think Four Path Magitech *could* be GAE's flagship once it's completed ...

Well, if a bunch of dedicated and skilled modders want to collaborate on making a flagship for GAE, you can count me in as soon as my modding tutorial is done ...

I actually found a copy of FPM in the data directory of one of my many working copies of GAE, finding these things and moving them around between branches had been a constant pain, a little problem I no longer need to worry about, I love ~/glestae/addons/ :)

There are some very nice and seemingly ready to use models in there, the Lich, Skeleton and Necromancer in particular... and I saw Wciow mention something about an Undead faction WIP somewhere recently, presumably based off these models, so possibly there may even be some new models of a similar theme we haven't seen yet...

I'm considering an FPM revival of sorts, presuming some modder support, but I don't particularly like the way FPM was going, which is to say away from magitech roots. I love magitech, I love the steam-punkish Tech and mythical Magic, and I would only really be interested an FPM that was just that, Four Path Magitech.

I'll have more to say on this topic ... shortly ;)
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wciow

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Re: What would be the ultimate mod?
« Reply #12 on: 20 September 2010, 16:53:37 »
I'm all in for putting FPM back on the road. Daniel was doing most of the ideas/planning and all of the XML/C++ work, after he left I didn't really feel like taking over that side of things all by myself  :look:

I still have the models but i got rid of most of the planning documentation we put together including some full tech trees. Most of the models are poorly textured and the animations are awful, It would be better to restart from scratch really.

and I saw Wciow mention something about an Undead faction WIP somewhere recently, presumably based off these models

nope, the new undead is nothing to do with old FPM models, heres a pic of the balista unit:

Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Gabbe

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Re: What would be the ultimate mod?
« Reply #13 on: 20 September 2010, 16:57:20 »
That ballista = awesome! :P

Omega

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Re: What would be the ultimate mod?
« Reply #14 on: 20 September 2010, 18:42:15 »
I happen to have the original FPM files on my computer, and there's been a folder for FPM on my desktop for over half a year... I do think that once the AI can use sub factions (Chupa mentioned that they are broken in 0.3?) I will revive it. I did start a bit of planning work and outlined the factions, though it died again when daniel attempted to present some new ideas.... but never did. :P

I'm certainly all for reviving it later this year! :)
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Zoythrus

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Re: What would be the ultimate mod?
« Reply #15 on: 9 November 2010, 02:04:42 »
well, if no mod will definitively stand up to be GAE's flagship mod, i will nominate Constellus. although it's still WIP, it will be of high enough quality to be called a flagship.

Psychedelic_hands

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Re: What would be the ultimate mod?
« Reply #16 on: 9 November 2010, 04:53:25 »
Zoythrus! be more moderate. We barely have anything yet..... although our plans are cool, we still have to do it first!

ultifd

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Re: What would be the ultimate mod?
« Reply #17 on: 9 November 2010, 05:59:12 »
:O Zoy you're tooting your horn now...

Gabbe

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Re: What would be the ultimate mod?
« Reply #18 on: 9 November 2010, 06:11:07 »
Yea well, I can set up a poll if anyone wants, or the moderators can do, im almost certain ill forgot some mods..

wyvern

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Re: What would be the ultimate mod?
« Reply #19 on: 9 November 2010, 19:59:07 »
WW1 mod would be cool GAE if its ever finished, I'm still working on the vehicles by the way :)

Gabbe

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Re: What would be the ultimate mod?
« Reply #20 on: 9 November 2010, 20:31:04 »
what a epic horn tooting whatevr that means, it is bad :D

Omega

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Re: What would be the ultimate mod?
« Reply #21 on: 9 November 2010, 21:45:09 »
Start of the poll created. Only mods specifically for GAE (there's already a MG "flag mod") can be chosen. The list is probably woefully incomplete, as I'm not totally up-to-date on the WIP mods, other than what has already been mentioned on this thread. Voting lasts 2 weeks and results are only shown after that period.
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wyvern

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Re: What would be the ultimate mod?
« Reply #22 on: 9 November 2010, 22:43:06 »
what a epic horn tooting whatevr that means, it is bad :D
Why do you say its bad, its huge, historically accurate and cool

Mark

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Re: What would be the ultimate mod?
« Reply #23 on: 9 November 2010, 22:47:01 »
I voted for military, mostly because of the great potential, and the campaigns and scenarios promised (or implied, regardless I wannem!).  

Why can't I see the vote tally?

ultifd

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Re: What would be the ultimate mod?
« Reply #24 on: 9 November 2010, 22:54:46 »
Yeah, me too... I kinda wish we would have this poll after some of the other GAE mods are not in WIP status though...
Quote
Why can't I see the vote tally?
Omega must have made it like that...not sure if that is on purpose or maybe he forgot to select the option...