Author Topic: Imperial 2 tech tree (***Full Release*****)  (Read 83652 times)

John.d.h

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Re: Imperial Faction (WIP)
« Reply #125 on: 14 March 2011, 23:17:01 »
Great stuff so far! :)

ElimiNator

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Re: Imperial Faction (WIP)
« Reply #126 on: 15 March 2011, 01:17:04 »
Looks great so far, but the ship's anim snaps back to first frame.
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Mr War

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Re: Imperial Faction (WIP)
« Reply #127 on: 15 March 2011, 06:41:33 »
Thanks man

U mean the exploding one? That's a dying animation so it only gets played once

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Re: Imperial Faction (WIP)
« Reply #128 on: 15 March 2011, 15:01:30 »
Love the trebuchet!

Looks great so far, but the ship's anim snaps back to first frame.
I think he means the galleys move animation. The oars jump and smokestack jump as if missing frames.
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will

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Re: Imperial Faction (WIP)
« Reply #129 on: 15 March 2011, 16:27:33 »
Every chance my script misses a frame.  When do we get a new alpha to see this stuff in-game?

Mr War

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Re: Imperial Faction (WIP)
« Reply #130 on: 15 March 2011, 22:13:19 »
maybe in a few weeks man, have a lot to do, like XML and icons. Still want to add:
infantry to Imperial (just re-skinned Tech)
shipyard for Tech
'tanks' to both
factory to imperial
Aerodrome to Imperial
upgrades
Sky galley for imperial

My animation isn't very good but it does the job in-game I think. The chimneys on my models are deliberately lift-drop animations in the hope that they look like they are "chug-chugging" steam engines. I want to make the rowing of the boat and the steam engine appear interconnected. But it's crude.

Thanks to your gif tool Will I saw that I needed to smooth the trebuchet animation

ElimiNator

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Re: Imperial Faction (WIP)
« Reply #131 on: 16 March 2011, 00:38:15 »
Thanks man

U mean the exploding one? That's a dying animation so it only gets played once
O, ok I thought it was move.
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Omega

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Re: Imperial Faction (WIP)
« Reply #132 on: 17 March 2011, 18:15:13 »
Looks fantastic so far Mr War. You've come a long way, and your models are looking great. I really hope to see a release soon, even if just a beta.
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Tununias

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Re: Imperial Faction (WIP)
« Reply #133 on: 18 March 2011, 04:43:44 »
This mod has tons of potential. (The war machines look awesome!)    :bomb: :look: :bomb:

Edit by Omega: Removed unecessary color tags. Please do not excessively use color tags. To show emphasis, try bold or italic instead.
« Last Edit: 18 March 2011, 18:55:42 by Omega »

Mr War

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Re: Imperial Faction (WIP)
« Reply #134 on: 18 March 2011, 23:39:54 »
Hi, in GAE are there AI issues with a unit having more than one weapon that can attack a given field? Like if my trebuchet had two attacks, one intended against buildings and one against infantry?

Psychedelic_hands

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Re: Imperial Faction (WIP)
« Reply #135 on: 19 March 2011, 04:58:40 »
Well I'm not an expert in that sort of stuff, but I beleive the AI will only use the first attack. But there is probably a ticket somewhere for it though.

BTW, that trebuchet looks awesome! :~)

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Re: Imperial Faction (WIP)
« Reply #136 on: 19 March 2011, 22:19:58 »
Well I'm not an expert in that sort of stuff, but I beleive the AI will only use the first attack. But there is probably a ticket somewhere for it though.

BTW, that trebuchet looks awesome! :~)
Yup, this is true unless one is for air and to other land. If there are air units they will use the air attack and viceversa.
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Mr War

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Re: Imperial Faction (WIP)
« Reply #137 on: 21 March 2011, 16:32:01 »
Thanks dudes that works

If I have a unit that cannot move but morphs in and out ( like my trebuchet which needs to unpack to fire), how can you stop it moving automatically after an attack?

Zoythrus

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Re: Imperial Faction (WIP)
« Reply #138 on: 21 March 2011, 18:49:22 »
Thanks dudes that works

If I have a unit that cannot move but morphs in and out ( like my trebuchet which needs to unpack to fire), how can you stop it moving automatically after an attack?

make the unpacked trebuchet a turret. that means it has no move command, only an on and off

Mr War

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Re: Imperial Faction (WIP)
« Reply #139 on: 21 March 2011, 18:56:53 »
How do u do that man?

Omega

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Re: Imperial Faction (WIP)
« Reply #140 on: 21 March 2011, 21:37:54 »
Being a trebuchet, it will have to turn to attack, so it needs a move SKILL, but no command. This should explain nicely:

If there's a move skill, a hold position command, but no move command: Unit can rotate to face the foe, but cannot move. Example: Military's Howitzer.

If there's just a hold position command, it cannot rotate, nor can move. It can still attack, but the attack will come from the center of the model and face the opponent always. Example: Defense Tower.

The hold position command has one MAJOR fault though: You cannot choose a target, thus, your defensive structure are totally AI dependent, and I hate that part of it, but there's no way at all to use a regular attack skill without the unit moving, even with zero move speed.
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Mr War

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Re: Imperial Faction (WIP)
« Reply #141 on: 22 March 2011, 22:18:13 »
Thanks man, just setting speed to nil worked

Beta release soon

Mr War

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Re: Imperial Faction (WIP)
« Reply #142 on: 23 March 2011, 20:34:23 »
Hey I have a new prob with the mod.

The AI player doesn't build barracks for my faction in GAE. The barracks building is called garrison and has XML almost identical to barracks. Any ideas why?

Mr War

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Re: Imperial Faction (Beta Released)
« Reply #143 on: 25 March 2011, 21:45:31 »
Beta uploaded, go to first post to download.

Tech Tree (Beta)


Still pending upgrades, sky galley and several *secret* unit ideas, plus activation of new Tech units
« Last Edit: 25 March 2011, 21:56:04 by Mr War »

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Re: Imperial Faction (Beta Released)
« Reply #144 on: 25 March 2011, 21:55:34 »
Nice Tech Tree!
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John.d.h

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Re: Imperial Faction (Beta Released)
« Reply #145 on: 26 March 2011, 00:17:41 »
Cool.  I'll be taking a close look at your boats, I think. ;)

The textures for the Keep and the Generator can't be loaded.  I think you just need to fix their names.

will

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Re: Imperial Faction (Beta Released)
« Reply #146 on: 26 March 2011, 00:35:11 »
For linux users there is a tool called detox.  I'm not saying that this means modmakers don't have to fix their names, I just mean as a way of getting it to load to help debug things.
Code: [Select]
detox -s lower-only -r *
Myself, I can't get it to load :( https://forum.megaglest.org/index.php?topic=3470.msg69567#msg69567

« Last Edit: 26 March 2011, 00:38:26 by will »

Mr War

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Re: Imperial Faction (Beta Released)
« Reply #147 on: 26 March 2011, 08:24:21 »
I re-uploaded with a number of issues hopefully fixed: http://www.mediafire.com/download.php?myu13a1kkt8hqnv
* textures all lower case for Linux users
* Build issue with aeronautical facility fixed
* training field upgraded added - full version will have proper upgrade tree

will

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Re: Imperial Faction (Beta Released)
« Reply #148 on: 26 March 2011, 09:50:57 »
awesome!  Just AWESOME!

I thought the shipping seemed a bit cheap, but if you want to encourage naval I guess its good that its cheap?

The trebuchet range was really long, and made the battleship range seem really short.  The double-fire from the battleships was gorgeous.

Was weird having enemy foot-soldiers attacking a ship but they did.

I had difficulty guessing what generator and tavern do.  I think I worked out that taverns are basically farms and give food.  What do generators generate?

I like that there are not too many units.  The bigger the techtree, somehow the less I like it.

Omega

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Re: Imperial Faction (Beta Released)
« Reply #149 on: 26 March 2011, 10:02:06 »
Was weird having enemy foot-soldiers attacking a ship but they did.
There isn't actually anything that can be done about that, as water units are treated as though land for targeting. And it would be a bit awkward anyway if the ship went right up to someone and started bombarding him while he just stood there.
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