Author Topic: Imperial 2 tech tree (***Full Release*****)  (Read 83648 times)

Omega

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Re: Imperial Faction (***Full Release*****)
« Reply #225 on: 12 May 2011, 03:59:24 »
All licensing discussion is moved to: https://forum.megaglest.org/index.php?topic=7106.0
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

ultifd

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Re: Imperial Faction (***Full Release*****)
« Reply #226 on: 12 May 2011, 04:29:32 »
I believe we misunderstood Mr. War, or not. That's why having an official license is important.
http://creativecommons.org/choose/
Just use this and tell us which one you chose.
To other moderators and Admins: please don't move this post, as I am not going off topic/debating about licenses. Saves me some extra work...

Mr War

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Re: Licensing your mod
« Reply #227 on: 12 May 2011, 06:10:24 »
Since my apathy seems to bother others far more than I I'll just say my mods ate Cc-By-SA.

Modding is just a hobby for me and my work is not of professional standard
« Last Edit: 12 May 2011, 06:20:21 by Mr War »

ultifd

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Re: Licensing your mod
« Reply #228 on: 12 May 2011, 06:20:36 »
Cool, I knew that you didn't meant CC0 from your earlier post.  :thumbup:

will

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Re: Licensing your mod
« Reply #229 on: 12 May 2011, 06:28:41 »
Cool, I knew that you didn't meant CC0 from your earlier post.  :thumbup:

I guess he did mean CC0 and he's just changed it and specifically said SA just so you'd all leave him in peace about it...?

ultifd

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Re: Imperial Faction (***Full Release*****)
« Reply #230 on: 12 May 2011, 06:33:29 »
Well, whatever. If he really did meant CC0 then that's fine too. For me, I just wanted to know which license...

titi

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Re: Imperial Faction (***Full Release*****)
« Reply #231 on: 12 May 2011, 14:31:16 »
I forgot to mention that I uploaded this mod to megaglest.org to be hosted. This place is currently used for the mod download as the originally hosting was not working the way we need it( no direct download ). As long as we don't get too much traffic its ok for us.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

ultifd

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Re: Imperial Faction (***Full Release*****)
« Reply #232 on: 22 May 2011, 00:47:24 »
  • OK this faction still has the food problems. Early on in games cpus have trouble... Taverns are simply too big or they just don't get produced enough by cpus. Either increase the amount of food they each hold or make it smaller, I guess.
  • Keep should not be under advanced mode.
  • War factory shouldn't have resources.
  • After you pack a trebuchet, it's HP says it's negative if it's not full. Or maybe even if it's full.

Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #233 on: 22 May 2011, 08:10:20 »
Thanks, will revisit this mod when I get the chance. Also need to port MG refinements to GAE version.

John.d.h

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Re: Imperial Faction (***Full Release*****)
« Reply #234 on: 23 May 2011, 08:49:48 »
Are Tech's ships finished in the current GAE release?  I think I'd like to port some of them over to Project Red when you consider them finished.

Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #235 on: 23 May 2011, 10:22:27 »
Yes, the ships in the GAE version on moddb are "finished". Like everything they could be improved by for now I have too much on

John.d.h

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Re: Imperial Faction (***Full Release*****)
« Reply #236 on: 24 May 2011, 19:14:58 »
Is there a version newer than 1.7?  I remember you made a submarine, but it's not here, so did it not make it in or do I have an oudated version?

Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #237 on: 26 May 2011, 22:37:33 »
I have a sub model somewhere, I took it out because cloaking didn't work in the stable release of GAE at that time. I'll look for it.

MuwuM

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Re: Imperial Faction (***Full Release*****)
« Reply #238 on: 28 May 2011, 14:07:44 »
(At least) the MG-version has a to low height-value so flying units "fly" in the roof.



Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #239 on: 29 May 2011, 08:54:31 »
(At least) the MG-version has a to low height-value so flying units "fly" in the roof.



Ahah! I put it that way to see if anyone played it! Thanks, will see what can be done in future releases

Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #240 on: 1 October 2011, 15:12:02 »
Think I might add unique infantry to Imperial (currently uses re-skinned Tech for humanoids), and maybe tweak a few things like build times etc
« Last Edit: 20 October 2011, 07:04:02 by Mr War »

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Re: Imperial Faction (***Full Release*****)
« Reply #241 on: 20 October 2011, 07:03:22 »
Imperial-II progress well on the way. New complimentary faction added, called Warlords and based on ancient/medieval Chinese but with some Steampunk contraptions thrown in to work with Imperial.

Click on the spoiler below for some unit images. There are some really cool units and buildings I'm not going to share until the first release :D

(click to show/hide)


Hagekura

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Re: Imperial Faction (***Full Release*****)
« Reply #242 on: 20 October 2011, 10:15:52 »
New & Redoned units looks really nice! very good job. :thumbup:
Bushido to iu wa shinu koto to mitsuketari.

Japanese Faction Mod

titi

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Re: Imperial Faction (***Full Release*****)
« Reply #243 on: 24 October 2011, 11:28:44 »
these Models look very nice!
Just one wish: don't make them too big ingame  because they look so good ::)
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Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #244 on: 25 October 2011, 13:49:52 »
Thanks guys, feedback gladly accepted :-)

Yeah, I'm generally making models a bit smaller. Once i animate they its hard to make them smaller though without reworking the animations. I have some really cool units not shown above.

That moving castle unit is quite large though, size 3. It's the biggest unit in the mod, and is designed to be like the tsar tank of WW1 which was massive. It was a true Titan, like something out of a steampunk of retro science fiction novel
« Last Edit: 25 October 2011, 13:55:08 by Mr War »

titi

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Re: Imperial Faction (***Full Release*****)
« Reply #245 on: 26 October 2011, 11:21:24 »
??why is making the models smaller a problem if they have animations? You don't use a skeleton to animate?
If I need to modify the size I do it in the object mode, selecting the model(s) and the skeleton(s). I have no problems with this. Just don't press "a" key to select all there, because this selects camera and so on too and this causes trouble.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

John.d.h

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Re: Imperial Faction (***Full Release*****)
« Reply #246 on: 26 October 2011, 14:13:53 »
It might also help to center your cursor, and scale centered on that.

Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #247 on: 26 October 2011, 16:06:42 »
Everyone works differently, I'm sure no two users of blender work the same way.

I use skeletons but only for humanoids. And even then I also have raw mesh manipulations in the animations. Plus many frames include scaling, and each animation sequence is saved as a separate blend file. I find working with bones annoying and slows me down, but I guess I'll get used to it.

Anyway, for me resizing a completed unit is a chor. I try to get the size right first and then animate.

will

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Re: Imperial Faction (***Full Release*****)
« Reply #248 on: 26 October 2011, 16:13:17 »
I wish you could specify a scaling factor and offset in the xml... (a whole transform matrix even)

It would also be nice if the validator warned you if a model was bigger than it's game size.

Then, finally, Mr War could fix all the intersection bugs from the wrong sizes in his models? ;)

Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #249 on: 26 October 2011, 22:30:29 »