Author Topic: Imperial 2 tech tree (***Full Release*****)  (Read 83647 times)

drogon223

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Re: Unit ideas
« Reply #25 on: 24 January 2011, 22:00:21 »
well ya ever need any help i will if i'm not to busy sorting stuff out for my mod

Mr War

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Re: Unit ideas
« Reply #26 on: 25 January 2011, 23:36:52 »
Thanks for the offer. I think I'll stick to being a one-man-band, the mod might not be so good but at least I'll learn better that way. The only thing I have no real interest in is sounds.



I'll start a proper mod thread when I have enough material for an alpha release

MuwuM

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Re: Unit ideas
« Reply #27 on: 25 January 2011, 23:51:44 »
Sound's nice ;-)
waiting for alpha ;-) ... great models + clear concept ... seems to become a nice mod  :thumbup:

ultifd

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Re: Unit ideas
« Reply #28 on: 26 January 2011, 02:31:34 »
Seems like a nice techtree!
Quote
The only thing I have no real interest in is sounds.
Yeah, a lot of people need others to help for that... I'm sure there are so good free/licensed sounds on some websites...
Quote
I'll start a proper mod thread when I have enough material for an alpha release
I think you can just rename this topic :) No need...

ElimiNator

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Re: Unit ideas
« Reply #29 on: 26 January 2011, 04:40:55 »
I think you should change the name of the worker to serf and Men-at-arms to man_at_arms. Other than that it looks real good.
 :thumbup:  :)
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will

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Re: Unit ideas
« Reply #30 on: 26 January 2011, 08:13:28 »
There could be a Norman/Feudal feel to all this perhaps?



Code: [Select]
digraph g{
  Bailey -> Serf [label="produce"]
  Bailey -> Motte [label="upgrade"]
  Motte -> Castle [label="upgrade"]
  Motte -> ManAtArms [label="produce"]
  Village -> LongBowMan [label="produce"]
  Village -> Billman [label="produce"]
  Serf -> Field [label="produce/tend"]
  Castle -> Knight [label="produce"]
}

the warlord of the reich

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Re: Unit ideas
« Reply #31 on: 26 January 2011, 11:14:04 »
lol ultimate war stuff. ur the shit man reall good thinking of war wanna join my warrior folk society? lol im just made that up since theres other people who also like war. do this machine kills people by driving its giant pointy ram towards enemies? cuz i wanna SEE SOME BLOODD :swordman: :swordman: :swordman: :swordman:

lol im thinking of a mod based on a gladatior arena with alotta blood mod and stuff. my jihad factions going downhill. ur idea of war inspired my arena rome idea. ur aawesm cuz u brough this stuff to the game. lol but yeah finally some one who appreciates war :| ::)

Hagekura

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Re: Unit ideas
« Reply #32 on: 26 January 2011, 21:07:27 »
The tech-tree looks very promising.good luck :thumbup:
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Mr War

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Re: Unit ideas
« Reply #33 on: 26 January 2011, 22:15:06 »
Thanks guys, wikll keep you posted on the mod.

See the point re the Surf, but think it's a bit degrading so will probably stick to Tech Faction worker.

Will, really like the idea of progressing from Mott & Bailey castles. Reminds me of Civilisation game in 1990s; makes me feel old. Would be difficult to square with steam-punk influences and presents modelling difficulties as mound does not work with what I've seen of unit creation (assumes flat building with four entrances?). Will possibly rename Manor as Keep, so thanks for the influence.

John.d.h

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Re: Unit ideas
« Reply #34 on: 26 January 2011, 23:45:10 »
TWould be difficult to square with steam-punk influences and presents modelling difficulties as mound does not work with what I've seen of unit creation (assumes flat building with four entrances?).
As far as earthen mounds go, it should be impossible to make one that looks okay with all tilesets because they vary so much.  You could have a pile of stone or something, but I think that's about the best that's currently possible.  Buildings aren't restricted to any set number of entrances.  The passable areas of the building are specified in the xml file in the cell map.

They generally look something like this:
0101
1101
0000
1111

Each number corresponds to one space as seen from a top-down view.  The 0 spaces are walkable.  The 1 spaces are not.  Thus, this building has a rounded off corner and an upside-down T shaped walkway.

Mr War

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Re: Unit ideas
« Reply #35 on: 29 January 2011, 16:03:33 »
Thanks John that's really helpful

Will, is that graph made with graphviz?

Ishmaru

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Re: Imperial Faction (WIP)
« Reply #36 on: 31 January 2011, 06:34:47 »
That steam engine looks awesome! Though it reminds me of an old train more than a boat. :O Interested in what the Sky Galley and War Rockets look like!
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Mr War

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Re: Imperial Faction (WIP)
« Reply #37 on: 31 January 2011, 17:40:59 »
Thanx man

Yeah only nose is like a boat

Yeah haven't built those other units yet, might change as I build stuff. My imagination wanders off and as long as I think the result is cool then it gets on the mod

I am looking at balancing though, must resist building too many strong units

Really thankful to everyone who is helping me with ideas and tips

Mr War

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Re: Imperial Faction (WIP)
« Reply #38 on: 2 February 2011, 10:55:03 »
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?

Conzar

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Re: Imperial Faction (WIP)
« Reply #39 on: 2 February 2011, 11:48:28 »
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?

Please see this thread.  It describes the differences between all versions of the glest engines.  

ElimiNator

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Re: Imperial Faction (WIP)
« Reply #40 on: 2 February 2011, 17:10:11 »
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?
I you want people to play it online MG.
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John.d.h

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Re: Imperial Faction (WIP)
« Reply #41 on: 2 February 2011, 17:56:52 »
Should I build and test the alpha versions in megaglest 3.4 or GAE?

Which is more popular?/easier?
I you want people to play it online MG.
Let's not get into this again.  Conzar's reply was sufficient, and Mr War can make up his mind from there.

Mr War

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Re: Imperial Faction (WIP)
« Reply #42 on: 2 February 2011, 18:14:56 »
thanks Conzar, yah my question wasn't about which is better, just which framework is most straightforward to work in for alpha etc. I currently have my alpha in both GAE and MG but that's more effort than it's worth to update both concurrently.

It seems that MG has the advantage that anything that works there should work in GAE (?) whereas the opposite is not necessarily true.

When will bump mapping be introduced to GAE? - because as soon as it is I'll be adding bump maps to some of my models.


John.d.h

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Re: Imperial Faction (WIP)
« Reply #43 on: 2 February 2011, 21:04:17 »
When will bump mapping be introduced to GAE? - because as soon as it is I'll be adding bump maps to some of my models.
It's already in the git repo.

Psychedelic_hands

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Re: Imperial Faction (WIP)
« Reply #44 on: 2 February 2011, 21:10:43 »
I'd say your best option is to make a MG version of the mod first as that will work in both forks. Then if you wish, make a GAE only version with new features and maybe a few new units that wouldn't be possible in MG.
Mods like the Undead and Japanese plan to do this.

Mr War

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Re: Imperial Faction (WIP)
« Reply #45 on: 6 February 2011, 12:22:50 »
Hi where can I find suitinle faction background music without copyright issues?

I'm after something classical and epic suiting a quasi-medieval imperial army

MuwuM

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Re: Imperial Faction (WIP)
« Reply #46 on: 6 February 2011, 14:15:37 »
you colud try http://www.jamendo.com/en/creativecommons
the parts Attribution (CC-BY) and Attribution-ShareAlike (CC-BY-SA) could be used, you only have to name the author and in case of CC-BY-SA you have to publish your media files under CC-BY-SA http://creativecommons.org/licenses/by-sa/3.0/ (like Megaglest is).

maybe:
http://www.jamendo.com/en/track/249244 (CC-BY-SA)
or:
http://www.jamendo.com/en/track/688178 (CC-BY-SA)

Mr War

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Re: Imperial Faction (WIP)
« Reply #47 on: 6 February 2011, 18:29:25 »
Thanks man , those sounds would be great, I nearly used the second one but then I browsed that site you gave and found another that works really well. Thanks again, you made it easy hopefully the music fits as well as I think it does

you colud try http://www.jamendo.com/en/creativecommons
the parts Attribution (CC-BY) and Attribution-ShareAlike (CC-BY-SA) could be used, you only have to name the author and in case of CC-BY-SA you have to publish your media files under CC-BY-SA http://creativecommons.org/licenses/by-sa/3.0/ (like Megaglest is).

maybe:
http://www.jamendo.com/en/track/249244 (CC-BY-SA)
or:
http://www.jamendo.com/en/track/688178 (CC-BY-SA)

Mr War

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Re: Imperial Faction (WIP)
« Reply #48 on: 7 February 2011, 22:28:42 »
Hi

Having trouble getting projectile g3d files to be visible - any tips????

Omega

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Re: Imperial Faction (WIP)
« Reply #49 on: 8 February 2011, 06:23:01 »
Do you mean visible in game or in the viewer? For ingame, be sure to take a look at how the archer's arrow is positioned and sized, as well as its particle XML. If you mean in the viewer, the standard modeling aspect (triangles, etc) apply.
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