Author Topic: Imperial 2 tech tree (***Full Release*****)  (Read 83653 times)

Hagekura

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Re: Imperial Faction (***Full Release*****)
« Reply #250 on: 27 October 2011, 17:02:19 »
The screenshots looks very nice!
Can I expect the new release is coming soon? I want to try it.
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Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #251 on: 30 October 2011, 14:08:40 »
I'll share a final balance-testing beta in a few days, just adding the last unit.

One sticking point is getting Chinese voices for the warlords faction - if anyone has any ogg,mp3 or WAV that are suitable please share - must be either public domain or appropriate liscence.


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Re: Imperial Faction (***Full Release*****)
« Reply #252 on: 31 October 2011, 23:27:43 »
full release imminent for MG 3.5.2+

Hagekura

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Re: Imperial Faction (***Full Release*****)
« Reply #253 on: 1 November 2011, 02:15:26 »
Very nice artwork! :thumbup:
I will try new release of Imperial techtree as soon as I renew my video card.
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will

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Re: Imperial Faction (***Full Release*****)
« Reply #254 on: 1 November 2011, 06:03:28 »
Love it!

I'm going to be super annoying but I have difficulty picking out the letters in the splash even though I know what it says.

Maybe some glow behind them to pick them out?

Psychedelic_hands

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Re: Imperial Faction (***Full Release*****)
« Reply #255 on: 1 November 2011, 06:56:40 »
Woah, really digging the art style man. Great use of different brushes and bevel filters, really original looking.
 Because your art style is so unique, what about making a specially suited tileset? and so it matches the textures underneath buildings better. Can't wait to test it out.

Mr War

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Imperial 2 (***Full Release*****)
« Reply #256 on: 1 November 2011, 20:47:11 »
Tech Tree 7zip http://www.mediafire.com/?2ph4itju2k5ybcw <should work on MG 5.3.2 or later, and probably on GAE also (not tested)

Will update first post.

Warlords Tech Tree (new faction inspired by ancient/medieval Chinese with Steampunk creeping in).

MuwuM

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #257 on: 1 November 2011, 23:31:33 »
NICE update.

I like the warlords very much!

But there starting with a food degeneration of -6 which seems a bit strange for me. (tested with MG SVN head).

Psychedelic_hands

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #258 on: 2 November 2011, 07:13:17 »
I tested it out with GAE, it works great. All I had to do was adjust it to the add-ons format.
I didn't get to play a full game yet, so the only feed back I have so far is that the towers rotate when I'm guessing they probably shouldn't be.

Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #259 on: 2 November 2011, 07:43:21 »
Thanks guys, good to have feedback  :D

Muwum, the first thing i do is build a farm (warlords) or taven (Imperial).

Hands, each faction has two towers. The basic one shouldn't rotate but the crossbow tower (Warlords) and cannon tower (Imperial) rotates so that the weapon point towards the enemy.

Psychedelic_hands

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #260 on: 2 November 2011, 08:38:41 »
I'm refering to the starting one.... I just fired it up in MG and figured out it was a GAE issue. I don't know syntax very well in either engine so I'm not much good, though here is error log if it's any help.

GAE error log:
(click to show/hide)

The models in this mod also make this bug ( https://forum.megaglest.org/index.php?topic=7575.msg78093#new ) fairly obvious. Except that instead of invisible units flickering when trying to build something,  very thing except for the front face of a unit flickers. If you don't understand what I mean then please look at it yourself, sorry it's hard to describe what I mean clearly. But hopefully this has been fixed by silnarm already.

Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #261 on: 2 November 2011, 17:39:17 »
Thanks for checking it out in GAE man, I guess the answer is that it'll need some remediation to port to GAE, and that might as well go with GAE specific enhancements like water units and troop carriers. No rush though.

Mr War

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Re: Imperial Faction (***Full Release*****)
« Reply #262 on: 2 November 2011, 22:51:16 »
Woah, really digging the art style man. Great use of different brushes and bevel filters, really original looking.
 Because your art style is so unique, what about making a specially suited tileset? and so it matches the textures underneath buildings better. Can't wait to test it out.
I'm trying to get a 'steampunk' look with some old Mr_War tile sets. hmmm, need to keep trying, the cross-hatch look doesn't tile so well.... YET....


Ishmaru

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #263 on: 5 November 2011, 00:08:56 »
Amazing mod as usual Mr War! New skins and infantry models are great for impereal. And love the steampunk chineese faction as well. The castle tanks have a very hard time getting around the battlefield, and artilery moves way to slow. Also what's purpose of steam generator? It should be used for tank production but doesn't do anything...
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Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #264 on: 5 November 2011, 07:21:35 »
The moving castle and artilleries poor mobility is partly to stop them being too powerful.

The steam mill is a legacy unit from when I had two 'food' resources. I then made it part of the critical path to building a factory but it slowed down that critical path so now it's relegated to an alturnative to the taven.

I may release an update once MG 3.5.3 cones out. What chaholder new units should I include?

Hagekura

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #265 on: 6 November 2011, 12:11:17 »
I bought new card (geforce 560GTX Yeah ;D) and have played Imperial2.
This is very nice update! :thumbup: buildings and untis models are much more improved, as well as units animations! I'm impressed.

A few issues I've noticed: Fire cart moves faster than soldiers, It looks a bit odd.
As Muwum already mentioned, The factions start with minus food incomes is a bit unkindness, as it restricts first steps of players to build food prodution buildings. I think they should start with at least some pigs.
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Ishmaru

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #266 on: 6 November 2011, 18:25:04 »
One more thing, warlords basic infantry attack speed is increadably fast and easily falls a basic imperal infantry. Is that intended?
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Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #267 on: 7 November 2011, 21:39:38 »
Warlords Soldier and Imperial Man at Arms are equally matched in XML terms, only difference might be relative upgrade stages of respective players. Confused why you are not seeing this though when playing it  - maybe it's just the animation speed playing tricks on you.

Also, have corrected starting food deficit in latest working copy, plus all-new warlords worker g3d. Fire cart movement speed fixed (it was only in charge mode).

thanks for the feedbacks.

Hagekura

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #268 on: 8 November 2011, 05:35:52 »
I really love the Siege rocket in Warlords faction. :thumbup: It's launching sequence is very interesting and fun to watch. also it's rocket sound is nice, but a bit too loud maybe?

About infantry's attack speed, I think Ishmaru tells the truth. I've watched xml file of the soldier and surprised that the soldier have attack animation speed 300(while skill speed is 100), it's too high.
In my understandings, the actual attack rate is decided by animation speed, not attack skill speed. I don't know how the skills actually calculated in the program, but It seems If animation speed is higher than skill speed, the attack will repeated faster than the skill speed. to verify this, for test set your archer's attack animation speed 1000 while stay skill speed 50 or around, and see what will happens. :o

Since the soldiers have low durability, the high attack rate doesn't causes serious balance break, but I recommend you to set attack skill speed and animation speed same value preferably.
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Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #269 on: 9 November 2011, 21:37:49 »
Warlords Units Guide (MG 3.5.3 release)

Worker. Basic unit for gathering resources, and building and repairing buildings. self defense capability using Kung Fu (Chinese Boxing skill requires upgrade)
Soldier. Infantryman armed with pole ax (ge). Styled generally on Terracotta Army
Chu-Ke nu. classic Chinese Repeating crossbow. Shorter ranged and less powerful/accurate than Imperial Faction crossbow but much faster-firing. Ref http://www.grandhistorian.com/chinesesiegewarfare/index-english12122007.html
Terracotta Warriors. Squad of terracotta soldiers used as guardians to ancient tomb of First Emperor, they are animated by alchemy. Powerful, do not require food, but get weaker with every moment so use them quickly, and close to your base.


Fire Dragon Archer. China invented Gunpowder, and applied it as an explosive warhead for fire arrows, and then as a propellant. Various Hand-held rocket packs were developed, including the "fire dragon arrows". Ref http://www.grandhistorian.com/chinesesiegewarfare/index-english12122007.html
Fire Cart (Huo Che). Man-portable light MLRS. Typically based on single-wheel wheelbarrows, the warlords faction uses a twin-wheeled cart similar to the Korean Hwacha design.
Siege Rocket. The Warlord's heavy artillery, this unit is based on the Shenhuo Fei Ya (God's Fire Flying Crow). No realistic illustrations exist of this documented heavy incendary rocket, so I used the chassis of an early Chinese cannon as the basis, deliberately different to the same unit in Age Of Empires III


Lantern balloon, Light and slow air unit with both air-ground and air-air capability, Uses similar principle to Chinese flying lanterns. Fictional unit but influenced by historical reports of ancient Chinese designs.
Storm Dragon Airship. Main air unit, capable of inflicting significant damage on ground units. Steam powered oars. Fictional unit.
Moving Castle. Warlord's heavy tank, only 2 can be owned at any given time. Very powerful but cumbersome and slow, Fictional unit but influenced by Tsar Tank (http://en.wikipedia.org/wiki/Tsar_Tank)


Castle. Core building, can produce workers and research primary upgrades
Barracks. Produces infantry (except Terracotta Warriors)
Gate to Ancient Tombs. Metaphysical gateway to tombs, allows animation of terracotta warriors.


Farm. Required to produce Food to sustain the army. Can produce pigs as additional source of food.
Workshop. Produces wheeled and air units
Defense tower. Basic defensive structure - fires arrows
Crossbow Tower. Improved defensive tower with large mechanical multi-bolt multi-bow crossbows. Fictional configuration but heavily influenced by Chinese Sangong Chuangzi Nu (ref http://www.grandhistorian.com/chinesesiegewarfare/index-english12122007.html)

Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #270 on: 9 November 2011, 21:47:00 »
thanks hagekura, I adjusted the animations. This might explain why my Balancing Tool calcs sometimes gave unexpected results because I used Attack Speed not animation Speed.

Hagekura

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #271 on: 10 November 2011, 07:58:23 »
It's good to hear you adjusted animation speed and food.
I'm always thinking it's confusing that the glest displays attack skill speed as attack speed in game, since if the attack animation speed was differ from skill speed, the attack speed displayed in game becomes fake. I think Glest should display animation speed as attack speed in game, it's a bit off topic though.

The new worker looks very nice. I'm looking forward to see their kung-fu fighting. ;D
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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #272 on: 10 November 2011, 17:46:52 »
The new stuff looks awesome -- I will definitely have to try it out when I get a chance.

Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #273 on: 11 November 2011, 07:44:29 »
It's good to hear you adjusted animation speed and food.
I'm always thinking it's confusing that the glest displays attack skill speed as attack speed in game, since if the attack animation speed was differ from skill speed, the attack speed displayed in game becomes fake. I think Glest should display animation speed as attack speed in game, it's a bit off topic though.

The new worker looks very nice. I'm looking forward to see their kung-fu fighting. ;D
Separating speed and animation speed is very useful for building and moving animations, just attack where there may be an issue.

For Kung Fu please remember that my bone animation is not my strength. This sort of attack really benefits from the multiple animations capability of MG. Currently I've taught the works a side kick, spinning heel kick and reverse punch, but I'm not a good sifu

Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #274 on: 11 November 2011, 23:38:52 »
New Beta for next version - requires MG 3.5.3 beta or latest SVN. http://www.mediafire.com/?zoab69duylq10om

Warlords - new worker with kung fu skillz
Imperial - uses Energy not food - Steam engine main source

Many minor refinements

 

anything