Author Topic: Imperial 2 tech tree (***Full Release*****)  (Read 83645 times)

Coldfusionstorm

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #275 on: 14 November 2011, 06:16:51 »
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.

I tought for second you said a 5600 Geforce, allmost fell down the chair.
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Hagekura

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #276 on: 15 November 2011, 09:33:15 »
I tought for second you said a 5600 Geforce, allmost fell down the chair.
:O Will the glest runs even with 5600 series geforce?

Hey war, I have a suggestion, when making a human walking/running animations, keep in mind that leaning the body axis forward.

The theory of depicting forward movement ( any action that carries the whole body forward ) requires that the top always be shown ahead of the base.

In walking or running, the line of balance remains a constant forward slant as long as the same speed is maintained and tips more as the speed is increased. This change is hard to see because the moving arms and legs distract one's attention from the action. A person must lean the body forward to take a normal step. The balance is caught by the forward foot. The arms move in reverse of the legs, so that, when the left leg goes forward, the left arm goes back. The center of the stride expresses the least movement.

As we walk along, what happens is this: foot moves body, body moves foot, foot moves body, body moves foot. Each leg takes job over as soon as it is put on the ground, and the other leg relaxes and swings forward, mostly by momentum, until it takes over. Both actions go on simultaneously.

Hip and knee drop on the relaxed side. The leg carrying the weight is straight as it passes under the hip and bends at the knee as the heel comes up. The relaxed leg is bent at the knee as it swings forward. It does not straighten out until after it has passed the other knee. The legs are both fairly straight at the extremes of the stride.

Remember:
Arms move opposite to legs.
Back foot does not leave ground until front foot is planted.
Arms pass hips at same time knees pass.
Hip is higher on side of foot carrying weight.
Knee drops on leg off ground, action is best expressed at extremes of stride.
Always tip line of Ballance.
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Coldfusionstorm

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #277 on: 16 November 2011, 22:26:19 »
Very nice post Hakekura, i have bookmarked this for study. :)
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Mr War

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #278 on: 17 November 2011, 03:32:21 »
Hagekura, really appreciate it man, thanks.

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #279 on: 17 November 2011, 04:01:42 »
>>Coldfusionstorm, Mr War
I'm glad you like it fellas.
To be honest, most of these were from my favorite book "Figure Drawing For All It's Worth" by A.Loomis.  :D
but these tips were really useful when I created human animations, so I wanted to share them with you.

Have you already found worker's attack sounds war?
If not, how about these:
http://www.freesound.org/people/nextmaking/sounds/86019/
http://www.freesound.org/people/nextmaking/sounds/86018/
http://www.freesound.org/people/nextmaking/sounds/86008/
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titi

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #280 on: 10 December 2011, 01:57:46 »
Current version is in MegaGlest ingame mod center now.

The hud overlay doesn't look that good  :'( . The minimap is harder to see adn the whole thing does not fit with the buttons and fields positions of the GUI ...
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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #281 on: 10 December 2011, 08:57:19 »
thanks man. Which HUD do you mean? They all look fine on my machine.

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #282 on: 10 December 2011, 17:29:55 »
First one see minimap (left) and unit selection (right)
Second one see unit button on right.
(click to show/hide)
(click to show/hide)
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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #283 on: 11 December 2011, 11:39:53 »
That's just bad HUD design, both are showing as intended.  :angel: :o :O

Ishmaru

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Imperial 2 Naval Battles in MG
« Reply #284 on: 31 October 2013, 15:02:37 »
I've been playing around with Imperial 2 lately, doing a few experiments.  One of which is to include the units lost from the original Imperial faction. I gave Tech's tank to the Warlords, which is now called the "Dragon Tank", and done a bit of my own re-balancing in particular of cannon units.

Most Important thing im experimenting with is to find a way to Include the naval units from the Original Gae version in MG. (without changing the source)

Naval battles are only available in special made scenarios, with their own tilesets, as the naval units are actually land units, just cleverly hidden. Shipyards must be spawned via scenario as they cannot be built. However Ai builds ships very well and i had some nice naval battles vs a standard cpu player.

Side note, In a weird case of irony, I switched the ships around so that the Imperials have Techs old ships, and Warlords now have the old Imperial ships, as the old imperial ships had a more Asian style to them.

Ill be releasing my revised tech tree  "Imperial 2 Plus" and a few naval scenarios with in a few days! Pictures below:



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Ishmaru

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #285 on: 3 November 2013, 16:37:36 »

Imperial 2 Plus


 


 
Changes:
 
- re-disabled Dragon Tank production. I felt that this would cause issues with the games balancing.  However Ill leave them in the techtree if anyone wants to try them out.
 
- Fixed Soldier doing incredible amounts a damage in a small amount of time.
 
- Fixed Tanks and all cannon units had their attack speed reduced.
 
- Altered faces of worker + citizen units to match the face style of the rest of the faction. No longer uses the old tech worker face.
 
- Added Naval units to both faction for scenario use.
 
- Switched Tech and Imperial ships to better match their faction.
 
- Tweaked naval unit Attack speed and strength
 
- Added Imperial Crest to old Tech Warships.
 

Download:


 
Techtree
https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip
 
Naval Scenarios: (for megaglest)
https://forum.megaglest.org/index.php?topic=9280.msg89120#msg89120
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ElimiNator

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #286 on: 4 November 2013, 05:33:25 »
Is this for GAE (water units?) or are they just in scenarios?
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Omega

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #287 on: 4 November 2013, 07:09:48 »
Is this for GAE (water units?) or are they just in scenarios?
He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".
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Ishmaru

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #288 on: 4 November 2013, 13:52:02 »
Is this for GAE (water units?) or are they just in scenarios?
He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".

Yes.  This was intended to bring naval warfare to MG.
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ElimiNator

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #289 on: 4 November 2013, 16:13:17 »
Yes, I know about boats in scenarios, I was the first one to do this in Glest with my Pirates faction.

I was just making sure it was not for GAE.
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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #290 on: 23 November 2013, 00:34:17 »
Whats the state of this faction( and scenario )?  In IRC you said you made some more changes to the balance, is this already the latest version or will there be a newer one very soon ?
I really want to upload this and the scenarios to the mod center.
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Ishmaru

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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #291 on: 23 November 2013, 12:44:31 »
Updated Today.

Changes:


Dragon tanks - Edit textures, re enabled

Dreadnaught/Ironclad weapon strengthened

Added some Ai Behavior tags to Warlords faction, to encourage tank production.

Balanced, Siege rockets with Trebuchet.

Scenario:


Added 2v2 scenarios. Bringing the total to 4.

Download:



Techtree: Imperial 2 Plus (Added ships, re balance units) - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip
     
Scenarios: One scenario for each faction - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial%202%20Naval%20Senarios.zip
« Last Edit: 23 November 2013, 15:05:22 by Ishmaru »
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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #292 on: 23 November 2013, 15:25:49 »
I added new loading screens for the scenarios and uploaded this to the mod-center where it is available now.

Sadly MG crashes at the moment when a techtree is missing for a scenario ( see here )
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Re: Imperial 2 tech tree (***Full Release*****)
« Reply #293 on: 23 November 2013, 16:52:33 »
thanks!
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