Author Topic: Imperial 2 tech tree (***Full Release*****)  (Read 83643 times)

will

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Re: Imperial Faction (alpha testing mod released)
« Reply #75 on: 14 February 2011, 12:31:43 »
I could only play it (on Linux) after I renamed all the filenames to lowercase.

Is this a normal problem?  How do mod-makers ensure they have lowercase names?

Hagekura

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Re: Imperial Faction (alpha testing mod released)
« Reply #76 on: 14 February 2011, 12:47:29 »
I could only play it (on Linux) after I renamed all the filenames to lowercase.

Is this a normal problem?  How do mod-makers ensure they have lowercase names?
Oh it seems war made same mistake as me. :O
sure I heard in linux uppercase filenames causes problem. It must be modders use all filenames lowercase.
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ultifd

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Re: Imperial Faction (alpha testing mod released)
« Reply #77 on: 14 February 2011, 23:10:21 »
Is this a normal problem?  How do mod-makers ensure they have lowercase names?
Yep, it's a popular problem. This is how:
After applying the fix posted by titi, there are still files with wrong case (uppercase letters) in the data directory. You can fix them by running the following bash command in the data directory:
Code: [Select]
find -name "*[A-Z]*" -print0 | xargs -0 -L 1 bash -c 'mv "$0" "$(echo $0 | tr [:upper:] [:lower:])"'This replaces all upper-case characters in filenames with lower-case. You can also use this in the techs dir.

Trappin

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Re: Imperial Faction (alpha testing mod released)
« Reply #78 on: 14 February 2011, 23:15:55 »
Quote
The imagination of that guy is amazing; he's in the league of HG Wells and Tolkien with the very rare ability to define/invent whole genres where others, even greats, can only enrich what's already out there.

Creative people are influenced by the culture and world where they live, this Japanese fellow must have seen this WW2 image previous to drawing the steampunk warship sequence.

(click to show/hide)

Hagekura

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Re: Imperial Faction (alpha testing mod released)
« Reply #79 on: 15 February 2011, 02:25:57 »
Quote
The imagination of that guy is amazing; he's in the league of HG Wells and Tolkien with the very rare ability to define/invent whole genres where others, even greats, can only enrich what's already out there.

Creative people are influenced by the culture and world where they live, this Japanese fellow must have seen this WW2 image previous to drawing the steampunk warship sequence.

(click to show/hide)
It's true. Miyazaki knows so much about WWI and WWII Warships and Aircrafts and Tanks(Do not assume he is a warmonger, though. he has a left-wing socialism thought and hates war). ;D
He knows not only those mechanics, but pretty much about history, for example Nausicaä's name is from a queen's name "Nausicaa" of ancient greek mythology. also Kushana's name fron the ancient "Kushan Empire".
also he is strongly influenced by Moebius(bande dessinée writer).
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titi_son

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Re: Imperial Faction (alpha testing mod released)
« Reply #80 on: 15 February 2011, 14:57:08 »
 :(
 :(
why the hell do you included walls?  :o
what do you think how does the CPU-Player use this walls?
HE WONT BUILD THEM RIGHT
(and why needs the wall 0 food ?  ::) )
« Last Edit: 15 February 2011, 15:01:55 by PT »
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Gabbe

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Re: Imperial Faction (alpha testing mod released)
« Reply #81 on: 15 February 2011, 15:31:56 »
should a wall cost food? :-\

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #82 on: 15 February 2011, 18:24:30 »
the zero food thing is a test setting to make it easy to build them. The game is not balanced in any way.

The AI does not understand walls I think, it is a prob.

My latest unit idea. GAE only.
« Last Edit: 15 February 2011, 19:13:50 by Mr War »

wyvern

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Re: Imperial Faction (alpha testing mod released)
« Reply #83 on: 15 February 2011, 19:55:43 »
sweet, possibly add a greek flamethrower for greek fire in the front and some smaller barbets, otherwise, I can't wait to see it

Trappin

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Re: Imperial Faction (alpha testing mod released)
« Reply #84 on: 15 February 2011, 21:23:40 »
Test tileset failed as well - one work around for a wall would be a "big rock" sized object in the shape of a hexagon.

http://www.mediafire.com/file/2nizzoegi5m/HexHept_object.zip



Quote
strongly influenced by Moebius(bande dessinée writer

http://tinyurl.com/4klq7zo

Omega

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Re: Imperial Faction (alpha testing mod released)
« Reply #85 on: 16 February 2011, 03:39:14 »
There is a wall XML tag that is used to tell the AI not to build them. In the future, the AI will be able to use the walls (to at least some degree) and won't attack them unless it's the only way to reach their destination. GAE only.
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Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #86 on: 16 February 2011, 06:31:39 »
Thanks man

I only added walls as a way of messing with the AI to ensure that my test units don't all die in the first attack. I'll add the tag and leave it in though. I was thinking how to add gates that can be open or closed ( upgrade cyclically between two building types) but prob I had was width of some units. The mod is now GAE only

Is it possible to make a unit 3 long but only 1 wide?


wciow

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Re: Imperial Faction (alpha testing mod released)
« Reply #87 on: 16 February 2011, 10:06:00 »
Is it possible to make a unit 3 long but only 1 wide?

No, only buildings can have unequal sizes. Units are always square.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #88 on: 26 February 2011, 22:18:15 »
New Unit added, Imperial Cruiser.


Wood armoured trimaran steam boat with tall ballista tower. Can engage air targets so required if fleet is attacked by air (Monitors/battleships cannot engage air).


Ishmaru

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Re: Imperial Faction (alpha testing mod released)
« Reply #89 on: 27 February 2011, 03:06:51 »
Love Both your naval units. They seem very unique! Are naval battles available for custom games as well?
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ultifd

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Re: Imperial Faction (alpha testing mod released)
« Reply #90 on: 27 February 2011, 08:07:27 »
Looks cool! How did you get your experience as a good artist? Does it just take a lot of practice?

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #91 on: 27 February 2011, 08:21:04 »
um, thanks for the complements guys glad u like them! I enjoy art, I like to sketch my ideas before I build them that's all. Practice is a huge part but it's like maths, logic, writing - all of us are naturally better at some things and worse at others.

Naval battles are available in custom-games but there are issues re AI and  you CANNOT play maps which lack water the way I get around the AI prob (I start each side with a dockyard).

Here's the prototype cruiser in-game being attacked by Tech air units:


My mod now has two factions:
* Imperial
* Technocracy (the same as regular Tech but with units added such as Ships and 'Tanks' to balance with Imperial)

I'm re-using/extending Tech to speed up dev and in homage to such a cool faction. I hope that is ok.

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #92 on: 27 February 2011, 09:00:04 »
next unit idea is a fighter kite for air-air. I'm creatively ignoring the propulsion issue ;)



Not sure whether to add to Tech or to Imperial as balance with Ornithopter (which in tern could get A-A capability) I was also considering re-skinning ornithopter as a second air-air
« Last Edit: 5 March 2011, 10:05:53 by Mr War »

wyvern

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Re: Imperial Faction (alpha testing mod released)
« Reply #93 on: 27 February 2011, 16:17:31 »
that kiteglider thing looks amphibious, maybe give it the ability to move on water as well as air.

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #94 on: 27 February 2011, 23:36:47 »
model progress - very low poly count :D

Hagekura

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Re: Imperial Faction (alpha testing mod released)
« Reply #95 on: 28 February 2011, 12:51:02 »
model progress - very low poly count :D

Wow It reminds me Henri Farman's Biplane... :O
Tha plane and boat models are very good anyway. :thumbup:
I like the expanded tech faction idea. The two factions will much very good.
Bushido to iu wa shinu koto to mitsuketari.

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Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #96 on: 5 March 2011, 09:27:47 »
lol, yes the Farman era did influence me too man. I'll think about adding a Wright flyer or something similar to Tech but it's not required for balancing so way down the list of units.

The model ended up a lot like the original sketch, which is luck not skill ;)


Still happy with the polly count:
« Last Edit: 5 March 2011, 09:37:30 by Mr War »

Mr War

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Cloud Galley (Bomber)
« Reply #97 on: 5 March 2011, 12:00:31 »
« Last Edit: 5 March 2011, 12:03:53 by Mr War »

Psychedelic_hands

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Re: Imperial Faction (alpha testing mod released)
« Reply #98 on: 5 March 2011, 12:05:41 »
Looks awesome dude, Can I ask how you make your concept art?

Mr War

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Re: Imperial Faction (alpha testing mod released)
« Reply #99 on: 5 March 2011, 12:28:58 »
Thanks man
I draw in ms paint and render in another crap program Cos i arent familiär with GIMP. GIMP and Photoshop are netter but old dogs cant learn New Tricks

If i had a scanner id draw by Hand

 

anything