Author Topic: Glest Mod Ideas  (Read 11373 times)

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Glest Mod Ideas
« on: 24 January 2011, 17:39:09 »
This is a compilation of ideas for mods that are commonly posted here. Please do not post new threads about ideas. If you wish to add more ideas, please post here. These ideas can be used by modders to decide what mod they wish to create or by new comers to create mods. Please note that if you want to create a mod, you WILL need to know how to model. It's ok if you don't know how to model yet, but you have to be at least willing to learn. All modeling in Glest is done with Blender. This is a 3D modeling program which some will take some learning to use (generally a few weeks at least to become a decent modeler), but is very powerful and one of the only modeling programs that has an up-to-date exporter to G3D (the model format that Glest uses). Thus, programs like google sketch-up are impractical for modeling anything but the most basic of buildings (would have to be exported to DAE and then imported to Blender, so knowledge of using Blender is still required).

Bottom line: If you want to make a mod, please be prepared to go from start to finish. Help for making a mod is available on the Glest Guide and the Wiki.

List of Mod Ideas

All lists sorted alphabetically

Factions / Techtrees
  • Atlantis
  • Aliens
  • Americans
  • Angels
  • Arabian
  • Aztecs
  • Barbarians
  • Cavemen
  • Cult (Medieval?)
  • Demons
  • Dinosaurs
  • French (Napoleonic)
  • Futuristic Warfare
  • Gladiators
  • Gnomes
  • Goths
  • Greece
  • Huns
  • Imperial Empire (WIP)
  • Machinery
  • Magic
  • Mayans
  • NATO
  • Naval
  • Ottoman Empire
  • Predators
  • Raiders
  • Rebellion
  • Rogues / Bandits
  • Russian (Around the Russian civil war times)
  • Steam punk
  • Trolls

Tilesets
  • Forgotten Jungle
  • Paradise
  • Rocky Highlands

Maps
None yet...

Scenarios
  • Escape the foes army
  • King of the Hill
  • Lead a spy into enemy territory
  • Trapped in an enemy camp
  • Use careful tactics to defeat a foe that vastly outnumbers you

Disclaimer: Some of these ideas may already have mods. However, they are broad ideas that can cover more than what existing mods can. For example, the Aliens idea could be fit by the Constellus mod, but it's still possible to do another mod entirely different that still rotates around the concept of aliens. It is recommended that you let others know of your idea before creating in case that mod may already exist. It is not recommended you make mods that already exist, though you are welcome to do so if you believe you can do better, just bear in mind that if you start a mod, please finish it. Abandoned mods don't help us at all. Again, you will have to learn how to model, write the XMLs, make the textures, etc. You should NOT depend on others help for this, as nearly everyone who can make a mod is busy doing so, and you are unlikely to receive direct help.

Also, please make sure you know your topic. For example, giving machine guns to a band of cavemen or crossbows to aboriginal Africans is not realistic. If you want to mix in your own stuff, rename the faction to something more suitable so it is not expected to be based on that topic. If you wish to make something based on a country, please do not stereotype it. For example, making a Canadian faction nothing but mounties and beavers does not go well with realism. As well, it is recommended to keep religion and real life politics out of Glest mods as those are touchy subjects on the board, so poor ideas for mods.



Contribute to this list: Add a reply with your ideas (Please do not comment on existing ideas. Obviously some are better than others, and that is for the would-be-modder to decide). If you make a mod that is on this list that leaves NO room for other mods without completely basing the same idea (for example, a caveman faction), please leave a message here requesting removal of that idea from this list. Modders are encouraged to use their imagination. Mod what YOU want to.

(click to show/hide)
« Last Edit: 18 June 2016, 14:14:39 by filux »
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

tiger

  • Archmage
  • ******
  • Posts: 675
  • Don't rush it. Make it with Quality.
    • View Profile
Re: Glest Mod Ideas
« Reply #1 on: 25 January 2011, 01:58:26 »
Quote
Barbarians

This Mod Was FINISHED long ago.... :|

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
Re: Glest Mod Ideas
« Reply #2 on: 25 January 2011, 02:03:59 »
Perhaps somehow it could be covered more? I don't know...  :|
Quote
However, they are broad ideas that can cover more than what existing mods can.
Also Aztec and Goths too...Anyways most likely Omega just forgot about those, but let's see. If not we can just remove them from the list :)

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Glest Mod Ideas
« Reply #3 on: 25 January 2011, 18:10:33 »
Hmm... perhaps they should be covered more if they're so unheard of that I never knew they existed... Abet, go ahead and remove Ultifd if you feel they don't belong there.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: Glest Mod Ideas
« Reply #4 on: 26 January 2011, 16:51:03 »
You should add: Dinosaurs, Australian, and Mexican.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Glest Mod Ideas
« Reply #5 on: 26 January 2011, 17:51:35 »
Do we really need more racial/national/ethnocentric stereotype mods? :look:

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Glest Mod Ideas
« Reply #6 on: 26 January 2011, 17:57:44 »
They do have the potential to be good, at the hands of a worthy modder. I do NOT recommend making such mods if you are not highly familiar with the country/empire/race/whatever. For example, Canadians could be a great mod if they weren't so stereotyped. I didn't even play them, but the picture turned me off. The woodsmen is a better portrayal, to be honest. Many games often have armies based on individual forces of countries, and they can work well if taken SERIOUSLY.

And, they really are just ideas. Some (much) better than others.

Edit: crossed off imperial faction as it's being created at the moment.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Zoythrus

  • Guest
Re: Glest Mod Ideas
« Reply #7 on: 26 January 2011, 18:43:20 »
here's a list of all that sounds interesting:

List of Mod Ideas

All lists sorted alphabetically

Factions / Techtrees
  • Amazonians
  • Americans (not the Vbros Americans, real Americans)
  • Aliens (only if there's Rednecks too....imagine the battles.....)
  • Arabian
  • Aztec (same thing as American comment)
  • Cavemen
  • Futuristic Warfare
  • Germans (only if it's the Napoleonic era)
  • Gnomes (well, only for the lulz)
  • Goths (hopefully this isnt the modern day meaning of "gothic")
  • Greece
  • Mayan (same thing as the American comment)
  • Mexicans (Mexican Revolution-style Mexicans)
  • Ottoman Empire
  • Rogues (bandits?)
  • Russian
  • Steampunk
  • Stickmen (a random crap mod would be kinda fun. Stickmen should be paired up with the Gnomes....)
  • Super Heroes (i hate this, EPIC FAIL!)

Tilesets
  • Forgotten Jungle
  • Paradise
  • Rocky Highlands

i know it said not to comment on existing ideas, but i thought to eliminate the things that dont sound like a good mod could be made from them.
« Last Edit: 26 January 2011, 18:49:34 by Zoythrus »

Mr War

  • Guest
Re: Glest Mod Ideas
« Reply #8 on: 25 February 2011, 21:27:44 »
Idea for world war one mOd (great war). Not realistic but themed on the units of that war.

Three factions; British, german and french. Most units identical except skins.

Field hq is same roles as both castle and barracks of tech faction

Rifleman, sniper (not French?) and machine gunners.British also has lewis gunner

Maxim mg08, vickers and hotchkiss machine-guns
Light and heavy field artillery. French strength?

Camel, Fokker triplanes and spad for fighters. SE5 and albatross maybe

Gopha, voisin and Hadley page bombers. Zeppelin as special unit

St chamond, mark five  and a7v tanks. Whippet and ft17 light tanks
« Last Edit: 25 February 2011, 21:31:02 by Mr War »

Zoythrus

  • Guest
Re: Glest Mod Ideas
« Reply #9 on: 25 February 2011, 21:42:57 »
Idea for world war one mOd (great war). Not realistic but themed on the units of that war.

Three factions; British, german and french. Most units identical except skins.

Field hq is same roles as both castle and barracks of tech faction

Rifleman, sniper (not French?) and machine gunners.British also has lewis gunner

Maxim mg08, vickers and hotchkiss machine-guns
Light and heavy field artillery. French strength?

Camel, Fokker triplanes and spad for fighters. SE5 and albatross maybe

Gopha, voisin and Hadley page bombers. Zeppelin as special unit

St chamond, mark five  and a7v tanks. Whippet and ft17 light tanks


World War 1 gets no respect nowadays. i support this!

wyvern

  • Guest
Re: Glest Mod Ideas
« Reply #10 on: 26 February 2011, 01:51:16 »
ehem, this mod idea was started by me and Gabbe a while back on a huge scale, I still have and am working on the files for a large ww1 mod and the brit faction is mostly textured and the basic models are there, Gabbes computer crashed a while back so that lost most of the infantry but I made some replacements. :|, if you want to work on such a project, you can join the WW1 mod or make your own, your free to use my models, I have all the major brit tanks mk1, mk4 male and female, rolls royce armored car, little willie, and the whippet.
at any rate, the tech tree I worked out was huge and meant to cover WW1 from 1914-1918.

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
Re: Glest Mod Ideas
« Reply #11 on: 26 February 2011, 01:54:48 »
Yeah...that was really sad. Too bad Gabbe didn't backup his files at that time...

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Glest Mod Ideas
« Reply #12 on: 26 February 2011, 03:01:28 »
Yeah... too bad there's not a link in the signature of any of our moderators to a free way people can automatically keep their files backed up and up-to-date across multiple computers or anything. :|

Mr War

  • Guest
Re: Glest Mod Ideas
« Reply #13 on: 26 February 2011, 08:35:33 »
Cool d like to play the ww1 mod when it comes out. Currently doing imperial faction so cannot join.

Maybe u could reduce the tech tree to quicken release

How do u deal with resources in the ww1 theme?

Here's a graphical version of my suggested tech tree
« Last Edit: 26 February 2011, 09:32:26 by Mr War »

wyvern

  • Guest
Re: Glest Mod Ideas
« Reply #14 on: 26 February 2011, 14:40:38 »
Cool d like to play the ww1 mod when it comes out. Currently doing imperial faction so cannot join.

Maybe u could reduce the tech tree to quicken release

How do u deal with resources in the ww1 theme?

Here's a graphical version of my suggested tech tree

resources would probably be iron/metal, wood for buildings and reinforcing trenches and maybe population, not to mention money. I guess we could make a "light" version of the WW1 mod, I'll see about it, for the brits we have all the stuff in your list for that matter except for the handley page 0/400

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Glest Mod Ideas
« Reply #15 on: 26 February 2011, 15:25:35 »
Here's a graphical version of my suggested tech tree


Seems like an interesting mod! ;D

So the tree is based on a tier system? that is why there are 2-3 units in almost every category? Also i noticed there is no AT infantry, so infantry would be useless against tanks? I know AT weapons were not as popular as bazookas were not invented till ww2, but there were still AT rifles i believe. What about howitzers? Those were big especially popular due to trench warfare. How would trench warfare even come into game play? or would you leave it out?

sorry to ask so many questions  :P
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

Mr War

  • Guest
Re: Glest Mod Ideas
« Reply #16 on: 26 February 2011, 16:49:47 »
The three tiers are actually the different factions alternative units. Black/grey is German, red border is British and blue border French

Yeah I forgot artillery. Could add antitank guns perhaps only to Germany

I was thinking the bombers and other tanks could be the main antitank forces. I know bombers weren't really used like that but gameplay and AI issues suggest such a use. I don't think you could make a realistic ww1 mod in glest without engine changes, this is just a themed mod

wyvern

  • Guest
Re: Glest Mod Ideas
« Reply #17 on: 26 February 2011, 17:21:22 »
technically germans could get AT riflemen and everyone else would get artillery like what we have in the WW1 mod me and Gabbe were working on. germans could also have flamethrowers.

Honestly in our original concept each faction was to have the following advantages

Germans-decent infantry, good but expensive late war tanks, good early war airforce, and zeppelins and AT rifles, good navy and subs.

British-awesome infantry, fast tank deployment, good artillery and late war aircraft, great navy.

French-good bunkers/defenses and great light artillery and light tanks.

Here was the original brit faction diagram

Is it possible to add further fields to the air field like low altitude, high altitude, and medium altitude, this would make zepplins harder to catch and stuff once we get the germans in Grin, also is there and underwater field for subs

Heres the units I'm checking off what we have Grin or what I hope we have
Buildings:
HQ-basic building, creates engineer and general, stores resources, makes upgrades, a machine gun tower can be mounted.
training camp-creates lee enfield rifleman, vickers machine gunner, lewis machine gunner, flame thrower team, sniper, and upgrades infantry.
Hospital-creates and upgrades medic
Munition factory-upgrades units attacks.
ammo dump-required for artillery.
artillery factory-creates and upgrades howitzer, antiaircraft gun, field piece, trench mortar, and gas cannon required for tank factory.
stable-creates and upgrades lancers.
Royal Aircraft Factory-creates and upgrades the following aircraft dh2, dh9, b2c, Handley page 0/400, sopwith pup, and se 5.
Tank factory-creates and upgrades the following tanks mk1, little willie?, whippet, mk4 male and female.
Dock-builds and upgrades the following ships, super dreadnought, battle cruiser, light cruiser, destroyer, submarine, aircraft carrier, seaplane tender, supply ship.I can find specific ship class names later.
Supply base-similar to farm produces supplies.
Defense buildings-trench%, lookout tower%, dug out, pillbox, plank bridge.

Units:
engineer-basic worker, collects resources builds and repairs buildings and ships-creates the following buildings, HQ, training camp, Hospital, munition factory,ammo dump, artillery factory, stable, Royal Aircraft Factory,Tank Factory, Dock, supply base, promotes to field engineer.
Field engineer-creates all defense buildings, and builds buildings faster, cannot collect resources.%
lee-enfield rifleman-best standard infantry in game, the brits had the best riflemen in the world at the time can fight aircraft.%
vickers machine gun-heavy machine gun, must be entrenched to fire, can be taken apart to move can fight aircraft.%
lewis machine gun-light machine gun, can be fired from hip or entrenched and fired from a tripod can fight aircraft.%
field piece-standard medium range artillery can be useful as a direct fire support weapon must be taken apart to move, I'll find out the specific type used later.
Howitzer-long range artillery, superior to field piece.
trench mortar-light portable medium range weapon.%
flame thrower-short range heavy damage dealing weapon beats all ground units if close enough.
field medic-heals infantry.
grenadier-grenade throwing infantryman.
lancer-cavalry armed with a bamboo lance or sword and a carbine.
specialist lee enfield sniper-long range infantry unit, good against infantry and can shoot against aircraft.%
gas cannon-long range poison gas throwing weapon.%
anti aircraft gun-anti aircraft gun can shoot at ground targets.%
motorcycle-fast scout unit with low armor and attack.?not sure
Rolls royce armored car-well armored and machine gun armed armored car good versus infantry and for scouting can shoot at aircraft can be give an armored roof late game(we have one with a roof and one without so what the heck lets have both Grin Grin.%
little willie landship-unarmed tank with ability to fix other tanks, can be upgraded to have a hotchkiss machine gun.%
tank mk1-basic machine gun armed tank vulnerable against cannon, anti tank guns, flamethrowers and aircraft, useful against infantry slowwww.%
whippet-fast mg(machinegun) armed tank late game replacement for cavalry and superior to mk1 tank.%
male mk4 tank-6pounder cannon armed tank, near immune to anti tank guns and aircraft with machine guns but still vulnerable against field guns and flamethrowers, can fight other tanks, slowwwww.%
female mk4 tank-same as male mk4 tank but armed with mgs, can't really fight other tanks.%
b2c-slow vulnerable, light bomb armed scout plane.
dh2-pusher fighter, basic air combat unit.*
dh9-advanced air recon unit, can fight air to air, better bombs and speed.
Handley page 0/400-medium bomber, can fight air to air, heavy bomb attack and high hp.
sopwith pup-mid game naval fighter, faster and has better hp then dh2, good unit.*%
Sopwith camel-best naval air to air fighter even better then sopwith pup.**%
observation balloon-large sight no defense or attack, weak look out unit.
**can be upgraded with bombs(if not already included)
*can be upgraded with strut mounted rockets.
bristol fighter-mid game ground fighter better then dh2 roughly=sopwith pup
se5-best ground fighter, faster then sopwith camel but lower attack*
short 184-built by seaplane tender uses torpedo or bombs, and depth charges against submarines, good against ground or sea, cannot fight air to air.
sopwith 1 and a half strutter-torpedo bomber and general bomber, can fight air to air.
dh5-great ground attack fighter can also fight air to air armoured against ground fire * or **
seaplane tender-builds and upgrades short 184.
aircraft carrier-builds and upgrades sopwith camel, and cuckoo.
super dreadnought-best most expensive warship, beats all, has anti air cannons for defense. can shell land defenses.
supply ship-repairs ships no attack.
battle cruiser-slightly weaker then super dreadnought but with same capabilities and faster.
light cruiser-even weaker and faster then battle cruiser great for scouting and fighting submarines no anti air.
destroyer-can shell land units with cannon, has depth charges for submarines no anti air, can attack naval ships with torpedos.%
submarine-great for heavy ships and light ships, vulnerable to destroyers and aircraft, must surface to attack.%
things checked off have a % next to them no check mark on a keyboard
and heres the link to the discussion/topic
https://forum.megaglest.org/index.php?topic=5477.0

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Glest Mod Ideas
« Reply #18 on: 27 February 2011, 03:21:51 »
so....... many........ units...... Not a bad thing there might be some balance issues, but hard to say without playing game. based on description the brits have no disadvantages.... Dreadnaughts = own all  ::)
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

Zoythrus

  • Guest
Re: Glest Mod Ideas
« Reply #19 on: 27 February 2011, 03:27:17 »
the Pioneer should be the Sapper.

wyvern

  • Guest
Re: Glest Mod Ideas
« Reply #20 on: 27 February 2011, 04:44:34 »
the brits do have disadvantages, not least their expensive infantry and their tanks while earlier, are generally weaker then their german counterparts, they also lack superior submarines.

the pioneer can stay the same for the germans, it would rather be a feldpionier though and the brits would have a sapper, about the french though, I'm unsure

Zoythrus

  • Guest
Re: Glest Mod Ideas
« Reply #21 on: 27 February 2011, 05:01:27 »
Pionier for the Germans
Sapper for the Brits
Sapeur for the French

that work?

Mr War

  • Guest
Re: Glest Mod Ideas
« Reply #22 on: 27 February 2011, 09:29:30 »
I was thinking of making only limited changes to the resources even though mining is unrealistic. You could just rename stone as iron and adjusst the deposit values, and reemphasize wood.

Then minimize buildings to just hq, factory and aerodrome, with all factions having same buildings. Infantry is mostly just reskinning

Gabbe

  • Guest
Re: Glest Mod Ideas
« Reply #23 on: 3 March 2011, 12:27:57 »
Hmm sorry for being gone, i was on holiday. It seems you are getting it sorted out. Time to dig up the original thread?

wyvern

  • Guest
Re: Glest Mod Ideas
« Reply #24 on: 3 March 2011, 14:53:07 »
yep, I think so. :)