Author Topic: RELEASE 3 IS OUT!!! LINUX, PC, OSX!  (Read 172930 times)

Coldfusionstorm

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #450 on: 7 April 2012, 12:59:45 »
Code: [Select]
http://imageshack.us/g/521/topost.jpg/This is a picture of Ostrovich's "Last Sight II" Once I finish some textures, I'll post pictures of basic Gilgamesh tanks and all the other vehicles. Ostrovich's tank is nearly identical to a normal Gilgamesh other then the double barreled hull 23mm cannon, single roof hatch and "Arty Can" style range finders on the turret. He also utilizes APDSHE ammunition to ensure that no matter how poor the penetration is, it will always wipe out the enemy tank and its crew. Lastly, he has a modified engine that lets his tank go from horribly slow, to just slow :). My backstory for him is basically that he joined the army as a common infantryman but due to a great competence in leadership, he swiftly rose in the ranks and when he requested a transfer to tank command, it was immediately accepted. He commanded the 5 man Drak medium tank, which he called the "Last Sight", due to the crews joke that it would be the last thing the enemy will ever see. This joke soon became reality, as the crew proved to be one of the most capable in the whole Mordovian Army. It came as a shock however, when he was ambushed, and his tank shot out from him by Alliance rocket troopers in an ambush around a large deposit of tall crystals providing perfect concealment. The next time, he wouldn't make such a mistake. Within a week, he was back in a new Gilgamesh tank, fresh off the assembly lines, and he named it the "Last Sight II" in respect to his last tank. He also added the "Death's Tankers" emblem to represent which squadron he was now part of. In a week, he had wiped out 20 enemy vehicles, including several from the newly arrived astro marines troops, who had just recently begun landing their equipment. His finest moment arrived when he turned the battle of three companies into the slaughter of three companies. One of the Alliance's villages was critically situated near a rich crystal deposit and the Mordovians knew that, if they were to advance, it had to be captured. The village was poorly defended, but already, armored columns from all other factions in the area, even the in-experienced shadow troops had struck out to secure the village for themselves. Without waiting for anyone else, Ostrovich warmed up his tank, and drove off into the nights chill, even as the stars above seemed to wink out one by one. As he crossed a hill, he saw the shadow detachment ahead, fighting the astro marines and scattered alliance tanks throughout the village, driving them back and pushing their inexorable advance onward. Like a bolt of Steel, the "Last Sight" ploughed into the assembling Shadow troops blasting apart the tanks and gunning down the infantry, leaving no survivors in its wake. A scorpion tried to deploy, but it was too late, as the 60 ton Gilgamesh smashed into it head on, grinding it under squealing treads, up ahead, the beleaguered astro marines gave a cheer, seconds before one of their Ram tanks was torn asunder by a 130mm round from the Last Sights cannons, now the situation was desperate and the astro marines broke, their famous will to fight to the last blown away by the onslaught of the heavy tank, a lone RPG trooper fired, but the round had no effect, seconds later, he was cut in half by a 23mm shell. Less then 30minutes after ploughing into the Shadow Organizations rearguard, Ostrovich had vanished, having destroyed nearly 20 vehicles and killing dozens of infantry men. A defense against this threat was swiftly organized, as, in great desperation, the remaining Shadow, Marine and Alliance troops banded together to stop this menace, their pleas for air support were turned down, since no commander would risk his planes at night, they would have to last until morning against a shadowy and merciless opponent in an incomparably superior vehicle. The defense was badly coordinated and the first reports of Ostrovich's reappearance came when he smashed through an abandoned house to blast apart some patrolling rattlesnakes. Before help could arrive, the 60 ton beast had dissappeared, leaving a mess behind it. The next report came when an infantry patrol, walking along a side road, suddenly heard a creaking sound coming from an uncertain location. They spun around, looking down the road for the tank they knew must come, but they didn't look over the 4meter hill the road was on. The Last Sight burst over the top, deflecting rifle rounds from its floor armor as it smashed into the desperate infantrymen, running them down in seconds. So, the night wore on, until morning came, and Ostrovich was finally out of ammo, so, in a last act of contempt, he steamrollered the barricade out of the village, ran down two more scorpions and an IFV in his path before heading off down the road. One hour later, the village was in Mordavian hands, the defenders had all scattered, leaving behind nearly 50 vehicles and having suffered nearly 50% casualties to the lone tank.

This sounds as a certain World War 2 tale ima right?
« Last Edit: 11 April 2016, 16:37:10 by filux »
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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #451 on: 7 April 2012, 15:37:57 »
yeah, ostrovich is somewhat based on michael wittman and his joyride into villers bocage.
I'm going for an outdated but practical theme for my army and so the vehicles don't look nearly as modern as the other factions, they make up for this in armor and firepower.
I'll see about widening the tracks on the TD, I agree that they're kinda thin.
Yes the AOP has a propeller but on the other hand, this isn't even all that out of whack with modern times, the OV-10 bronco observation plane is turbo prop driven and many of the various cessna spotters in vietnam carried napalm and machineguns for strafing. The requirement for a spotter is usually slow, stable and maneuverable.

I'll try to post more updates soon.

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #452 on: 7 April 2012, 20:19:19 »
I found some problems with the xml's/data for the space marines that prevented them from running on linux, one was something minor in the smoke xml for the factory, where it had three punctuation marks rather then two and the second was that the .wav file for lasers was capitalized, making it not work on linux. here's the fixed up xml's for linux users, It already runs fine for windows and isn't changed from Mr Wars faction, just some troubleshooting, thanks
Code: [Select]
http://www.gamefront.com/files/21521175/marines_data.7z
http://www.gamefront.com/files/21521190/astro-marines.7z

Edit: Oh, and Ishmaru can I borrow your Alliance IFV or Tank model for my faction, I decided to add some captured piece of equipment that the Mordavian's use for infiltration and though this will have little in game effect, I feel it would come as a cool perk

Edit Number 2:
Code: [Select]
http://imageshack.us/photo/my-images/3/spider4p.jpg/Heres several pictures of my Spider RCL, it comes out of the barracks and packs a serious, if underarmored, punch. Though poorly armored, it can deploy for greater ROF and armor from the increased stability. Its cannon is pretty good against enemy vehicles and buildings, but its armor is worse then an IFV's, meaning that it rolls in, fires its 123mm RCL and pulls out of range, or it helps augment the early game defenses, which only consist of MG bunkers, as this faction lacks any form of rocket or dedicated AT bunkers, but rather entrenched unit forms and a late game tank turret.
A last question for Ishmaru. As your not using the MG bunker any more for the Alliance faction, I wanted to ask, can I use it for the Mordavian faction, I always felt it would suit their faction well and this saves me the time of makign a pillbox, though I might edit some things on it.
« Last Edit: 11 April 2016, 16:36:20 by filux »

Ishmaru

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #453 on: 9 April 2012, 19:26:29 »
Hi sorry for late reply Wyvern, thanks for the bug fixes!

The spider RCL looks cool! Keep in mind most long range weapons have no armor, and if one does its only 5.

Its fine if you want to use tank or ifv as captured units but b sure to credit me for whichever units you use.  Though the purpose might be ruined due to team color being noticeable

I actually am useing the old bunker for the empire as a missile bunker.
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wyvern

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #454 on: 9 April 2012, 23:21:51 »
The Spider is not exactly an artillery and not super long ranged, aka, it doesn't outrange the Mortar, but it does outrange infantry and maybe the tank by something like 1 space.

I'm still debating the use of captured vehicles but I'm glad its okay to use them if needed :)

As for the bunker, thats fine, I don't really mind, I'll just make my own.

Another thing I want to mention, my base infantry models done and I started texturing. Its probably gonna be a similar model for every infantry unit. I also decided to remove the mortar as its kinda redundant with the howitzer there. Instead of a flamethrower, engineers are gonna have a bunker buster cannon that fires EP based explosive shells. They'll just keep the SMG for self defense as previously mentioned.

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #455 on: 10 April 2012, 04:30:18 »
Another thing I want to mention, my base infantry models done and I started texturing. Its probably gonna be a similar model for every infantry unit. I also decided to remove the mortar as its kinda redundant with the howitzer there. Instead of a flamethrower, engineers are gonna have a bunker buster cannon that fires EP based explosive shells. They'll just keep the SMG for self defense as previously mentioned.

Ok sounds good, Looking forward to seeing your infantry units textured :)

New Unit, "Rocket Turret" (shadow):
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Rocket_Turrets_Ingame_AD.jpg[/img]
Same as Alliance, but with a different appearance.

With the completion of the Rocket turret, I'm going to say that the Shadow Organization is complete (at least unit wise) Now just some balance tweaks + some optimization. Sorry but i cant confirm a release date yet as there is still much else needs doing outside the faction its self. Also trying to wait for next MegaGlest release to take advantage of some new features, such as save games + multiplayer scenarios.
(click to show/hide)

« Last Edit: 11 April 2016, 16:36:49 by filux »
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Mr War

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #456 on: 11 April 2012, 06:42:02 »
Gorgeous, love it.

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #457 on: 11 April 2012, 16:39:48 »
Thanks Mr War!

Here are Updated Build Trees:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Build_Tree_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Build_Tree_AD.jpg[/img]
« Last Edit: 15 April 2016, 16:19:52 by filux »
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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #458 on: 11 April 2012, 16:59:25 »
Hey, I wanted to mention this, in games against AI, the AI often produces flak vehicles but then sends them straight into my line of defenses since they can't attack ground units, could you give the flak vehicles some form of ground defense so that they're not just sitting ducks, a hull MG or something for the alliance and marine SAM systems would be fine and the shadow vehicle could use its cannons against ground targets, if it can't do so already. I know it might seem to make some units overpowered but the way the AI uses them right now really isn't all that fun

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #459 on: 11 April 2012, 19:13:55 »
Hey, I wanted to mention this, in games against AI, the AI often produces flak vehicles but then sends them straight into my line of defenses since they can't attack ground units, could you give the flak vehicles some form of ground defense so that they're not just sitting ducks, a hull MG or something for the alliance and marine SAM systems would be fine and the shadow vehicle could use its cannons against ground targets, if it can't do so already. I know it might seem to make some units overpowered but the way the AI uses them right now really isn't all that fun

It never really bothered me that the ai does that, but either way the ai will always have issues with anti air.

Problem is Either I leave them and they do as you say, or I give them weak antiground weapons and they focus more on ground units ( I've seen this happen with the harrier). I think that somehow anti air units should retreat from ground units. Maybe ill as mg devs if this is possible.
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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #460 on: 13 April 2012, 21:21:52 »
Beta release of Astro-Marines supporting faction. Still a few things to do such as some Upgrade icons, and a few upgrade-tree tweaks but overall this is close to finished.

Gameplay feedback welcome. As before two folders (7zip):
Faction folder. Unzip in \base_battle\factions\ of Annex:
Code: [Select]
http://www.sendspace.com/file/yab7uoData folder. Unzip in \base_battle\ folder:
Code: [Select]
http://www.sendspace.com/file/e7g1m6
« Last Edit: 11 April 2016, 16:34:00 by filux »

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #461 on: 14 April 2012, 00:00:15 »
It can't find the attack type sniper... (for the Ghost Sniper)  :'( and I was looking forward to a game with the updated Astro-Marines. JK I just changed it back to siege, which is what it was before  ;)

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #462 on: 14 April 2012, 02:39:28 »
Beta release of Astro-Marines supporting faction. Still a few things to do such as some Upgrade icons, and a few upgrade-tree tweaks but overall this is close to finished.

Gameplay feedback welcome. As before two folders (7zip):
Faction folder. Unzip in \base_battle\factions\ of Annex:
Code: [Select]
http://www.sendspace.com/file/yab7uoData folder. Unzip in \base_battle\ folder:
Code: [Select]
http://www.sendspace.com/file/e7g1m6
Edit Ghost Sniper XML - Change attack type from sniper to siege.

Screen Shots:
Code: [Select]
[img]http://img256.imageshack.us/img256/3371/astromarinesbymrwar4.jpg[/img]
[img]http://img823.imageshack.us/img823/4760/astromarinesbymrwar2.jpg[/img]

It can't find the attack type sniper... (for the Ghost Sniper)  :'( and I was looking forward to a game with the updated Astro-Marines. JK I just changed it back to siege, which is what it was before  ;)
That was my mistake, there will be a sniper attack type in next release :)
« Last Edit: 11 April 2016, 16:34:35 by filux »
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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #463 on: 19 April 2012, 16:48:18 »
wow awesome! :D
didn't expect the astro marines to fit into the annex world so good. good work, guys!

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #464 on: 20 April 2012, 05:26:04 »
wow awesome! :D
didn't expect the astro marines to fit into the annex world so good. good work, guys!

Astro Marines is all MrWar's doing :) I just gave some opinions on balancing.

Ok here is a little bonus:
(click to show/hide)
« Last Edit: 11 April 2016, 16:35:03 by filux »
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titi_son

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #465 on: 30 April 2012, 21:23:20 »
I don't know if its a bug in annex beta 2 but when i tried to create a scenario-translating file, it isn't used.
any ideas?
My first Tilseset: SPRING :) (included in Megaglest )

Secret Hint: To play online join the IRC #megaglest-lobby on freenode which is the lobby chat ingame. So you can chat with or wait for people in the lobby without running megaglest all the time.

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #466 on: 1 May 2012, 00:26:08 »
I don't know if its a bug in annex beta 2 but when i tried to create a scenario-translating file, it isn't used.
any ideas?

If you are trying to translate my senarios there is nothing to translate, as I'm such a poor lua scripter that there are no dialoges in any mission so there nothing to translate...

If you are makeing your own dialoges, or scenarios then I wouldent know why they aren't read...
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titi_son

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #467 on: 6 May 2012, 18:53:59 »
 >:(

  :P hm thats bad... maybe its fixed in the next annex version
My first Tilseset: SPRING :) (included in Megaglest )

Secret Hint: To play online join the IRC #megaglest-lobby on freenode which is the lobby chat ingame. So you can chat with or wait for people in the lobby without running megaglest all the time.

Ishmaru

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #468 on: 7 May 2012, 02:02:56 »
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...
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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #469 on: 7 May 2012, 03:25:53 »
To make a scenario feel like a mission or something more than a reg game you should have a dialogue pop up saying something like: The rebels are growing too strong, destroy all the rebel camps."
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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #470 on: 7 May 2012, 18:55:28 »
To make a scenario feel like a mission or something more than a reg game you should have a dialogue pop up saying something like: The rebels are growing too strong, destroy all the rebel camps."

I guess, I'm a rather lame writer though ;)

Someday I will write a script for a full Campain mode, but that's after core factions are complete, and if people are still interested by then.

I think there will only be three core faction: East Ocean Alliance, Shadow Organization, & Neo Republic.

Im planning on droping the Empire Faction. Replaceing it with Neo Republic.
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Astro Marines for Annex Beta 2
« Reply #471 on: 11 May 2012, 02:49:06 »
Next Beta of Astro Marines by Mr War + Current development version of Alliance Faction available now. (Tech Tree only requires manual install)

https://www.youtube.com/watch?v=uWXWV_AAq8E

(click to show/hide)

DOWNLOAD:
Techtree Only. Requires Annex Beta 2 (above)
Comes with development version of the Alliance Faction (for Beta 3).

http://dl.dropbox.com/u/57357349/astro_marines.zip
download and unzip. Place astro_marines folder into techs folder in main annex directory.

Changes to the Alliance Faction:
(click to show/hide)
-Aircraft now have a population cap, four aircraft are allowed per hanger, while only able to build two hangars per player. (this applies to Astro Marines as well)
-Scouts can only be produced after you have upgraded Advanced Weapons, also they cost more and are now limited to 3,
-Removed Bomber unit, Harriers now drop bombs + shoots anti air missiles instead.
-Falcon's special beam attack is replaced with an Airstrike Ability. Airstrike spawns a single Stingray Bomber (for 300 EP, Tech Lab Required) which drops powerful energy bombs. Stingrays loose 20 hp each tick and leave the battlefield when hp=0. Stingrays can be attacked to reduce time available. Stingrays cannot be repaired. Falcon still has her Nuke Ability.
-Grunts do more damage.
-Falcon has more Hp + a new texture
-Shell light does slightly more damage to light armor types (infantry)

Enjoy! + Feedback welcome!
Special Thanks to Mr War!

PS: This Techtree will not work with Headless Server (I don't believe)
« Last Edit: 11 April 2016, 16:35:43 by filux »
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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #472 on: 11 May 2012, 05:39:57 »
Brilliant.  Annex is really a credit to the MegaGlest engine and what it can do.

One minor thing I'd like to point out, though -- some of the sound effects (like those rocket pods) can turn into a droning roar if there are too many going at once.  For reference, listen from 0:30 to 0:42 of that video.  Maybe that could stand to be reduced a bit.

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #473 on: 12 May 2012, 09:39:40 »
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...
i don't wanted to say that its wrong that YOU don't make any dialogues. I wanted to say that i can't do any
My first Tilseset: SPRING :) (included in Megaglest )

Secret Hint: To play online join the IRC #megaglest-lobby on freenode which is the lobby chat ingame. So you can chat with or wait for people in the lobby without running megaglest all the time.

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Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
« Reply #474 on: 12 May 2012, 18:08:09 »
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...
i don't wanted to say that its wrong that YOU don't make any dialogues. I wanted to say that i can't do any

Oh, well I. Made some introduction dialogues for senarios and it worked just fine for me...

Brilliant.  Annex is really a credit to the MegaGlest engine and what it can do.

One minor thing I'd like to point out, though -- some of the sound effects (like those rocket pods) can turn into a droning roar if there are too many going at once.  For reference, listen from 0:30 to 0:42 of that video.  Maybe that could stand to be reduced a bit.

Thanks johndh! Yes those sounds maybe could be reduced a bit.
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