Author Topic: NEW monster/alien Factions  (Read 15762 times)

Psychedelic_hands

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Re: NEW monster/alien Factions
« Reply #50 on: 8 April 2011, 02:29:30 »
This looks interesting, so I'll try it out later. Good job  :P

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Re: NEW monster/alien Factions
« Reply #51 on: 8 April 2011, 03:07:24 »
Thanks, Newest Beta 2 Is in first post.

titi

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Crash!
« Reply #52 on: 8 April 2011, 20:16:53 »
Crash!
The music monster.ogg still crashes all of my computers and its much too big! 499kbit/s ogg is non standard and complete nonses!
please recompress it to something like 160 or better 128kbit/s .

About the monsters:
We tried to play vs the aliens and had not even any chance to win! The monsters are mining much much too slow! Its completly unplayable like this :( . You get no gold and the units are quite expensive and weak compared to the aliens.

Another problem are the shot speed of the aliens which result in many hit misses. Please lower the speed of the shots( at least a bit ) to get a better result. You can see that they are too fast when the shots fly through a unit without making any damage .....
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Omega

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Re: NEW monster/alien Factions
« Reply #53 on: 8 April 2011, 22:11:23 »
For encoding in OGG, it's best to use 96-196kbps. Personally, I recommend 128kbps for all audio, though I'll accept 196 for high quality music, though there is hardly any difference between 128 and 196 kbps, and certainly not enough to justify larger filesizes when you have so many other sounds playing at the same time too. For voices, you can use 48kbps fine, though 96kbps is more apt for sounds.

Over 196kbps should never be used.
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tiger

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Re: NEW monster/alien Factions
« Reply #54 on: 9 April 2011, 00:51:38 »
I forgot to fix the music Before I uploaded

Also I tried to make The aliens Lazer shot miss  For better balancing.

The monsters Get gold to slow?

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Re: NEW monster/alien Factions
« Reply #55 on: 9 April 2011, 09:50:51 »
Try playing in map conflict vs an alien faction, you will never win!
I think its related to their mining speed, because you never have enough gold to build fighters fast enough. Beside of this the mining monsters look like they work in slow motion.

Beside of this monster workers move to gold much slower than back to house. Compared to the speed they walk to the gold, they really run back when they are loaded.

Another small hint for the icons at least the monsters one, they are a bit dark. Me and tomreyn had some problems to see that they are active.
« Last Edit: 9 April 2011, 09:53:34 by titi »
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tiger

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Re: NEW monster/alien Factions
« Reply #56 on: 9 April 2011, 20:19:51 »
Quote
Try playing in map conflict vs an alien faction, you will never win!

CPU mega?

I'll speed up that mining speed

Quote
Another small hint for the icons at least the monsters one, they are a bit dark. Me and tomreyn had some problems to see that they are active.

There not dark for me in any way It must be your contrast.
BTW I fixed the musics And sounds that have high bitrate.

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Re: NEW monster/alien Factions
« Reply #57 on: 11 April 2011, 03:39:26 »
Oh yes Me and my brother (monk) joined up on monsters.

They harvest WAY to slow I fixed it.

ultifd

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Re: NEW monster/alien Factions
« Reply #58 on: 22 May 2011, 07:00:41 »
You need to test this faction more, it's very unbalanced. It shouldn't really be under the mod download center because of this. Basically first of all, you need more buildings.

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Re: NEW monster/alien Factions
« Reply #59 on: 23 May 2011, 10:12:16 »
I am not shure about the buildings, but the Alien faction is a LOT stronger than the monster faction. The Monsters still harvest very slow ( at least they walk a bit faster now ), but its impossible to win with them. Beside of this the AI has problems to play the monsters, but this might be related to the harvest problem too.

Please update it, as I and others really like this mod with its unique sounds :) .
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ultifd

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Re: NEW monster/alien Factions
« Reply #60 on: 23 May 2011, 10:15:44 »
Well buildings do matter with Glest in general. Look at Imperial, Mr. War had to make Imperial like tech, with more buildings and upgrades...basically to slow down the CPUs.  :P But what titi said is true too.

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Re: NEW monster/alien Factions
« Reply #61 on: 8 June 2011, 04:29:20 »
I uploaded the newest version For titi to do updates , both factions are balanced in my version

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Re: NEW monster/alien Factions
« Reply #62 on: 15 June 2011, 00:10:56 »
This new version is indeed much more balanced. Its available ingame the mod menu now.
If you already had the old version, just select it and press install again....
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Re: NEW monster/alien Factions
« Reply #63 on: 4 July 2011, 09:23:59 »
no team colors :( :
Looks like we always played monsters vs alien, so I somhow did not notice it before. So monsters vs mosnters is not really possible because of missing teamcolors :/.

To change it there are following:
- add teamcolor to the models  ( best for performance, but some work and only the one with the blend files really can do it ... )
- add a teamcolored particle system to each units ( maybe a circle around the unit and not a background light like the one from the genie )
- we add something to the engine that shows a team colored particle system automatically (if configured)
- enable the engine to show a marker above the unit
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Re: NEW monster/alien Factions
« Reply #64 on: 4 July 2011, 09:39:14 »
- add teamcolor to the models  ( best for performance, but some work and only the one with the blend files really can do it ... )
That's not true. You only need the texture. If double-sided, etc, was incorrectly set, it can be fixed with G3DHack. Nor, really, is it that hard to do, the hardest part being to find a creative way to place teamcolor in.

More information: https://docs.megaglest.org/Teamcolor
« Last Edit: 18 June 2016, 13:54:31 by filux »
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Re: NEW monster/alien Factions
« Reply #65 on: 4 July 2011, 10:57:06 »
That's not true. You only need the texture. If double-sided, etc, was incorrectly set, it can be fixed with G3DHack. Nor, really, is it that hard to do, the hardest part being to find a creative way to place teamcolor in.

But without the source files it' s much more work than with at least if they were save in photoshop (*.psd) or gimp files, too.

- enable the engine to show a marker above the unit
would be nice.  maybe we could place a life-bar (and an energy-bar) there, too. So people stop complaining about the transpareny of life-circle (on the ground) ...
« Last Edit: 18 June 2016, 13:54:52 by filux »

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Re: NEW monster/alien Factions
« Reply #66 on: 4 July 2011, 12:25:37 »
would be nice.  maybe we could place a life-bar (and an energy-bar) there, too. So people stop complaining about the transpareny of life-circle (on the ground) ...

 :thumbup: :thumbup: :thumbup: :thumbup:

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Re: NEW monster/alien Factions
« Reply #67 on: 4 July 2011, 15:21:40 »
discussion on how to show teamcolor continued : here
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Re: NEW monster/alien Factions
« Reply #68 on: 4 July 2011, 16:01:49 »
would be nice.  maybe we could place a life-bar (and an energy-bar) there, too. So people stop complaining about the transpareny of life-circle (on the ground) ...
Complaining? I never herd any complaining. I like the life-circle.
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Re: NEW monster/alien Factions
« Reply #69 on: 5 July 2011, 01:52:04 »
Yes I still have all the blend files So Want me to package them up and send to you Titi?

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Re: NEW monster/alien Factions
« Reply #70 on: 6 July 2011, 15:33:45 »
I think I could colour the textures to alpha in gimp to make them team colour in game.

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Re: NEW monster/alien Factions
« Reply #71 on: 6 July 2011, 20:44:21 »
I think I could colour the textures to alpha in gimp to make them team colour in game.
Yes you should. The circles discussed in the other topic aren't meant to be a replacement for teamcolor, but a backup for when modders fail to put enough effort into their mod.
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tiger

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Re: NEW monster/alien Factions
« Reply #72 on: 8 July 2011, 03:09:08 »
Quote
Yes you should. The circles discussed in the other topic aren't meant to be a replacement for teamcolor, but a backup for when modders fail to put enough effort into their mod.

actually I did put a lot of effort. But this entire mod was based on " MUNCHY GOES TO THE MOON" Blender video I made .
SO as asked I will add Team color If Titi won't.

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Re: NEW monster/alien Factions
« Reply #73 on: 11 July 2011, 12:16:20 »
can you please do it . I am very busy atm and will be on vacation too....
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tiger

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Re: NEW monster/alien Factions
« Reply #74 on: 11 July 2011, 14:52:26 »
ok but It might take awhile...