Author Topic: ORCS for MG [UPDATED!]  (Read 12688 times)

weedkiller

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Re: ORCS for MG [UPDATED!]
« Reply #50 on: 18 August 2011, 11:54:56 »
Hi, sry the link run out of time and was deleted...
orc.zip

titi_son

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Re: ORCS for MG [UPDATED!]
« Reply #51 on: 18 August 2011, 17:59:19 »
looks good! I didn't really played i just produced all units. (like always when i download a new faction)
i have no time to play really now... ( if i really played i give you a feedback how fun it is too play, i hope it is fun   >:(    :P :P)
i find a mistake and have some question.

first the questions
- why can't the shaman heal
- why can't you build the "shamantent" at the start ( i think thats better)

 and your mistake : " ziege is German "  :P

and what about make that you didn't need commondata to play
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.

Omega

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Re: ORCS for MG [UPDATED!]
« Reply #52 on: 19 August 2011, 02:20:25 »
- why can't the shaman heal
Why should it? This isn't the megapack.

and what about make that you didn't need commondata to play
Wha?
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

weedkiller

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Re: ORCS for MG [UPDATED!]
« Reply #53 on: 19 August 2011, 07:23:12 »
Quote from: PT
- why can't the shaman heal
yes, i think it would be a good option; i first cut it out because the shaman was a bit overpowered

Quote from: PT
and your mistake : " ziege is German "  :P
xD , will be changed to goat..

Quote from: Omega
Quote
    and what about make that you didn't need commondata to play

Wha?
there is a folder for data that can be used by all factions; when i have all stuff ready i will make the faction "copy&pastable"

at the moment i am not working on the sounds cause i am not so good at it, i also tried to make music but i am not satisfied with it till now..
so sadly you will have to wait some time till sounds are finished

thanks for c&c :)

titi_son

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Re: ORCS for MG [UPDATED!]
« Reply #54 on: 19 August 2011, 18:10:12 »
i forgot one think in my feedback:
YOU PARTICLES LOOKS VERY GOOD  :o
i though my particles where good but that's....   :thumbup: :thumbup: :thumbup:

the shaman don't have to heal much...
but if he can't heal it's a bit ulgy  :|
maybe you need a upgrade for shaman's heal-skill

one more question:
Are the Orcs for the megapck?
Are they made to play vs tech.persian,magic and so on ???
Then i will check that too . i will a game now ( all orcs ).

EDIT:
I Played a really cool game i don't know why but i like this orcs.
FUN 50 of max 10 points
this fire bats made it really fun.
(click to show/hide)
but i find one things which is not so good  ::)
the forge has unit particles (that's wrong)
« Last Edit: 19 August 2011, 19:31:48 by PT »
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.

weedkiller

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Re: ORCS for MG [UPDATED!]
« Reply #55 on: 20 August 2011, 08:09:46 »
i will make a shaman heal upgrade

i created the orc faction with megaglest, so it should be balanced for it, if at all..

the forge: yes, that is from copy&past of the tech forge...
are there particles especially for buildings in MG?
i also forgot that construction/destruction buildings are missing

roflcopter

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Re: ORCS for MG [UPDATED!]
« Reply #56 on: 21 August 2011, 08:56:25 »
i will make a shaman heal upgrade

i created the orc faction with megaglest, so it should be balanced for it, if at all..
At first glance the Orcs faction seems a bit over-powered already.
I played as Orcs against a mega x 3.0 Magic faction and beat them easily, whereas I usually have trouble surviving their first couple bum-rushes (on a wide-open map).

I also played Orcs vs. Dwarves and won with zero casualties, but I already knew the AI fails miserably operating the Dwarves. :O

Edit: just did nearly as well Orcs vs. Tech, but got pwned playing the opposite.



Orcs should probably be toned down.
« Last Edit: 21 August 2011, 15:49:08 by roflcopter »

weedkiller

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Re: ORCS for MG [UPDATED!]
« Reply #57 on: 25 August 2011, 11:22:31 »
I made some corrections..
- orcs stats are lowered: a mega(cpu) tech wins against a mega(cpu) orc
- construction and destruction buildings have been added
- shaman can heal (without upgrade)

orcs2.zip

roflcopter

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Re: ORCS for MG [UPDATED!]
« Reply #58 on: 31 August 2011, 19:40:02 »
- orcs stats are lowered: a mega(cpu) tech wins against a mega(cpu) orc
Just curious how you go about testing this fairly.

I couldn't see any way to start the game without a human faction (which would surely distract one AI from attacking the other AI, right?).

weedkiller

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Re: ORCS for MG [UPDATED!]
« Reply #59 on: 1 September 2011, 06:58:43 »
i started on a symmetric map in a team with one cpu and killed myself before the first wave..
anyways it seems a human player is stronger with the orcs than the cpu, so its more important that human players would be even with the factions than the cpu. at the moment i am at a location with no good internet connection. i will test the orc faction with human players when i can.

wciow

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Re: ORCS for MG [UPDATED!]
« Reply #60 on: 1 September 2011, 07:12:58 »
anyways it seems a human player is stronger with the orcs than the cpu,

This is true of all factions in Glest. Despite Titi's great work to improve the AI it is still not very intelligent. The AI simply relies on brute force strength of numbers to win. Giving it a high resource multiplier (cheating!) is the only way to make it challenging to experienced players.

This is why multiplayer is so much more fun, humans are far more creative and very good at finding tricks to exploit  :)
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

CruzR

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Re: ORCS for MG [UPDATED!]
« Reply #61 on: 4 October 2011, 10:17:13 »
i dont know if my opinion is of much value, but i thought to say that i was expecting the Orcs to be more....fierce....
right now, they look like they could be toys in a daycare.....no offense or anything....

this^

Otherwise the mod looks great. Btw, how is it licensed?

 

anything