Author Topic: Undersea MG (Aqua-Pack)  (Read 20667 times)

Mr War

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Re: Undersea MG
« Reply #25 on: 9 April 2012, 21:44:29 »
thanks Wciow. The giant squid is great. I'll work out which of the others to include too - the crab can be a deep-sea diver equivalent, able to repair things, and better armored than the hammerhead shark.

MightyMic, good idea, agree entirely. I was going to have most of Neptune's structures be shipwrecks, but it might be best if it's more of an ancient ruins feel. The Dark Ocean tile set will also get its own ancient ruins and pots.

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« Last Edit: 9 April 2012, 21:50:11 by Mr War »

wyvern

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Re: Undersea MG
« Reply #26 on: 9 April 2012, 23:23:15 »
you could have an ancient shattered trireme as a building, or even as a unit called a ghost ship

MightyMic

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Re: Undersea MG
« Reply #27 on: 10 April 2012, 02:22:25 »
When I read Wyvern's post, I immediately thought "Davy Jones Locker" Though it would probably be better to have that as a separate faction...

Factions (IN PROGRESS):
  1) Atlantis (A more modern, treasure hunter based faction)
  2) Kingdom of the Ocean (A Greek/Roman [Poseidon/Neptune] god based faction with mostly sea animals)

Factions (IDEAS):
  3) Lego Underwater (An underwater Lego faction based mostly on building bigger and better)
  4) Spirits of the sea (A ghost based faction having the idea of Davy Jones Locker)

Sorry Mr War, but I don't really like the name Kingdom of the Ocean :-\  It doesn't really have any pizazz and I like shorter names... though I don't really have any better names to suggest...

Feel free to add/subtract from anything I said, and if I got anything wrong please correct it.

Mr War

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Re: Undersea MG
« Reply #28 on: 11 April 2012, 06:15:56 »
Yes pirate ghosts is a theme we could leverage. Not sure I can think of a whole faction from it though.

Current and imminently planned factions:
Atlantis project
Kingdom of Neptune
Tbc megavillian - will have an underwater lair, mixing Jules Verne /steampunk with villian themes from the incredibles, james bond, Austin powers etc

Mr War

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Re: Undersea MG (Aqua-Pack) ALPHA-2
« Reply #29 on: 13 April 2012, 21:40:07 »
7zip of Tech Tree folder for MG. http://www.sendspace.com/file/fvrxdv

2 factions:
Atlantis Project
Kingdom of Neptune

Also, latest working copy of Dark Ocean tile set http://www.sendspace.com/file/fxv1ug

The lack of team color on Neptune units is deliberate because they represent nature. But it does make them hard to see sometimes.

Kingdom of Neptune includes models by other people:
Eliminator: Food fish, Stingray
Wciow: Monster crab, Giant squid

Neither faction is finished and balancing hasn't really started - so feedback on gameplay and ideas welcome :-)


MightyMic

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Re: Undersea MG (Aqua-Pack)
« Reply #30 on: 14 April 2012, 02:11:12 »
Great work guys ;D

I like the models, they're all awesome! The giant squid is cool, but the animation needs editing (it's suddenly facing the other direction when it stops :confused:) and it's really a lot stronger than all the other persons (I decimated the CPU with four Giant Squid).

The buildings are pretty cool too, maybe some defensive structures in the next release? You could have a clam with a pearl spit magic stuff at the enemy for the Kingdom of Neptune... or maybe some sort of seaweed? And for the Atlantis Project you could have those bombs that float in the water like on Finding Nemo :D (I think they're technically called Naval Mines, but since this is Atlantis you could call it something else)
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This is going to be an awesome techtree once it's finished :thumbup:

ElimiNator

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Re: Undersea MG (Aqua-Pack)
« Reply #31 on: 14 April 2012, 03:42:19 »


I already made a model/unit of this, It explodes, Mr War can use it if he wants.
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Mr War

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Re: Undersea MG (Aqua-Pack)
« Reply #32 on: 14 April 2012, 06:17:07 »
The re is  a mine launcher unit in Atlantis project. It launches mines rather than actually being one because units self-destructing doesn't work in MG.

The squid is a complex animal to animate. When it moves it swims with the tentacles at the back, but when attacking (charging) it has them at the front with the feeding tentacles (the longer two) inside the others like a coiled spring. Glest doesn't allow transition animations so inevitable it looks jumpy between command animations. I think I'd rather it swim right than sacrifice realism for smoother animation transitions.

MightyMic

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Re: Undersea MG (Aqua-Pack)
« Reply #33 on: 14 April 2012, 17:30:04 »
I wasn't thinking of making it actually explode... though that would be cool :P
I was thinking a more typical defense structure and having it shoot out little particles of death

uncle

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Re: Undersea MG (Aqua-Pack)
« Reply #34 on: 14 April 2012, 19:40:47 »
I tried the mod and here are some of my thoughts:

-the sound of Frogman's gun is too loud
-I do not get the purpose of Stingray
-I also do not understand why I have to have -35 food in order to build a Throne
-Tiger Shark has human voice

Otherwise it seems like a good job ;)

MightyMic

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Re: Undersea MG (Aqua-Pack)
« Reply #35 on: 14 April 2012, 20:13:05 »
-I also do not understand why I have to have -35 food in order to build a Throne
I think that just means that it supplies you with 35 food... like a cow having -10 food requirement

uncle

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Re: Undersea MG (Aqua-Pack)
« Reply #36 on: 14 April 2012, 20:28:37 »
I also noticed that when I want to build Midget Sub, it builds Sea Devil instead.

uncle

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Re: Undersea MG (Aqua-Pack)
« Reply #37 on: 14 April 2012, 20:31:12 »

I think that just means that it supplies you with 35 food... like a cow having -10 food requirement

Well, I just cannot build another throne anyway. :)

tomreyn

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Re: Undersea MG (Aqua-Pack)
« Reply #38 on: 14 April 2012, 22:13:42 »
This mod is a very nice idea, and it really looks great with the recommended -and awesome- tileset and the custom HUD, especially when you move the camera to a lower angle.

Some comments:
  • The giant squid is not well balanced to the other units, it seems to be very strong
  • The sea devil is not well balanced to the other units, it seems to be very strong
  • The Kingdom of Neptune faction seems to be much weaker than Atlantis Project - bakancing is needed
  • The Kingdom of Neptune faction does not seem to have a way to expand (destroying the throne makes you end up with 0 treasure since your only treasure storage is gone, so you cannot build a new throne), not to harvest massivley abroad (Atlantis project has the sub for this purpose, which is fine)
  • There may be a bunch of air units which cannot attack (or defend against) ground units, and the other way around - maybe too many?
  • While a giant squid dies, it looks like a shark - missing/mixed death animation?
  • The HUD could use a few more details, like gauges/meters etc.
These are just first impressions after playing each faction once, so don't take it too serious. Good job everyone!
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ElimiNator

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Re: Undersea MG (Aqua-Pack)
« Reply #39 on: 15 April 2012, 04:58:23 »
Please have all downloads on first post.  :)
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titi_son

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Re: Undersea MG (Aqua-Pack)
« Reply #40 on: 16 April 2012, 19:40:10 »
 :confused: its very difficult to play this mod  ;)
great job
i like the idea of having much only-air-units and only-ground-units but as tomreyn said the giant squid is too hard i think.
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Mr War

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Re: Undersea MG (Aqua-Pack)
« Reply #41 on: 17 April 2012, 17:29:49 »
Thanks for all the feedback. Some rough edges are just cos it's an alpha, but lots for me to consider.

Work on this pack will slow as ludum dare is fast approaching, but will puck up again soon thereafter

tomreyn

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Re: Undersea MG (Aqua-Pack)
« Reply #42 on: 16 May 2012, 22:06:45 »
Here's two images so people can better tell how nice and different this looks:



atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
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Manric

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Re: Undersea MG (Aqua-Pack)
« Reply #43 on: 28 June 2012, 07:57:35 »
The best in this pack is the original idea. The illusion of the deep is very real, even with a normal land tileset. And having an ocean-life faction opposed to a human one gives the game a lot of spice.
To improve? Some good ideas have been suggested in earlier posts.
Somebody has mentioned the unbalance: the Atlantis faction seems much stronger than the Neptune, in spite of the prowess of the great squid.
This lack of balance happens, I think, because of the ranged weapons of the Atlantis. When you analyse the Glest battles it is easy to see that close combat units are often cannon-fodder, useful and necessary, but ultimately ending up all killed, while the side with the strongest long range warriors wins the day.
The poor fish have nothing to offer in this aspect, and it seems difficult to provide them with any range weapon. A solution might be something you suggest in a previous post: a cute electric eel added to the bunch. Such a beast could throw killing discharges from a distance, thus bringing some more balance to the fights.
In fact I have been trying some simulations with such a unit, and it makes a big difference to the faction. So much so, that I had to limit their power by making the electric discharges depend on ep. By playing with this value (as well as the max-unit) a good balance can be achieved.
Another source of discomfort to earlier commentators is the buildings lack of balance. They certainly are too strong, it takes forever to pull them down. A quick perusal of the values in megapack shows the average ratio of building HP v. warrior attack strength to be about 25/1. In your pack this goes up to 150/1.
   


HonzaCZ

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Re: Undersea MG (Aqua-Pack)
« Reply #44 on: Yesterday at 14:48 »
Does anyone have this? The links are dead and I couldn't find it where I looked (archive.org, moddb, archive.ph, megaglest wiki, glest wikia, github).