Author Topic: Tech vs Military mod (idea !)  (Read 2763 times)

ProfEclipse

  • Summoner
  • **
  • Posts: 49
    • View Profile
Tech vs Military mod (idea !)
« on: 22 September 2012, 13:59:57 »
Tech vs Military mod

I'm making a mod which has two factions : "Tech" and "Military". This techtree is based on original Tech faction and unatf faction and still in progress. All units are handled perfectly.

Do you think about the power of these factions ? Really, in general, Military's units have bullets, guns, missile launcher, armored vehicles, etc... And Tech's units only have swords, bows, arrows, stones, and simple missiles...

How do you win if you play Tech or Military faction ? Bullets vs arrows ? Metal vs missiles ? You win when ...? you have tons of unit to defeat enemy.
1. Features :
(click to show/hide)

2. Powerful Units
(click to show/hide)

3. Tip and Trick :
(click to show/hide)

4. Images :
(click to show/hide)

Status : Testing, Making Scenarios
« Last Edit: 23 September 2012, 14:01:45 by ProfEclipse »

wyvern

  • Guest
Re: Tech vs Military mod (idea !)
« Reply #1 on: 22 September 2012, 20:36:37 »
Well, first of all, if your making this mod and using the models of original Glest and Military mod, then you absolutely MUST give credit to the original creators/ modellers/designers of your units/factions etc. It looks like an interesting mod, though balancing out two very different factions could prove difficult.
Good Luck, and Give Credit

Mr War

  • Guest
Re: Tech vs Military mod (idea !)
« Reply #2 on: 22 September 2012, 21:46:12 »
Who made the models for military mod?

ProfEclipse

  • Summoner
  • **
  • Posts: 49
    • View Profile
Re: Tech vs Military mod (idea !)
« Reply #3 on: 22 September 2012, 22:11:11 »
« Last Edit: 23 September 2012, 11:37:44 by ProfEclipse »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Tech vs Military mod (idea !)
« Reply #4 on: 23 September 2012, 00:23:06 »
Judging from the images, you also have a really old version (that Humvee is hideous). I actually had plans to revamp AD, but they were abandoned due to time constraints and other projects. At any rate, you should use a more recent version. Don't really want those god-ugly older humvee models being attributed to me.

Here's a download of the last stable version, with some unreleased tweaks. However, due to some weird bug in restoring it from backup, some folders have uppercase letters, and thus this probably won't work on Linux without minor modifications. That's up to you, this isn't an official release. http://www.mediafire.com/?j1ezy5buv0a7j7v

Also, please note that in order to abide with the licensing of the AD mod, you MUST include either the following AUTHORS file or create your own which credits everyone mentioned in the file. http://pastebin.com/kavwFdbC
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: Tech vs Military mod (idea !)
« Reply #5 on: 23 September 2012, 02:31:14 »
I don't say the tech faction will be defeated, but I do say Tech is an old medieval faction would look very odd alongside Military, a modern faction.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ProfEclipse

  • Summoner
  • **
  • Posts: 49
    • View Profile
Re: Tech vs Military mod (idea !)
« Reply #6 on: 23 September 2012, 09:27:07 »
Judging from the images, you also have a really old version (that Humvee is hideous). I actually had plans to revamp AD, but they were abandoned due to time constraints and other projects. At any rate, you should use a more recent version. Don't really want those god-ugly older humvee models being attributed to me.

Here's a download of the last stable version, with some unreleased tweaks. However, due to some weird bug in restoring it from backup, some folders have uppercase letters, and thus this probably won't work on Linux without minor modifications. That's up to you, this isn't an official release. http://www.mediafire.com/?j1ezy5buv0a7j7v

Also, please note that in order to abide with the licensing of the AD mod, you MUST include either the following AUTHORS file or create your own which credits everyone mentioned in the file. http://pastebin.com/kavwFdbC

Thanks for the help. I'm going to fix them now. And Credits...Wait a bit...
I'll be back...
« Last Edit: 23 September 2012, 13:44:35 by ProfEclipse »

ProfEclipse

  • Summoner
  • **
  • Posts: 49
    • View Profile
Re: Tech vs Military mod (idea !)
« Reply #7 on: 24 September 2012, 22:22:34 »
Please test my first program here :
https://forum.megaglest.org/index.php?topic=8614.msg84225#new
Almost current problems are fixed. My next gallery is coming soon !
Remark : This gallery will show you more about the battles between Military and Tech. (All units, attacks and defending.)
« Last Edit: 25 September 2012, 11:33:57 by ProfEclipse »

Manric

  • Guest
Re: Tech vs Military mod (idea !)
« Reply #8 on: 25 September 2012, 10:07:06 »
Answering Omega: I was immediately curious about your Military, and downloaded it. Aside from the capital letter issue, that I corrected at once, I found the faction did not work on Megaglest, with all those GAE-only tags. So I set to edit xml's, and now I am able to run a reduced version of your work.
Now then, with regard to ProfEclipse mod, it may look very queer, because your models, although excellent, are much smaller than those in Megapack. (My modeling abilities being close to zero, I ignore if it is very easy to scale models up).   
Lastly, and with a chuckle, I would like to remark to you that Military has a pair of zero-size units, that inevitably lead to the confusion of the AI. (Other notorious examples are found in the Vbros packs and in Enemies & Allies).

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: Tech vs Military mod (idea !)
« Reply #9 on: 25 September 2012, 15:16:04 »
I don't think it the 0 size units that cause the confusion in the AI, It is expensive units and upgrades. While humans can see the need for the upgrade and save up for it, bots just spam starter units and never upgraded. Therefor they never get very high (I am talking about Enemies & Allies.)
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Tech vs Military mod (idea !)
« Reply #10 on: 25 September 2012, 15:21:04 »
I don't think it the 0 size units that cause the confusion in the AI, It is expensive units and upgrades. While humans can see the need for the upgrade and save up for it, bots just spam starter units and never upgraded. Therefor they never get very high (I am talking about Enemies & Allies.)
Actually, the size zero units do cause a degree of confusion, but AD was never intended to be a MegaGlest mod, and was tailored to GAE's gameplay. There's a tag that could be added to the size zero units so MegaGlest treats them properly, but that's (for whatever reason), not the default handling of size zero units. The starter versus late game units is evident in pretty much every mod, but never really caused an issues in AD, as in large numbers, the starter units can be really strong (an advantage given by their ranged attacks). The AI could benefit from some diversity, but they'll still give a serious challenge on a CPU-ultra level.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Manric

  • Guest
Re: Tech vs Military mod (idea !)
« Reply #11 on: 25 September 2012, 16:18:34 »
The AI confusion I am referring to is what happens after the CPU army destroys the enemy base (see our little discussion in my earlier post on AI peculiarities). Further tests have shown that ANY zero-size unit, with or without cellmap, with or without the allowEmpty clause, is going to cause problems with the AI. What confuses the issue is that in many cases the AI takes its time in detecting those offending units. Sometimes even several minutes after the destruction of the enemy base. But, sooner or later, its warriors start getting to the fatal spot and the Wheel of Doom is formed, no matter how many other enemies are still on the map. At the moment I have found no way to prevent this, other than giving a size 1 to the fake unit.

 

anything