Author Topic: Lord of the Rings Textures  (Read 1922 times)

Spock The Elder

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Lord of the Rings Textures
« on: 6 May 2014, 00:07:04 »
Hello,
I'm working on a techtree based tightly on The Lord of the Rings Trilogy. Unfortunately, I have no experience with modeling and could use someone else's skills. Any takers? If you want a list of what I need done, just ask. Also, some way to host the download would be nice.
Thanks!

Spock The Elder

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Re: Lord of the Rings Textures
« Reply #1 on: 6 May 2014, 00:09:11 »
Also, some advice on xml would be useful. Not someone to full out do it (that's my job) just some thought on whether or not I could do certain things

kagu

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Re: Lord of the Rings Textures
« Reply #2 on: 6 May 2014, 00:15:58 »
For hosting don't worry, You could use github or other services like mediafire etc.
For xml, its better to ask specific questions.
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Spock The Elder

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Re: Lord of the Rings Textures
« Reply #3 on: 6 May 2014, 01:39:01 »
Specifically, I want to know if it would be possible to make a limit on several units so you can, for example, have only nine horsemen, archers, and swordsmen (not them in specific, but you all get the general gist). Also, making a radial attack that costs the health of the unit would be nice if anyone has insight on that. One last note, If I posted this in the wrong place, please let me know; this is my first post and I'd like to learn from my past actions.

Omega

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Re: Lord of the Rings Textures
« Reply #4 on: 6 May 2014, 05:04:11 »
if it would be possible to make a limit on several units

Yup, use <max-unit-count value="10" /> (etc). See the Wiki: http://docs.megaglest.org/XML/Unit

making a radial attack that costs the health of the unit
Use an attack boost to apply some negative HP effect to the unit when they use the attack. Attack boosts are applied to skills and can be thought of as "extra effects".
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Spock The Elder

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Re: Lord of the Rings Textures
« Reply #5 on: 6 May 2014, 13:39:34 »
What I meant in the limit was a collective limit on certain units (nine archers, horsemen, and swordsmen combined

Omega

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Re: Lord of the Rings Textures
« Reply #6 on: 6 May 2014, 16:21:23 »
What I meant in the limit was a collective limit on certain units (nine archers, horsemen, and swordsmen combined
Create a custom resource that is provided to the factions on startup, and require that all of these units use one of that resource. Since there's no other way to obtain the resource, it effectively ensures that you cannot make more units than the provided resource's quantity (eg, give 9 of that resource and you can't make more than 9 units that need the resource).

Set <type value="static"> to ensure that you will get the resource back when units die, and consider using <display value="false"/> so that the resource won't appear in the HUD (optional). See: http://docs.megaglest.org/XML/Resource
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Spock The Elder

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Re: Lord of the Rings Textures
« Reply #7 on: 7 May 2014, 01:53:39 »
I never would have thought of that; I guess that's what experienced coders are for.
Thank you much!

Spock The Elder

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Re: Lord of the Rings Textures
« Reply #8 on: 12 May 2014, 21:32:14 »
Forgot to mention this earlier, but I'm open to suggestions for the techtree
My plans so far are as follows:

Resources: Gold, Stone, Wood, Food, Population(housing)

Factions:
-Isengard and Moria(population)
-Mordor and Haradrim(population)
-Rohan and Gondor(food)
-Elves and miscellaneous(Wizards/hobbits)(food)

I also have plans to have important characters from the lord of the rings (legolas, gandalf, frodo, etc.) as units (limited to one, of course)

Contributions of ideas are still wanted!

Spock The Elder

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Re: Lord of the Rings Textures
« Reply #9 on: 22 May 2014, 20:44:31 »
Well don't everybody post a reply at once...Out of 170 views, you'd think someone would reply.

Spock The Elder

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Re: Lord of the Rings Textures
« Reply #10 on: 23 May 2014, 00:30:39 »
I think I'll reintroduce this topic in the mods area. For anyone reading this, look there.

 

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