Author Topic: Woodsmen  (Read 48633 times)

madmanntis

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Woodsmen
« on: 27 April 2009, 09:16:53 »
http://www.gamefront.com/files/20112850/woodsmen-0.9.5.7z
http://www.filefront.com/14984347/woodsmen-0.9.5.zip

Here it is folks. The first second, unfinished release of Woodsmen.

I posted the techtree earlier today this year.

Originally, this faction was one of four that I had hoped to make. However, a couple things are making me question my original plan: a) Modding takes far more time and effort than I realized (I've been working on this since early fall last year). b) I began to look at the Glest Advanced Engine... pretty cool stuff. My mind suddenly blazed with ideas for a GAE mod.

In creating and testing it I tried to make it jive with magitech. It's fairly even I'd say... Tech usually beats Woodsmen, Woodsmen usually beat Magic. So it's somewhere it between the two. Although, I think that the Woodsmen are much moreso like Tech in gameplay than magic.

Anyways, as I said, it's incomplete. It's missing the Forest Protector (air unit), Earth Cannon (anti-air), Earth Burrow and Earth Brother (big bear unit).

So yeah... Enjoy. God bless.
« Last Edit: 10 March 2011, 08:48:22 by ultifd »

MadElf

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Re: Woodsmen? Stay Tuned..
« Reply #1 on: 27 April 2009, 10:06:20 »
Are they like indians or wood elves or something?
Or Forest Gnomes?
Post some pictures.

wciow

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Re: Woodsmen? Stay Tuned..
« Reply #2 on: 27 April 2009, 20:25:46 »
Always nice to see a new faction, should be good!  :)
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Woodsmen? Stay Tuned..
« Reply #3 on: 28 April 2009, 22:31:09 »
Quote
I don't have anything uploaded yet. (Any suggestions as to where I should upload my first version of this?)

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madmanntis

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Re: Woodsmen? Stay Tuned..
« Reply #4 on: 29 April 2009, 11:24:11 »
Well, like I said... they're men... in the woods. Their style is like a pinch of barbarian, a pinch of fur-trader, a pinch of lumberjack... a pinch of whatever else I saw fit really.

One of these days I'll have to post a tech tree. Also, putting up a partial (although still playable version) should hopefully be on the horizon.

But here. I have some screenshots (far better than my vague descriptions)! Enjoy.



http://i41.tinypic.com/in8t40.jpg
http://i40.tinypic.com/2mwzddi.jpg
http://i42.tinypic.com/j63i45.jpg
http://i42.tinypic.com/2rpweix.jpg
http://i40.tinypic.com/30krbm0.jpg
http://i41.tinypic.com/2e4zrkm.jpg
http://i40.tinypic.com/1zy7o9.jpg
« Last Edit: 30 April 2009, 04:20:37 by madmanntis »

MadElf

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Re: Woodsmen? Stay Tuned..
« Reply #5 on: 29 April 2009, 12:21:55 »
That is awesome man, I love it!
Specially the moose rider, good idea.

But I think you should change the name to Barbarian, it fits, I think.

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Re: Woodsmen? Stay Tuned..
« Reply #6 on: 29 April 2009, 16:12:28 »
This looks really cool.  I'm especially interested to take a look at how the javelin thrower works, since I'm planning a similar unit for my mod.  Shouldn't the moose be a little bigger, though?  I haven't seen one up close in person, but they always seemed pretty gigantic to me.

MadElf

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Re: Woodsmen? Stay Tuned..
« Reply #7 on: 29 April 2009, 23:38:34 »
Quote
Shouldn't the moose be a little bigger, though?  I haven't seen one up close in person, but they always seemed pretty gigantic to me.

Well, yeah... Kind of:

http://upload.wikimedia.org/wikipedia/commons/d/da/Milkmaid-and-Moose-Cow-hp4080.jpg

John.d.h

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Re: Woodsmen? Stay Tuned..
« Reply #8 on: 30 April 2009, 02:07:06 »
If I rode a moose into battle, I wouldn't even need a weapon.  I'd just run people over. :D

I'm pretty sure moose bulls are even bigger than the females.  (Sexual dimorphism is generally greater in animals that fight each other.)

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Re: Woodsmen? Stay Tuned..
« Reply #9 on: 30 April 2009, 03:47:12 »
Looks totally awesome! I'm gonna give you a boot in the rear if that's what it takes to speed up developement of this!

Being Canadian, I happen to love moose (and yeah, they're bigger).

I don't know how long you've been working on this, but at this rate, you might be able to be done very soon (how many units are in the faction?).

*The images are great, but next time do could you post just a couple, and make the rest links to the images (use the [url] tag instead of the [img] tag).
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madmanntis

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Re: Woodsmen? Stay Tuned..
« Reply #10 on: 30 April 2009, 04:32:29 »
Quote
*The images are great, but next time do could you post just a couple, and make the rest links to the images (use the [url] tag instead of the [img] tag).

Done. I suppose it did take up a lot of room....

Quote
Shouldn't the moose be a little bigger, though?  I haven't seen one up close in person, but they always seemed pretty gigantic to me.

Quote
Being Canadian, I happen to love moose (and yeah, they're bigger).

Yeah... when initially modelling the moose, it was quite a bit bigger, but I scaled it down to be a size 2 unit. I thought size 3 would be too big... we'll see.

Quote
If I rode a moose into battle, I wouldn't even need a weapon.  I'd just run people over.

The Forest Marauder (aka, moose rider) has a secondary charge attack (which, sadly, the computer will never use  :-[) that does big impact damage (but uses all of the unit's slow-regen ep).

Thanks for the feedback y'all!

« Last Edit: 30 April 2009, 04:34:36 by madmanntis »

MadElf

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Re: Woodsmen? Stay Tuned..
« Reply #11 on: 30 April 2009, 07:48:46 »
When will it come out? I wanna try it against the Elves. ;D

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Re: Woodsmen? Stay Tuned..
« Reply #12 on: 30 April 2009, 08:45:59 »
Looks nice :), I hope see a playable version soon

Omega

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Re: Woodsmen? Stay Tuned..
« Reply #13 on: 30 April 2009, 18:49:47 »
Yes, it looks very good. Do you have much modeling experience? Also, will it go with Magitech or be a stand alone tech tree?

*PS: Tucho, it's nice to see you again!
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MadElf

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Re: Woodsmen? Stay Tuned..
« Reply #14 on: 30 April 2009, 22:44:55 »
Probably he does, the models look great!

John.d.h

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Re: Woodsmen? Stay Tuned..
« Reply #15 on: 1 May 2009, 00:10:59 »
The Forest Marauder (aka, moose rider) has a secondary charge attack (which, sadly, the computer will never use  :-[) that does big impact damage (but uses all of the unit's slow-regen ep).
I think the GAE team was working on getting units to use alternative attacks, but I don't know if they got it working yet or not.  If so, that would be a good opportunity for it.
But I think you should change the name to Barbarian, it fits, I think.
I'd stick with Woodsmen.  Barbarian is used a lot already and it also sounds kinda negative.

madmanntis

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Re: Woodsmen? Stay Tuned..
« Reply #16 on: 2 May 2009, 16:39:49 »
So,  here's the tech tree, and a quick description of the units and stuff.
http://i43.tinypic.com/nd79cw.jpg

Red = Build
Blue = Produce/Research Upgrade
Green = Morph

Yellow Border signifies an Upgrade

UNITS
Forester - The basic worker. (the only worker for Woodsmen).
Deer - Food producing unit. Fast.

Hunter - Ranged unit. Shorter Range. Slow movespeed. Throws spears. Little leather armor.
Axeman - Melee unit. Slow movespeed. Slower but strong attack. Carries a large axe. Leather armor.
Forest Marauder - Mounted unit. Fairly fast. Pretty good attack. Wood armor. Rides a moose. Can charge.
Fallen Elder - Melee/siege unit. A battering ram. Slow. Bulky. Heavily armored. Slow attack. Big damage.
Falconer - Ranged unit. Normal range. Quicker movespeed. Uses falcon as weapon. Big slashing damage.

BUILDINGS
Grand Lodge - Main building.
Hunter's Hall - Produces most military units.
Implement Shack - Does upgrades.
Wilderness Shelter - Produces Deer for food.
Forest Elder Aviary - Produces Falconers and, in the future, Great Protectors (see below).
Forest Elder Guardian - Basic defensive structure.

UNITS and BUILDINGS SHOWN AS N/A
Great Protector - The Woodsmen air unit. Initially going to be a giant eagle and rider. Now I'm thinking owl.
Earth Cannon - The anti-air structure/unit. Basically a geyser that a Forester pushes small boulders into.
Earth Burrow - Basically a big dirt cave. Exists only to produce the Earth Brothers.
Earth Brother - The Woodsman "big" unit. Basically a huge bear. But really bad-ars.

UPGRADES
Eye of the Predator - Increases sight of nearly all buildings and units
Forest Elders - Allows Forester to plant Forest Elders (the tree-buildings).
Advanced Animal Training - Allows Forest Marauders, Forest Protectors and Earth Brothers.
Lightweight Spears - Increases the range of the Hunter and Forest Guardian.
Rawhide - Increases armor for the Hunter, Axeman, Falconer and Forest Protector.
Excavation - Allows Forester to dig/build Earth Cannon and Earth Burrow.
Carpenter Moss - Allows most wood buildings to upgrade to mossy counterpart (with regen and armor). Also upgrades Forest Marauder's armor.

MadElf

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Re: Woodsmen!! Tune in.
« Reply #17 on: 3 May 2009, 00:00:24 »
That is awesome! I love the falcon guy, really creative ideas! And the deer looks s realistic!

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Re: Woodsmen!! Tune in.
« Reply #18 on: 3 May 2009, 00:03:48 »
wow good job, i'm trying the faction right now
it's great! :)
i see you used filefront, glad i could help ;)
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John.d.h

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Re: Woodsmen!! Tune in.
« Reply #19 on: 3 May 2009, 17:39:13 »
I just tried out this mod, and wow, where do I start?  The models and textures are superb, the music is great, animations look fantastic, and there's really nothing I didn't like.  Well done.

modman

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Re: Woodsmen!! Tune in.
« Reply #20 on: 3 May 2009, 21:20:29 »
Very Cool!  I will add it to the Factions Download Center under unfinished factions. ;)

I can't wait to play it!

Omega

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Re: Woodsmen!! Tune in.
« Reply #21 on: 5 May 2009, 20:43:14 »
And I'll add it to Glest Guide's MDC (mod download center, it has got 52 hits in just over a day, nice!) when you release a playable version with all units. Take your time, this looks great and I want it to be great straight until the end!
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titi

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Re: Woodsmen!! Tune in.
« Reply #22 on: 5 May 2009, 20:59:48 »
I also wanted to test it today. The screenshots looked very promising!

But...., it doesn't work in linux :(
The damn blender exporter bug corrupted the files! The bug is fixed now, but it looks like it made a lot of mess :( !
Oh man, I'm so sorry that I didn't saw this bug!

So what happened?
Instead of reporting a bug in the blender exporter, I think everyone made the things working on his own :(
The people manually edited the g3d-xml or they did something different to make the texture export work .
This now results in models which include references to textures like this:

\\texture_axeman.tga

and \\ is something linux really doesn't like!
you simply get something like this when you try to start:
Code: [Select]
Error loading UnitType: techs/megapack_v5/factions/woodsmen/units/axeman/axeman.xml
Exception caught loading 3d file: techs/megapack_v5/factions/woodsmen/units/axeman/models/axeman_walk.g3d
Can't open TGA file: techs/megapack_v5/factions/woodsmen/units/axeman/models/\\texture_axeman.tga
Segmentation fault

What can we do now to fix the corrupted .g3ds?
I'm currently working on a (linux)shell script which hopefully fixes this bug, but I'm not shure if i will have success.
So I still think the best and most proper way to fix it, would be to export everything again using the current blender exporter 1.1
But this means alot of work!

So, would you be so kind to do this madmanntis? I would be very very happy!

( And to all the other modders out there, please use the new blender exporter 1.1 when you are using windows! )

Update: here is a scriptfile which can fix the woodsmen for linux:
Copy this file: ( http://www.titusgames.de/woodsmenpatch.sh ) in the directory  "woodsmen"
make the script executable ( "chmod a+x"    or however you want )
go to the woodsmen directory and execute the script.

this is what the script looks like ( it should work for other mods with similar g3d problems too! ):
Code: [Select]
for g3dfile in $(find . -type f -name '*\.g3d')
do
for texture in $(find `dirname $g3dfile` -type f -name '*\.tga')
do
tgaName=`basename $texture`
fromName=\\\\\\\\$tgaName
toName=$tgaName
cat $g3dfile |sed "s/"$fromName"/"$toName"\x00\x00/g" > $g3dfile.new
mv $g3dfile.new $g3dfile
done
done
« Last Edit: 5 May 2009, 21:50:29 by titi »
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Re: Woodsmen!! Tune in.
« Reply #23 on: 5 May 2009, 22:22:15 »
i've been running it under linux fine
probably because i used one of my glests running under wine
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Re: Woodsmen!! Tune in.
« Reply #24 on: 5 May 2009, 22:25:38 »
Good job!
I currently played my first game and it was really fun and the units really look good!
I think I have to learn a bit more about the upgrades before i play next time  ;D .
« Last Edit: 7 May 2009, 09:50:47 by titi »
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