Author Topic: Magitech Refit- 0.6 -BETA RELEASED!  (Read 19110 times)

-Archmage-

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Magitech Refit- 0.6 -BETA RELEASED!
« on: 23 October 2009, 15:50:05 »
I've been working on a Magitech Refit recently.
Not that magitech is bad or anything, it's awesome, I'm just trying to improve it.



Hopeful future additions/changes:

---
Units I'd like to add to tech:

(1x1)Spearman: Lightly armored guy with a spear, no shield.
(1x1)Heavy Spearman: An armored spearman with a strong spear and shield.
(1x1)Two-handled Swordsman: Already modeling it, a guy with a cape and large two-handled sword, obviously, no shield, but lots of armor.
(2x2)Knight: Heavily armored horseman with a lance, kite-shield, and cape.
(1x1)Halberdier: A guy in heavy armor, wields a dangerous halberd.
(1x1)Peasant: Guy with a sling and pitchfork, no armor except for clothing.
(1x1)Longbow-man: A long-ranged archer, with some light chain-mail armor.
(1x1)Crossbowman: A short-ranged man with heavy chain-mail armor, wields a crossbow(obviously), and wooden shield.
(1x1)Sharpshooter: A guy with a two-handled crossbow, extremely light chain-mail armor, and clothed to blend in with the scenery.

All anims must be at least GOOD quality! I would prefer that textures were good as well.

Any reasonable ideas are welcome, but I think that most of these are units that tech really needs, as for magic.......we'll do that later.

If anybody wants to model or animate any of these units then please say so, and I will post detailed information about the model(s), and/or texture(s), and/or animation(s)
---




Downloads:

Version 0.6 -BETA: Change-log





News:
Version 0.6 -BETA is out! Bug Reports needed!
New announcement!




Comments, Suggestions......
« Last Edit: 10 December 2009, 18:35:34 by -Archmage- »
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Zoythrus

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Re: Magitech Refit(unofficial)
« Reply #1 on: 23 October 2009, 23:42:36 »
i like the idea, but i have something you can do.

you know the stuff like the air ballista, i hate how an advanced defense can only hit aircraft...seems stupid...(needs fixing)

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Re: Magitech Refit(unofficial)
« Reply #2 on: 23 October 2009, 23:45:15 »
Yea, I agree.
It will throw Tech even farther out of balance than it already is, but no problem, I haven't done the Magic faction yet.
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Zoythrus

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Re: Magitech Refit(unofficial)
« Reply #3 on: 23 October 2009, 23:47:19 »
the defense tower (or whatever it is called) should be a lv1 tower, the ballista should be the lv2 tower (same thing with the golem and soul tower)

Mark

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Re: Magitech Refit(unofficial)
« Reply #4 on: 24 October 2009, 01:22:20 »
the defense tower (or whatever it is called) should be a lv1 tower, the ballista should be the lv2 tower (same thing with the golem and soul tower)
No, becausethey are completely different units.  If the lv1 defense tower was made of wood, the lv2 tower should have stone ramparts, not a complete rebuild. 

I've been working on a Magitech Refit recently.
I don't have a right to say you can't make this, but don't expect rave reviews.

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Re: Magitech Refit(unofficial)
« Reply #5 on: 24 October 2009, 02:18:28 »
I've been working on a Magitech Refit recently.
I don't have a right to say you can't make this, but don't expect rave reviews.
I agree.  If you want to make an expansion pack for Magitech, go for it.  I've even considered redoing some of the Magitech animations to be a bit smoother (Tucho is a great modeler and 2D artist, but even he admits that he animation skills aren't the best) and run with fewer frames.  Making a pack of improved high-resolution textures or refined models might also be welcomed.  However, I think the community would mostly prefer if you left stats, balance, and unit commands/abilities alone. :P

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Re: Magitech Refit(unofficial)
« Reply #6 on: 24 October 2009, 05:24:44 »
Don't worry this will be a separate tech as I want to leave the original magitech for the player.
This will be called magitech-refit.
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Re: Magitech Refit(unofficial)
« Reply #7 on: 28 October 2009, 01:02:28 »
This mod is on hold for a while.
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modman

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Re: Magitech Refit(unofficial)
« Reply #8 on: 28 October 2009, 01:24:29 »
I am in favor of fixing Magitech up, personally.  But maybe wait until some of the more experienced modelers here are not working on Glade...

I have some great ideas for this once Dark Magic is finished, but we'll have to see how far GAE has come along by then too.  We should take full advantage of all GAE features.
« Last Edit: 28 October 2009, 01:27:12 by modman »

Fluffy203

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Re: Magitech Refit(unofficial)
« Reply #9 on: 28 October 2009, 01:25:27 »
i agree , but its on hold anyways and yea dark magic seems to be stopped with no one working on it

Ligerteeth

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Re: Magitech Refit(unofficial)
« Reply #10 on: 29 October 2009, 03:48:09 »

  • Name Changes: "Swordman" ---> "Swordsman"


FINALLY

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Re: Magitech Refit(unofficial)
« Reply #11 on: 1 November 2009, 04:35:25 »
Yes, I have the files now, tomorrow my Dad and I will get our broken main computer running on Kubuntu 9.10 Karmic Koala(the best.....hopefully), and probably upgrade our secondary computer to the latest version as well.

My laptop is away for ~2 weeks, Toshiba has to repair it.

But I have the files, not worries.

I have much to work on for the upcoming release.
I should probably change the 0.5 goals a bit.
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Re: Magitech Refit(unofficial)
« Reply #12 on: 3 November 2009, 18:46:56 »
This is on hold while I work on other mods.
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Scenariole

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Re: Magitech Refit(unofficial)
« Reply #13 on: 3 November 2009, 21:09:54 »
Work on mine xD

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Re: Magitech Refit(unofficial)
« Reply #14 on: 3 November 2009, 21:28:11 »
Yea that's one of them.
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Re: Magitech Refit(unofficial)
« Reply #15 on: 11 November 2009, 06:15:51 »
This mod is back in progress.

I've been working a bit recently, I believe I"ll be able to release a 0.5 soon.
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Re: Magitech Refit(unofficial)
« Reply #16 on: 11 November 2009, 08:10:55 »
Version 0.5 BETA released!
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Scenariole

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Re: Magitech Refit(unofficial)
« Reply #17 on: 11 November 2009, 10:03:36 »
The stables upgrade should be on the blacksmith...

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Re: Magitech Refit(unofficial)
« Reply #18 on: 11 November 2009, 15:14:30 »
Why?
You have a farm, and the farm would obviously in real life have people working at it, and have horses there, that's the ideal place to research stables and horsemanship.
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Re: Magitech Refit(unofficial)
« Reply #19 on: 14 November 2009, 03:13:14 »
Aren't people going to download, comment, anything?
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Loronal

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Re: Magitech Refit(unofficial)
« Reply #20 on: 14 November 2009, 08:47:24 »
No since the only thing you did was mess around with a bit of xml. This is the stuff that I could do for the past 3 years. You should literally refit it. Edit animations and improve textures. Have you heard of the invaders mod Indians against colonists this will end up like that. almost nobody is going to download minor xml changes

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Re: Magitech Refit(unofficial)
« Reply #21 on: 14 November 2009, 14:17:34 »
Dude it's in version: 0.5 BETA.
The anims are fine for Magitech, and the textures are already superb.
Although I do plan to add new units sometime soon, does anyone want to help me?
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John.d.h

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #22 on: 14 November 2009, 23:17:19 »
Quote
Beta level software generally includes all features, but may also include known issues and bugs of a less serious variety.
So by "beta", you mean "pre-alpha", right? ::)

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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #23 on: 14 November 2009, 23:33:20 »
You know what, I'm not going to do the ALPHA BETA stuff if it's that much trouble.
Next version will be 0.5!
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Re: Magitech Refit- 0.5-BETA RELEASED
« Reply #24 on: 15 November 2009, 04:02:09 »
Units I'd like to add to tech:

(1x1)Spearman: Lightly armored guy with a spear, no shield.
(1x1)Heavy Spearman: An armored spearman with a strong spear and shield.
(1x1)Two-handled Swordsman: Already modeling it, a guy with a cape and large two-handled sword, obviously, no shield, but lots of armor.
(2x2)Knight: Heavily armored horseman with a lance, kite-shield, and cape.
(1x1)Halberdier: A guy in heavy armor, wields a dangerous halberd.
(1x1)Peasant: Guy with a sling and pitchfork, no armor except for clothing.
(1x1)Longbow-man: A long-ranged archer, with some light chain-mail armor.
(1x1)Crossbowman: A short-ranged man with heavy chain-mail armor, wields a crossbow(obviously), and wooden shield.
(1x1)Sharpshooter: A guy with a two-handled crossbow, extremely light chain-mail armor, and clothed to blend in with the scenery.
(1x1)Palace Guard: Graphically identical to the guard except for the texture which we will modify, much more powerful than the regular guard, so might need a modified attack anim.
(~3x3)Inn: A building in which you can hire mercenaries, assassins, rogues, and barbarians.
(1x1)Mercenary: An unarmored guy with a short sword.
(1x1)Assassin: A lightly armored guy with two daggers.
(1x1)Rogue: A lightly armored guy with two cutlasses, and a bandanna on his head.
(1x1)Barbarian: An extremely lightly armored large man with two spiked clubs.

All anims must be at least GOOD quality! I would prefer that textures were good as well.

Any reasonable ideas are welcome, but I think that most of these are units that tech really needs, as for magic.......we'll do that later.

If anybody wants to model or animate any of these units then please say so, and I will post detailed information about the model(s), and/or texture(s), and/or animation(s)
Egypt Remastered!

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