Author Topic: Japanese Faction mod [WIP] V0.89a released! (9 December 2011)  (Read 163682 times)

titi

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #375 on: 4 April 2011, 12:02:30 »
Hi can we upload(and maybe repackage) this mod somewhere else ( maybe in dropbox )  to make it available in the upcoming ingame mods download center in MG ? We need a direct download link without interaction to make it work, thats why we need to upload it somewhere else.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #376 on: 4 April 2011, 19:27:05 »
Great sketches man

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #377 on: 4 April 2011, 19:29:11 »
Wow, magnificent drawings!
That tech tree is pretty big, good luck dude! :) :thumbup:
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Hagekura

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #378 on: 5 April 2011, 08:07:10 »
>>hands
>>War
>>Archmage
Thx, hopefully I could finish the mod in this year. :O

>>titi
Sorry, this mod is just halfway finished at this stage and I want to restraint it from direct downloading at least I release next update of the mod, In next release I'll try to upload it in dropbox. danke!

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Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #379 on: 5 April 2011, 21:48:19 »
Nice drawings!
:o Hagekura, really? Japanese already feels like (or almost) a full faction to me...you do know that once you have so many units, you'll have to really balance the mod? I mean, right now most people just use Ashigaru and Archers...  :-X
Also IMO wouldn't the blacksmith model be more important...

Hagekura

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #380 on: 7 April 2011, 17:22:23 »
I wrote some concepts for Archer's new model.


:o Hagekura, really? Japanese already feels like (or almost) a full faction to me...you do know that once you have so many units, you'll have to really balance the mod? I mean, right now most people just use Ashigaru and Archers...  :-X
Oh really? It's good to know how actually players use the units. OK, I will make their costs more cheaper and weaker... again. :O
There is some truth in what you say. alright, I will divide the mod making process in two stages.
The goal of first stage(v1.0) is to include minimum units that I think neccecery to the JP faction, and in next stage(v2.0), I will add some "additional" units that I want to be in the faction.

Melee Infantry
  • Ikki mob(done)
  • Nagae Ashigaru(done)
  • Nagamaki(v2.0)
  • Warrior Monk(v1.0)
  • Swordsman(done)
  • Samurai(done)
  • Samurai Taisho(v2.0)
Ranged Infantry
  • Tsubute(v2.0)
  • Yumi Ashigaru(done)
  • Teppo Ashigaru(done)
  • Yumitori(v2.0)
  • Catholic Musketeer(v2.0)
Cavalry
  • Kiba musha(v1.0)
  • Yumi kiba(v2.0)
  • Mounted Samurai Taisho(v2.0)
Support/Special
  • Worker(done)
  • Peasant(done)
  • Medical Priest(done)
  • Catholic Missionary(v2.0)
  • Shinobi(done)
  • Odutsu(v1.0)
Buildings
  • Castle(done)
  • Farmhouse(done)
  • Blacksmith(done)
  • Gunsmith(v2.0)
  • Buddhist temple(done)
  • Seminario(v2.0)
  • European Trader(done)
  • Daimyo yashiki(done)
  • Barrack(done)
  • Dojo(done)
  • Watchtower(done)
  • Yagura(done)

Also IMO wouldn't the blacksmith model be more important...
K, I will make the blacksmith model sooner... if at all possible.  ;D

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Japanese Faction Mod

Psychedelic_hands

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #381 on: 9 April 2011, 13:03:51 »
Again, awesome sketch! It's really nice!

I say make the faction as big as you like :) just plan it out which makes every unit important in some way.

Hagekura

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #382 on: 9 April 2011, 15:00:12 »
Thank you hands.  :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!
« Last Edit: 9 April 2011, 15:03:39 by Hagekura »
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Japanese Faction Mod

Ishmaru

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #383 on: 9 April 2011, 17:42:56 »
Thank you hands.  :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!


Y r u making two different version, each with different strategies thus different gameplay? That sounds confusing.  :confused:
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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #384 on: 9 April 2011, 17:47:14 »
Thank you hands.  :-*
In magitech compatible version, these units won't have so much differences between them except for their costs and strength. but In planning stand-alone techtree version, I will set a different advantage and disadvantages for each weapon types, so each unit will have their own usages!


Y r u making two different version, each with different strategies thus different gameplay? That sounds confusing.  :confused:

ONe to play with magitech, and one to play without magitech.
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Hagekura

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Re: Japanese Faction mod [WIP] v0.81a released.
« Reply #385 on: 9 April 2011, 18:50:18 »
Yeah, My ultimate goal is to create a stand-alone techtree of compliation of medieval ~ early modern historical factions (I've already thought the title of the project: "Men-at-Arms: Warriors of the World") , but aside this project, I want to release single factions for play with magitech and megapack.
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Japanese Faction Mod

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #386 on: 16 April 2011, 14:54:32 »
I've uploaded a new techtree map of the faction.



This map includes neither upgrades nor planning units which will be included in V2.0 .

« Last Edit: 18 April 2011, 17:18:22 by Hagekura »
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Japanese Faction Mod

Mr War

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Re: Japanese Faction mod [WIP]
« Reply #387 on: 16 April 2011, 16:45:52 »
Very cool man, what are the wider lines meaning?

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #388 on: 16 April 2011, 17:02:43 »
Very cool man, what are the wider lines meaning?
Thanks, the red line means produce or build, wide blue lines means morph.
so the line between trader and cannon is a mistake. :-[ it must be red line.
I'll fix that later.
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Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP]
« Reply #389 on: 16 April 2011, 17:18:41 »
Cool, I've updated the wiki page with the updated tech tree map.  :thumbup:

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #390 on: 16 April 2011, 17:45:53 »
Cool, I've updated the wiki page with the updated tech tree map.  :thumbup:
Good job! Thanks again!  :thumbup:
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Japanese Faction Mod

Pizza90

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Re: Japanese Faction mod [WIP]
« Reply #391 on: 18 April 2011, 22:27:13 »
In my opinion japanese faction is one of the best mod ever made for mg, surely i'd like to see it included in mg (directly in the game). Well done :)
I translated Megaglest in italian and i keep the translation updated.

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Re: Japanese Faction mod [WIP]
« Reply #392 on: 18 April 2011, 22:31:08 »
Yep, a lot of balancing would need to be done though. I don't want it to be like Romans where having a huge amount is cost is OK/an excuse for having overpowered units.

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #393 on: 19 April 2011, 23:44:32 »
In my opinion japanese faction is one of the best mod ever made for mg, surely i'd like to see it included in mg (directly in the game). Well done :)
Di molto ureshii desu. (・∀・)
In next release of the mod, titi will add this faction in direct download menu so expect it!

Yep, a lot of balancing would need to be done though. I don't want it to be like Romans where having a huge amount is cost is OK/an excuse for having overpowered units.
hehe, I have much focused on balancing over a long time, In next update I'm pretty sure it will be more balanced than before. 8)

and I did modification of castle model. ヽ( ^ω^)ノ


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Japanese Faction Mod

ultifd

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Re: Japanese Faction mod [WIP]
« Reply #394 on: 20 April 2011, 00:27:16 »
Oh, what I said was if it was going to be in the megapack, but that still sounds good. Castle looks great!

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Re: Japanese Faction mod [WIP]
« Reply #395 on: 20 April 2011, 04:43:08 »
Titi will be gone for a few weeks, but when you feel like a first version (can be a preview) of the faction can go into the mod menu as a separate techtree, please let me know, and I'll happily add it. We may, however, need to discuss licensing, yet - I think titi only wants Free Software in the Game Mods menu, and I don't know the current license terms for your faction.
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Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #396 on: 20 April 2011, 10:11:22 »
Titi will be gone for a few weeks, but when you feel like a first version (can be a preview) of the faction can go into the mod menu as a separate techtree, please let me know, and I'll happily add it. We may, however, need to discuss licensing, yet - I think titi only wants Free Software in the Game Mods menu, and I don't know the current license terms for your faction.
Thank you. when I'm ready, I'll ask you for it.
and I want to distribute this mod under CC BY-NC-SA license.
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Japanese Faction Mod

John.d.h

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Re: Japanese Faction mod [WIP]
« Reply #397 on: 20 April 2011, 15:11:42 »
Is the NC clause really necessary/desired?  Unless *you* plan on making money from it, do you want to keep other people from doing it?  Plus, the majority of FOSS games use CC-By-SA or GPL for their art assets, and making yours NC means that none of them can use your stuff.

http://www.gnu.org/philosophy/selling.html

Obviously it's your content and you can license it as you wish, but I'd like for you to reconsider.

Hagekura

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Re: Japanese Faction mod [WIP]
« Reply #398 on: 20 April 2011, 18:21:14 »
Is the NC clause really necessary/desired?  Unless *you* plan on making money from it, do you want to keep other people from doing it?  Plus, the majority of FOSS games use CC-By-SA or GPL for their art assets, and making yours NC means that none of them can use your stuff.

http://www.gnu.org/philosophy/selling.html

Obviously it's your content and you can license it as you wish, but I'd like for you to reconsider.
This mod and my whole working for glest is purely my hobby and I'm not going to make gain from it but I Really don't want to my contents(which I spend over 100 hours to make them) used by someone outside of my conscious(though I accept non-commercial use), so I choose NC.
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Japanese Faction Mod

Mr War

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Re: Japanese Faction mod [WIP]
« Reply #399 on: 20 April 2011, 18:26:19 »

and I did modification of castle model. ヽ( ^ω^)ノ



wow, that is sweet