Poll

Should the air units be scaled down?

Yes, half size
4 (28.6%)
Yes, just a bit
4 (28.6%)
No
5 (35.7%)
No idea
1 (7.1%)

Total Members Voted: 10

Voting closed: 24 July 2016, 14:42:08

Author Topic: Enemies and Allies 0.8  (Read 19335 times)

MuwuM

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Re: Enemies and Allies NEW!
« Reply #25 on: 25 November 2011, 07:34:47 »
new units are looking very nice. The models you build have improved very much this year.  ;)

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Re: Enemies and Allies NEW!
« Reply #26 on: 6 December 2011, 20:11:11 »
Yeah they looks very sweet. nice models indeed. :thumbup:

I hope you give them appropriate stats and roles, as long as they have realistic appearances. Respect the design concepts of these weapons, and know that how they actually used in the real operations, their advantages and disadvantages.

And don't mess up old weapons and high-tech weapons in same tiers, Like B58 and F22.
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Re: Enemies and Allies NEW!
« Reply #27 on: 9 December 2011, 17:39:56 »
Good catch man, I don't know how that happened!

Here is a pic of some of the new units:


Never got to comment, dauntless bomber and these new weapons look awsome! Maybe they should share similar camouflage colors?

Hey are the treads on tanks animated? It looks like you have a similar tread system as annex.
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Re: Enemies and Allies NEW!
« Reply #28 on: 10 December 2011, 01:54:03 »
Similar camouflage colors? No please not! the way they look now they look individual and you can easily devide the units.
... and btw the units look great and I really like your trailer!
« Last Edit: 10 December 2011, 02:02:04 by titi »
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ElimiNator

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Re: Enemies and Allies NEW!
« Reply #29 on: 10 December 2011, 17:20:54 »
The units are meant to look as much as they can as the real ones, and yes I did animate all the tank tracks.
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Re: Enemies and Allies
« Reply #30 on: 20 December 2011, 14:31:36 »
I like the mod really much   :)
I always wanted a mod with lots of flying units.
but all your models are a bit too large.
While playing a unit run through a barrel from the headquarters. (for example)

btw how do you make the airscrews. Always if i want to do something like that, the rotating thing gets smaller and bigger while rotating. :look:
I really want to know that for my robots techtree. ( i am working on the human-robots )
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Re: Enemies and Allies
« Reply #31 on: 20 December 2011, 16:34:37 »
btw how do you make the airscrews. Always if i want to do something like that, the rotating thing gets smaller and bigger while rotating. :look:
I really want to know that for my robots techtree. ( i am working on the human-robots )

Try having more frames. More frames make smoother animation, try around 30 frames.

Btw, eliminator is this this updated with the new models yet?
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Re: Enemies and Allies
« Reply #32 on: 20 December 2011, 17:36:22 »
It is but I haven't uploaded it yet.

@PT I made the frames 30 in blender, and the anim speed like 600 in glest.
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Re: Enemies and Allies
« Reply #33 on: 27 January 2012, 03:02:20 »
OK, new version is up.  :)
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Re: Enemies and Allies (Updated!)
« Reply #34 on: 28 January 2012, 18:02:03 »
Models are a lot better, the tread animations are good too!

1 strange thing: Cpu Mega (only cpu mega) seems to spawn Armored Gun Vehicles out of no where (while still in tier 1). I have not found a way to produce it myself...
« Last Edit: 28 January 2012, 20:32:31 by Ishmaru »
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Re: Enemies and Allies (Updated!)
« Reply #35 on: 29 January 2012, 03:02:03 »
Nice!
I played it and lost :D . Somthing new is always good  ;D .
I think buildings and especially airplanes are too big. What do you think about making them smaller (air units half the size )? Talking about airplanes, I think tanks with cannons should not shoot air units. Thats not very realistic.
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Re: Enemies and Allies (Updated!)
« Reply #36 on: 29 January 2012, 03:46:07 »
The tank's cannons can't shoot air, the mounted machine guns can.
I could make airplanes smaller, but not half the size that would be too small.

Could an admin change this topic to a poll so I could put up a vote?
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Re: Enemies and Allies (Updated!)
« Reply #37 on: 29 January 2012, 04:30:44 »
Could an admin change this topic to a poll so I could put up a vote?
What options do you want on it?

« Last Edit: 29 January 2012, 04:40:15 by John.d.h »

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Re: Enemies and Allies (Updated!)
« Reply #38 on: 29 January 2012, 07:17:24 »
Yo, Elim, at the top of the page (and at the bottom), on the right, is a bar that has a few links like Reply, Add Poll, Notify, etc. You can add a poll to any thread that you have created, using the second link. No "admin" needed.
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ElimiNator

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Re: Enemies and Allies (Updated!)
« Reply #39 on: 30 January 2012, 05:46:40 »
Thanks! Never saw that.
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Re: Enemies and Allies (Updated!)
« Reply #40 on: 30 January 2012, 15:11:32 »
I voted to make the planes smaller by a bit, but now that I think about it maybe Titi is right. The B 52 should stay the same size though. I say scale them down at least 25%
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Re: Enemies and Allies (Updated!)
« Reply #41 on: 31 January 2012, 18:38:34 »
I have added this to the ingame mod menu now.  8)
« Last Edit: 31 January 2012, 18:59:16 by titi »
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Re: Enemies and Allies (Updated!)
« Reply #42 on: 31 January 2012, 22:15:02 »
THIS IS A HUGE MOD  ;)

A lot of upgrades and units! We played it several times today and the CPU plays it very good too!.

After playing it a bit more I still say all units should be smaller ( including humans a bit ). The buildings are also very big  and in this case not only the models. The biggest problem for example is to find places to build on many maps. I strongly vote for smaller units ( but it looks like others don't think so )

One thing for the destroyed tanks and so on. can you give them a burned texture or somethinglike this , so it gets more obcious that these units are dead?
« Last Edit: 31 January 2012, 23:19:47 by titi »
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Re: Enemies and Allies (Updated!)
« Reply #43 on: 1 February 2012, 02:22:46 »
I think most of the land units are fine, some are a bit big but if they were smaller it would be too unrealistic/small. You will just need to play on larger maps. Yes, all the tank/vehicle units should look burned out when dead.
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Re: Enemies and Allies (Updated!)
« Reply #44 on: 1 March 2012, 16:10:48 »
If The units were scaled down they would be unrealistically small.

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Re: Enemies and Allies (Updated!)
« Reply #45 on: 24 June 2012, 17:08:07 »
FEEDBACK --Enemies & allies

THE FACTION. This is an unconventional faction. While the purpose of Glest is to set up a fight between two or more armies, this faction seems to have been designed with the sole aim of having fun by developing weaponry, all kinds of it. Fight is secondary, in fact it is a nuisance when you are managing these clever guys of E&A. This is so because of the great complexity of the techtree: there are in the faction no less than 74 units, 14 upgrades and a similar number of morphing  options. Managing all this while being continuously attacked by enemies is obviously not practical. And if anybody think of having a try by fighting against the CPU, forget it: the AI is totally unable to handle all those upgrades and morphs. All it does is stay with the initial units, produce them endlessly and fight blindly with them.

PLAYING. There are two ways to play this faction and enjoy it: the first, draw a map with a protected recess (chain of mountains, for example), set inside it your own faction and put two more--CPU controlled-- outside to fight each other. They will be engrossed in their fight and will leave you alone to process all the lengthy development of your faction with ease. The second way would be to get a colleague to play against you with an agreement of no-aggression until you both are ready for it.
In any case, choose a big map: many of the units are of considerable size, and a lot of elbow room is needed. And, while you are at it, do not forget to put in
a good supply of gold. This faction is quite extravagant with the yellow metal.

UNITS. There is a good variety of aircraft: fighters, bombers and helicopters, coming out of successive generations of hangars (called “hanger” in the game). Of these, the most surprising is the Osprey, with its ability to drop crates that evolve to gun traps. This is a weapon of considerable strength, one to win battles. Among the land units we also have some unusual boys: the Cougar vehicle, that can let four machine-gunners out from nowhere; the sleeping-gas, that slows down and cripples the enemies; a few different tanks; the jeep, with devastating power and range; and the nuclear missile launcher. This last one, however, is disappointing: when we see the word “nuclear” we quickly think of enormous death and destruction. But none of this here. This is a conventional weapon that has  quite a long range, but very limited attack power. Another disappointment is the poison gas, with much poorer effects on the enemy warriors than one would expect of such a weapon.
And what about the design and animations? Well, opinions are free, but my own is that they look very good. I heartily congratulate the author.

BUGS. With such a complexity, it is to be expected to find some inconsistencies in the setup: for example, an upgrade, defence level 4, costs 800 gold but does nothing at all. I have found no way of building outpost 4. In the case of the AA gun, the upgrade from 1 to 2 reduces the attacking power from 400 to 180! And what about the mysterious unit called “cheet”? 

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Re: Enemies and Allies (Updated!)
« Reply #46 on: 24 June 2012, 17:25:58 »
Thanks for the feedback, Ill fix the bugs you mentioned.

BTW: The cheet unit is for cheating.  :D keep pressing (I think) "B" until you have the cheet unit selected then cheat!

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Re: Enemies and Allies (Updated!)
« Reply #47 on: 24 June 2012, 20:22:19 »
PS: It's spelled "cheat".
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Re: Enemies and Allies (Updated!)
« Reply #48 on: 25 June 2012, 05:11:19 »
I know, mistake or typo when I named it.
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Re: Enemies and Allies (Updated!)
« Reply #49 on: 27 June 2012, 14:56:27 »
Please tell me if there is something ready to upload/update in the ingame mod-center
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