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Everything posted by ihateregisteringeverywhere
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Animation Diagonal Walk / Run
ihateregisteringeverywhere replied to bobsobol's topic in Oblivion's Mod Ideas
He meant the leg animation, the legs are running sidewards even thought you're walking diagonally, it kind of looks like sliding. -
Is that a good thing I wonder?
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The Evolving Society Mod
ihateregisteringeverywhere replied to QQuix's topic in Oblivion's Mod Ideas
I'll take up the granary. As far as the export phase of your programme goes... Well, I think you can waste the excess money on maintenance and import of luxury consumables items (which would have a short term effect on happiness) The occasional attack or other calamities and therewith connected repairs could keep the budget down as well. I'd try to balance the numbers so that you couldn't go too high into the positive numbers. To avoid those "I've finally beaten this mod/This is kinda unreal" feelings. -
You're right, it is neat! ;D Fits OB, I love that.
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Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
You could make the blade pure red and give it an enviromental map :). @Lisnpuppy: Does that mean that I'll get my small assigment any time soon? Just pick one - any of the missing things and I'll give it a whack. -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
That works, but how's about: "I'm dlsydeixc but so is my wohle demnad filamy." ;D Back on track. You've got several kinds of blades and armours which's mostly everything the mod'll need as far as new models go, right? Tyreil made a few generic NPC's and I also remember that someone's been working on the underground barracks. Which would basically mean that most of the stuff is in place. So, what's missing? -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
Oh! Sorry, sorry, sorry. I'm slightly dyslexic, so I tend to misread stuff occasionally. -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
That's weird, I don't have any problems opening the glow maps in photoshop o_O. CS3. -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
what do you know how to do as far as modding,or scripting?That's a.. most interesting question. I could perhaps do something small-er/ish for you. Doesn't realy matter what. You name it, I'll do it. As long as it doesn't take more than a couple of hours to do. -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
Right! Uuuh, so what's being worked on right now? If you don't mind me asking that is... -
Might & Magic 6 Remake with Oblivion engine,
ihateregisteringeverywhere replied to drakebd08's topic in Oblivion's Discussion
I am :D MM7>MM6 ^_^ -
The Evolving Society Mod
ihateregisteringeverywhere replied to QQuix's topic in Oblivion's Mod Ideas
How's about premade sets of packages for each profession where you'd use marker rats instead of markers for telling them where to go? You could change their position with a script each time the need arises. -
The Evolving Society Mod
ihateregisteringeverywhere replied to QQuix's topic in Oblivion's Mod Ideas
I meant the AI packs and things like that :). -
The Evolving Society Mod
ihateregisteringeverywhere replied to QQuix's topic in Oblivion's Mod Ideas
I'm currious about how you're planning to controll the npc's. Had an idea or two about this so I'd like to know how you're planning on doing it. -
The Evolving Society Mod
ihateregisteringeverywhere replied to QQuix's topic in Oblivion's Mod Ideas
Dagerfall had physically bulky cash and it worked great. Atleast in my opnion, you'd have to place your money in a bank and only carry small amounts of currency, so that you're not overweight all of the time. To be honest the whole game felt kind of.... gave you a feeling of achievment. The world was huge, the quests complicated, the dungeons hard, traveling dangerous etc etc. -
Probably. I was all like "NOOOO, WHAT AM I GOING TO TELL YOUR WIFE AND CHILDREN?!"
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Gawd, when I first saw him I actualy searched the whole internet for a way to save him. Turns out he dies. Sucks.
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Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
Whatever it "was"? She's got Crohn's Disease dude :). -
The Evolving Society Mod
ihateregisteringeverywhere replied to QQuix's topic in Oblivion's Mod Ideas
Well, let me reason a little bit first. IMO a farmer doesn't realy bear in mind anything else than his survival when creating food. Therefore I'd suggest two new buildings: Farmers market. Comming from this logic a farmer would most probably only create enough food to cover his needs a little extra to do some small trading with the nearest neighbours for basic supplies. A farmer's market is basicaly a place where such a farmer could sell any and all surplus he might have created, so I suggest this builsing to be what would allow a centralised counter for all of the food on the island. Otherwise it should IMO be bound to a small area like the farm itself or just the closest neighbours = the village the farmer lives in. Granary. Same logic applies if you don't produce surplus food because you can't be sure if you're able to sell it then you don't need to build a stockpile for this food on your farm. I suggest a granary would be what would allow your comunity to stockpile large amounts of food and also to increase food production because now the farmers can create a surplus of food because they know that there's a place to stockpile it. Moving on. The Inn could/should have several levels - higher levels would allow/atract more/higher level business, which could/would in turn atract richer citizens. Rich citizens are of course happier to exchange money for protection and also atract crime, so I guess that that's also what city guard/legion should be based on. Combinations of prerequisities could allow for buildings like barracks, an armory, a fort, archery range etc etc. I also think that there should be other buildings that don't increase stats, but limit the max stats if those buildings aren't build. Severs are a very good example. (No matter how many bathouses you build the city is still dirty without severs and therefore the overall health level can't realy go up) A basic city guard should have a similar effect - you just won't be happy no matter how many fountains you see per day if you're raided by pirates every single day. Stop me if I'm going too deep. -
Haha ;D thank you.
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Woo I'm glad that some people mentioned MoM. Amazing little game, I still tend to play it from time to time. Bored from the constant paladin rush? Here's a nice tactic for ya: Miran, warlord, dark elf. Restart a few times until you land your first city right next to an adamantium vein. Rush alchemist, and start spamming spearmen :). If you manage to catch a few cities early, then rush a war academy as well. Ultra-elite spearmen with 6 points of ranged damage are serriously whoop-ass. One food upkeep, 8 spearmen per unit * 6 dmg per spearmen = ouch. Spam 'em like you mean it and mirror's soon yours. Employed the tactic sucesfully on impossible :), even adamantium doom drakes bleak in comparison to an endless stream of superelite spearmen. Hope someone doesn't pay you a visit with pallies tho. Alchemy, warlord, halflings. This tactic's only good for starters, nice for expanding quick and getting that human city to start crushing your oposition with paladinds. Just build a sawmill and spam slingers, theese little guys can pretty much massacre anything the pc can throw at ya early in the game. Or grab 2x chaos, 2x nature, 4x sorcery, alchemy, sorcery mastery and node mastery. Pick sprites, put all of your power into mana create as many sprites and slingers as possible. Grab the nearest phantom warriors infested sorcery node and you're off to a kick start. A casting skill of over 200 is easy to achieve within turn 50 with this tactic and some luck with nodes. Another memorable tactic is full sorcery, humans, invisibility, flight, reset until you're next to an ocean, rush warships and save up on mana as much as possible. Enchant your endless ammo warships with flight and invis and start raking in those nodes. A full unit of theese ships on elite can slaughter up to 4great wyrms. This is about luck though, it's also not very usefull against mages as they'll just dissenchant it everytime; spell lock 500 + counter magic or not -_-. Other than that my favorite picks for a casual game on normal or hard are alchemy artificer and full death. Oh and I've played all other games you mentioned as well! Lol, UFO/X-com. Good times, good times, apocalipse was win. However the serries that caught my heart the most is... Yeah, what else - HoMaM. 4 and 5 were fun - sort off. But 3. IS the game of games. Even more fun with the latest WoG. One day I'd like to create a TBS - a cross between MoM, Homam 3 and 5 and some elements of CIV. Wouldn't that be grand?
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Texture shine/no shine and .dds alpha chanel
ihateregisteringeverywhere replied to doofis's topic in Oblivion's Discussion
Correct, the alpha chanel on a difuse(texture) map controlls transparency. (white=fully visible, black=fully transparent) The alpha chanel on a normal map controlls specularity(shinyness). (white=too shiny, black=absolutely flat; I suggest using values between 10% and 90% gray) -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
I second that notion. -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
That would be cool I thought the symbol was a black night chess piece or did I miss somehting??? Different names for the very same thing. We're simply calling it "horse" arround theese parts of the world. -
Imperial BlackOps Mod
ihateregisteringeverywhere replied to Lisnpuppy's topic in Oblivion's Mod Ideas
How's about a black horse figurine? It's almost painfully simple to model :P.