MegaGlest Forum

Modding and game content creation => Mods => Topic started by: -Archmage- on 15 December 2012, 09:05:30

Title: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 15 December 2012, 09:05:30
MG is too corny, that's why it isn't gonna take off like Glest. Glest had a feeling, it managed to do steampunk and magic without being ridiculous. MG for me is just.. no. Glest was a ton better with mods, but it feels to me like MG needs them to be fun. Another thing that really turns off the feeling is that every faction is smothered in fantasy, strange birds with fireballs, beetles and snakes fighting....

I can't get through a game of MG without getting bored, the games are short and don't give me much fun.

I've rarely brought up the poor art quality in MG, simply because I thought someone was gonna fix it eventually. But here we are years later and the worker is still killing people by hammering the ground... And the animations.... nuff said.

When I played tech and magic in the good old days of Vanilla Glest I remember a feeling, the dark music, the clings and clangs of the tools. It all fit together to create a mood that swept you in. Now.. when I play MG, I hear this oh so cheesy horn sound every time it's about to get serious, and most of the factions are goofy feeling. Indians and Norsemen are pretty good considering they don't have much context in the game. The rest are just mood killing right from the start!  :-[

I tried to help with art improvement but I lost interest halfway through the first faction, because I had to play test art and as soon as I actually tried to play a game I got bored!

Megaglest has really failed to deliver for me, and I believe I have voiced some of the reasons it is less addicting than VGlest. :bomb:

No offense I know you guys work hard on this but it isn't gonna go anywhere in this direction.
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 15 December 2012, 12:42:19
Thank god I'm not the only one who thinks this. I was afraid to say it cause I figured everyone would get pissed.

I can't get through a game either.
Title: Re: I've been thinking this for a looong time.
Post by: Coldfusionstorm on 15 December 2012, 15:33:32
Your guy's arn't the only ones.

Not to mention the annoying UI that sometimes feel's like it's working against you.
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 15 December 2012, 16:29:58
Your guy's arn't the only ones.

Not to mention the annoying UI that sometimes feel's like it's working against you.

To be fair every UI feels like that. Hell even real life feels like that when you know what you want to do but you can't execute.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 15 December 2012, 17:58:25
I think the biggest issue is that the MG devs are probably not going to recognize this as an issue and nothing will be done. :(

Your guy's arn't the only ones.

Not to mention the annoying UI that sometimes feel's like it's working against you.

To be fair every UI feels like that. Hell even real life feels like that when you know what you want to do but you can't execute.

Yea, like when you see this really pretty girl and all of a sudden you have to chase down your gui. :P
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 15 December 2012, 18:32:50
Your field of view is obscured by the sides of your face and you walk into a telephone pole.
Title: Re: I've been thinking this for a looong time.
Post by: tomreyn on 15 December 2012, 20:12:30
I think the biggest issue is that the MG devs are probably not going to recognize this as an issue and nothing will be done. :(

I've read your first post twice, trying to understand what you are suggesting should be done to improve the issues you are seeing, and how you think it will be possible to achieve this realistically, and I'm having a hard time coming up with anything tangible. Maybe if you could rewrite the post from this perspective it could become constructive, and it would be possible to discuss what's doable, and how, and what's not possible (due to lack of volunteers who are into a given field of work).
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 15 December 2012, 20:25:27
He is suggesting that the flagship techtree for MegaGlest should be remodeled by an experienced modeler to be on par with the Magitech tree from the original game because having such bad art assets in the primary tech tree puts people off from the game.

How is the solution of having it remodeled not obvious?
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 15 December 2012, 20:36:52
Well I mean all the art and faction trees need major makeovers.

1st Problem: It's a lot of work. But it can be done.
2nd Problem: Whether we could actually do this and have it replace the current stuff in MG is up to the MG devs, mainly Titi. Who I doubt will agree with me on this.
Title: Re: I've been thinking this for a looong time.
Post by: jammyjamjamman on 15 December 2012, 20:37:00
One other thing which might improve the look and feel of Megaglest is to remodel the Menus (I'd be happy to give designs, but not actually make the change as currently I have no Idea how to do so!  :) ). I won't go into detail here because this is more of a feature request.
Title: Re: I've been thinking this for a looong time.
Post by: jammyjamjamman on 15 December 2012, 20:47:01
Another point I'd like to make is, when playing offline, I find the games too short. This is because on other games the war lasts a very long time but you can just play for a little while and then save it for another time, so the game lasts longer and I get more fun out of it. But online the brief games work really well, because it means everybody has time to stay for a whole game so the games actually get finished. I don't have a clue though how this problem could be fixed.
Title: Re: I've been thinking this for a looong time.
Post by: Pizza90 on 16 December 2012, 02:58:43
If the problem is the fact that some models/animation are not of high quality i think someone can remake them and then we could replace the older ones. But i think that the real problem with megaglest is that the factions are not tied with a story. We have various factions but (except for magic and tech) we dont know why they are there and why they fight,their stories etc. I think this is a crucial thing because without a good story behind every faction the factions seem to be put in the game, random and this is not nice imo. With the campaign mode could be made a "story mode" explaining why the factions are in the game and so on :)
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 04:10:43
Yea I was thinking the same thing Pizza, but simply put the factions themselves barely pertain to their names. Take the hats off the romans and they could be scottish. I think if anything is gonna be done about this that first a more or less sensible story of a mythical land, something like wesnoth, needs to be written and agreed upon. I don't think Romans, magic, and Native Americans can fit all in one story though.

Ideas for names:

Kingdom of the South(Tech)
Society of Magic
Eastern Republic(Roman Influence)
Imperial Northern [EPIC NAME] (Norse Influence)
Native Rebels(Indians)
Empire of the Desert(Egypt/Persia Influence)

I think this would be a possible way to tie the current factions together. In the process the art would be updated and the faction trees restructured and extended to fit the name/story.
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 16 December 2012, 05:54:24
This isn't going to happen unless a lot of people agree.

I have re-done/fixed many thing that Titi rejected saying "That is the first thing we made, I think it will stay that way".

However I can fix Romans, give me ideas and Ill do some fixes.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 16 December 2012, 06:07:27
I have returned from the grave to add to this discussion!

Okay, I am a firm believer in the need for MG reform, both in features and in gameplay. While features can be discussed elsewhere, the gameplay factor needs to be addressed ASAP. If anyone wants to actually get tech tree reform started, talk to me and we'll work on devising a more fun MG (after all, I am an experienced mechanics/gameplay conceptualist).

Now, about story. I want someone to look up the very old thread "Glest RPG." Sadly, that story was never finished (much to my dismay), but it may give us a nice starting point if we want to rewrite a story.

-Zoythrus
Title: Re: I've been thinking this for a looong time.
Post by: softcoder on 16 December 2012, 06:10:53
Personally, when it comes to art I would be able to listen more to people who actually finished something and tried to help instead of complainers. People like:

Hakegura
Ishmaru
Elimnator / Tiger

I hope I did not forget any larger type of contribution, but if you don't like the current art (in megapack, hmm i heard nothing about the others there), nothing stops you from making something awesome and showing it to us. The above people have done a great job in my opinion. Others have made great tilesets and maps which is appreciated, but if the developers see that you are actually dedicated in making something nice beyond a 2 month abandoned project (actually showing something from time to time and not just talking about vapour ware), guess what... the developers actually add features and try to please those who contribute in this way. This is not a rant, nor should anyone take offence, but 'built it and they will come'.

Thanks
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 07:49:26
I have been waiting for MG to get some graphical improvements. I did some improvement art for Egypt, but the source files got messed up, no idea how. I still have the project on my computer, but I have the opinion that it won't be much good because I don't really like egypts gameplay, style or over fantastic approach to history. To put it short I got very disinterested when I had to play test. I'm afraid that if I spent time putting together a new techtree with new art, that time would be wasted because it wouldn't be included in MG. I'm kinda looking for some agreement/approval of the whole idea before I get into it more.

BTW I am making the Jungle HD tileset specifically for MG, because let's face it MG is behind graphically in every way, and I figured a good way to get started would be to produce some better environmental art. Not that all tilesets are bad, just that Jungle had very old and simple art. Textures done with a gimp tileable brush and such. :)

Thank you for the animated tileset objects and tileset particles though, they are simple but considerable improvements to the graphics, and both will enable me to bring out a more detailed enviroment.
Title: Re: I've been thinking this for a looong time.
Post by: Psychedelic_hands on 16 December 2012, 11:13:38
Unfortunately, what we're all suggesting is against the vision of the MG developers... Which is why I always prefered to mod using GAE as the engine. The issue there is that GAE isn't currently developed, whereas MG IS being developed BUT in a way which isn't to everyone's liking because it is made intending to be a game and not as an game engine.
I believe that design philosophy really does limit the project... Unfortunately I don't that the MG guys are the devs who will change that.

On the other hand, I do still kind of like what MG is. It does have it's own seperate character which, hey is something. And philosophically? I think the MG devs should continue to do what they feel is their vision of what MegaGlest should be, as you know, they're the ones takings us there.
Title: Re: I've been thinking this for a looong time.
Post by: Perplesso on 16 December 2012, 14:45:27
Perhaps the key is: why, in MegaGlest standard installations, I see TWO techtrees, and the second (Megapack) contains also the factions of the first (Magitech)?

If Magic and Tech were identical in both techtrees, I would propose:
- removing them from Megapack, so preserving the glorious Magitech techtree, which existed from origins of Glest;
- renaming the rest of the Megapack to "Ancient World" or something similar. It would become a self-consistent techtree, and other factions could be added, like Egyptians for example.

What about, for example, a Roman campaign, in which Romans fight against barbarians (Norsemen) and other threatening empires (Persians, Egyptians)? It would be EPIC... and game, perhaps, could last longer.

And so on: there are many mods, some with only one faction, with different historical (or fictional) contexts, which could be combined in other techtrees... possibilities are infinite.
Title: Re: I've been thinking this for a looong time.
Post by: Coldfusionstorm on 16 December 2012, 14:47:29
Serperating the tech trees seems like a good idea, it sucks playing either magi or tech vs the new factions since they seem ridiclously overpowered against the old ones, and the old ones seemed more balanced.
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 16 December 2012, 14:50:36
Everyone who posted in this thread has produced real game additions, if not to MG specifically.

The reason people are mentioning the MegaPack is because the later art is actually decent as the artists became more proficient in their modeling and texturing skills.

The MegaPack was the first techtree so obviously its going to be the most outdated graphically.
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 16 December 2012, 17:12:47
The first thing that needs to be done is a plan.

After a solid plan is produced we can set up a poll for public opinion and ask MG developers what they think.

All the changes you guys talk about aren’t going to happen, I don't even like a few I have heard.

So start posting your ideas and a refined plan can be made.

For example I don't like the idea of multiple tech trees, many people like to play them all together.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 17:24:25
How about my idea of renaming, restructuring, and remodeltexanimating Megapack into a simple storyline?
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 16 December 2012, 17:29:15
How about my idea of renaming, restructuring, and remodeltexanimating Megapack into a simple storyline?
This doesn’t sound to radical, but first the re-structured tech-trees and storyline need to be planed.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 16 December 2012, 18:33:12
Once again, I really liked the overall story of the "Glest RPG," but that's just me (also wished that it was finished).

Well, if we're going to redesign the feel of the MegaPack, we need to think of gameplay styles for each of the factions.

Norse - Offense (and how!)

That's the only one I can think of, how should the other factions play?

Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 19:21:09
I don't think Glest RPG will do a good job for this. It would probably be a good movie or book, but not a game. We need more structure and geography than storyline to set the scene.

Elim: I was thinking 6 factions, tech magic and other with influences from the current faction. Egypt and Persia would be combined to form a desert cavalry superpower.
Quote
Kingdom of the South(Tech)
Society of Magic
Eastern Republic(Roman Influence)
Imperial Northern [EPIC NAME] (Norse Influence)
Native Rebels(Indians)
Empire of the Desert(Egypt/Persia Influence)

Something like that sound interesting?
Title: Re: I've been thinking this for a looong time.
Post by: MightyMic on 16 December 2012, 19:53:55
If we eventually agree on a techtree design, and the proposed idea is approved by the devs, we could have each community member agree to create a certain model (i.e. -Archmage- make horseman, Eliminator makes Castle... etc.) I just got 10gb in dropbox's spacerace and would be willing to host a repository.
This, I think, would overcome the greatest challenge to making a mod which is the amount of time it take to actually make it (and make it good) When I started my Lego mod, I was super enthusiastic, but as I realized how much work it took (even for just one model) I became a little discouraged and stopped working on it... I think this would help make a remake of the factions possible [although I've been looking at my Lego tileset and am hoping to get a new release out by the end of the year]
Just an idea
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 20:01:16
That would be perfect Mightymic! Just don't have a crash.  :O

My biggest worry is animation, most of the animations in the megapack are....very strange. And good animation takes time.
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 16 December 2012, 21:12:54
I like the idea of removing most of the fantasy, however the total faction revamp may not go over well, especially removing/merging/renaming them.

A poll in need for this after a few more suggestions come in.

Personally I think we should keep all the factions and just cut out fantasy and re-map them.
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 16 December 2012, 21:15:35
Personally I think you should create a megapack with more fantasy elements and not less. 0 A.D. is far and away superior in terms of historical factions and if MegaGlest attempts to compete there they will lose.
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 16 December 2012, 21:32:58
Personally I think you should create a megapack with more fantasy elements and not less. 0 A.D. is far and away superior in terms of historical factions and if MegaGlest attempts to compete there they will lose.
0 A.D is rather bad, I have seen it. The models and techtrees may be good but that is about how far it goes. Game is choppy on good machines and mutiplayer is not good.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 21:40:09
+1 to the poll.

My idea's purpose is to try and mix the history(romans) and fantasy(magic) together well. But I'm right with you on removing most of the fantasy elements and remapping. That would make the game feel and play much better.
Title: Re: I've been thinking this for a looong time.
Post by: MightyMic on 16 December 2012, 21:55:46
I think the biggest problem with the fantasy right now is the particle effects. They're way to much... and having them emanate from a sphinx's head is a little over doing it
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 16 December 2012, 21:56:45
Personally, I think that we should tone down the fantasy a little bit, but not fully eliminate it. Allowing the Indians to keep the Thunderbird or letting the Norse keep Thor is perfectly fine with me; it's just enough fantasy to add flavor to the faction, but not be overwhelming. This shouldn't be fully historical (as was previously mentioned, 0AD already does that), but it shouldn't be too full of fantastic elements either.

So, as I was saying before, we should think of a gameplay style to align each faction with.

Tech - Versatility. No strengths, but no real weaknesses.
Magic - Strong, but unwieldy, no unlike how they are now.
Norse - Quick Offensive, at the cost of defense.
Romans - Slow but effective power. It may take them a little while to set up, but they become a force to be reckoned with when they do.
Indians - Defense. Pretty much the inverse of the Norse.
Persians/Egypt -  Economy Superpower! They are just so efficient at harvesting resources!

What do you think?
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 16 December 2012, 22:01:50
Personally I think you should create a megapack with more fantasy elements and not less. 0 A.D. is far and away superior in terms of historical factions and if MegaGlest attempts to compete there they will lose.
0 A.D is rather bad, I have seen it. The models and techtrees may be good but that is about how far it goes. Game is choppy on good machines and mutiplayer is not good.

When was the last time you played 0AD? My 4 year old lap top plays at least single player fine with up to 100 or 200 units on each side on larger maps with up to 4 sides active. So like 800 units.

Based on recent posts by the people who do multiplayer its doing fine there too. Further more Ykkrosh is spending considerable time optimizing the pathfinding to improve performance. And the graphics are massively superior to any Glest derivative as well as having a far more customizable system with prop points and I do believe with functioning turrets and what not. They also did a fabulous improvement in their water system among other graphical advances and they have just completed a new sound manager.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 22:13:45
I like it Zoythrus! But the Romans should be defense and strength just very expensive. Indians should gather resources fast, but be cheap, weak and numerous.

Particle effects don't bother me much..

Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 16 December 2012, 22:14:53
Personally I think you should create a megapack with more fantasy elements and not less. 0 A.D. is far and away superior in terms of historical factions and if MegaGlest attempts to compete there they will lose.
0 A.D is rather bad, I have seen it. The models and techtrees may be good but that is about how far it goes. Game is choppy on good machines and mutiplayer is not good.

When was the last time you played 0AD? My 4 year old lap top plays at least single player fine with up to 100 or 200 units on each side on larger maps with up to 4 sides active. So like 800 units.

Based on recent posts by the people who do multiplayer its doing fine there too. Further more Ykkrosh is spending considerable time optimizing the pathfinding to improve performance. And the graphics are massively superior to any Glest derivative as well as having a far more customizable system with prop points and I do believe with functioning turrets and what not. They also did a fabulous improvement in their water system among other graphical advances and they have just completed a new sound manager.
I have never played it actually, I saw the dev version on my dads comp.
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 16 December 2012, 22:21:53
The relevant point is the time. What Alpha release number? 11 works fine imo. They are releasing 12 soon.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 16 December 2012, 22:28:38
</off-topic>
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 16 December 2012, 22:41:00
I like it Zoythrus! But the Romans should be defense and strength just very expensive. Indians should gather resources fast, but be cheap, weak and numerous.

Particle effects don't bother me much..

You have a point. Romans should be the Protoss equivalent, and the Indians should be the cheapest (spam!). As long as the Norse are the fastest overall faction in the MegaPack. Extra points if the Norse also have one of the best navies.
Title: Re: I've been thinking this for a looong time.
Post by: John.d.h on 16 December 2012, 23:17:24
I hope you've been studying your Faction Calculus (http://tvtropes.org/pmwiki/pmwiki.php/Main/FactionCalculus).
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 17 December 2012, 03:16:35
I hope you've been studying your Faction Calculus (http://tvtropes.org/pmwiki/pmwiki.php/Main/FactionCalculus).
Trust me, I'm an avid studier of Faction Calculus, but truth be told, this is hard with the factions and resources present. I'm trying to keep their overall feels, but yet keep them all different (which is a very difficult task given MG's relatively limited modability).

Okay then, using the terms that TVTropes gives us:
Tech - Balanced
Magic - Cannons
Romans - Powerhouse/Cannons (think Protoss)
Norse - Powerhouse (and how!)
Indians - Subversive/Horde
Egyptian - Subversive/Economy (this isn't talked about on the TVTropes page, but I think that it fits them the best.)
Title: Re: I've been thinking this for a looong time.
Post by: softcoder on 17 December 2012, 03:43:48
P.S. as I remember more names I add these to my list:

MightMic
MrWar

I see this thread has once again become a trolling ground for people insisting on things before showing commitment. This was what I specifically said would lead to your own failure to convince dev's to do much for you. Asking Honda to paint the car red when you haven't committed to buying the car... nope.
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 17 December 2012, 03:55:12
I've never heard of this trope previously but I have been attempting to subvert or break it ever since I started designing games in my mind.

I am going to attempt it in my current project and I wish you gentlemen good luck in freeing yourselves from it as well.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 03:59:17
Look at it from our perspective: Spend $100,000 for your car with no guarantee it's gonna get the V2 to V8 upgrade. :P

Jungle HD 1.0 will be coming out in a couple hours, so I'll be free'd up! I'd like to get plans setup along with that dropbox ASAP, and get organized to make it happen!
Title: Re: I've been thinking this for a looong time.
Post by: MoLAoS on 17 December 2012, 04:00:47
P.S. as I remember more names I add these to my list:

MightMic
MrWar

I see this thread has once again become a trolling ground for people insisting on things before showing commitment. This was what I specifically said would lead to your own failure to convince dev's to do much for you. Asking Honda to paint the car red when you haven't committed to buying the car... nope.

Let people dream there dreams. We get it, you want an equal commitment before you invest any effort. Fine. Don't do any work until other people have put in enough to convince you of their seriousness, but no need to be a negative nancy. Some people need to build up a large reservoir of positive energy before they dig in. If the stuff being discussed here never happens because the people involved didn't throw down no one is going to blame you.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 17 December 2012, 05:06:34
I'm trying to contribute an overall plan of attack. It's going nowhere until we have direction.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 05:30:52
@MIGHTYMIC!
Is the dropbox space ready?

@All interested in this development!
What do you think is the best avenue of communication? Skype? And is everyone set with Dropbox being used as a repository?

PLEASE SEND ME A PM IF YOU ARE INTERESTED IN JOINING IN THE WORK AND WHAT YOUR SKILLS ARE.
Title: Re: I've been thinking this for a looong time.
Post by: Omega on 17 December 2012, 06:23:05
Woah, this topic really took off. Allow me to present a concept for a possible storyline:

First of all, the setting. This concept goes the full fantasy route with the kingdom of Esther. The name's not important, pick whatever name you want. This kingdom is large and diverse. From mountains to forests to deserts, it's got everything, including six provinces, each ruled by a faction. The kingdom of Esther was ruled by a royal family of paladins for centuries before a plague of unknown cause wiped out the royal family, devastating the countryside. After ten lawless years, we now have seven factions competing for the right to rule Esther.


In the center of the country lies the neutral hold of Ebum, the palace once held by the paladins. It has lied dormant and abandoned since the fall of the paladins.

And a map of what that would look like:
(http://i.imgur.com/STbvP.png)

And a quick overview of the factions following this storyline:
(http://i.imgur.com/pVqSe.png)

So what's the reason for all this back story? Well, I could argue that the story is the most important part of a game. It binds the game together. It's the glue that holds everything else in place. Also, it makes it possible to have a memorable campaign. You probably noticed all this stuff about a plague in the faction descriptions. That's the basic premise for the scenarios. Every faction would have their own branch of scenarios. It always starts out with "who unleashed this plague?". The factions go to war against each other as they carry out their suspicions or other factions carry out their own. Ultimately, none of the factions were responsible for the plague, but rather the paladins were eradicated by an invader that wished to usurp the thrown. As proven by our own actions, the death of the paladins turned the factions against each other, providing an easy route to conquest. In all six different campaigns, the final scenario is a "boss battle" against a powerful foe capable of producing swarm units against you, unleashing powerful area attacks, etc. This is the only aspect that isn't currently possible with MegaGlest, as there is no way to create a faction that is unique to a scenario (does not appear as a choice in custom games). It would, however, be an incredibly simple feature to add (all that's needed is custom games to not show the faction as an option).

Anyway, if we're serious about revamping MegaGlest, it's obvious that Softcoder is non-committal, but that should not matter. The MegaPack and its resources are all CC-BY-SA. If we can finish the mod, then the MegaGlest developers can choose for themselves if it's better than the MegaPack (also, can we seriously call it something besides "the MegaPack"?). The worse that can happen? We have a full blown epic mod.

At any rate, I think the first thing we need to do is decide on the storyline. I submitted my concept above (note that all names are "working names" and can be changed, the key point is a backstory that combines the factions as well as making the factions fit together rather than being a jumbled mess from all eras). Once we have a story, we can take a closer look at the techtree. We can determine which units should go, where new units should be added, units that could be tweaked, etc, to fit within these descriptions. From that point, we can look at the media. What models should be redone? Obviously the Norsemen, Indians, and such as mostly retextured stuff. Might have been fine when the MegaPack was first released, but that's simply too low quality today. So figure out unit by unit which ones deserve new models, and make a list of them. People can then choose what they'll model and submit it to the dropbox repository.

I propose that we set a hard rule that when uploading a model to the repository, you must upload the source files as well. The reason for this is that someone who's a better animator can reanimate the model, or perhaps someone notices the texture isn't mapped very well and wants to redo that. There's a lot of different ways that models could be tweaked in the future, so the blend file (etc) should be made available.

As for an avenue of communication, I'd prefer the forum boards. While not being as real-time as, say, Skype, they provide better formatting, allow multiple threads of discussion, are easy to post images in, and so on. For quick, real time discussion, IRC might be a better choice than Skype, as it doesn't require an account or the like. Alternatively, we could use a publicly available Google Doc page. It would make it possible to have a techtree outline while allowing people to add comments and change it as they like (with modifications viewable).

At any rate, if there are enough serious people interested in this project, I am interested in helping as well. I don't know how much time I have on my hands in the future, but would like to throw my hat in the ring for the scenarios process. I also am capable of modeling, texturing, and animating, however, my animation skills really suck and I don't understand the animation method used by some others like John.d.h (I'd a tutorial, by the way).

EDIT: Also, while we're rethinking the MegaPack, I'd also like to propose we consider adding a hero unit to each faction. The hero would be a unit that there can only be one of at a time. It'd be very strong, but very expensive (so bit loss if it dies). If possible (via future feature), I'd like to see a "cool-down" before another can be produced. Each faction would have a unique hero unit fitting to the faction's theme. For example, I already mentioned magistrates as a key character for The Legion. They could be a powerful regular unit (like the general), or it could be a one-of-a-kind hero unit with power to burn. The Wizards' Republic, for example, could have some type of arcane beast. A godlike being (not "Thor", because this is our own universe) could be the unique unit of the Norsemen. Just possibilities.
Title: Re: I've been thinking this for a looong time.
Post by: Hagekura on 17 December 2012, 07:14:08
I think having this kind of discussions is fine... sometimes.
At least it could serve to stimulate a community some. It seems community activity recently (especially modding section) is very dead. So even a discussion about less possible plan is better than nothing. hmn... How should I put it? well,  Even a dead tree brings prosperity to the mountain.

As for revamping megapack, I'm basically sympathetic to this idea. I think megapack isn't so bad but it hadn't upgraded for a long time (except romans) while megaglest engine itself is constantly upgraded. megapack could use some recent mg features like attack-boosts, particle systems, and many more.
But you really have to bring some real stuffs to convince mg dev team to adopt your idea.  How about you stary by reanimating some of megapack units, Archmage? I know you are good at it. Making efforts step by step leads to good results.
Title: Re: I've been thinking this for a looong time.
Post by: Omega on 17 December 2012, 07:26:14
I think having this kind of discussions is fine... sometimes.
At least it could serve to stimulate a community some. It seems community activity recently (especially modding section) is very dead. So even a discussion about less possible plan is better than nothing. hmn... How should I put it? well,  Even a dead tree brings prosperity to the mountain.
Well, I'd think we'd be best off planning things out carefully before we do any modding. After all, if it's going to be a community effort, it will become a mess VERY quickly if we don't  have a strong plan from the start.

As well, personally, part of the problem I see with the MegaPack is that all the factions are just random. We got a bunch of steampunk medieval guys, some mages with demons and dragons, a real-life based Egyptian faction, an Indian faction stereotypic right down to its name, a bunch of viking guys mixed up with random norse mythology figures, and a bunch of persians with flying carpets and the cast of Arabian Nights. Diversity is fine, but what's linking these all together?

And some of the factions, such as Indian and Norsemen, have a very large number of units that are merely retextured magitech units. If a mod tries that today, it'll get lumped in a pile of a dozen other retextures.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 07:43:58
Hage: I did that some, but never released it due to the source files getting messed up. I am solid on my opinion that MegaPack needs much more than an art upgrade, and minor adjustments. It honestly feels like it brings little new, especially these days it's been around for ages!

I don't like the randomity of the factions, my idea is to restructure them more sensably taking out the over fantastical units, and get back to the more serious style of Magitech that was so addicting.

I love the story ideas Omega, some of the names are a little weird but those are simple to change as you stated.

The reason I prefer skype is it's a fast network that tons of people already have, irc channels don't support voice chatting do they?

@Omega Animation: I can teach you. Perhaps I'll make a tutorial...

I actually think that Indians and Norsemen are among the better of the factions.. But in my opinion almost all Megapack content will need to be either enhanced or remade, especially the animations.
Title: Re: I've been thinking this for a looong time.
Post by: Hagekura on 17 December 2012, 07:52:00
Wow you made a quite a big post while I post. :O The map is very interesting. I'll read the detailed storyline you made carefully afterward.
I think having this kind of discussions is fine... sometimes.
At least it could serve to stimulate a community some. It seems community activity recently (especially modding section) is very dead. So even a discussion about less possible plan is better than nothing. hmn... How should I put it? well,  Even a dead tree brings prosperity to the mountain.
Well, I'd think we'd be best off planning things out carefully before we do any modding. After all, if it's going to be a community effort, it will become a mess VERY quickly if we don't  have a strong plan from the start.

As well, personally, part of the problem I see with the MegaPack is that all the factions are just random. We got a bunch of steampunk medieval guys, some mages with demons and dragons, a real-life based Egyptian faction, an Indian faction stereotypic right down to its name, a bunch of viking guys mixed up with random norse mythology figures, and a bunch of persians with flying carpets and the cast of Arabian Nights. Diversity is fine, but what's linking these all together?

And some of the factions, such as Indian and Norsemen, have a very large number of units that are merely retextured magitech units. If a mod tries that today, it'll get lumped in a pile of a dozen other retextures.
Certainly, An unified view of the world will bring strong enchantment to the techtree.
Title: Re: I've been thinking this for a looong time.
Post by: Omega on 17 December 2012, 08:40:40
I love the story ideas Omega, some of the names are a little weird but those are simple to change as you stated.
The names are all grabbed from random name generators. Presumably whatever we go with, the names of factions are the easiest to change and we'd have months to come up with a finished name.

The reason I prefer skype is it's a fast network that tons of people already have, irc channels don't support voice chatting do they?
I'm really not a fan of voice though. Myself, I have a hearing loss that makes it impossible to understand people over voice chat, not to mention the Glest community is really diverse. In addition to timezone difficulties, we have a diverse set of accents and the like. Not to mention multiple people talking at once is a royal pain.

@Omega Animation: I can teach you. Perhaps I'll make a tutorial...
Do ittttt.

I actually think that Indians and Norsemen are among the better of the factions.. But in my opinion almost all Megapack content will need to be either enhanced or remade, especially the animations.
Well, they're a bit less random, maybe, but they have lower quality media, in my opinion. Lots of magitech retextured models, stiff animations on the unique models, low quality artwork (particularly icons), etc. It was good for its time, but its time was long ago.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 09:11:14
Names can be finished later. We just need a clear idea of what's to be done.

How about we communicate however we can, and set a dedicated topic for art and gameplay updates so people can watch our progress.

@Tutorial: I'm pretty bad at tutorials but maybe I'll give it a try... After the rig though I think that's where people are doing it wrong. I'll make 2 tutorials maybe..

I just played a game with Indians, yea it could use massive amounts of work but the tone of the faction is good and enjoyable. Except what really annoys me is how it takes 20 arrows to kill a freaking battlemage. I think that's something we need to address, a LOT higher damage so the battles have more realistic amounts of dying. Along with 5x building health and strength so a little man with a stick doesn't piledrive my poor little castle.
Title: Re: I've been thinking this for a looong time.
Post by: Perplesso on 17 December 2012, 11:07:32
A seriously organized, well balanced and and complex techtree for Glest is a great idea. But what about mods? Also these need a serious reorganization:
- too many single factions, which could be grouped;
- too many small techtrees, which could be combined into more complex ones;
- some unfinished factions, whose models could be included in other ones;
and so on. The basic idea could be: what if Glest world would be divided into "continents"? Or "planets"? Each one represented by a techtree?
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 11:21:59
A seriously organized, well balanced and and complex techtree for Glest is a great idea. But what about mods? Also these need a serious reorganization:
- too many single factions, which could be grouped;
- too many small techtrees, which could be combined into more complex ones;
- some unfinished factions, whose models could be included in other ones;
and so on. The basic idea could be: what if Glest world would be divided into "continents"? Or "planets"? Each one represented by a techtree?

Ideas are good man, but we're already talking grandscale complete reform and makeover of MG tech tree. I think we'll just be sticking with this techtree, if we can even get it done.
Title: Re: I've been thinking this for a looong time.
Post by: Pizza90 on 17 December 2012, 12:24:05
Megaglest as "game engine" evolved in these years, most of the megapack factions didn't. Romans have some of the recent features, but the rest of the faction dont.

Making new animations, replacing old/ugly texture with better ones, improving models and so on are all things that surely will help megaglest, but we (as community) can't pretend that titi or softcoder work on it, there are many good artists here they should work together to implement the changes (that should be approved by the team and by the community).

We could organize the community in "groups" like:

animation group: people who make the animations of the models
story group: people who write various plots for each factions (then after a poll the best plot win)
texturing group: people who texture the models
modelling group: people who make the models

and so on. (by the way i am willing to be the part of the story group ;) )

Of course to do this we need people willing to work on it.

I support the fact of having 1 techtree, and i still dont understand why you are able do download mods from the mod centre which are not compatible with the main techtree! The "average user" expects to download a mod and play it, without getting compatibility errors. (it's like finding ie addons in the mozilla addons site!)
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 12:29:31
I'm only gonna pitch in if we restructure the factions into new factions like omega and I suggested/elaborated on.
a simple art upgrade isn't gonna do it, and isn't going to encourage me to work on it.
Title: Re: I've been thinking this for a looong time.
Post by: Perplesso on 17 December 2012, 14:55:33
I'm only gonna pitch in if we restructure the factions into new factions like omega and I suggested/elaborated on.
a simple art upgrade isn't gonna do it, and isn't going to encourage me to work on it.

I agree, they should be rethought. But "Magic faction" and "Tech(nological) faction", in my opinion, should only be renamed, because they already have a well defined identity, and their flavour is already "legendary-medieval", like in original Glest storyline. Other factions, instead, are too much historically based to fit into this base philosophy, and their identity is... a "copy" of existing historical identities.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 15:11:58
I think the other factions stray to far from history. Too many fantastical units that distract from the feeling. But yea pure history and magitech won't mix. That's where the whole restructuring + historical elements + a little mild fantasy will create the perfect blend!  :thumbup:
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 17 December 2012, 19:58:02
I'd like to become a part of the "story" group (I used to be a writer). I also plan on assisting Softcoder and Titi in coding, for I have some C++ experience (although I prefer Java).

Oh, and Omega, I really liked your story framework! There is something I would like to mention, though, and that's about the Norsemen and their lack of ranged units. The game "Age of Mythology" gave me a really great idea that I think should be implemented. The Norse there were still melee fighters, but they did have a ranged infantry - that did melee damage! He was an axe thrower, and his axes did melee damage as well as got a good bonus against flying units. Really, that's why they can't be a solely melee faction, because then they'd have no way of combating air units (assuming that we'll still have those).

And Archmage, about 20+ arrows killing a Battle Mage, that is a little extreme, but we could handwave it by saying that he has a "magical shield" that lessens the effects of ranged weapons.

So, where's this Google Doc?
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 20:01:10
I'd rather just boost the attacks a lot, the way they hack and get hit by all sorts of deadly things and just stand there and take it again and again before they die is just ridiculous! 2-3 arrow hits should kill the average unit. Same with melee.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 17 December 2012, 20:10:01
Well, you also have to keep scale in mind. Because there are smaller armies, units have to last a little longer than usual. I would suggest 4-6 arrows should kill a battle mage. It's small enough to be believable, but large enough to let your guys last more than 3 seconds on the battlefield.

EDIT: I noticed that the MG menu just seems....overwhelming, especially the options menu. Is there any way that we can make it simpler?
Title: Re: I've been chatting about this for a looong time.
Post by: tomreyn on 17 December 2012, 22:37:21
It's great what this thread is starting to evolve into, something creative and positive. I really appreciate to see this (after the somewhat negative beginning).
If interested, I'll be happy to help testing and packaging new mods which will come out of this.

Keep going, this can grow into something big!
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 17 December 2012, 23:28:14
Hey, due to my love of the Norse (and my related heritage), I would like to lead their redevelopment.

I honestly think that we should completely redo them! After playing a game with them, they are completely unbalanced with the rest of the factions (in a bad way). Besides that, many of the units have very overlapping jobs. Oh, how I wished that MG did tooltips, so then I could know what each unit did!
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 17 December 2012, 23:54:39
It's great what this thread is starting to evolve into, something creative and positive. I really appreciate to see this (after the somewhat negative beginning).
If interested, I'll be happy to help testing and packaging new mods which will come out of this.

Keep going, this can grow into something big!

Gotta dig into the ground to plant the seed! :)

We're going to need more skilled artists, this is such a large undertaking.

I'm going to start a new topic specifically for showcasing new content and to contain the roster and plan of popular choice. That will be the first foothold in a long journey to make MG a beastly game.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 17 December 2012, 23:56:17
More artists? I've asked Seanachaidh if he wants to come back, and he said that he'll think about it. Who wants to help me spam his email?  :O
Title: Re: I've been thinking this for a looong time.
Post by: titi on 18 December 2012, 01:19:05
I just want to mention, that I welcome such a project! ( But I will not have much time to help )
If you have something playable , just call and we will happily upload it to the Mod-Center to make more people play/test it .( but it should really be playable then )
This is what the mod-center was made for and maybe if it gets better than original megapack one day, it will replace it or it will be part of MG too.


Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 18 December 2012, 01:49:54
Glad to hear it Titi!

Quote from: Titi
maybe if it gets better than original megapack one day, it will replace it or it will be part of MG too.
The entire point of this project is to be better than the megapack and replace it. :P
Title: Re: Megapack Refit -- Official Topic
Post by: victorj on 18 December 2012, 03:49:59
This work is extremely great wonder, I wanted to give you a hint, but is only a hint, you could follow more faithfully the basis of historical faction?, Such as the faction "Japanese", but how to do this with "units air "?
   Simple, we must apply the story, only the units that fit well with whom, what I mean exatamenente, we can merge with mitlogia and history, as there is already being done in some factions, but it is still "means" disorganized, because the megapack still had many original models magictech, this mix of mythology with history is to me what else is different and leaves megaglest more fun than other RTS classics.

The opinion is given, you can like it or not ;), but I really want to thank this great community effort.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 18 December 2012, 04:24:32
Glad to hear it Titi!

Quote from: Titi
maybe if it gets better than original megapack one day, it will replace it or it will be part of MG too.
The entire point of this project is to be better than the megapack and replace it. :P
The entire point of this project is to make MG actually fun. We want to see Glest rise again to its former glory.
Title: Re: Re: Megapack Refit -- Official Topic
Post by: Omega on 18 December 2012, 04:48:17
This work is extremely great wonder, I wanted to give you a hint, but is only a hint, you could follow more faithfully the basis of historical faction?, Such as the faction "Japanese", but how to do this with "units air "?
   Simple, we must apply the story, only the units that fit well with whom, what I mean exatamenente, we can merge with mitlogia and history, as there is already being done in some factions, but it is still "means" disorganized, because the megapack still had many original models magictech, this mix of mythology with history is to me what else is different and leaves megaglest more fun than other RTS classics.

The opinion is given, you can like it or not ;), but I really want to thank this great community effort.
Do you really expect a historical techtree when the factions contain giant death robots powered by steam, dragons, and flying carpets? I do agree, though, that there needs to be an in-game universe tying all the factions together, rather than just a bunch of random factions. I proposed my concept (https://forum.megaglest.org/index.php?topic=8776.msg85394#msg85394) already.
Title: Re: I've been thinking this for a looong time.
Post by: MightyMic on 18 December 2012, 05:08:13
(http://i.imgur.com/STbvP.png)

This and a story would make a "campaign" much easier to create. We could choose a "good" faction and have the campaign play from that perspective. Each level of the campaign would be in a different territory with a different tile set. With the added video feature, we might even add trailers between the levels to help tell the story...

Take for instance, if the Brotherhood were the good guys. In the campaign when they attack the Wizard's Republic, the map would be mountainous and the tileset slightly snowy (maybe frost peak). When they attack Woodsmen, the map would be mostly forest and have a forest tileset... obviously.
Just something I was thinking about
Title: Re: Re: Megapack Refit -- Official Topic
Post by: victorj on 18 December 2012, 05:14:05
Do you really expect a historical techtree when the factions contain giant death robots powered by steam, dragons, and flying carpets? I do agree, though, that there needs to be an in-game universe tying all the factions together, rather than just a bunch of random factions. I proposed my concept (https://forum.megaglest.org/index.php?topic=8776.msg85394#msg85394) already.

Omega, I totally agree with what do you say, I want to emphasize, I wrote this before reading that topic from your post and concept, slightly change my opnion, I am very happy with o'que you are planning, I pity I can not really contribute to that, I also wanted to say that I think I made a mistake responding here, if so, I apologize, "this thread is meant more for updates and to showcase stuff".
Title: Re: I've been thinking this for a looong time.
Post by: Omega on 18 December 2012, 12:40:27
This and a story would make a "campaign" much easier to create. We could choose a "good" faction and have the campaign play from that perspective. Each level of the campaign would be in a different territory with a different tile set. With the added video feature, we might even add trailers between the levels to help tell the story...

Take for instance, if the Brotherhood were the good guys. In the campaign when they attack the Wizard's Republic, the map would be mountainous and the tileset slightly snowy (maybe frost peak). When they attack Woodsmen, the map would be mostly forest and have a forest tileset... obviously.
Just something I was thinking about
Actually, I was planning to make six different campaigns, one for each faction. The reasoning is that there is no "good" faction. Some are more morally correct from our viewpoint, but morality is relative. Not to mention each faction has its own views, allowing a campaign to be unique for each one, while still following the same basic storyline.

So what's the reason for all this back story? Well, I could argue that the story is the most important part of a game. It binds the game together. It's the glue that holds everything else in place. Also, it makes it possible to have a memorable campaign. You probably noticed all this stuff about a plague in the faction descriptions. That's the basic premise for the scenarios. Every faction would have their own branch of scenarios. It always starts out with "who unleashed this plague?". The factions go to war against each other as they carry out their suspicions or other factions carry out their own. Ultimately, none of the factions were responsible for the plague, but rather the paladins were eradicated by an invader that wished to usurp the thrown. As proven by our own actions, the death of the paladins turned the factions against each other, providing an easy route to conquest. In all six different campaigns, the final scenario is a "boss battle" against a powerful foe capable of producing swarm units against you, unleashing powerful area attacks, etc. This is the only aspect that isn't currently possible with MegaGlest, as there is no way to create a faction that is unique to a scenario (does not appear as a choice in custom games). It would, however, be an incredibly simple feature to add (all that's needed is custom games to not show the faction as an option).
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 18 December 2012, 17:26:51
I'm actually gonna push for more historical influence. Things like the dragon and battlemachine stay, they fit, they're part of magitech. Maybe we could change one of the tech upgrades to be steam power?
The flying carpet can maybe stay but there will not be genies and stuff like that. I want to keep that magical mythology of persia, but blend it more realistically with real persia and realistic egypt.

+1 for 6 campaigns idea.

On air units:
Tech:                 Steam Power
Magic:               Dragons, wyverns.
Egypt+Persia:   Maybe flying carpet....
Rome:               None.
Norse:              None most likely? Zoy?
Indians:           No air units, but I was thinking we could get a feature for them which allows most of their units, but none above the size of 1 to walk in the forests. To stop them from being able to just stay in there and shoot all the people outside the forest, it would have to be necessary to come out of the forest before they attack. This would allow actual ambushes. Scout units for the other factions could have this ability as well.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 18 December 2012, 18:04:13
I'm actually gonna push for more historical influence. Things like the dragon and battlemachine stay, they fit, they're part of magitech. Maybe we could change one of the tech upgrades to be steam power?
The flying carpet can maybe stay but there will not be genies and stuff like that. I want to keep that magical mythology of persia, but blend it more realistically with real persia and realistic egypt.

+1 for 6 campaigns idea.

On air units:
Tech:                 Steam Power
Magic:               Dragons, wyverns.
Egypt+Persia:   Maybe flying carpet....
Rome:               None.
Norse:              None most likely? Zoy?
Indians:           No air units, but I was thinking we could get a feature for them which allows most of their units, but none above the size of 1 to walk in the forests. To stop them from being able to just stay in there and shoot all the people outside the forest, it would have to be necessary to come out of the forest before they attack. This would allow actual ambushes. Scout units for the other factions could have this ability as well.

I really think that we should keep the myth aspect intact. Have any of you played "Age of Mythology"? It was an absolutely wonderful game that blended realism and myth flawlessly. I think that we should do something similar.

About air units, I think that what Archmage had said would be fine. Rome and the Norse should not have air units (although the Valkyries are cool, they'll have to stay somehow), but they should get something to compensate. I don't know about the Indians, I really liked the Thunderbird, but I do find the ability to move through trees as pretty cool (I was actually about to suggest that myself).
Title: Re: I've been thinking this for a looong time.
Post by: Perplesso on 18 December 2012, 18:31:03
I'm actually gonna push for more historical influence. Things like the dragon and battlemachine stay, they fit, they're part of magitech. Maybe we could change one of the tech upgrades to be steam power?
The flying carpet can maybe stay but there will not be genies and stuff like that. I want to keep that magical mythology of persia, but blend it more realistically with real persia and realistic egypt.

+1 for 6 campaigns idea.

On air units:
Tech:                 Steam Power
Magic:               Dragons, wyverns.
Egypt+Persia:   Maybe flying carpet....
Rome:               None.
Norse:              None most likely? Zoy?
Indians:           No air units, but I was thinking we could get a feature for them which allows most of their units, but none above the size of 1 to walk in the forests. To stop them from being able to just stay in there and shoot all the people outside the forest, it would have to be necessary to come out of the forest before they attack. This would allow actual ambushes. Scout units for the other factions could have this ability as well.

In my opinion "robotics" is a very good candidate to be replaced by "steam power". Also transforming "magic" into "legend" is a good idea, but I would retain the existing concept or "real magic", as a peculiarity of Magic faction. Of course, Tech and Romans should not have neither magic nor legend elements, unless it's seen as, for example, as "protection of the gods", like a technology, or something similar.

For Indians, not having an air unit could be a good idea, but air defense should always be possible for them...

P.S. The idea of 6 campaigns is a GREAT idea.
Title: Re: I've been thinking this for a looong time.
Post by: MuwuM on 18 December 2012, 19:19:01
I really liked Omega's map so I improved it a bit. ( ... and put it into my personal graphic-style)

(http://vega.muwum.net/mgx-story-map.png)
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 18 December 2012, 19:34:21
I must say I don't like the names you chose, the brother hood and the legion...

We should stick with more known historic names I think.
Title: Re: I've been thinking this for a looong time.
Post by: MuwuM on 18 December 2012, 19:35:37
I don't mind names ... changing them would be easy.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 18 December 2012, 21:28:53
I mean to keep the myth intact. Just a lot less of it. And no Zoy, Glest is the only RTS I play.

Names I don't like:
Wizards Republic - I'm in favor of Society of Magic. I highly doubt they are a 'republic' and wizard sounds goofy.
Norsemen - Good name, but it specifically means you are from norway, and Meria is not Norway. How about Northern Horde?? Or Njord?
Desert Tenacity/Cathartene - Tenacity doesn't fit in a title like this. Desert determination? No. Actaeus, land of the Actaens/Actaei?
Meria - Just makes me think of the hot brazilian girl that I used to know.. How about...Magni? That happens to be a male Norse name.
Olmas - Just sounds weird, how about Orphae? Orphaens.
AtLand - How about Adonia? Adonians.
Ebum -  :O How about Einar? It means lone warrior, which fits perfectly.

The rest of the names I love, and the Legion is a good nickname, but what is the actual name?
Title: Re: I've been thinking this for a looong time.
Post by: Omega on 18 December 2012, 22:19:02
I must say I don't like the names you chose, the brother hood and the legion...

We should stick with more known historic names I think.
As mentioned, the names are "working names". Most of the names were from a random name generator with some of the others being a couple of minutes of thought. Didn't want to spend a large amount of time thinking up names for a concept that may or may not be used. They could be changed to pretty much anything. I like some of the ideas that Arch suggested, but even then, it's open to "whatever sounds coolest". I wouldn't really fret about the names, much, though. We'll have a long artistic stage to go through, at which time the names could be changed as often as wanted.
Title: Re: I've been thinking this for a looong time.
Post by: Psychedelic_hands on 19 December 2012, 00:41:32
Do you really expect a historical techtree when the factions contain giant death robots powered by steam, dragons, and flying carpets? I do agree, though, that there needs to be an in-game universe tying all the factions together, rather than just a bunch of random factions. I proposed my concept (https://forum.megaglest.org/index.php?topic=8776.msg85394#msg85394) already.

I concur, Fantasy is good. Just maybe not the way other mods have handled it. Look at games like the witcher and TV shows like Game of Thrones. Both are set in fantasy universes, yet are really mature and don't feel lame. That is the kind of fiction we should write. We should still take lots of inspiration from history, but have our own more mature mythology.

For Magic, I was thinking they could be run by a bunch of old, reclusive, powerful, and extremely crazy mages. The kind that sits in their towers all day spawning warring hordes of undead and mythical creatures at eachother... Then discuss the results of said battle together over tea.



Anyway, I was actually going to start a viking style faction... Sort of inspired by Skyrim and Game of Thrones... I'm kinda considering donating to this instead. If it fits in with your ideas.
Heres what I have so far:

I made this WIP logo the other day for banners and things, you like yes? any suggestions?

(click to show/hide)

Here's the Logo on a Banner: ( I need to learn how to use cloth physics better)
(click to show/hide)

Here's a long house model I've got, it's just a working texture BTW, still needs a fair bit of work.
(click to show/hide)

And I know we probably can't use them for this, but I made some wall models too: ( again working texture)
(click to show/hide)

I was hoping to make units like this:

http://www.flickr.com/photos/47857688@N08/6877540165/in/photostream/lightbox/ (http://www.flickr.com/photos/47857688@N08/6877540165/in/photostream/lightbox/)

If you guys are happy with this, I wouldn't mind spear-heading the art in the Norse faction.
I was thinking just calling them The Northmen. But, maybe that's too simple.
Title: Re: I've been thinking this for a looong time.
Post by: MightyMic on 19 December 2012, 01:15:22
Wow, looks really cool... and so much better than I could have done, I like it
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 19 December 2012, 01:18:10
That art looks good but before we get into the art aspect of things we need to plan what factions there are going to be and their style.

However once that is planed Id like to head the roman-ish faction if that alright.
Title: Re: I've been thinking this for a looong time.
Post by: Psychedelic_hands on 19 December 2012, 01:22:40
Well, I had that stuff semi-done already. I was just seeing if you guys liked it.
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 19 December 2012, 01:24:03
Well, I had that stuff semi-done already. I was just seeing if you guys liked it.
I like it, looks good for the Norse type faction.

Way better than the current Norsemen.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 19 December 2012, 01:28:50
Well, I had that stuff semi-done already. I was just seeing if you guys liked it.
I like it, looks good for the Norse type faction.

Way better than the current Norsemen.
^this

Good job, Hands! I'm very impressed!
So, I'll take Hands and Archmage, and we'll design the new Norsemen. (oh, and who made the old Norse? We should apologize to them that we're discarding their work.)
Title: Re: I've been thinking this for a looong time.
Post by: ElimiNator on 19 December 2012, 01:51:33
Well, I had that stuff semi-done already. I was just seeing if you guys liked it.
I like it, looks good for the Norse type faction.

Way better than the current Norsemen.
^this

Good job, Hands! I'm very impressed!
So, I'll take Hands and Archmage, and we'll design the new Norsemen. (oh, and who made the old Norse? We should apologize to them that we're discarding their work.)
I think it was made mainly by Titi.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 19 December 2012, 01:55:20
Well, I had that stuff semi-done already. I was just seeing if you guys liked it.
I like it, looks good for the Norse type faction.

Way better than the current Norsemen.
^this

Good job, Hands! I'm very impressed!
So, I'll take Hands and Archmage, and we'll design the new Norsemen. (oh, and who made the old Norse? We should apologize to them that we're discarding their work.)
I think it was made mainly by Titi.
That's what I thought. Poor Titi....

Well, Hands and Archmage, chat with me on Skype, and we'll get this all established. Everyone else, feel free to pick a faction to design (and don't hesitate to bounce ideas off of me if you wish).
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 19 December 2012, 02:19:39
Nice to see you're still making sick art for Glest Hands!

Elim, you already did Romans, back in the day when I didn't have the skills to do it. I love the Romans, have done much research on them. If you don't mind I would like to do most of the art for them.

Zoy: I'm gonna be working on all areas for all factions, and probably going to do all the animations.  :O But yea I'll focus on Norse first.
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 19 December 2012, 02:22:20
Zoy: I'm gonna be working on all areas for all factions, and probably going to do all the animations.  :O But yea I'll focus on Norse first.
Well, you are the best animator on the forums. ;)
Title: Re: I've been thinking this for a looong time.
Post by: Psychedelic_hands on 19 December 2012, 02:24:49
Just a warning, lets not get too ambitious or overly-confident yet. Megapack is awfully large. :|

Poor Titi....

Titi, was mighty sucessful with MegaGlest and the Megapack... lets not say that just yet  :angel:.
Title: Re: I've been thinking this for a looong time.
Post by: Omega on 19 December 2012, 06:29:51
Just a warning, lets not get too ambitious or overly-confident yet. Megapack is awfully large. :|
Perhaps we should do this faction by faction? There's already a topic for the norsemen (or whatever it'll be called) faction. We could start there?
Title: Re: I've been thinking this for a looong time.
Post by: Zoythrus on 19 December 2012, 06:32:36
Just a warning, lets not get too ambitious or overly-confident yet. Megapack is awfully large. :|
Perhaps we should do this faction by faction? There's already a topic for the norsemen (or whatever it'll be called) faction. We could start there?
Unless you want to get another team and thread going, Omega. There could be some benefits if the community split up for different factions, but there's also other benefits for all working on one faction. It's your call, buddy.
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 19 December 2012, 06:47:37
Competition would be good! Two faction threads each showcasing something new! Winner would get some pride and would then join the other team and finish that faction.  :thumbup:

Currently we have:
Gameplay dude(zoythrus)
Concepts dude(luisconnelly)
Modellers/Texers(Arch, Hands, MightyMic)
Animator(Arch)

If another team could be formed another faction could be developed simultaneously, with the added benefit of competition!!!!
Title: Re: I've been thinking this for a looong time.
Post by: MuwuM on 19 December 2012, 08:53:36
I would work on (the former) Romans but I'd need some Artists and I wound do concept and/or Gameplay.

 
Title: Re: I've been thinking this for a looong time.
Post by: -Archmage- on 19 December 2012, 09:03:24
I would work on (the former) Romans but I'd need some Artists and I wound do concept and/or Gameplay.

I plan to do gameplay and graphics for the Romans. Your help is very welcome, but I'm tied up with Norse(blame Zoy) at the current time. I mean you can work on Romans if you want of course, but I'd prefer if you guys wait for me. :P Woodsmen, and Desert People aren't being worked on though?
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 19 December 2012, 10:19:05
Ok, then I would work on the desert-people.  But still need artists...
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 19 December 2012, 11:12:33
Elim/Omega/John/Mr.War

Omega is currently busy with finals but should be done soon last I heard.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 19 December 2012, 15:59:28
I like the Idea of having heroes. So we should generally add at least one hero unit to each faction. To limit heroes we could use a hidden static ressource (e.g. 'legendary soul' ).

Code: [Select]
<resource>
   <image path="images/image.bmp"/>
   <type value="static">
      <recoup-cost value="true" />
   </type>
   <display value="false"/>
</resource>

<recoup-cost value="false" /> to disable resurrection ;-)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 19 December 2012, 16:00:58
I like the Idea of having heroes. So we should generally add at least one hero unit to each faction. To limit heroes we could use a hidden static ressource (e.g. 'legendary soul' ).

Code: [Select]
<resource>
   <image path="images/image.bmp"/>
   <type value="static">
      <recoup-cost value="true" />
   </type>
   <display value="false"/>
</resource>

<recoup-cost value="false" /> to disable resurrection ;-)

Am I the only one here who absolutely hates to use a hidden resource? I just wished that unit limits were built into the engine!
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 19 December 2012, 16:11:56
There are unit limits ... but they are not working for two different unit-types ... which would mean some larger changes in code....
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 19 December 2012, 16:22:08
Am I the only one here who absolutely hates to use a hidden resource? I just wished that unit limits were built into the engine!
We can use unit limits for most heroes, but if the desert nomads are using two heroes, it has to be a hidden resource. I'm also not sure about setting recoup to false. If the hero is expensive enough, it should be a risk enough to lose. It'd be kind of nice if we could set a cooldown on the recoup of the resource. For example, when the hero dies, the "hero resource" isn't recuperated for, say, 3 minutes. That'd need a new feature though, and I'm wary of being dependent on non-existent features just in the hopes it might get implemented before the mod is done.

Also, moving this topic to the mods board, as that's where the other MegaGlest refit topics are.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 19 December 2012, 17:36:03
No need for a resource, we can just do:

<max-unit-count value="1"/>

And make it cost lots of resources to produce, forcing you to save up.

Also we will wait to do Romans till Norse and Egypt are done.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 19 December 2012, 19:10:39
max-unit-count does not work for limiting 2 units of different types to have only one of them build...

You are mentioning Dropbox a lot... I personally don't like it much for such a project... it is not good enougth in merging changes... why don't we use SVN or Git (Github is free for OpenSource stuff)... which are really made for development and not just for sharing?
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 19 December 2012, 19:17:40
max-unit-count does not work for limiting 2 units of different types to have only one of them build...
Why would we what that? If there are two heroes you should be able to produce them both.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 19 December 2012, 19:19:28
max-unit-count does not work for limiting 2 units of different types to have only one of them build...
Why would we what that? If there are two heroes you should be able to produce them both.
It's A xor B, Elim.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 19 December 2012, 19:19:44
You wouldn't want both if your goal was to pick between good and evil or something. There are dozens of games where you only get to pick one of a set of units.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 19 December 2012, 19:30:41
Maybe the heroes can have a unique unit associated with them. A unit that the hero can summon (that you can't get any other way) to make the faction unique.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 19 December 2012, 19:59:58
We're using dropbox for the graphics and gameplay part, you can use github for the code, but it was simpler to use dropbox. Plus our team has experience with it.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 19 December 2012, 20:12:35
ALL code changes from me will only be submitted to MG. I don't accept a code-forking. Then I have to use dropbox...
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 19 December 2012, 20:16:40
Whatever gets the features in and keeps everyone happy.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 19 December 2012, 21:26:14
Zoy and me did summarize the two faction topics into google documents...

Njord: https://docs.google.com/document/d/1B_exswRUbeQBSaQZD9CI0M2oYALsrnl2C353r-sI65g/edit (https://docs.google.com/document/d/1B_exswRUbeQBSaQZD9CI0M2oYALsrnl2C353r-sI65g/edit)
Desert Nomads: https://docs.google.com/document/d/11jdEdRhQ4sGB0UL5KHs8K6XVtzrI-z6MLp9hnBb3JXc/edit (https://docs.google.com/document/d/11jdEdRhQ4sGB0UL5KHs8K6XVtzrI-z6MLp9hnBb3JXc/edit)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 19 December 2012, 22:24:13
Zoy and me did summarize the two faction topics into google documents...

Njord: https://docs.google.com/document/d/1B_exswRUbeQBSaQZD9CI0M2oYALsrnl2C353r-sI65g/edit (https://docs.google.com/document/d/1B_exswRUbeQBSaQZD9CI0M2oYALsrnl2C353r-sI65g/edit)
Desert Nomads: https://docs.google.com/document/d/11jdEdRhQ4sGB0UL5KHs8K6XVtzrI-z6MLp9hnBb3JXc/edit (https://docs.google.com/document/d/11jdEdRhQ4sGB0UL5KHs8K6XVtzrI-z6MLp9hnBb3JXc/edit)
Hey guys, we've updated these pages! Give them a look! We want feedback. ;)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 20 December 2012, 10:30:49
Maybe the heroes can have a unique unit associated with them. A unit that the hero can summon (that you can't get any other way) to make the faction unique.
While possible, it doesn't really fit in with the current set of units, and having a non-displayed resource of which you only have one of works fine. Use <display value="false" /> in the resource XML (https://docs.megaglest.org/XML/Resource).

Also, as mentioned in the last topic, note that you can highlight text and add a comment with the "add comment button" (ctrl + alt + m) in the Google doc. It's organized.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: wciow on 20 December 2012, 21:09:36
Someone needs to write a design document for the Olmas faction. Then I can start working...
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 20 December 2012, 21:53:57
I think were doing Norse and Desert first.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 20 December 2012, 23:15:42
Wciow: As Eliminator said. Please join in on the current development man. :thumbup: :) Pick Norse or Desert. The reason we're collaborating is to raise the quality level. :thumbup:
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 21 December 2012, 13:13:56
We should plan the central armor and damage-types. I prepared a GoogleDocSheet (https://docs.google.com/spreadsheet/ccc?key=0AgtJP_M46-bidHNJNEhnNVgyQlBCeHF5TDJmTjlRc3c#gid=0) for this.

I also added a simple Damage calculator for testing:
Damage-Calculator (https://docs.google.com/spreadsheet/ccc?key=0AgtJP_M46-bidHNJNEhnNVgyQlBCeHF5TDJmTjlRc3c#gid=1)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 24 December 2012, 05:46:02
So, I finally got synced up with the dropbox folder and took a look at it. I'd like to propose we delete all the existing MegaPack stuff and start from scratch rather than editing it into the MegaPack. The reason for this is to prevent us from getting mixed up with old media and to make it easier to tell what we have and have not yet done.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 24 December 2012, 06:06:04
So, I finally got synced up with the dropbox folder and took a look at it. I'd like to propose we delete all the existing MegaPack stuff and start from scratch rather than editing it into the MegaPack. The reason for this is to prevent us from getting mixed up with old media and to make it easier to tell what we have and have not yet done.

The whole point is we need placeholders. Building from scratch will take FAR longer as we already have unit xmls and art setup that simply need to be tweaked together and have the media switched out. Trust me it's MUCH faster to build a faction out of an existing one. But if the Desert Team decides to build it that way go ahead but don't delete anything outside of your faction and your work.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Psychedelic_hands on 24 December 2012, 06:55:16
I agree arch, plus it lets us prototype gameplay and such. Starting with the Megapack is great.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 24 December 2012, 09:35:52
The first prototype of placehoder for the desert nomads is almost done (heroes and updates missing, no values like HP are set individually).

but it could be very usefull to place the new (placeholder-)factions in a new folder...

I think we should start our value-balancing:
What is the default HP for a worker? weak unit? heavy armoured unit? building? main building?
How many hits should an avarage unit needs to kill an avarage unit?

Here is a preview of my placeholders:
(http://img526.imageshack.us/img526/4612/screen24g.jpg)

The resource models are included, too...
Title: Re: Generic MG Refit Discussion (renamed)
Post by: victorj on 24 December 2012, 11:05:01
Excuse to be nosy, but how MuwuM showed this photo, I remembered something when I showed megaglest to a friend, I think it's very simple the main palace of Persians, I agreed with him, being a former player Glest he and I we were already played to the models magitech, for him, us look what seem to be middle "simple" in megapack, we've played many RTS. some factions of the MegaPack should emphasize a little more the main building. This is just a tip of mine :D and say that I am thrilled with your works!
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 24 December 2012, 11:39:22
for the resource-models it would be an improvement to have some kind of cracked earth or smaller stones arround them ... as it look very cut at the moment and grass or flowers would look stange in e.g. snow tileset ...
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 24 December 2012, 17:12:08
Quote
but it could be very usefull to place the new (placeholder-)factions in a new folder...
Elaborate?

Worker: 600
Weak Unit: 675
Average Unit: 750
Heavy Armored: 925
Weak Building: 12,000
Average Building: ~20,000(building armor)
Main/Strong Building: ~30,000(strong building armor)
Hit for an unit to kill itself: 2-3

I think this would be a much more realistic setup than was used in Megapack. It would be quite different in gameplay though.. A large improvement in my opinion.

Resource Models:
I'll fix the gold model up and make the stone blend better.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 24 December 2012, 17:27:13
Remember, Arch, HP in games is relative. I think that your numbers are too high. 675 should be a heavy unit, not a weak one. To be honest, I think that we should base the stats off of Magitech, since that have good numbers (although we could increase damage a little).
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 24 December 2012, 17:50:54
I'd like to propose counter numbers with larger values to allow more variance. Having an average health of 100 and an average attack of 10 is the same as having an average health of 1000 and an average attack of 100. However, the latter allows us to have more variance (we could have an attack 65% of the average rather than just 60%).

Thus, my proposal is based armour the number 1000 for workers, for ease of use (it's a base 10 numbering system, after all).

Worker: 1000
Weak unit: 800
Average unit: 1200
Strong unit: 1500
Weak building: 10 000
Average building: 20 000
Strong building: 30 000

Now, let's look at the reasoning here. So first of all, remember that units have armour, and a strong unit will likely have higher armour, meaning that a strong unit with the same amount of health as a weak unit will likely last longer. Anyway, let's pretend our unit can kill a worker in three hits, so 333 damage a hit, on average. Thus, a weak unit should be four hits. An average unit should be four to five, depending on the armour value. A strong unit would be about five hits. The buildings, on the other hand, should be extremely resilent. You shouldn't be able to knock down a castle with a few swordmen. You should need a large number of units or some special units made for anti-structure use. At any rate, this 333 attack strength unit would take 30 hits to take down a weak building on its own (or three units would take ten hits), whereas an average building would take 60 hits and a strong building would take a hefty 90 hits. This is from an average strength unit with an average attack speed (let's not be forgetting attack speed; there's more to an attack than being powerful). The numbers are all rough estimates. We shouldn't have ever strong unit have 1500 health. Some might have more, some might have less. It's possible to have a unit with very strong offensive stats and vulnerable defenses (like the Archmage).
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 24 December 2012, 18:20:57
Remember, Arch, HP in games is relative. I think that your numbers are too high. 675 should be a heavy unit, not a weak one. To be honest, I think that we should base the stats off of Magitech, since that have good numbers (although we could increase damage a little).

No heavies would be bigger stronger men, they should get higher hp, better armor, and better attack. The thing is they cost more, and have more requirements. That way they are actually HEAVY units.

Modification:

Worker: 600
Weak Unit: 475
Average Unit: 725
Heavy Armored: 850
Weak Building: 12,000
Average Building: ~20,000(building armor)
Main/Strong Building: ~30,000(strong building armor)
Hit for a unit to kill itself: 2-3
Hits for any infantry unit(excluding anything more powerful than a heavy) to kill a building: 1000+ (high as possible)
(Siege or a bunch of very powerful units[hero, airship, etc] should be pretty much the only units capable of even touching the main or defensive buildings. It's really lame how in glest 20 units can kill a defense tower with little effort.)

I notice a pattern with all Glest units. You guys tend to want to balance the unit which kinda ruins it. Heavys ARE stronger in every way!! Not oh they get more armor lets take away their speed and make their hp low and make their attack slower. Marines carry on average 90 pounds of armor, often more. They are trained to move fast nonetheless. This is a factor that makes them awesome.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 24 December 2012, 19:09:12
you misunderstood me, I meant that Heavy units would have more HP than other units, even if their HP is ~650. I.E. 650 would be a lot of HP.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 24 December 2012, 19:35:32
Is doesn't rely matter the HP units have, it matters the attack strength vs the HP.

I vote the HP is something constant like 800, 400, 1200, not 125, 481, 1199.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 24 December 2012, 20:41:46
you misunderstood me, I meant that Heavy units would have more HP than other units, even if their HP is ~650. I.E. 650 would be a lot of HP.
Oh, sure, that's fine then.

Eh Elim, I like to keep a more sophisticated feeling. But of course sticking to 0's and 5's.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 24 December 2012, 21:06:19
Quote
but it could be very usefull to place the new (placeholder-)factions in a new folder...
Elaborate?

already done (Dropbox/megaglest_refit/...)... was more like a reminder for me ...

1000 as default for worker would be useful as it's noticeable and we could use constant numbers, like ElimiNator mentioned:   1000 +/-  x * 200
So I support Omega's concept.

Siege or a bunch of very powerful units[hero, airship, etc] should be pretty much the only units capable of even touching the main or defensive buildings. It's really lame how in glest 20 units can kill a defense tower with little effort.

Main-building could even have 100 000 HP.

Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 24 December 2012, 21:22:42
I don't think its a good idea to vary far from the default magitech HP style because most mods are balanced with magitech and people will want to play other mods with megapack.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 24 December 2012, 21:56:33
Elim that's why lower health with better attack and strong buildings works, it's about as close to magitech as it gets with improvement still. I didn't start this project to keep the gameplay the same old same old....I want it to be revolutionary and awesome!
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 24 December 2012, 22:20:37
I don't think its a good idea to vary far from the default magitech HP style because most mods are balanced with magitech and people will want to play other mods with megapack.
There's going to be balance issues no matter what. Even if the HP of most units aren't changed, the much higher than average HP of the buildings is a big difference. Not to mention that units are going to be stronger, since we're aiming for 3-4 hits to kill themselves, right? So the way I see it, balance with non-megapack factions is going to be broken no matter what, so may as well choose a standard we think will best fit the game.

While we're discussing HP, though, we need to take a look at armour. As a reminder, the damage formula is (attack strength - armour value) * damage multiplier. Thus, armour can make a huge difference. However, if the average attack is something like 300 damage, then 20 armour is almost nothing (7%). Armour would have to be more in the 50 (17%) to 150 range (50%) to make an impact on most units. However, I'd personally rather see a focus towards the attack type rather than the armour value. The armour value is more for making some types of metal armour better than others, so I think that armour should be based at zero. So a swordman (PS: can we please rename it to "swordsman"?) would have zero armour, as it's pretty much the most basic leather armour unit. On the other hand, the horseman might get something like 50 armour. Long story short, we shouldn't be using armour values very much, instead focusing on the attack and armour types. If you've seen the Google Doc, you'll notice some multipliers as low as 0.2, so attack and armour types really matter, especially with specialty units.

However, I'd like to point out we can't really do that much planning about HP, armour, and attack strength in discussion alone. We need to make a testing faction and give the values a try. I again think we should base the HP around 1000, and have all units' HP and attack strengths within multiples of 50 or maybe 25. This makes the numbers simpler. Easier to remember that a guard has 1500 HP than 675 and easier to remember that his attack strength is 400 instead of 225. But honestly, let's actually give the values a try before we knock 'em.

Although I'm not sure about the fact that a unit should be able to kill itself in 2-3 moves. First of all, there's the attack speed issue. Some units might have really fast attacks, which should be weaker. Other units are powerhouses with lots of HP, like the airship. If the airship has 2000 HP, to kill itself in 2-3 moves would have an attack strength that's one hitting most units, which is too much in my opinion. The attack strength should be relative to the average unit, not the unit using the attack. However, even if we're killing the average unit in 2-3 attacks, that still seems a bit fast too me. Units with splash attacks would dominate, since they could kill a unit before the unit can reach the attacker. I think the average unit against the average unit should be about 3-4 attacks to kill and weaker units should take longer while stronger units might take less hits. This 3-4 hits should also take into aspect the armour multipliers. Some units would have natural advantages over others while some are at severe disadvantages, which really changes the number of hits needed to kill the unit.

Finally, buildings. Please remember that buildings have their own armour types, against which the majority of attacks are rather ineffective against. Thus, we don't need too high HP values for the buildings. After all, if it's too high, even siege units won't be able to do much damage as a percentage. Percentage damage is what's important, not absolute.

So, if you haven't seen it yet, here (https://docs.google.com/spreadsheet/ccc?key=0AgtJP_M46-bidHNJNEhnNVgyQlBCeHF5TDJmTjlRc3c#gid=0)'s the attack and armour types doc. Also, anyone want to volunteer to create a testing faction for testing appropriate values for HP, armour, and attack strength? Bear in mind we need to test attacks with splash damage, buildings, and battles with large numbers of participants.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 24 December 2012, 22:26:39
I build a testfaction of the desert-people with the values omega (you) mentioned a few posts before.

will be in the dropbox within the next 15 minutes.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 24 December 2012, 22:34:15
I don't like simple numbers for the unit HPs, but I suppose that's a fettish. :P

I prefer 2-3 for most units. That's not universal. Units like the airship should kill a swordsman in 2 hits.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MuwuM on 24 December 2012, 22:53:54
atm each unit is able to kill it self with 2-3 hits wich seems to be kind of wrong for tanky units ....

anyone else tested my protoype faction?
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 24 December 2012, 22:57:54
atm each unit is able to kill it self with 2-3 hits wich seems to be kind of wrong for tanky units ....

anyone else tested my protoype faction?

Well yea as I said it's gonna have to be a little different for some of the other units.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 25 December 2012, 18:40:26
Now about the horse model, are we going to use the one from Tech or create a new one?

If its a new one Ill give it a try.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 25 December 2012, 18:48:20
I think we should take the one from Tech and enhance it.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 28 December 2012, 20:15:07
Okay, I sorted out the art folder of our repo. Let's try and keep things reasonably neat so we don't lose anything. The folder source_files/megapack_refit is an empty clone of the folder structure of the techtree. It can store all faction specific art work. That's blend files, xcf, pdn, whatever. Let's keep the concept art in the Google docs, where it's easier for the community to maintain.

So, for example, I finished the desert nomad's market, so the source files go in source_files/megapack_refit/factions/actaen_nomads/units/market (I'm not sure what's with the faction name. What are we calling the desert faction?). If someone completes the images for icons for the market, they'll go in that folder too. This makes it easiest to know where to look for files.

Other source files will go where we expect the actual file to go. So the loading screen image for the desert nomads is located at source_files/megapack_refit/factions/actaen_nomads.

The njord faction had two WIP models which I placed in the respective unit folders (armory and castle). They still have to be completed.

In the base source_files folder is also a dump_bin folder, which is a few unassociated models or artwork that aren't used directly by the game, but may be of use to us in the future. There's also a folder for the humanoid model Arch has made. I'm not sure what's up with the model, though. man.blend has a nice start to the UV, but no head and a basic walking animation. man_prototype.blend has a head, but the arms are detached from the body and there's no animation. So it seems neither of these are the models that Arch demonstrated, despite the G3D files in that folder that demonstrate Arch's animations. Arch, could you toss in your blend files if they aren't already there? And once Hands finishes the UV, it can go in that folder as well, since many units from multiple factions will likely use the base humanoid.

Finally, there's an "other" folder for media that's related to the mod, but not a part of it, such as the story or the world map.

Anyway, just trying to keep things neat here to we can find stuff without having to ask everyone where the files are. I still have no idea what's with the megapack folder in the repo, and note that the njord faction doesn't have a faction folder in the techtree yet. The actaen nomads faction folder is just megapack units renamed to the appropriate names. I still think it'd be easier to use if we just deleted all the placeholders, as it would allow us to easily see what's been done and what's not. The appropriate google docs should also note the unit as done.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Psychedelic_hands on 29 December 2012, 02:15:40
Alright first of all, awesome work Omega. Cheers.

Second, the man's head was just hidden, but its still there.  ;)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 29 December 2012, 23:03:11
Off topic, but I would like to propose a new armor system. Instead of "leather," "metal," etc, I would like us to use "Infantry," "Heavy Infantry," "Cavalry," etc. Why? Because if we want to use a very loose Rock-Paper-Scissors style, it would make it much easier. When you have armor types based upon what the unit is actually wearing, it causes some "bonus damage confusion." ie a Swordman and a Cavalry could both have "Steel" as their armor type, and that helps nobody out.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 29 December 2012, 23:29:44
Zoy, have you even seen the Attack and Armour types doc (https://docs.google.com/spreadsheet/ccc?key=0AgtJP_M46-bidHNJNEhnNVgyQlBCeHF5TDJmTjlRc3c#gid=0)? Cavalry has its own armor type, but that is subdivided into things like cloth cavalry and metal cavalry. Why? Because look at the Drake Rider and Horseman. They're both cavalry, but still radically different. Likewise, there's the need for custom attack types for some units. For example, the proposed raider for the Njord faction is supposed to be antiworker and antistructure, which means that structures and workers also need their own attack types. I also tried to logically explain all the multipliers in an attempt to make the attack and armour types seem logical. Arrows are more effective against an unarmoured humanoid than a stone building, for example. Fire based magical attacks are more effective against a wooden building than a metal one, and so on.

While I respect the merits of a rock-paper-scissors style triangle, I don't think our factions are simple enough to divide like that. It's more like pokemon types than rock-paper-scissors. There's just a lot of diversity in the units and their attacks.

(Also, that's not off topic. We should be discussing these sorts of things)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 30 December 2012, 00:00:35
I said "off topic" since it had nothing to do with the previous discussion topic.

I had taken a quick look at the doc, so I must have missed that. But you get my point, that armor should be more based upon the unit's physical type than the actual armor. Also, it looks odd if a guy is wearing a metal suit of armor, but it looks like leather.

The main reason I brought it up is because the old Megapack factions use the old armor system (and I had forgotten about the doc), so I just wanted to make sure we were all on the right page.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 30 December 2012, 19:54:39
Hey guys, I've been noticing that the Desert Nomad team has been putting their stuff in the megapack_refit folder while the Njord team seems to have a bit in both the megapack_refit and the megapack folders. Can we cut out the extra folder, unless anyone has plans for it? Looking at the megapack folder, it appears to be the original megapack with the factions renamed and the Njord units renamed. I propose we move the modified Njord files to the megapack_refit folder and delete the megapack folder, so we just have one place for the factions.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 30 December 2012, 20:01:54
I've been planning to move it all over when we were done with it. But I can move it all over now, if you'd like.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 31 December 2012, 21:19:22
Okay, Omega and I were talking about our new "Unit Stats" doc (it's a tab of the Armor/Attack doc), and we came up with some important changes.

1. The workers will not all be the same! Each one is going to be a small picture of the faction as a whole. Eg. The Nomadic Slave will be the greatest at harvesting resources across the board (seeing as the Nomads are going to be our economic powerhouse), while the Njordic Thrull will be the speediest and have a small construction and wood harvesting bonus, but have the least HP/defense of all workers, and Woodsmen workers would be much cheaper and faster to produce, but are the least productive (since the Woodsmen are our spam faction).

2. Some of the Njord units were discussed and repurposed a bit. The Hersir will be slow (by Njord standards), but will be a powerful fighter with a great armored defense (including extra resistance to arrows and other ranged attacks). The Huskarl is now an anti-armor/structure unit. It lugs around a war hammer that rips heavily armored and fortified units like the Hersir to shreds. It is quick, but more lightly armored (to help outmaneuver armored units and quickly close in on structures).

3. Something that Omega and I are still discussing is this, that all Myth units should be "magically" armored. I'm hoping on giving one (or more) of our factions a "Witch Hunter"-esque unit that excels at killing magically armored units (eg, the Magic's Behemoth, the Njord's Einherjar, the Nomadic Phoenix, etc).

Hey, Muwum, you should start putting the Nomad units' stats on the page.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 31 December 2012, 21:31:16
3. Something that Omega and I are still discussing is this, that all Myth units should be "magically" armored. I'm hoping on giving one (or more) of our factions a "Witch Hunter"-esque unit that excels at killing magically armored units (eg, the Magic's Behemoth, the Njord's Einherjar, the Nomadic Phoenix, etc).
Not necessarily all, but many. The "magical" armour type was initially intended for magical barriers and such, but can be applied to other units for balance. For example, the Einherjar has magical armour, which makes sense since it's a mythical unit. The magical armour type also turns the fields a bit for factions with largely magical units, since its not as vulnerable as the organic or cloth types. The basis behind the magical multipliers is that magical barriers require energy from the user to maintain, and pressure on the barriers uses up this energy. So an attack that is focused on a small area, such as a piercing attack, would be ineffectual, while an attack focused on a large area, like an impact attack, would be very effective.

Such a type should be relatively rare. It fits the Einherjar well. This is the first I've heard about a Phoenix, but any creature that's an embodiment of magic well fits the description. I'm not so sure about the behemoth, though, which I always regarded as very high HP but vulnerable, exposed flesh. It would, however, fit the god-like hero units of the Nomads well.

As for why we should have unit stats in an excel document, it would make it easier to balance the factions, since they're being developed largely separate.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 31 December 2012, 21:33:21
I like these ideas. Zoy could you send me ALL the different doc links, and I'll put them on the first posts of the appropriate topics.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Omega on 31 December 2012, 21:36:19
Attack and armour types (unit stats on second tab) (https://docs.google.com/spreadsheet/ccc?key=0AgtJP_M46-bidHNJNEhnNVgyQlBCeHF5TDJmTjlRc3c#gid=3)

Norse techtree (https://docs.google.com/document/d/1B_exswRUbeQBSaQZD9CI0M2oYALsrnl2C353r-sI65g/edit)

Desert Nomads techtree (https://docs.google.com/document/d/11jdEdRhQ4sGB0UL5KHs8K6XVtzrI-z6MLp9hnBb3JXc/edit)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 31 December 2012, 21:37:32
3. Something that Omega and I are still discussing is this, that all Myth units should be "magically" armored. I'm hoping on giving one (or more) of our factions a "Witch Hunter"-esque unit that excels at killing magically armored units (eg, the Magic's Behemoth, the Njord's Einherjar, the Nomadic Phoenix, etc).
Not necessarily all, but many. The "magical" armour type was initially intended for magical barriers and such, but can be applied to other units for balance. For example, the Einherjar has magical armour, which makes sense since it's a mythical unit. The magical armour type also turns the fields a bit for factions with largely magical units, since its not as vulnerable as the organic or cloth types. The basis behind the magical multipliers is that magical barriers require energy from the user to maintain, and pressure on the barriers uses up this energy. So an attack that is focused on a small area, such as a piercing attack, would be ineffectual, while an attack focused on a large area, like an impact attack, would be very effective.

Such a type should be relatively rare. It fits the Einherjar well. This is the first I've heard about a Phoenix, but any creature that's an embodiment of magic well fits the description. I'm not so sure about the behemoth, though, which I always regarded as very high HP but vulnerable, exposed flesh. It would, however, fit the god-like hero units of the Nomads well.

Generally, units that are gifted/blessed by the gods (Einherjar, Phoenix, or even heroes!) should have magical armor. Magical armor should be moderately resilient to mortal weapons (seeing as they are granted by the gods), but some weapons wielded by "witch hunters" should be able to bypass them.

Now, most of the Magic faction isn't going to have magically armored units (things like Initiates, Drake Riders, Summoners, and Battle Mages aren't adept enough to have special protection). Archmages, Behemoths (maybe, although I think that they're "magical" enough to count), Dragons, Golems, and the like will, though.

Also, Impact damage could be useful against them for the reason stated (like, in case you have no anti-mages), but anti-magic would pretty much be their downfall.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 6 January 2013, 22:13:31
Hey, there was a clever idea that I had for my failed mod, Constellus, that I want to implement here. I like to call them "Strategic Techs." A Strategic Tech is a special, completely free upgrade at one of the higher upgrade buildings on the tech tree that give a wonderful bonus to your faction....at a heavy cost. Every faction would have one of these techs.

eg. here's what I want to give the Njord:
-The Last Stand: All military units get a +25% attack damage bonus and a +10% attack speed bonus, at the cost of 30% max HP. Yes, you're lowering their already low HP for a permanent attack bonus. (these values can be changed)

Now, because there is no cost, this is a completely optional upgrade, you have no obligation to get it.

What do you think? I would like to add these into the game since they add a subtle amount of new strategy into it.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 6 January 2013, 22:20:07
Hey, there was a clever idea that I had for my failed mod, Constellus, that I want to implement here. I like to call them "Strategic Techs." A Strategic Tech is a special, completely free upgrade at one of the higher upgrade buildings on the tech tree that give a wonderful bonus to your faction....at a heavy cost. Every faction would have one of these techs.

eg. here's what I want to give the Njord:
-The Last Stand: All military units get a +25% attack damage bonus and a +10% attack speed bonus, at the cost of 30% max HP. Yes, you're lowering their already low HP for a permanent attack bonus. (these values can be changed)

Now, because there is no cost, this is a completely optional upgrade, you have no obligation to get it.

What do you think? I would like to add these into the game since they add a subtle amount of new strategy into it.
Sounds neat, but it would be better to make it temporary, which is possible I think.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 6 January 2013, 22:29:05
Hey, there was a clever idea that I had for my failed mod, Constellus, that I want to implement here. I like to call them "Strategic Techs." A Strategic Tech is a special, completely free upgrade at one of the higher upgrade buildings on the tech tree that give a wonderful bonus to your faction....at a heavy cost. Every faction would have one of these techs.

eg. here's what I want to give the Njord:
-The Last Stand: All military units get a +25% attack damage bonus and a +10% attack speed bonus, at the cost of 30% max HP. Yes, you're lowering their already low HP for a permanent attack bonus. (these values can be changed)

Now, because there is no cost, this is a completely optional upgrade, you have no obligation to get it.

What do you think? I would like to add these into the game since they add a subtle amount of new strategy into it.
Sounds neat, but it would be better to make it temporary, which is possible I think.
That's the whole point of it, Elim, that it's permanent. The whole point is to force the player to ask himself "Is this tradeoff worth it?"
If you make a mistake, you're stuck with it. You'll just have to accept that fact and keep playing anyways.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 6 January 2013, 22:33:44
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.

I guess maybe if you focused hard on ranged one game you might go for the boost, and if you went melee you wouldn't. But that would require a balance in the faction where focusing on one of those options wasn't clearly superior.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 6 January 2013, 22:44:22
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.

I guess maybe if you focused hard on ranged one game you might go for the boost, and if you went melee you wouldn't. But that would require a balance in the faction where focusing on one of those options wasn't clearly superior.
These upgrades would be based upon two things that the faction is geared for in the first place. In the case of the Njord, who are based upon damage output, speed, and a lack of HP, this upgrade works great for them. Do you want to get an immense damage bonus (I could raise it to 50%) at the cost of losing something you have little of in the first place?
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 6 January 2013, 22:48:52
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.

I guess maybe if you focused hard on ranged one game you might go for the boost, and if you went melee you wouldn't. But that would require a balance in the faction where focusing on one of those options wasn't clearly superior.
These upgrades would be based upon two things that the faction is geared for in the first place. In the case of the Njord, who are based upon damage output, speed, and a lack of HP, this upgrade works great for them. Do you want to get an immense damage bonus (I could raise it to 50%) at the cost of losing something you have little of in the first place?
Well for the Njord it should be opposite, less damage but more HP.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 6 January 2013, 23:12:51
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.

I guess maybe if you focused hard on ranged one game you might go for the boost, and if you went melee you wouldn't. But that would require a balance in the faction where focusing on one of those options wasn't clearly superior.
These upgrades would be based upon two things that the faction is geared for in the first place. In the case of the Njord, who are based upon damage output, speed, and a lack of HP, this upgrade works great for them. Do you want to get an immense damage bonus (I could raise it to 50%) at the cost of losing something you have little of in the first place?
Well for the Njord it should be opposite, less damage but more HP.
I was debating between both of those (since both would work), but I thought that going with an HP boost at the cost of attack power made them seem "normal," like they'd lose what made them special.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 6 January 2013, 23:17:28
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.

I guess maybe if you focused hard on ranged one game you might go for the boost, and if you went melee you wouldn't. But that would require a balance in the faction where focusing on one of those options wasn't clearly superior.
These upgrades would be based upon two things that the faction is geared for in the first place. In the case of the Njord, who are based upon damage output, speed, and a lack of HP, this upgrade works great for them. Do you want to get an immense damage bonus (I could raise it to 50%) at the cost of losing something you have little of in the first place?

But you don't want to have a case of why would I ever not take the upgrade, because the whole point is that it's a strategic choice. Assuming that it goes as far as having a specific yes or no for each faction, that makes it a utility upgrade.

Although I suppose it could work like, if opponent stacks range don't take it, as opposed to just based on if you stack range.

So if you went range and they went melee you could crush them with the upgrade.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 7 January 2013, 00:15:12
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.

I guess maybe if you focused hard on ranged one game you might go for the boost, and if you went melee you wouldn't. But that would require a balance in the faction where focusing on one of those options wasn't clearly superior.
These upgrades would be based upon two things that the faction is geared for in the first place. In the case of the Njord, who are based upon damage output, speed, and a lack of HP, this upgrade works great for them. Do you want to get an immense damage bonus (I could raise it to 50%) at the cost of losing something you have little of in the first place?

But you don't want to have a case of why would I ever not take the upgrade, because the whole point is that it's a strategic choice. Assuming that it goes as far as having a specific yes or no for each faction, that makes it a utility upgrade.

Although I suppose it could work like, if opponent stacks range don't take it, as opposed to just based on if you stack range.

So if you went range and they went melee you could crush them with the upgrade.
A perfectly valid strategy! See? That's why I want it, to get people to think like that.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: John.d.h on 7 January 2013, 01:37:34
The problem with the permanent change is that there is likely one correct answer to the problem so its not really a decision.
This.  Since we're dealing with raw numbers here, it's a little tricky to make this a choice rather than a problem to solve (https://www.youtube.com/watch?v=jlOXAtPvMDk).  Of course, even if it is a problem, the solution may vary depending on the circumstances (e.g. what factions you're playing against), but the upgrade is either going to be worth it or not worth it based on the trade-off.  I'm inclined to agree that maybe making it temporary but beneficial would be the way to go (not unlike AoM's god powers) so you can give your units a boost when they desperately need it, but you need to make it count since it's only good once.  That still puts it firmly in the "problem" category, but it makes it a much trickier one because you have to predict when the best time to use it will be.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 7 January 2013, 02:10:21
I would have said put it on a cool down but I don't think that Zoythrus will be able to get that and tool tips and all the other work done in time. Making it temporary is probably better whether it can be set on a cooldown or not.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 7 January 2013, 02:42:48
I don't like this, your supposed to pick a faction because you like the game-play of it, if you do this than it will be like two factions and will require twice the balancing to insure there is no unfair advantage.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 7 January 2013, 03:37:55
I saw it work well in AoE3, so I thought to apply it here.

And Elim, it's not two factions, it's more like a specialization of one faction.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 7 January 2013, 04:43:08
Yah, but it will have to be balanced twice.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 7 January 2013, 06:29:41
I would consider that kind of upgrade pretty much useless, all it does it shift the unit balance, that's not even an upgrade.

Speaking of Balance is there really a point to it in the first place? It's just a fetish. Realistically balance is complete and utter hooey. That's what makes real warfare so much more scary...and real. I rather prefer an offset of power, it means that a faction actually IS powerful and a mega Rome is to be feared more than a mega Desert Nomads. In my own personal techtree I'm not sure what the balance of power is... I could guess but who knows, I just tweak whatever doesn't feel/look right when I play games and it's proved to be a lot more fun to play than any other techtree ever(for me, obviously). This I think would be something more original, a REAL contrast in power. Obviously I'm not talking about Rome is 3 times as strong as Desert Nomads, just that Rome is 1.2 times as strong, and will usually win against them in the average faceoff. That's why I'm more of an fps player, barrett kills in 1 shot and usp in 5. There's some extreme contrast there, so there is a lot of variety to how you stack your class and how you play with it. In every strategy game I've ever played, it's just too balanced. I'm very serious about this, balance honestly ruins a lot of games in my opinion.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 7 January 2013, 06:34:42
I agree haha. I hate obsessive balancing in multiplayer focused games so much. Its why single player games are just more fun.

I refer to this as the competitive/exploratory dichotomy. I prefer exploratory strategy.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 7 January 2013, 06:45:32
I agree haha. I hate obsessive balancing in multiplayer focused games so much. Its why single player games are just more fun.

I refer to this as the competitive/exploratory dichotomy. I prefer exploratory strategy.

I wasn't expecting anyone to agree with me.. :o :D
Yea, I honestly don't enjoy Megaglest multiplayer at all unless it's lan play with my own unbalanced tech tree..
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 7 January 2013, 07:01:19
Obsessive balancing like in commercial multiplayer focused RTS games ruins all the cool things we can try, adds loads of money and time wasted on patching it as the meta evolves, wastes time in the development phase too.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 7 January 2013, 08:49:44
Really? Because competitive balance is one of the things that I love most about RTS's! I love seeing how all the factions differ, and how they are the same. I find it very intriguing seeing balanced factions duking it out using their variances.

And for those of you who find it stupid, I'm sorry to tell you that is the entire point of an RTS. (oh, and Seth, those guns are balanced, no, really)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 7 January 2013, 09:16:16
Really? Because competitive balance is one of the things that I love most about RTS's! I love seeing how all the factions differ, and how they are the same. I find it very intriguing seeing balanced factions duking it out using their variances.

And for those of you who find it stupid, I'm sorry to tell you that is the entire point of an RTS. (oh, and Seth, those guns are balanced, no, really)

Balance isn't the point of an RTS, strategy is the point. Balance makes games too predictable I think. If Rome was 'balanced' with the rest of the world, it would've sucked sh*t. The whole world would be a mess of completely balanced clans duelling endlessly. I think that's rather stupid....

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(oh, and Seth, those guns are balanced, no, really)

So you think....you need to play the game some to realize that they aren't... at all.. You can spray with a barrett 50 cal, every shot is almost a guaranteed 1 hit kill if it hits, plus with extended mags you have 15 rounds. You can't spray with the intervention, it's bolt action, smaller clip of only 5 bullets, same recoil, same damage. It's basic style difference, truely the barrett is much more effective than the intervention in almost every way. That is not balance, that's realistic weaponry.
(It's Arch man..)
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 7 January 2013, 16:52:59
Really? Because competitive balance is one of the things that I love most about RTS's! I love seeing how all the factions differ, and how they are the same. I find it very intriguing seeing balanced factions duking it out using their variances.

And for those of you who find it stupid, I'm sorry to tell you that is the entire point of an RTS. (oh, and Seth, those guns are balanced, no, really)

Balance is a function of boring clickfests. Like Starcraft 1 and 2. And its really only relevant for top tier play. Anyone not in the top 200 or so players couldn't tell the difference between obsessive balance and token balance. Its like how in chess white wins 53% of games but only grand masters give a shit because its a miniscule difference for regular players. Plus the AI doesn't exploit like a human anyway so balance isn't relevant. And no human can play the 8-16 hour games I like in an RTS game. Only a TBS one.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 7 January 2013, 17:53:30
Lets just say all the tech trees HAVE to be fairly balanced or it wont be fun because a certan faction will always win.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: Zoythrus on 7 January 2013, 18:21:46
Balance isn't the point of an RTS, strategy is the point. Balance makes games too predictable I think. If Rome was 'balanced' with the rest of the world, it would've sucked sh*t. The whole world would be a mess of completely balanced clans duelling endlessly. I think that's rather stupid....

IRL, the Romans had the greatest power and militaristic force, but their government was viciously corrupt. It's why they lost to the hands of Germanic barbarians (coupled with the fact that they became too complacent in their power). So, at that period in time, were they "balanced"? I guess you can say so.

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Lets just say all the tech trees HAVE to be fairly balanced or it wont be fun because a certain faction will always win.
Yes, the whole point of balancing is to allow any one faction to beat any other faction on any given map. That's what I hate about many games out there, that not many people understand the concept of "balance," so often times one thing beats everything else - and that's not fun!

You guys had said that there's no strategy to a balanced game, but there is. The whole point is to become victorious with what's given to you, something that is differently equivalent to your opponent. All of the strategy is based off of the fact that you're equal, and that you could fight forever. That's what makes it so interesting.
Killing Goliath with David != "strategy."
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 7 January 2013, 18:49:42
Balance isn't the point of an RTS, strategy is the point. Balance makes games too predictable I think. If Rome was 'balanced' with the rest of the world, it would've sucked sh*t. The whole world would be a mess of completely balanced clans duelling endlessly. I think that's rather stupid....

IRL, the Romans had the greatest power and militaristic force, but their government was viciously corrupt. It's why they lost to the hands of Germanic barbarians (coupled with the fact that they became too complacent in their power). So, at that period in time, were they "balanced"? I guess you can say so.
Like the USA is now?
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 7 January 2013, 21:31:22
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IRL, the Romans had the greatest power and militaristic force, but their government was viciously corrupt. It's why they lost to the hands of Germanic barbarians (coupled with the fact that they became too complacent in their power). So, at that period in time, were they "balanced"? I guess you can say so.
They became corrupt over time as all large nations do, but they were massively powerful in every way for a long time.

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Lets just say all the tech trees HAVE to be fairly balanced or it wont be fun because a certain faction will always win.
Yes, the whole point of balancing is to allow any one faction to beat any other faction on any given map. That's what I hate about many games out there, that not many people understand the concept of "balance," so often times one thing beats everything else - and that's not fun!

You guys had said that there's no strategy to a balanced game, but there is. The whole point is to become victorious with what's given to you, something that is differently equivalent to your opponent. All of the strategy is based off of the fact that you're equal, and that you could fight forever. That's what makes it so interesting.
Killing Goliath with David != "strategy."

But you see.... that's not the point man, technically speaking there is always 'balance', it's just that the balance is NEVER equal. The point is it should be scary to face THE LEGION, because they are very powerful, not because they have (mega) next to their name, which only signifies that they cheat extra hard. I can argue that there is a LOT more strategy in battles where it isn't balanced. You should see my dad's personal tech tree, it's so far from balanced but he loves it, and he's a strategy freak he made it that way because he wants longer more strategic games.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 7 January 2013, 21:38:30
There is no such thing as balance. Its merely that the majority of players are not clever enough to exploit the design to the point where it appears that they have an unfair advantage. Games like LoL and WoW have to follow a constant cycle of buffs and nerfs because top players abuse certain combinations of classes and items and eventually due to the power of the internet that knowledge spreads out until everyone does this. Except of course there is only actually a difference among top level players.

Even Chess with its identical factions and its fame as long lasting and balanced experiences a meta because certain strategies are good against certain others in a rock paper scissors manner and a given player can only learn so many strategies and lesser players try to use the strategies that would put them ahead against a better player and the cycle goes around and around.

The game designer can never expend as much time as the thousands to millions of players to keep up with their new strategies, they can only nerf/buff in response to which strategies become popular. In fact LoL devs even talked about how they ignore some imbalance because it nevers reaches the critical mass to affect the game significantly and each change often leads to its own set of unforeseen exploits.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: ElimiNator on 7 January 2013, 21:42:38
Regardless if one faction is overpowered it will always win unless one player is better then another.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: -Archmage- on 7 January 2013, 21:52:46
Regardless if one faction is overpowered it will always win unless one player is better then another.

That's a point, you want a challenge against somebody play against them woodsmen vs legion. I want to turn MG to a more SP friendly area. The multiplayer is short and boring, those of us that want more involved and lengthy games usually play single player, with everything modded up. It doesn't make sense to balance the SP, and MP is as Molaos pointed out so difficult to completely balance and it really serves no point. You can't set the difficulty rating on a human player, but you can give them a choice of weaker or stronger factions.
Title: Re: Generic MG Refit Discussion (renamed)
Post by: MoLAoS on 7 January 2013, 21:54:10
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IRL, the Romans had the greatest power and militaristic force, but their government was viciously corrupt. It's why they lost to the hands of Germanic barbarians (coupled with the fact that they became too complacent in their power). So, at that period in time, were they "balanced"? I guess you can say so.
They became corrupt over time as all large nations do, but they were massively powerful in every way for a long time.

Quote
Quote
Lets just say all the tech trees HAVE to be fairly balanced or it wont be fun because a certain faction will always win.
Yes, the whole point of balancing is to allow any one faction to beat any other faction on any given map. That's what I hate about many games out there, that not many people understand the concept of "balance," so often times one thing beats everything else - and that's not fun!

You guys had said that there's no strategy to a balanced game, but there is. The whole point is to become victorious with what's given to you, something that is differently equivalent to your opponent. All of the strategy is based off of the fact that you're equal, and that you could fight forever. That's what makes it so interesting.
Killing Goliath with David != "strategy."

But you see.... that's not the point man, technically speaking there is always 'balance', it's just that the balance is NEVER equal. The point is it should be scary to face THE LEGION, because they are very powerful, not because they have (mega) next to their name, which only signifies that they cheat extra hard. I can argue that there is a LOT more strategy in battles where it isn't balanced. You should see my dad's personal tech tree, it's so far from balanced but he loves it, and he's a strategy freak he made it that way because he wants longer more strategic games.

If it is of interest to you, although I'm still doing my kingdom sim demo and have lots of engine work to do before this comes to pass:

A large part of my reason for making my own engine is to allow more freedom in faction power and gameplay. For instance you could have a rome-based faction with economic gameplay and supply lines and all sorts of things being raided by a group of nomadic factions and so forth. You could even have one faction on AI control like Majesty and then have the other ones play like a standard RTS. You could even explain this by saying that its a decadent imperial faction whose battle tactics are mired in tradition which is why they don't seem to exploit weaknesses that could otherwise make the game quite easy for them, as a theme related way of explaining AI.

Similarly you could play a Roman faction using the hierarchical control system while 7 other players play factions modeled after traditional roman enemies who use the standard micro heave RTS model of vanilla Glest.

I always wanted the freedom to break away from traditional RTS tropes like apm/micro crazy starcraft or pseudo-squad based Dawn of War, its the whole reason I am making my own engine. I feel like there is way more  meat to strategy games in crossing genre boundaries than sticking to tired conventions. Imagine making the game described in an engine made specifically for a city builder or for an RTS or even for an RPG and so forth.