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Messages - biel

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1
MegaGlest / Re: Proposed changes to Magic
« on: 2 November 2017, 16:35:54 »
I'm reviving this with a very concrete proposal:
  • Initiate upgrade (Summoner's guild): (Affects: Initiate) +250% build speed, +30% walk speed, +50% repair speed, +50 Damage (Requires Hell Gate)
  • Hell gate (Library): (Affects: Daemon, Ghost armor, Evil Dragon) Damage +50, Armor +20 (Cost: +50 gold, +50 stone)

Currently, nobody is playing magic (not even advanced players who know how to play it), and this could shake the meta a bit and encourage players to use it. This could give it just the push it needs without losing its strategic and high skill essence.

2
MegaGlest / Proposed changes to Magic
« on: 20 January 2017, 00:06:24 »
Magic is underpowered. And no, I'm not basing it only in the fact that the AI loses every single game in the same conditions. I get it. Magic is a different kind of faction an the AI just does not know how to play it.
Doing maths you can see that the power of the faction is just lower than, lets say Tech. (And tech is not overpowered by any means)
I could create an algorithm that calculates the perfect strategy that takes into account all factors from the faction plus some of the map and environment. In fact, i will do that and post the results in another post.
But for now, I would like to know if the project managers are open to balance changes in the tech tree.
If it is the case I could come up with a set of changes that can then be revised and approved or rejected independently.
I keep in mind that magic is a special kind of faction and that giving it more power doesn't mean converting it into mass producing unit factory.
Proposed changes:
1 - As an initial idea, I would increase the building speed of the initiate. This would give the faction the possibility to build new bases quickly. To avoid this messing with the initial base establishment, it could be applied through an upgrade (that would be original since there is no upgrade like that in the game, but the game is capable of doing this). It could be added into the energy sharpening upgrade.
Think of this. Because they build things magically, it makes sense that they are fast doing so.

2 - Also, magic initiates are the only worker units that can attack. The attack effect is cool and all of that, but in practice they are pretty useless. I would not buff them enough to make of them a useful offensive unit, but I would make the effect of the attack noticeable. A quick fix would be making the effects of the energy sharpening upgrade affect the initiate as well.

If the community and the mg team agrees with that, I can make a pull request to megaglest-data on github with the changes.

3
Hi all!
You can fix this issue just by installing the newest drivers from the official page (ex: Nvidia, ATI, Intel) and not from microssoft. Microsoft is more likely to break openGL.

I solved my problem this way.

4
Bug reports / Re: Random crashes on Windows 8 64-bit
« on: 8 December 2013, 11:03:26 »
Yes, the problem is here for now in 3.9.0. I'm on win 8 64 bit, intel core i5 1.70GHz, 4GB ram, Solid state disk (SSD)

5
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 17 September 2013, 19:55:48 »
I just wanted to post a comment like this so you think about this point too.

Maybe my comment was a bit extreme...
I really like command queuing so I have no problem with new features I just wanted you to think about this.
Ok, that's fine then. We have to wait for the developer's answer anyway.

6
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 17 September 2013, 13:34:12 »
Well, i see that the dicussion is near of an end. The  :thumbup: is winning clearly but it have to be approved by MG developers. If it finally does, i can create a detailed feature request on the corresponding forum section.

7
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 16 September 2013, 19:48:12 »
so you want a button which auto-produce units if there are enough resources?

but then if you have to fight you dont have to produce units and then the attacked one does not have any chance to win because the other one has always enough units.

Next thing is auto-repair,auto-let-new-produced-units-attack,auto-build-new-building-if-enough-resources,auto-heal,auto-attack-the-strongest-unit-first... in the end you only give the auto-commands once and then wait until you win or loose.
LOL??? Do you know what means "auto"? Auto != free. Also, the units don't move itself, you have to order them...

Why did you post that?? :o

8
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 16 September 2013, 15:23:20 »
Maybe I don't get the point, but imagine the following:

You are playing indian and you have :
totem,shamen,horsefarm,roundtent,tent,bigtent

Now how do you queue production here ? Imagine you have not enough ressources to produce anything.
Now you you select the totem and you order a shamen.
In the horsefarm you order 3 horses .
In the bigtent 3 firearchers.
In the tent a stickfighter.

Now you are getting ressources, which one would be the first unit which is produced? Cheapest first, because you can effort it earlier?
Or one big list showing all orders in one single queue no matter which builing/unit produces them?

In my mind i had "Cheapest first" but not as it sounds. I only want to be able to lock down a button and it gets "clicked" when there are enough resources. If you are very low on resources, simply don't lock down any button. This should on all buttons that can add items to a queue, such as a morph command. If a summoner has the drake rider button locked, when stop in a free place starts the promotion. If stop where the command returns invalid order it does nothing and is aple to perform other commands like move or attack.

Also, adding a hotkey to clear or disable all "button locks" would be nice too.

In the last post, as i have seen, you didn't get the point. You don't have to go to a building and order 3 units (you can do that but it goes to the normal queue of the building and the resources are consumed / reserved when ordering) you simply lock the buttons in the buildings and always there is enough resources for an unit, it starts producing. Now, you can think: "Well, in that way you will only produce the cheapest type of units you've locked..." but it's suposed that you can get much more resources than the costs of the unit while it is producing. If not, you should use the "Clear locks" hotkey.

In that way you can have 2 barracks with a locked unit on each ( archer and swordman) and having a third one where you sometimes order a horse or an armored swordman.

And i'm agree with you that adding a global balance and global queue will change too much the game and this is unwanted. What i'm triying to do isn't to fully automate the unit production. Only try to remove unecessary clicks and actions such as get a queue of 1-2 on each building.

Do you get the point now?


9
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 16 September 2013, 13:46:11 »
Maybe ypu did not really play MG yet. It would be a completly different game with such an automated production system. People would just create an insane amount of units. The next step is they would cry for features like zooming out, beeing able to manage bigger groups and so on. Thats maybe fun yes, but thats another game and gameplay.

What I want is:
You have to decide each time what kind of unit you want to produce.  You have to decide how to spend your resources to produce units in each situation to get an effective army.

examples:
While you fight you suddenly realize that you need some stickman as cannon food, because you have your archers in front.
Or you realize that you need some firearchers because the enemy suddenly shows up with some snakes.
And if there is time you maybe want thunderbirds and no money wasted for firearchers and stickfighters.
And yes in general I want all this to be done and descided manually.

If you really want this, you maybe want to start your own mod and as a first step enable "multiselection"  on the production buildings in the xml. By this you can select all production buildings of one type at once and you can give them all orders to produce fighters in one step.

You can also add it as an option in the options menu disabled by default. Then, new players will learn the basics of the game without that option wen one day someone tells it on a online game.

The migromanagement will still be on (for example) how to place offensive/deffensive buildings and in the battle make your units delete enemy ranged powerful units such as catapults or airships. Also, attack larger units with splash attacks and size 1 ones with archers.

10
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 15 September 2013, 20:45:08 »
Hi people, i only wanted to give an idea to improve the game and start a discussion about an important thing of the game. Everyone is saying me that i'm wrong (except 1) and i know that i'm far from being an expert on video games. So, if there isn't more to say, the thread can be closed. The MG developers should have last word, but keeping an ear to the community too.

Platonic question: What we want? Clickers.. or maybe players.. (Often, games are played by players)

11
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 15 September 2013, 09:43:59 »
A pre-paid production queue of at most two things is actually useful to eliminate the clicking APS pause (in case it's unwanted, and even in starcraft, so much concentrated on micro, it is unwanted).

But it's too far from our discussion. When we are talking about lack of strategy, we cannot compensate it by decreasing value of micromanagement: this way we will only produce the game that lacks both strategy and micromanagement.
Simply clicking to mantain production isn't strategic at all. This can't have a discussion.

12
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 14 September 2013, 19:13:06 »
Actually I am pretty sure you cannot do this. That would invalidate the checksum and probably cause out of sync errors or something.
You can do this as you aren't really cheating. The information sent and recieved is the same. You only are automating the game (on the client). You get the instant power of the CPU + Your strategy.

That kind of problems will happen if you (for example) modify the megapack XML and you want to start with 9999999999 of each resource, or modify the attack strenght of a unit making it instakill.

13
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 14 September 2013, 18:46:36 »
Many RTS games need MANY clicks per second and that's an important part of MG too ( look at professional Warcraft3 or Strarcraft games!). Yes we want some micromanagement.
We don't want semi automated production where players just manage  production. We want it "real time" and human managed and played,
MG is not meant to be a management game . It's about sending/controlling units and fight with them .

I'm not sure I follow, having players click over each building in a set order to produce one unit per building and to always have each building making its one unit is a behavior you WANTED to have? Eww. This whole idea that that qualifies as macro or skill is one of the banes of strategy gaming. And mainline strategy gamers wonder why LOL is so popular.

Being able to hotkey through a ton of buildings keeping one unit building per building at all times is not something to aspire to. It's something to be horrified by. There is literally ZERO strategy in doing that.
I think the same as you! :thumbup:

Actually i could modify the MG code locally to implement this and get a big advantage over other players. This is a thing that is important to avoid, especially on open-source games

14
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 14 September 2013, 14:51:53 »
Quote
Example: You have 1000 Gold and 1000 wood and you shift-click a "Produce archer" button. Each archer costs 100 gold and 50 wood. After you click you get 10 archers in queue and your resources end at 0 gold and 500 wood. This should also work for the cancelling buttons, cancelling all in a click.
Well, no good player would ever set more than two items in a queue, rather will try to maintain exactly one most of the time.
Its sorta obvious: by presumption of balance, it makes no sense to pay the same amount of money for something twice as long to produce, so he'd better spend money where it would pay off faster, and if he can't, then he did something wrong earlier.

Ok, i undestand. Then the shift-click could lock the button and ordering a new producing command each time it finish the last order. If more than a button is locked in a building, it produces it 1 by 1. Ex: Archer, swordman and horseman selected: Produces an archer, then an swordman and then a horseman. Then starts off for the archer. If there are no enough resources, the button keeps locked but don't send commands until it can produce one.
If handling the locking mre than 1 button is too difficult, only allowing to lock one button at same time.

Is this idea better?

15
MegaGlest / Re: Mega Glest is a kind of "Cookie Clicker" actually
« on: 14 September 2013, 14:04:24 »
Yes, i know that what i said and how isn't the best way to start a conversation with constructive intentions, but i had just written it as it was flowing in my mind. Also i think that, sometimes, writting a high-impact text is better than simply explaining the "matter".

Back to the topic, as i have seen, you are also agree with me as i know that there is micromanagement but it have to be magnified a lot.
For example, decreasing the units that can be produced (by increasing its cost or decreasing resource production) and remove or nerf the "exponential" factor. Starting games in pause for 5 seconds could be an improvement.
For the reduction of the clicking factor, it's easy as adding a key like Shift for making a button be clicked as many times as possible.
Example: You have 1000 Gold and 1000 wood and you shift-click a "Produce archer" button. Each archer costs 100 gold and 50 wood. After you click you get 10 archers in queue and your resources end at 0 gold and 500 wood. This should also work for the cancelling buttons, cancelling all in a click.

Doing this should be easy, you can create a while loop in the code that executes a "Command("Command name") returns 1 or 0 depending on sucess or fail" until it returns 0.

Also adding new attack types (i don't mean damage types like slashing or piercing). For example allowing attacks without a target (area damage). Then you can create an unit like an "Ignited meteor" or "Nuclear waste barrel" that deals damage to all enemies in a range passively. Each unit should also be able to attack or upgrade or perform any command while damaging al¡ny enemy in proximity.

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MegaGlest / Mega Glest is a kind of "Cookie Clicker" actually
« on: 14 September 2013, 09:23:17 »
Do you know what game is it? http://orteil.dashnet.org/cookieclicker/
Well, i've seen games of best MG players on youtube and i've discovered that to get that insane amount of units they have you only have to do a thing: CLICK. Yes, i know, this is a little overstatement but in the game the winner is who have more units.
When you have 8 barracks/roundtents/... and 30 or + workers harvesing and mining, all yo have to do is keep clicking the unit icons to keep all the buildings producing and to manage (move, make attack, ...) units it can be an odissey. How do you make attack 100 units if the max selection size is less than this? It can take 3, 4 or 5 selections to give all attacking units the order to attack.
And also, the typical cow / worker that thinks he can destroy the enemy and the only thing it does is making your offensive units moving instead of attacking or simply removing the ability to attack for the selection.

So, the game that is intended to be an RTS(Real-Time Strategy game) ends being an RTC(Real-Time Clicking game).
In this game wins who clicks faster and laggs less.

PD: Please don't take this as something bad as i only want to be constructive and share my opinion with all of you.

17
Yes, that sounds like a good idea but i think the game has to get more players and improve its content. Another option could be creating an auto-updatable device with an api that allows all games in the Free Game alliance to use it.

Anyways good idea! If it ends to be released, i'm going to offer to get one of it in my home!

18
So, the idea is about creating a device of the size of a router containing a light and linux-based computer that runs a MG server? Does this kind of thevices exist? Or do you want to create it yourself? Also, how will you distribute this to the user who is going to host?

It's a crazy (or better say "random") but good idea!!

19
The idea is just awesome, it'll change the static maps for more dynamical ones. It could be funny that the map could be changed from lua like Wesnoth maps does (if you know what i say)

20
Bug reports / Re: [Crash] Mg crashes in Windows 8 64-bit randomly
« on: 26 August 2013, 12:28:57 »
Yes, i used to use 3.8.0beta but since i had this problem i went back to 3.7.1 for checking if the bug was only for the latest beta. As my Windows 8 computer is a laptop the system was pre-installed with all the drivers. Also, Nvidia, Intel and Ati gives the drivers to Microsoft, isn't it?

Also, keep in mind that this only happens in windows 8. So maybe this isn't the same issue as the crashes in Windows 64-bit.

Edit: I missed it, the bug isn't solved on 3.8.0beta

21
Bug reports / Re: [Crash] Mg crashes in Windows 8 64-bit randomly
« on: 25 August 2013, 22:20:22 »
I can't find that dump file in the %appdata%/megaglest folder. Yes, it's a windows 8 specific issue as my brother has a computer with Windows 7 and it works fine.

Console output:
Code: [Select]
C:\Users\Biel>"C:\Program Files (x86)\MegaGlest\megaglest.exe"
megaglest.exe v3.7.1
Compiled using: VC++: 1600 on: Nov 23 2012 00:38:33 platform: Windows endianness
: little
SVN: [Rev: 3948] - using STREFLOP [SSE] - [no-denormals]
Error saved to logfile [C:\Users\Biel\AppData\Roaming\megaglest\error.log]
[2013-08-26 00:12:46] *ERROR* In [..\..\source\glest_game\main\main.cpp::Glest::
Game::ExceptionHandler::handleRuntimeError Line: 390] [Unknown error!] gameIniti
alized = 1, program = 02C27900
[2013-08-26 00:12:46] *ERROR* In [..\..\source\glest_game\main\main.cpp::Glest::
Game::ExceptionHandler::handleRuntimeError Line: 409] [Unknown error!
Stack Trace:
00000000 00000000 00000000 27e3ff2b NtGetContextThread!ntdll (null)(0) +12
00000000 00000000 00000000 27e3ff2b NtGetContextThread!ntdll (null)(0) +12
]

error.log:
Code: [Select]
[2013-08-26 00:12:46] Runtime Error information:
======================================================
Unknown error!
Stack Trace:
00000000 00000000 00000000 27e3ff2b NtGetContextThread!ntdll (null)(0) +12
00000000 00000000 00000000 27e3ff2b NtGetContextThread!ntdll (null)(0) +12

Is this useful?

22
Bug reports / Re: [Crash] Mg crashes in Windows 8 64-bit randomly
« on: 25 August 2013, 13:18:47 »
I'm not in home now, so i can't post the dump / backtrace files. Yes I think i have all the updates for windows 8 (if you mean the Windows Update ones). The bug happens in single and multi-player.

To reproduce the bug (It can happen in different ways but here's easiest):
  • Create custom game
  • Play vs AI with tech faction
  • Select a worker
  • Attempt to build a farm (the game should crash when you click the farm icon)

Later i'll post the information that you requested.

23
Bug reports / Random crashes on Windows 8 64-bit
« on: 25 August 2013, 11:34:46 »
I've tested the both 3.7.9 and 3.8.0 beta. The game crashes only in 64-bit windows (as i could see).
The crash sucess when destroying a building or when selecting a farm / blacksmith to build in tech faction. In magic it don't happen that often. The bug is veery random sometimes happen sometimes no.

Can anyone confirm that? Does anyone know why this happen?

If more info is needed i will try to provide it.

24
Triple upvote  :thumbup: :thumbup: :thumbup:

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Forum discussion / Re: [Suggestion] MG calendar
« on: 22 August 2013, 22:14:02 »
What was this topic about again?

Look at the first post ^^

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