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Topics - biel

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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.

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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.

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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.

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Forum discussion / [Suggestion] MG calendar
« on: 21 August 2013, 16:03:25 »
Hi again, as you can see in-game, it's difficult to play an online game with more than 2-3 human players without waiting for hours in the lobby. We could add a "Scheduled games" section in the main page that contains an interactive calendar showing at what hours will be games to get there and play together. It is done sometimes by creating a thread or  a new like "Multi-player sessions this weekend".

Also, you don't have to code the calendar as i'm sure that doing a quick search like "PHP Interactive Scheduler" you can find lots of calendars already coded. And you can use google calendar too (easiest way XD).

Also, making it visible in-game or making the calendar send dynamic alerts to the clients would be a point too.

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Units should be able to have an aura that affects nearby units in a range (default range can be the sight of the unit) which can influence all properties of a unit positively and negatively (properties like HpRegen, Attack Speed, armor, movement speed, Ep regen, attack distance, resource harvesting speed) Upgrades should be able to handle auras too. For example, an upgrade makes an aura more powerful or an aura that requieres an upgrade. Upgrades should be able to affect specific units (if possible not units only by name for example an aura that affects only units below 10% of their hp)
And another parameter should be: enemies only, allies only and all
Also another parameter to specify if the aura stacks with other auras (unique (cannot stack), stackable)

The first application of this (in my opinion) can be to balance magic.
That's the changes that i would do:
  • An aura applied to the library: Increases Mage tower's production speed (a little) (stackable)
  • An aura applied to summoner's guild: Increases HP regen to combatent units (unique)
  • An aura applied to archmage tower: Increases mining speed of initiates (unique or stackable) (if it is stackable there is a reason to build more than one, and this is interesting)
  • An aura applied to archmage tower: Increases EP regen to archmages (unique)
  • An aura applied to archmage tower: Increases armor of mage tower in a specific amount to make consolidated magic bases less vulnerable to an air rush attack (unique)

I know that some people is going to say that magic is already balanced but it's not becouse if you do a game CPU vs CPU never win the magic faction. I know that magic is focused on quick rush but if your rush fails the game can't be lost for you. Also, is very predictable that a magic player will attack early and you can start buildng a barracks (for example) and produce few units quickly to prevent that easily.

If you agrre with something but disagree with other thing, please say it.
I wait for your answers and please, be constructive.

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I have a suggestion  for get more people testing development builds. You can create a page on megaglest.org like "help testing the game" where there is a link and a timetable or something with scheduled test games and explaining there that they can report the bugs in the forum and talk via IRC.

I think source code & development builds should be more acessible and organized in the webpage. Have you thought about creating a github?

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Compiled using: VC++: 1600 on: Nov 23 2012 00:38:33 platform: Windows endianness: little
The problem is that the headless server crashes in the middle of a game, kicks everyone and restarts. I don't remember the error message but it wasn't the typical "async error".

I hope that this help to slove the bug!

Sorry for my bad english (I'm catalan)

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