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Topics - Ishmaru

#1
Feature requests / Re: additions to AI tag controls
24 February 2017, 00:27:17
@softcoder
Quote from: softcoder on 13 February 2017, 00:27:50
Please let us know what kinds of additional direction to build into the AI tag controls so we can help make the AI play better for this mod.

Maybe it wont be too hard to actually do what is needed?

Well, not sure what is easy or hard but some ideas:
A new Ai tag for maximum harvesting units so, when the amount  is reached all additional worker units with attacks will be counted as warrior units.

Additional unit property that you can define an armor type (or better yet multiple armor types) as a priority. So when a unit is within range of multiple units they would go after the one(s) with the selected types first. Helps ai play way more efficiently when soldiers with rifles would concentrate on fighting infantry rather than chip the paint off a tank.

A property to "flee" (like a worker) when a warrior unit runs out of ep in battle. This should be definable in unit xml as not al units would want  this behavior.

Some sort of behavior to utilize secondary attacks, even if its just randomly, based on available ep, or based on whats the most effective against the armor type.
#2
Mods / Assault Command MOD v3
22 May 2016, 18:18:51
[h2]CURRENT VERSION 3.0[/h2]
[h2]Get it in game the Mod Center  ( assault_command_v3 )[/h2]

Techtree diagram:
[spoiler]



[/spoiler]

Update 2.8 - 3
[spoiler]
Whats Added:
- New UNION Faction Focus on getting air superiority to support limited ground forces.

Balance changes:
- Visor Harvesters no longer return to base to process resources, however rehouse gathering rate decreased. Infantry can also drop resources to Harvesters.
- Bunker Crusher stats increased.
- Changes so there is more consistency with max resource cap across all factions. +5000 limit per HQ. Additional drop points only grant +1
- Atlus WASPs lower stats and increased cost.
- Other minor adjustments.
[/spoiler]

Its been quite a while since I've released anything :) Here is a little something I've been working on.

[h2]Get it in game the Mod Center  ( assault_command_v3 )[/h2]

V3 Download: https://www.moddb.com/mods/command-assault/downloads/assault-command-v3

GITHUB Master Branch: http://github.com/Ishmaru/Assault-Command-Mod-for-MG

[h2]Community[/h2]
I launched A Discord for all of my games including Command Assault, Terra Centauri, and Annex Conquer the World. There are rooms dedicated to multiplayer, and you can get sneak peeks into other projects. You are all invited!
https://discord.gg/M4479aaGbm

THEME:
This time I built a new faction around this concept. Flying Transport Harvesters, allow for resource collection over large distances, mobile refineries (now called Mobile Bases are faster and can even deploy infantry). You can (and should ) build base defenses, rebalanced to be more powerful but less stable. Now Most infantry now can perform worker duties, building, harvesting, and repairing. Not to mention all new abilities, like smoke grenades, EMP bursts, Field Commander Boosts, Decoy Tanks, and many more.

ART:
I did reuse Annex models, but made new higher resolution textures, and much improved particle effects. Also infantry are based on models from Terra Centauri. The game plays like a much more refined Annex game, fast combat, and way better balance between units. A mere couple of rockets can tear a vehicle up, and machine guns are devastating against infantry, yet battles are not pure chaotic, battles of attrition. You can feel your tactical decisions have a huge impact on the outcome.

RANDOM DAMAGE:
One other thing that is new is how damage is referenced in the XMLs. Generally in any Glest mod, damage is calculated by a attack strength stat + or - by an attack var stat. For example Attack strength 20, Attack Var 5, makes the attack do anywhere between 15 and 25. Nice but generally the random seems to average out over time, thus loosing the effectiveness of the random variable. What I did this time, is have small attack strength and attack var values, and big multipliers. For example units generally 2 for attack strength and 2 for attack variable, meaning the unit will do 0-4 damage per hit. Then the attack multiplier in the techtree xml is set to 20.0 which means the unit will do either 1, 20, 40, 60, or 80 damage per hit. A much more effective random number, and infantry has only 100 hp so your unit can do 1 damage(miss) or 40(half) even 80(almost a one hit kill).
/End Rant[/spoiler]

[h1]Assault Command is a fast paced RTS experience. With some unique features:[/h1]

- No base building, you start with one pre-made base and must defend it at all cost. Defenses such as turrets can be built.
- Most infantry can perform "worker" commands such as building, repairing and harvesting. (Field Officers, and Kestrel are the exception).
- Standard Grunts are promoted to other classes.
- Transport Heli's can harvest over long distances, and even drop paratroopers!
- Mobile Base, Large transport truck, can deploy Grunts, and act as a drop off point for resources.
- High variable damage. Units can do devastating damage or even miss entirely. Strong attack type/Armor type ratios.
- Fast paced combat. New method to calculate damage gives better random calculations. Units can seem to be able to avoid damage, or do massive damage. (read more about it in my Developer Rant in the section Random Damage)
- Unique special abilities, such as Smoke Grenades, EMP Blasts, Decoy Tanks, Paradrop Infantry, Airlift Vehicles, Airstrikes, and many more.

[h2]Recommended Tilesets:[/h2]
Mediterran, Scrub Land, Birch Forest, Dark Forest, Desert 4, Pandora, Swamp

More Documentation on Units and abilities is to come!

Enjoy!

MEDIA:




#3
Off topic / Annex side game, Annex: Shadow OPS
4 September 2015, 19:08:12
I recently came across RTS Creator, an engine designed for those who are not coders, and found it to be pretty interesting. Its still very early in development so some features are not yet implemented, but its pretty easy to work with. To practice with it I'm working on an Annex directive game, ANNEX: Shadow OPS.

The game is a alternative reality to Annex: Conquer the World, and currently has two factions: the ALLIANCE MILITIA and the SHADOW LEGION. Many classic units from Annex CTW make return appearances, but have updated appearances, and some have been altered entirely, with some unique units to Shadow OPS.

I originally created this stage for the main menu, and endless battle between units. Its a blast to watch!

https://www.youtube.com/watch?v=voDIxUsJSKM

Units in video:

Alliance Militia
*Grenadier - Alliance Basic Infantry unit. Good HP for an infantry. Armed with a grenade launcher for light damage but a large blast radius.
*Ranger - Cheap scouting vehicle, armed with gattling gun for ground and anti air capabilities.
*Spartan - Assault vehicle. Moderate HP, armed with light cannon and long range rockets.
*Panther MBT - Heavily armored assault vehicle.
*Apollo Gunship - Armored Flying Fortress. Armed with 4 Gatling gun turrets, a severe threat to any opposing army.
*EML Sniper - Infantry armed with a long range energy weapon. Long recharge time. Low unit HP.
*EML Walker - Mech unit armed with a larger version of same energy weapon as Sniper. Fires a burst of three before recharging.
*Grizzly IFV. Moderate armor recon vehicle, armed with grenade launcher.
*Harrier - Jet fighter, attacks both ground units and air units with powerful missiles. High speed but low armor makes these perfect for hit and run attacks.

Shadow Legion
*Recruit - Basic infantry armed with assault rifle. Rifle shoots in bursts.
*Raider - Light ambush unit. Fires two moderately powerful rockets. However low HP means they cannot stay in a fight for long.
*Swatter - Moderately armored Anti-Air unit. Armed with twin Gatling guns for maximum penetration.
*Scorpion Tank - Long ranged tank, armed with a very powerful gun. Scorpions have a large blast radius so keep you forces back to avoid friendly fire.
*Hornet Gunship - Basic Air unit, armed with a Gatling gun, and air to ground rockets. While powerful and versatile, they are still vulnerable to anti-aircraft fire.
*Rocket Trooper - Infantry with missile launcher. Moderate HP, can attack both ground and air units.
*Cobra MRLS - Tank armed with 12 missile tubes. Powerful attack can pummel even the heaviest armor to dust.
*Python Tank - Fast economical armor solution. Works well in numbers.
*Jackal Bomb - Suicide unit, detonates its explosive payload by crashing into enemy units or structures.
#4
[h1]Crimson Maidens[/h1]

For fun I put together is faction using mostly re-skinned models from the other factions with some unused models. The theme is more of mecha influenced units, with of course female infantry.  This faction is focused on infantry supported by long range combat vehicles. They lack in any heavily armored vehicles which can make prolonged battles difficult, however they do have numerous upgrades for their infantry, and vehicles. Currently they have a hero unit, Falcon but currently no super weapons.

[h2]Story[/h2]

With an increasing global conflict over crystal energy, leads to unrest and civil war in the areas of the world not governed by the three main powers (Alliance, Republic, and Shadow) of the world. Rebels, Militias, and Gorilla factions, secretly backed by the great powers, are growing world wide. No where is this more prevalent than in the Southern Wastelands. Dozens of tribes in the area waged savage war over territory disputes. In the chaos rose the Crimson Maidens, who fight to end the conflict in the Southern Wastelands. The Maidens are a female only army consisting of many victiums of the war, from those who lost their family, to angry rebels, all the way to elite military defectors who are tired of fighting for someone else's gain. For years the maidens used bribes and secret support from all world powers to amass a military large enough, and advanced enough to dissuade any military action in the region. Their ultimate goal is to end the world powers influence in the region using the very equipment that they sold to them.

[h2]Media[/h2]






[h2]Download:[/h2]
EDIT: Fixed bug requiring Astro Marines to Be installed
http://www.moddb.com/games/annex-conquer-the-world/addons/crimson-maidens-faction

Unzip archive into the "techs" folder in your application data path.
for example on windows: C:/yourusername/AppData/Roaming/Annex_Ctw/techs/
Once Installed select the Crimson Maidens Techtree in the Custom Game Menu.
#5
Check out new official trailer!

https://www.youtube.com/watch?v=JsF48yObcAI

Song Credits:
"Dawning of Darkness", from the Album "Black (Full Version)" by Titan Slayer

Song is from the same album where most in game music (not menus and end game) is from.

Does contain footage from Release 3 trailer+ New footage from new factions!
#6
[h1]Annex: is currently ranked as #3 in top popular games on Desura! (# 2 in free games!)

Everyone, Please visit: http://www.desura.com/games/annex-conquer-the-world

Lets see if we can push Annex to number 1 on the Desura Charts![/h1]

#7
Annex: Conquer the World / Annex 4.0 IS OUT!!!!
5 October 2014, 23:11:59


[h1]After more than a year in developement, Annex: Conquer the World 4.0 is finally here!

Boasting nearly twice the game content: New armies, new modes of play, new maps,

new tilesets, and much more refined gameplay, Annex 4.0 will seem more like a completely

new game! [/h1]

Annex: Conquer the World, a freeware strategy game for Windows, Linux and and OSX powered machines is having its biggest update ever! This update includes two new unique armies: the Alliance Renegades and NEO Republic, 30 technology tree options, all new maps and scenarios, a new soundtrack, new sounds and voices, and new units to choose from! As of release 4.0 the game is now FOSS licensed!

[h1]Latest gameplay video:[/h1]
https://www.youtube.com/watch?v=flE7v6J49bY

[h2]Game Description:[/h2]
Annex: Conquer the World is an anime themed real time strategy game that brings fast paced combat with a diverse arsenal. Play as one of four factions: The East Ocean Alliance, the NEO Republic, the Shadow Organization, or the Renegades as they struggle for dominance all over the world, competing for a priceless red mineral. The game now contains 4 factions, over 30 tech trees, original maps, and tileset. Built using open source RTS MegaGlest, the focus of the game is multi-player and single-player skirmishes. However there are also scripted scenarios/missions!

[h1]Annex: Conquer the World 4.0 by Krazy Keet Games is available now! Get it here:[/h1]

[h2]Installers:[/h2]
http://annex.megaglest.org/releases/4.0/Annex-installer-linux-x86_64-v4.0.run
sig:[spoiler]http://annex.megaglest.org/releases/4.0/Annex-installer-linux-x86_64-v4.0.run.sig[/spoiler]

http://annex.megaglest.org/releases/4.0/Annex-installer-windows-32bit-v4.0.exe
sig:[spoiler]http://annex.megaglest.org/releases/4.0/Annex-installer-windows-32bit-v4.0.exe.sig [/spoiler]

[h2]Compressed Game Files:[/h2]
http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86_64-v4.0.tar.xz
sig:[spoiler]http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86_64-v4.0.tar.xz.sig[/spoiler]

http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86-v4.0.tar.xz
sig:[spoiler]http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86-v4.0.tar.xz.sig[/spoiler]

http://annex.megaglest.org/releases/4.0/Annex-game-macos-v4.0.zip
sig:[spoiler]http://annex.megaglest.org/releases/4.0/Annex-game-macos-v4.0.zip.sig[/spoiler]

http://annex.megaglest.org/releases/4.0/Annex-game-windows-32bit-v4.0.7z
sig:[spoiler]http://annex.megaglest.org/releases/4.0/Annex-game-windows-32bit-v4.0.7z.sig [/spoiler]

[h2]New Content:[/h2]
- 2 New Factions: Alliance Renegades and NEO Republic
- New Shadow Organization units: Vixen (hero) and Sentinel
- New Tilesets: Apocylapse, Metropolitian, Overcast, Brightland, and Outland
- Increased Level cap, unit re-balancing and refined gameplay.
- New Technology tree options: Simple Battle, Simple Deployed, Ready for War, and Insanity.
- All Technology trees now have a (D) Double Damage or (H) Half Damage variation.
- Improved graphics, lighting, and particle effects
- Save + load game feature
- New maps and scenarios
- New soundtrack, voice overs and sound effects.
- FOSS (Free and Open Source Software) license

[h2]Important Linux Install Instructions:[/h2]
After downloading the installer package, you need to make it executable. Use your file manager/browser to browse to the directory containing the downloaded file. Right-click the file, select the option to inspect and change this files' properties/permissions, and make the file executable by its owner. Now double-click the file to execute it.
The graphical installer will show up and display the Annex license. Install the game into your home directory (default location) or a location of your choice (within the boundaries of where your Linux user may write to, so probably anywhere below your home directory only). Once the installer completes, a Annex starter/shortcut will show up on your window managers' application menu.
If game still does not work, please consult this Troubleshooting FAQ for all MegaGlest based games:
https://docs.megaglest.org/MG/FAQ#When_I_click_the_game_icon_nothing_happens.2Fa_window_just_opens_and_closes

[h2]Media:[/h2]




[h2]Base Battle Techtrees:[/h2]




#8


[h1]After more of a year in development, Annex: Conquer the World 4.0 is out October 5th!

A massive update to the open sourced, anime themed, real time strategy game.[/h1]


THE TIME HAS COME!! Annex: Conquer the World, a freeware strategy game for Windows, Linux and and OSX powered machines is having its biggest update ever! 4.0 includes two new unique armies: the Alliance Renegades and NEO Republic, along with updates of the previous East Ocean Alliance and the Shadow Organization, 30 technology tree options, all new maps and scenarios, a new soundtrack, new sounds and voices, and new units to choose from! As of release 4.0 the game is now FOSS licensed!

[h2]Game Description:[/h2]

For those who haven't played annex before, Annex: Conquer the World is an anime themed real time strategy game that brings fast paced combat with a diverse arsenal. Play as one of four factions: The East Ocean Alliance, the NEO Republic, the Shadow Organization, or the Renegades as they struggle for dominance all over the world, competing for a priceless red mineral. The game now contains 4 factions, over 30 tech trees, original maps, and tileset. Built using open source RTS MegaGlest, the focus of the game is multi-player and single-player skirmishes. However there are also scripted scenarios/missions!

See Link for Faction Details!  https://forum.megaglest.org/index.php?topic=9086.msg87827#msg87827

[h2]New Content:[/h2]

   - 2 New Factions: Alliance Renegades and NEO Republic   
   - New Shadow Organization units: Vixen (hero) and Sentinel
   - New Tilesets: Apocylapse, Metropolitian, Overcast, Brightland, and Outland
   - Increased Level cap, unit re-balancing and refined gameplay.
   - New Technology tree options: Simple Battle, Simple Deployed, Ready for War, and Insanity.
   - All Technology trees now have a (D) Double Damage or (H) Half Damage variation.
   - Improved graphics, lighting, and particle effects
   - Save + load game feature
   - New maps and scenarios
   - New soundtrack, voice overs and sound effects
   - FOSS (Free and Open Source Software) license
   - Official Installers for Windows and Linux systems

[h2]Media:[/h2]


#9
Hello, While experimenting with the tag:<allow-multiple-boosts value="true" />
Gives undesired and counter intuitive effects.

For example: 2 units emitting a boost of production speed +100 should give a reviving unit +200 production speed, however this is not true instead it gives reviving unit +3400 production speed.

I should note that one single boost does give the proper boost effect.

This is the exact code from unit xml:

<attack-boosts>
<attack-boost name="energy">
<allow-multiple-boosts value="true" />
<radius value="9" />
<target value="ally"/>
<max-hp value="0" />
<max-ep value="0" regeneration="1"/>
<sight value="0" />
<attack-strenght value="0"/>
<attack-range value="0" />
<armor value="0" />
<move-speed value="0"/>
<production-speed value="100" />
<particles value="true">
<affected-particle-file path="power.xml"/>
</particles>
</attack-boost>
</attack-boosts>
#10
Mods / Terra Centauri: Last Stand BETA 0.5!!
1 April 2014, 12:38:54
[h1]TERRA CENTAURI BETA 0.5 is currently out!!! Download Below![/h1]

From the creator of Annex: Conquer the World. A new unique MG based game. While game shares a similar art style to Annex, this game has radically different gameplay and much higher quality models. Check out screen shots below! Also check out TC's Indie DB page: http://www.indiedb.com/games/terra-centauri-last-stand



[h1]Description:[/h1]
Battle across multiple worlds as the Valkyries, in their fight to save their kind from the brink of extinction. Or play as the Devourers, worm-like parasitic organisms that travel from world to world consuming all in their path.

[h1]Features[/h1]
-Game is centered around randomly generated scenarios. Each play through would be different from the last.
-Large maps with plenty of treasure, Environmental bonuses/hazards, animals, and tech buildings to discover and exploit.
-High Poly/Resolution models with great animation.
-Large diversity of units
-Two radically different factions

[h1]Factions:[/h1]

[h2]Valkyries[/h2]
Artificially created by god like beings,
known as the ORIGINATORS, as slaves.
A handful survived the cataclysm that
caused the disappearance of ORIGINATORS.
Since then, they inherited the knowledge
of their creators and repopulated the world.
Valkyries remain fiercely loyal to their
creators, worshiping them as deities.
They valiantly fight to protect their world
against the Devourers in hopes they
will return.

Valkyries are very resource dependent, lots of base defenses, and use of vehicles and technologically advanced weapons.
Valkyries depend on Crystals for currency and Energy, and Ore for building materials. Many units and structures depend on energy generated by a Energy Core.

Resources:
-Crystals --- blue crystals that are used as both an energy source as well as currency
-Ore  --- Needed building material for structures and vehicles
-Energy --- Useable crystal energy, needed for all advanced units
-Housing--- Population cap

[h2]Devourers[/h2]

Its unknown where they originated from, but its
believed they travel from world to world by meteors.
They can survive in the most hostile environments.
Devourers come in numerous forms but are actually
one single species. There are a few Valkyrian
researchers who even suggest that the Devourer
individuals may actually be "organs" of one single
massive organism. However that is a topic that is
currently debated.

Devourers, are cheap + fast to produce, yet are quite strong. Require only organic matter as a resource. Organic matter is obtained from consuming trees, animals and even Valkyries. More focus on Offensive melee units.

Resources:
-Organic --- Food/building material
-Housing--- Population cap

[h1]Supporting Development[/h1]

I'm also announcing that I will be releasing the game for free! However, I have a Patreon account for those who would like to support its development! I will be releasing the game in "Expansion Packs", map packs with added units or tilesets. Basically, the more financial support I get for the project the more I can add to the project, and continue to make expansion packs. Patreon works in that you pledge to give a donation amount per Expansion Pack. Once the initial game is complete I hope to have these expansions released every 2-3 months. And of course there are rewards for pledging over certain amounts. You are by no means forced to contribute and you can stop whenever you need. A beta will not be ready for a while, but when its is anyone who contributes $10+ will get access to the closed beta when its ready.

[h1]Media[/h1]
Game still in early development, so much of what you see is subject to change.

[h1]Video:[/h1]
http://www.youtube.com/watch?v=z-34vJ7g17Y







[h1]Support Terra Development!:[/h1]
http://www.patreon.com/terra

Special thanks to anyone who donates, and thanks for the interest in Terra Centauri!

[h1]Download 0.5 Beta Standard:[/h1]
https://www.patreon.com/posts/2744242

Note: Those who pledge $10 or more has early access to 3 extra stages for next release!
#11
Mods / Comments on Mods List on Wiki
27 February 2014, 01:15:02
So out of curiosity why is there a factions only list on Wiki? What criteria is used to justify placing a mod on this list instead of main list?

Many "factions only mods", such as but not limited to, Japanese, Prax, Domineonic, to name a few are complete techtrees, that aren't really meant to be played as part of megapack, instead to be played on their own. So they should be in the techtree list. Honestly not really sure if there is a reason anymore as 99% of more recent mods are no longer distributed as single factions anymore. This was only really true for early vanilla Glest mods, which are either long gone or probably should be updated, anyways.

Also as the license of individual mods seems to be a topic of interest from time to time maybe we should add a column listing that's mods license info. I know a vast majority are BY SA or less but there are a couple that are not. (I believe MRise is not, and I swear Japaneese mod still uses some NC Assets, and Version 3 of Annex has NC music) Mostly useful for moders who want to use the assets in their own mods. Just a thought?
#12
This has been a legacy issue from Vanilla Glest, but currently when EP is consumed on Build, Morph and Produce skills, EP is taken on every cycle, which means that the unit will run out of ep before the action is completed. This behavior is wrong, EP consumption should only happen once(on those skills), either when action is completed or when started but only once.
#13
The ability to modify the attack speed (and animation) via attack boost.

Can lead to some interesting unit abilities that can force a fast barrage of attacks, or intimidating enemies to attack slower, or slow down attack speed of allies to charge up their strength etc. can allow for lots of interesting modiing possibilities.

Is this something possible?
#14
I noticed that while you can list multiple attack boosts per skill, only the first boost is executed.
I wanted to ask for the ability to have a unit have multiple boost effects in one action.

For example have one boost raise attack to allies and one boost to lower attack speed of enemies.

It would be great if this were possible!
#15
Perhaps its an error in my syntax but I cannot seem to get an attack boost to lower the movement speed or sight of an effected unit.

I was generally expecting that if I add a negative value to an attack boost it will lower the stat instead, however it just doesn't seem to be the case. The units seem to be unaffected by the negative boost for some reason.

I uploaded my xml:

Quote
<?xml version="1.0" standalone="no"?>

<unit>

   <!-- *** parameters *** -->

   <parameters>
      <size value="2"/>
      <height value="1"/>
      <max-hp value="400" regeneration="1"/>
      <max-ep value="1" regeneration="1"/>
      <armor value="10"/>   
      <armor-type value="normal"/>            
      <sight value="10"/>
      <time value="75"/>   
      <multi-selection value="true"/>   
      <cellmap value="false"/>
      <levels>
      </levels>
      <fields>
         <field value="air"/>
      </fields>   
      <properties/>
      <light enabled="false"/>
      <unit-requirements>
         <unit name="factory"/>
      </unit-requirements>
      <upgrade-requirements/>
      <resource-requirements>
         <resource name="gold" amount="150"/>
         <resource name= "ore" amount="75"/>
         <resource name= "energy" amount="10"/>
      </resource-requirements>
      <resources-stored/>
      <image path="../../../../icons/drone2.bmp"/>
      <image-cancel path="../../../../icons/stop.bmp"/>
      <meeting-point value="false"/>
      <selection-sounds enabled="true">   
      </selection-sounds>
      <command-sounds enabled="true">
      </command-sounds>
   </parameters>

   <!-- *** skills *** -->

   <skills>
   
      <skill>
         <type value="stop"/>
         <name value="stop_skill"/>      
         <ep-cost value="0"/>
         <speed value="1000"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
         </particles>
         <sound enabled="false"/>
      </skill>
      

      <skill>
         <type value="move"/>
         <name value="move_skill"/>      
         <ep-cost value="0"/>
         <speed value="400"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
         </particles>
         <sound enabled="false"/>
      </skill>

      <skill>
         <type value="move"/>
         <name value="chase_skill"/>      
         <ep-cost value="0"/>
         <speed value="400"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
            <particle-file path="slow_beam.xml"/>
         </particles>
         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="3"/>
                           <target value="foe" include-self="false"/>
            <max-hp value="0"/>
            <max-ep value="0"/>
            <sight value="0"/>
            <attack-strenght value="0"/>
            <attack-range value="0"/>
            <armor value="0"/>
            <move-speed value="-200"/>
            <production-speed value="0"/>
            <particles value="true">
               <affected-particle-file path="slow.xml"/>
            </particles>
                        </attack-boost>   
         <sound enabled="false"/>
      </skill>

      <skill>
         <type value="attack"/>
         <name value="slow_skill"/>      
         <ep-cost value="0"/>
         <speed value="300"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
            <particle-file path="slow_beam.xml"/>
         </particles>
         <sound enabled="true" start-time="0">
         </sound>
         <attack-strenght value="0"/>
         <attack-var value="0"/>
         <attack-range value="0"/>
         <attack-type value="energy"/>
         <attack-start-time value="0.9"/>
         <attack-fields>
            <field value="land"/>
         </attack-fields>
         <projectile value="false"/>
         <splash value="false"/>
         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="3"/>
                           <target value="foe"/>
            <max-hp value="0"/>
            <max-ep value="0"/>
            <sight value="0"/>
            <attack-strenght value="0"/>
            <attack-range value="0"/>
            <armor value="-200"/>
            <move-speed value="0"/>
            <production-speed value="0"/>
            <particles value="true">
               <affected-particle-file path="slow.xml"/>
            </particles>
                        </attack-boost>
      </skill>

      <skill>
         <type value="die"/>
         <name value="die_skill"/>      
         <ep-cost value="0"/>
         <speed value="60"/>
         <anim-speed value="70"/>
         <animation path="drone/boom.g3d"/>
         <sound enabled="true" start-time="0">
         </sound>
         <particles value="true">
         </particles>   
         <fade value="false"/>
      </skill>

   </skills>

   <!-- *** commands *** -->
   
   <commands>
      
      <command>
         <type value= "stop"/>
         <name value="stop"/>
         <image path="../../../../icons/stop.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <stop-skill value="stop_skill"/>
      </command>

      <command>
         <type value="move"/>
         <name value="move"/>
         <image path="../../../../icons/move.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="move_skill"/>
      </command>
      <command>
         <type value="attack"/>
         <name value="slow"/>
         <image path="../../../../icons/attack.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="chase_skill"/>
         <attack-skill value="slow_skill"/>
      </command>

   </commands>
</unit>

Does anyone see whats wrong? If not maybe this is a bug.
#16
I noticed that when you save while a unit is receiving boosted stats, that boost is saved as the unit's base stats, so that when the game is reloaded those boosts become permanent, even once the unit leaves the boost radius. This also means that while that unit returns to the same boost radius, another boost is applied on top of the previous (now permanent) boost.

For Example:

Unit A Base Armor: 50

Unit A is in an Attack boost radius so: 50+50

Save game

When reloaded Unit A Base Armor: 100 (should be 50)

After saving, when Unit A is in the Attack boost radius: 100+50

When Unit A leaves boost radius armor returns to 100 (should return back to 50)

Unit A now permanently have more armor than it should.

Extra Computer Info:

Laptop Windows 7, 8 gigs ram, Nvidia Geforce card,  Intel I7
#17
Something I've noticed for a while is that when a cpu player produces large (size 3+) units, it is very rare for them to be included when they launch their massive attacks.

I used to feel as though this was due to crowding at the base and poor pathfinding. However, after playing with the  MinBuildSpacing Ai Behavior I believe this is not the reason.
Even with ample space these units still remain at base while the rest of the army charges at the enemy.

I'm wondering why that is? Has anyone else encountered this problem?

Computer Info:

Laptop Windows 7, 8 gigs ram, Nvidia Geforce card,  Intel I7
#18
Feature requests / Definable EP minimum in xml
1 December 2013, 05:07:42
Found 2 interesting behaviors while creating an attack boost with negative ep regen:

1 - Ep will fall into negative values and continue to drop. I think that values should not drop past zero.

2 - Units will get stuck when ep is in negative values. Probably due to every skill having a minimum ep cost of zero. And since ep is now less than zero basic skills (move, hold, produce, harvest) are no longer able to be performed.

There are potential uses for these behaviors, so I would not like to change the behaviors themselves.

Instead I propose to add a definable minimum value of ep, so attackboosts cannot lower ep below a certain point.  If the values drop toward extreme negatives (-50 for example) then units will be paralyzed for incredible periods of time, so long that forgetting about that unit and just building another feels like the more time effective solution. What I think needs to happen is to have an optional minimum parameter added to the Max-Ep line, which sets the minimum limit the amount ep can drop to (via negative EP regeneration) in the unit xml:

<max-ep value="6" regeneration="1" minimum="-10" />

If the minimum tag is not found then a minimum of 0 should be the default.
#19
[h1]Building Naval Battles in MG[/h1]
     

     
As naval units have not been developed for MegaGlest, I wanted to experiment trying to mimic naval battles through Scenarios. I used Mr War's Imperial 2 Mod as a foundation and Added the naval units from the GAE version Imperial 1.
     
Video of Naval + Ground units in MG
     

     
[h2]How to:[/h2]
     
Essentially whats happening is that the Naval units are land units, and are placed in shallow (walkable water) with a dark blue surface texture to mimic deep water. One dock for each side is spawned in the fake "ocean". The "Island" is surrounded by cliffs (or invisible blocker objects)  so that the boats cannot enter land and land units cannot enter the "water". Since naval units are placed in shallow water, you still get water ripples and you can see the units breaking the water's surface. The result is pretty convincing. However this limits naval battles to special scenarios.
     
This scenario is set up like a custom game vs one Ultra cpu (feel free to scale the difficulty) Each player has a small base and one dock/shipyard in a nearby bay area.
     
Credit goes to Mr War for the great Mods.
     
[h2]Downloads:[/h2]
     
Techtree: Imperial 2 Plus (Added ships, re balance units) - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip
     
Scenarios: One scenario for each faction - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial%202%20Naval%20Senarios.zip
#20
If you browse older posts, you see that there has been quite a few  glest based games with the plan to sell them, does anyone know if any for profit glest projects were completed? I'm just curious to see what has been done.
#21
I found a bug, that when you morph a unit (Unit A) that stores resources, into another unit that stores same resources (Unit B), the maximum amount of storage of Unit B is added to Unit A upon morphing. This can increase your maximum exponentially if you continue to morph between the two.

I think the proper behavior when morphing Unit A into Unit B is to use Unit B's Maximum Resource amount instead of adding the two together.

No errors stated or crashes.

Not to important info:
Windows 7, Nvidia G force, I7 processor, 6 gigs ram, running 3.8.0 Beta 1
#22
Off topic / Arizona Indie Game Showcase
12 September 2013, 21:55:21
Anyone near Phoenix AZ area September 21? Come meet me and see my new game studio - Krazy Keet Games at the Arizona Indie Game showcase! Come demo some of my works in progress, and you can also demo Annex's upcoming release 4!

Event is on September 21 from 10 am - 4 pm at the Phoenix art Museum. Just look for Krazy Keet Games table!



http://www.meetup.com/Game-CoLab/events/139334982/
#23
Couldn't help but notice the lag when switching between tech trees. The amount of latency is far greater than previous versions of MG (below 3.8.0). At first I thought it was due to faction previews being loaded, but it appears not to be the case. lag is still the same for techtrees with or without faction previews or videos.

Have anyone else seen this issue?

I'm running on Laptop with Windows 7, Intel 2nd Gen Core i7 i7-2670QM / 2.2 GHz ( 3.1 GHz ) ( Quad-Core ), 8 gigs ram, + NVIDIA GeForce GT 540M

PS there is also no errors noted.
#24
Mods / DomiNeonic Mod for MG Download available
16 August 2013, 23:30:07
I've recently came across this old mod a couple of days ago. While it was unfinished, I still found it to be fun, and well made.


Made by Glest modder Deathguppie starting at the end of 2007

Inactive since 2009, I'm picking up where last release was, and looking on polishing up for MegaGlest's Mod Menu. The plan is to finish what is included in last version, not to grow the techtree. (I'm already quite busy with my mods)

Latest video showcasing muzzle smoke and game play:
www.youtube.com/embed/PkxLC4IHNCw

I'm building off of revisions made by user Pafferguy in 2009.

[h2]Added:[/h2]
-Includes both French and British Factions
-Gun Flash/Smoke Fx
-Units now have team color.
-Workers (engineers) can morph to Milita and return back to workers for free.
-Militia can use a run ability with Training Field upgrade
-Bayonet attack now requires Training Field upgrade
-Quick Fix to workers not having build/repair animations (used wood harvest animations instead)
-Fixed bad (really confusing) upgrade system
-Improvised French cavalry unit (last version did not include one) by editing British cavalry texture
-Some stat tweaks for better unit balance.
-Fixed canon projectile timing.
-New UI buttons + Icons,
-Added color variations to Camp and Barracks buildings.
-Added Simple Hud
-AI should be working on MG 3.7.1 + 3.8.0 beta
-Does not include main menu interface or maps.

[h2]Download[/h2]
Unzip to techs folder.

https://www.dropbox.com/s/dr0pwtfwh015csv/domineonic.7z

Highly recommends playing this techtree on Meadow, Mediterranean, or Scrub land tilesets, and with maps with room enough for 3x3 units to move
#25
Tested out 3.8.0 Beta 1 with Annex to find the AI no longer functions. Instead the AI only builds 5-6 Warehouses (structures that produce consumable resources) and that's all. I know that they have more than enough resources to produce the other structures.

Perhaps this is related to this bug mentioned here: https://forum.megaglest.org/index.php?topic=9105.0

Last version I Know Ai worked properly was rev 4401.
#26
This is more of a feature request than a bug fix IMO.

I was working on a intro video file for Annex, (to use the cool VLC libraries) when on testing on an unplugged laptop i noticed an issue:
The issue is that in some cases, when a video has difficulties playing, game will freeze up during the video's playback. This is particularly bad for the intro as this prevents access to the menu in which to turn it off. Not to mention it looks real bad on our part.
While I know this can be enabled/disabled in .ini and through command line options, this may not be so intuitive for people not already used to Glest, or people just not that tech savy.

-I was proposing some sort of method that can detect if a video freezes/crashes and will automatically skip the video?

-Or some sort of way to force termination of a video when it locks up or just anytime? (Pressing any key during  video for example)

-Or maybe we could set a timer that force skips intro video after a set time limit. (configurable in INI) to insure that players are not permanently stuck on intro video and could get access to main menu.

Ideas/ comments?

PS I'm NOT looking for answers as why my computer doesn't play the video (I already know), just how to prevent new players from being blocked out of the game if intro video won't play.
#27
[h1]Annex: Conquer the World Story[/h1]

Annex: Conquer the World takes place during the Crystal War, a chaotic war that spans across the globe. Fueling the war are red crystals, the answer to the world's energy crisis. A scientific breakthrough showed the vast energy potential stored in what was once thought to be benign minerals. This allowed for a rapid development in technology, as well as immense economical gain by the export of the crystals. Here is a rundown of the biggest contenders in the race for global dominance:

[h1]East Ocean Alliance[/h1]

[h2]Player level: Easy[/h2]

[h2]Background:[/h2]
The East Ocean Alliance is a unified defense force, with the goal of maintaining global peace. Formed after the end of the Chasm War, many of these nations were devastated by the massive invasion of the Cruix republic, until the republic was finally defeated and driven out by the Kingdom of Alandia.   The Alliance fought a second war with the Cruix Republic thirty years later, and was able to deliver a crippling blow to the republic by use of the first atomic weapons. In the past 30 years since the Alliance maintained its dominant role in global affairs, with Alandia acting as the head. At the outbreak of the Crystal War, the Alliance found itself fighting a war on two fronts: The war against the NEO Republic in the north, and the war against the Shadow Organization in the Southern Wastelands. A year into the war a failed attempt at a coup d'état against Seng a former Alliance nation, resulted in the defection of several divisions of the Alliance military and the formation of the Alliance Renegades.

[h2]Nations:[/h2]
Leader Nations:
Alandia
Paltina
Verinna
Satilite Nations:
Cadotha
Galoini
Jerear
Seatha
Thelandra
Galoma
Defected:
Seng

[h2]Gameplay:[/h2]

The Alliance is pretty straight forward, and offers a large variety of unit classes and strategy, with some of the best quality units in their class. There is also a good balance between armored short range weapons and powerful long range support weapons. The Alliance also has two tech structures: the Silo and Tech Lab, each with its own set of upgrades. This allows the player to have a choice of High tech support units (Tech lab), or Low tech brute force units (Silo). This forces the player to pay a lot more, and wait a lot longer for tech tree progression than other factions. However, once the entire techtree is complete you will have a fearsome army at your disposal. the Alliance also has a unique hero unit Kestrel Aside from incredible attack, defense, and hp regeneration, she also can control two super-weapons, the Airstrike (requires Tech Lab) and Nuke (requires Silo)

Techtree Map:
[spoiler][/spoiler]

[h1]NEO Republic[/h1]

[h2]Player level: Easy[/h2]

[h2]Background:[/h2]
Once the mighty Cruix Republic, the NEO Republic is a nation rebounding from the brink of economic collapse. 50 years ago the Cruix Republic, with its huge deposits of oil and gold,  Cruix was able to acquire an extremely powerful military force. A military force with the most advanced + well trained armored divisions in the world. With them the republic launched a successful invasion campaign against the nations surrounding the East Ocean. One by one the small nations quickly were over run by the Republic's military might. Until they met their match, in the final 2 years of the war. Alandia, a wealthy nation built on trade between the East and West Oceans, with its vast wealth was able to outlast the Cruix Republic's now worn out military. Which ended the Chasm War However, despite their defeat Cruix still remained as the industrial powerhouse of the world and quickly bounced back. 30 later the Republic launched a second campaign against the new East Ocean Alliance. Catching the Alliance unprepared, as Cruix' tanks outclassed the weaker tanks of the Alliance. However, the Alliance was able to catch up technologically, and was able to push Cruix out of Alliance territory. To ensure that Cruix doesn't come back, Alliance leaders decided to use their secret atomic weapon against the republic's biggest industrialist complexes. This in combination with the immense cost of fighting these two wars left Cruix in financial ruin. For 40 years the republic was in chaos, civil wars, and public unrest, until 10 years ago when Senator Sigel Viper and his family came into power. Harnessing the newly discovered power of the crystals, he was able to re centralize power under his authority, and secretly rebuild the nations military. At the start of the Crystal War, Viper ordered an invasion of the crystal rich nations in the north.

[h2]Location:[/h2]
Northern Contenent

[h2]Gameplay:[/h2]
First thing you will notice is the lack of base defenses. The only defense structure is the pillbox. While more armor than any other defense structure, they are only effective against Infantry and unarmored vehicles, and cannot engage air units. To defend using the Republic, its best to supplement lines of AT Rifles, and Snipers, as well as place your fortress in the front lines as it can defend itself against ground tanks. Also recommend purchasing the Advance Walls Upgrade to increase structure hp. The Republic military strategy revolves around brute Ground power and quick and cheap deployment. The faction lacks in a proper Air force, with only very average jet fighters, To increase your units effectiveness, promote some officers and keep them nearby. They will increase their attack by 10 and also have an ability "Raise Morale" that quickly restores unit HP. Much like the Alliance the Republic has two tech structures (Command HQ and Fortress) and a Hero unit (Karina), unlike the Alliance, though you must produce a Command HQ before the Fortress. Karina also carries the faction super weapons the Nuke (requires Fortress) and the Republic Wrath (requires Command HQ)

Techtree Map:
[spoiler][/spoiler]

[h1]Shadow Organization[/h1]

[h2]Player level: Intermediate[/h2]

[h2]Background:[/h2]
Due to the secretive nature of this organization, little information is known about this dangerous faction. Here is the data we have:

The Shadow Organization is a terrorist organization involved with the black market trade of crystals. While having cells around the world, they are believed to be centered around an region known as the Southern Wastelands, which is rich is crystals. There is a belief that many non Alliance nations willingly trade with the Shadow Organization, and even allow and cover their bases within their borders, in exchange for weapons sales. Its believed that they spend much of their income on crystal research, weapons development, and even bio-engineering. As a result, heir military is extremely well equipped and well trained, even more so than some of the largest nations of the world. They regularly attack convoys of both Alliance and Republic crystal harvesters. It is believed that they are responsible for various assassination attempts of leaders in both the Alliance and NEO Republic. Unfortunately, there is no information on who is in charge, and even less information on what is their true intent.

[h2]Location:[/h2]
?

[h2]Gameplay:[/h2]
The Shadow Organization have some of the best offensive units in the game, but are limited by their lack of unit variety, and armor. Their combat priority tends to be close range combat rather than mid range or long range, and higher priority on speed than defense. The exception to this is the Scorpion tank, which can transform from a medium tank, to a long range bombardment turret. This faction also has no hero unit, instead allowing you to recruit a squad of 3 elite Infiltrators. Infiltrators are far superior than standard infantry, and with proper tactics can eliminate a small base on their own. Unlike the Neo Republic and the Alliance there is only one tech building, the Shadow Lab This faction also has two separate super-weapons: the Shield Generator and the Orbital Strike Relay. The Shield Generator, when activated will create an energy bubble which renders units practically immune to damage within the shield, for a few seconds while, the Orbital Strike can call down a energy strike (or two) via Satellite. You can have both simultaneously but doing so can drop your population significantly.

Techtree Map:
[spoiler][/spoiler]

[h1]Alliance Renegades[/h1]

[h2]Player level: Advanced[/h2]

[h2]Background:[/h2]
Not all members of the East Ocean Alliance are happy with how Alliance runs things. The Alliance has a pecking hierarchy with most military + economic trade and support being focused on the Larger economic powers, while the smaller nations tend to be forgotten, all the while these small nations are forced to pay tribute in order to be a part of the Alliance. During the course of the war the small agricultural nation of Seng refused to participate in the war against the Neo Republic, and couldn't pay tribute due to its poor economic standing. However, despite pleads from their government the Alliance nation of Paltina branded this nation as a traitor, and sent several divisions to Seng in at attempt to subdue and make an example this 'rogue' nation. However, during the course of the operation, many Alliance soldiers were appalled by the extreme violence, and abuse that divisions from the nation of Paltina invoked on the citizens of Seng. Even more so at the Alliance just turning a blind eye to the matter. This forced several divisions to defect from the Alliance, including an elite division from Alandia, and attack the Paltinian Military station there. Paltina withdrew and the defected divisions formed the Alliance Renegades, to protect the nation of Seng. Unfortunately a heavy counter offensive by the Alliance proved too much for the relatively small Renegades. While prepared to fight to the last man the Renegades were saved by a surprise attack on the Alliance from The Shadow Organization. Seeing no  alternatives the renegades signed a contract with Shadow, agreeing to harvest the crystals in Seng in exchange for weapons and money by the organization. Their goal is the removal of Corrupt nations in the Alliance, in particular the nation of Paltina.

[h2]Location:[/h2]

Rain forests of Seng

[h2]Gameplay:[/h2]
As former Alliance soldiers, This faction has a lot in common with the Alliance faction. However, this faction does not have the direct firepower that the other nations have, meaning the player has to play strategically, utilizing ambushes, hit and run, and sneak attacks to win. Standard direct engagements can win if your lucky, but cannot be your main attack tactic. While not having as many unique units as other factions, this faction has unique tactical options that the other factions do not. A Unit that can switch from 7 different equipment at any time, an light assault vehicle able to be airlifted across the map, can summon attack drones, launch long range cruse missiles, and a powerful Acid bomb which deteriorates armor over time and can be used to block incoming enemies with a wall of deadly acid. Tech tree is very simple and straight forward with only one tech building (Satilite Uplink. No heros but you can recruit 3 elite Commandos much like Shadow's Infiltrator.

Techtree Map:
[spoiler][/spoiler]

#28
Its still early alpha but here are some screens for a Tileset im working on. Its based on the Wasteland Tileset (now called Outland FYI) which replaces the worn torn factory ruins with futuristic office buildings and hi rises, for a Sci-fi urban city feel. Currently there are 21 building types, with 4 different texture types



#29
Annex official Blog on annexconquer.com is officially launched.

This Blog is dedicated to the Development of Annex: Conquer the World and its prequel Chasm. If you have a wordpress account you may comment on the blog posts or you can simply comment on the Annex sub forums.

Find talk, videos, downloads and other info!

Also Find Annex on FreeNode IRC (irc.freenode.net)  at #annex

Or use their web chat:
http://webchat.freenode.net/?channels=annex
#30
Hey guys,
Long before I got into Glest development I used to develop small games on a easy to use game engine called Multimedia Fusion for my my own entertainment. After taking a long break to Develop Chasm and Annex, I decided to return to my roots and hopefully start my dream of making a full career out of Indie game development.

I decided to start by revising an old game I created called Super Ricochet Arena. Its a fast paced, Top-Down View Arena Game. At the time I was very proud of me adding the ability to customize your character and creating bots which could collect Items and Weapons and tried to mimic a human player somewhat, though originally the game only had 3 Deathmatch stages. After several years of dormancy I've added new stages, new effects, and new game modes, just to name a few and the work still continues.

======Official Description=======

Super Ricochet Arena


[h2]Lite version Available, Plus version coming 1/20/14 on Desura: http://www.desura.com/games/ricochet-arena[/h2]

Super Ricochet Arena is a fast paced top down arena game with unique mechanic where all bullets 'ricochet' off walls which allows for some strategic shooting. There are Three main modes: Arena, Deathmatch, and Endurance, each with 7 maps and a extra practice mode. You can also customize your player character with various Head, Leg, and Torso options. Ricochet is designed to give a quick challenge for players who has just a few minutes to spare.

Platforms:
First will be for Windows via Desura, Then possibly porting to IOS and Android devices. Unfortunately, This game does not export well to Java so I'm afraid there is no Linux or OSX version at this time :( but researching into it.

If you are interested you can read more at my Desura Page:
http://www.desura.com/games/ricochet-arena

SCREENS: