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Topics - Ishmaru

Pages: [1] 2 3 4
1
Feature requests / Re: additions to AI tag controls
« on: 24 February 2017, 00:27:17 »
@softcoder
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
« on: 22 May 2016, 18:18:51 »

CURRENT VERSION 3.0


Get it in game the Mod Center  ( assault_command_v3 )



Techtree diagram:
(click to show/hide)

Update 2.8 - 3
(click to show/hide)

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

Get it in game the Mod Center  ( assault_command_v3 )



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

Community


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]

Assault Command is a fast paced RTS experience. With some unique features:



- 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.

Recommended Tilesets:


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
« on: 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
Annex: Conquer the World / Crimson Maidens Addon Faction
« on: 16 November 2014, 00:07:29 »

Crimson Maidens



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.

Story



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.

Media








Download:


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
Annex: Conquer the World / Annex 4.0 New trailer!!!
« on: 24 October 2014, 22:42:46 »
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
Annex: Conquer the World / Help Increase Annex Rank on Desura
« on: 18 October 2014, 18:06:05 »

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!




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


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!


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!

Latest gameplay video:


 https://www.youtube.com/watch?v=flE7v6J49bY

Game Description:


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!

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



Installers:


http://annex.megaglest.org/releases/4.0/Annex-installer-linux-x86_64-v4.0.run
sig:
http://annex.megaglest.org/releases/4.0/Annex-installer-windows-32bit-v4.0.exe
sig:

Compressed Game Files:


http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86_64-v4.0.tar.xz
sig:
http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86-v4.0.tar.xz
sig:
http://annex.megaglest.org/releases/4.0/Annex-game-macos-v4.0.zip
sig:
http://annex.megaglest.org/releases/4.0/Annex-game-windows-32bit-v4.0.7z
sig:

New Content:


- 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

Important Linux Install Instructions:


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

Media:






Base Battle Techtrees:







8
Annex: Conquer the World / Annex Release 4.0 Coming 10/6/14
« on: 1 October 2014, 01:09:45 »


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.


https://www.youtube.com/watch?v=flE7v6J49bY

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!

Game Description:



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

New Content:



   - 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

Media:





9
Hello, While experimenting with the tag:
Code: [Select]
<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:

Code: [Select]
<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!!
« on: 1 April 2014, 12:38:54 »

TERRA CENTAURI BETA 0.5 is currently out!!! Download Below!



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



Description:


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.

Features


-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

Factions:



Valkyries


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

Devourers



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

Supporting Development



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.

Media


Game still in early development, so much of what you see is subject to change.

Video:


https://www.youtube.com/watch?v=z-34vJ7g17Y







Support Terra Development!:


http://www.patreon.com/terra

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

Download 0.5 Beta Standard:


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
« on: 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
Feature requests / Attack boosts that effect attack speed
« on: 19 January 2014, 13:57:25 »
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
Feature requests / Multiple boost effects per skill
« on: 19 January 2014, 13:48:41 »
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
Closed bug reports / Attack Boost Stats are saved incorrectly
« on: 3 December 2013, 15:08:48 »
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
Closed bug reports / (no bug )Size 3+ Units are non aggressive
« on: 1 December 2013, 22:58:42 »
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
« on: 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:

Code: [Select]
<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
Maps, tilesets and scenarios / Naval Battles in MegaGlest
« on: 3 November 2013, 16:33:25 »

Building Naval Battles in MG


     

     
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
     
https://www.youtube.com/watch?v=GOP9BiCXG2U
     

How to:


     
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.
     

Downloads:


     
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
Mods / Has there been any completed for profit glest projects?
« on: 10 October 2013, 02:57:20 »
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
« on: 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
« on: 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:
https://www.youtube.com/watch?v=PkxLC4IHNCw

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

Added:


-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.

Download


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.

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