Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - titi

Pages: 1 2 3 4 [5] 6 7 8 9 ... 170
101
MegaGlest / Re: My impressions and thoughts
« on: 22 March 2017, 20:49:52 »
@Archmage: If you want to play a pure strategy games MG is indeed not the right game for you and it looks like you already found out that RTS is not your genre. But why the heck do you feel the need to state this here and tell us it's a bad game because you don't like the whole genre in general?
BTW it's not shooter, racing game or management game too, just in case the next one complains about it  ;D

@Coldfusionstorm: That's correct about strategy, but MG is not a strategy game in first place. It has some strategy aspects and as I stated Micromanagement too ( in fight too ) this micromanagement can be handled a lot more effective by a computer so a human player will always fall back here. And as I already stated, no MG will not turn to a pure strategy game.

About the slow reaction of units, that's true but technically I see no way to change this. But everyone including the AI has this command delay so its fair. This might be a bit ugly for people who play Moba games where it is core feature that you can react very fast. But this is no moba game and no shooter where you only have to deal with one or a very little number of units and a server controls everything. RTS games handle tons of units and work technically different. I don't think there is no realistic way to handle this. Because this is a fact MG uses this as a part of the unit behaviour too. There are some unit types which react slower or faster than other units, so this must be taken into account too by the player.

102
MegaGlest / Re: My impressions and thoughts
« on: 22 March 2017, 10:36:44 »
I admit I must really laugh about this. Nearly every new player I met is shocked about the horrible strong AI and you state its dumb and too easy to win . :O

The AI seems to be dumb in some cases yes, but very strong! Imagine the AI would be smart then you would nearly never win. We already have different AI behaviours because every type of CPU has a different behaviour not just a higher multiplier! For example Ultra and Mega fight a bit smarter by attacking standing units in range first. Of course they do this just in some rare cases, because I added a low chance of doing this ( ultra does it less often than mega does it). Imagine I would raise this to 100%. All your archers would be killed within seconds and you have no chance to controll this as fast as a computer can do this!
So in several places it would be really easy to make the AI smarter.

You already complain about wanting less micro management, I bet you would even cry more if I make the AI smarter and stronger. In the end this would lead to a half automated AI fights were you can make some strategic decisions, so a completly different game! If you want this you must play another game.
So I give a big NO to too much automation. Micromanagement is an important part of this game! There may be some exceptions which are too annoying but I really don't want a general change regarding this.

Beside of this I myself am pretty sure if the the AI would be smarter, the game would be a lot less fun!
This would mean you need to lower the AIs general production rate to give a human player at least a tiny chance to win. So just some units on the field and not those big attacking ( and yes often a bit dumb ) armies that attack you now! But would that be fun ? The motivation is a bit like in the "serious sam" or tower defense games, you as a player feel really good if you can stop a huge army because you fight smarter than the attacking AI! And you feel even better if you can do this with a human team in a coop game!

MegaGlest has its own style. If I should sum its up its a classic RTS game with strategy, micromanaged fights and a bit of tower defense, with a special eye on multiplayer coop games vs AI.

103
Maps, tilesets and scenarios / Re: Swamp Tileset 2
« on: 16 March 2017, 18:35:56 »
Please rename this to "swamp2" !!!
Everyone already has your old tileset  "swamp" and gets in trouble.

104
Feature requests / Re: record games
« on: 16 March 2017, 15:07:15 »
UPDATE:

I just found this completely by accident while talking about units in warcraft 3 lol.

i found it a interesting read. Don't know if it's intirely relevant.
https://blog.forrestthewoods.com/synchronous-rts-engines-and-a-tale-of-desyncs-9d8c3e48b2be#.8efrh0f4c
Its offtopic, but this is indeed a very good description on how MG works :) ( as far as I have read it yet ). In our wolrd "Desyncs" are "Out Of Sync" errors. It also describes why game recordings/replays will not work after a patch and why you cannot rewind :) .

105
MegaGlest / Re: game description for steam
« on: 15 March 2017, 15:12:26 »
the new text is much too long for the short description :-/

106
MegaGlest / game description for steam
« on: 14 March 2017, 22:24:25 »
For steam we need a 2 texts describing the game. one short description and a long descrition.

Here you can see as an example Teeworlds http://store.steampowered.com/app/380840/?snr=1_7_7_151_150_1
Short Description is below the game image on the right and long one is shown as "about the game" on bottom.

Lets try it here :
https://etherpad.net/p/mgdescription
Feel free to write your own description on bottom but feel free to correct typos and so on in my version too :D

107
Please provide some good screenshots or videos we can use on steam.
Those should mainly show current game content, so nothing painted or rendered which is not in game!

If we will use it, you will get a beta key in return ;) .
Please post those things here.

108
MegaGlest / Re: Megaglest and Steam
« on: 14 March 2017, 09:48:15 »
We need some ideas how we can advertise a steam release. btw it looks like technically we are ready for this.


109
Bug reports / Re: error NULL crash
« on: 14 March 2017, 09:42:11 »
Which version of MG ?

110
Can you provide an example ? Ideally a whole techtree showing the problem maybe ?

111
please show an xml example of such a particle system

112
1.  this is no bug but a feature request!

I did not look into the code yet, but if its possible its a good idea.
This must be carefully added to not break old things.

Here some things to think about :
- willl this break map compatibility ?
- Player position can have a direction ( default is current behaviour )
- if direction should be editable in map editor and it should be shown in editor.
- the unit placement logic in the game code must get a new "facing" parameter.
- I think that the default facing of every single building should still be "south" as this is what the models are designed for. They don't look that good from hte backside.


113
Feature requests / Re: record games
« on: 13 March 2017, 16:27:26 »
game version are indeed a minor problem and we already know how to handle this for save games.
I would simply put the version in the file name.

@Coldfusionstorm: Why should I keep old game recordings for a long time ? Just for nostalgic reasons ?  ::)

114
Feature requests / Re: record games
« on: 13 March 2017, 11:04:12 »
It might not be ready for network play, but to playback games its already good enough. Sadly my son lost interest on this for the moment. What we need here is also an exact description of what we want. For me a good start is:

Record EVERY game and save this in a directory in .megaglest. Here are saved the last n games or something.
At the moment the recording is done in memory and then after the game a file is written. This is maybe bad for big games where you can get out of memory with all those commands recorded. On the other hand recording to filesystem directly might slow down the game maybe. This has to be tested if it really slows down anything. If yes, a seperate recording thread might help.

Then later we can add a new menu where you can select the game to play back.

Genral thoughts:
A Problems with playing back recorded games We have no "key frames" so the game can only be played back from start to end. its not really possible to jump into the middle of a fight. Just fast forward migt be doable.
Another option is to stream games, but here we have the same problems that there are no key frames. So you can only "join" the stream on game start. You are not able to connect to an already running game.

So whats the real benefit of this feature?
It will enable you to decide that you want to see a full game again. SO if you think you have played a really fantastic game and you want to have a video of this game you can create this now while playing back the recorded game.
As this benefit is not too big at the moment we should not put too much effort in this feature. If its easy to do we can add it , thats all ( I think most of the code is already there )

115
I think just switching units to attack mode based on whether they are attacked might fix the problem.
Think about persian or magic workers, those would start to auto attack if produced.
Quote
This would also resolve units getting hit from outside their site range and just sitting there until they die.
No this would not fix this "problem". And its not a problem its a desired feature! This happens when attackers attack range is bigger then view range of the one beeing attacked. So if you think its a bug its more a data bug. For me its fun to kill cudgel ladies with archers and they cannot see me :D . ( This is offtopic here. If there is need to discuss this further, please open a new topic in general megaglest forum section )


116
Feature requests / Re: Checking for newer version on game start
« on: 13 March 2017, 10:39:47 »
This test is not done on game start, because under some circumstances opening network connections will not work and block until a timeout is reached. This is annoying to wait on every start of the game.
And it doesn't matter for single player too much which version you have. But when you enter the multiplayer lobby this check is done and you get a red "This version is outdated..." . For me this is good enough.

In General
Updating software is not the job of the software itself! This should be done by the operation systems package system or steam or whatever. At work where I am forced to use windows I for myself hate it when every piece of software checks for updates and brings his own odd update system.

117
MegaGlest / Re: wiki overhaul
« on: 12 March 2017, 21:49:39 »
I would appreciate any help with the wiki!
And yes please remove all Glest/GAE stuff.

118
MegaGlest / Re: New maps in mod center
« on: 12 March 2017, 00:33:41 »
All 6 maps are in mod center now. Thank you for your contribution!

119
MegaGlest / MegaGlest 3.13.0 released
« on: 9 March 2017, 21:18:34 »
The MegaGlest team is proud to release v3.13.0

Notable improvements to this release include:
  • Multi-building select and key-binding for production of units Buildings of the same type can be added to a control group, which means multiple units can be produced with a single click.
  • bugfix: A crash (out of sync) that sometimes happened when playing with Fog-of-War disabled has been fixed.
  • improved AI behavior
  • To help keep multi-player games more balanced and to ensure that players are practiced enough to harvest resources and beat a normal CPU, a scenario is automatically launched the first time a user tries to enter the lobby. The scenario must be won before the player can actually enter the lobby.

For a list of other bugfixes and improvements, see the ChangeLog: http://changelog.megaglest.org
 
 DOWNLOAD

120
... I successfully defeated (kind of pleonasm) the CPU ultra 1.5.

Good job!
BTW the CPU fights very different on different maps and with different factions so ... have fun with the game  ;D .
I hope we see you for some coop multiplayer games soon  ;) .

121
MegaGlest / installers to test
« on: 7 March 2017, 00:51:46 »
we are preparing a new release and we need testers for these installers:

Linux: http://snapshots.megaglest.org/linux/MegaGlest-Installer-3.13-dev_x86_64_linux.run
Windows: http://snapshots.megaglest.org/windows/MegaGlest-Installer-3.13-dev_windows_64bit.exe

Do things/install work for you?
Does editor/g3dviewer start up too for you ?

122
A mega CPU should kill a beginner very fast! This is for people who already play this game for half a year! start with normal CPU or ... if you still loose with an easy cpu!

If you setup games with megas and you are not an advanced MegaGlest player it will not be much fun to play it.

123
Feature requests / Re: Re: toggle auto-attack mode
« on: 1 March 2017, 09:54:11 »
The more I think about this the more I think its a bad idea. For example the indian archers. If they spawn in attack mode and enemy is near, the stay inside their tent adn shoot. This will look dumb, a catapult shot would kill them all inside the tent and the player has problem to see them and maybe control them. Attacking indian stickfighters also make some noise which would be very annoying if you are not attacked.
Thinking about this I tend to vote to keep it as it is.

124
ok, I think this is not a bug. What happens is that the VT which is not shown stops rendering. By this the game internal timer falls back  lot. If you now switch back to this VT it tries to catch up and does everything in fast forward. This is what you see.
The game is simply not made to work if the graphics cannot be rendered, so I think its not a bug.

125
does this still happen with latest git version?

Pages: 1 2 3 4 [5] 6 7 8 9 ... 170
anything