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Messages - MuwuM

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101
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 December 2012, 13:30:43 »
I will try to build the tech-tree in the GoogleDoc within the next few days with only placeholder-models... (mainly copy from old project, with placeholder-texture)... will be available in Dropbox, when I go something done.

Updates sounds good at the moment ... working-names of course ...

102
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 21 December 2012, 13:13:56 »
We should plan the central armor and damage-types. I prepared a GoogleDocSheet for this.

I also added a simple Damage calculator for testing:
Damage-Calculator

103
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 21 December 2012, 08:25:51 »
I'd like to keep the garden until we tested it and it doesn't work ...

if there is a minimum then it should not be too hard to add a maximum ...

104
Feature requests / Re: Make attack-boost parameters optional
« on: 20 December 2012, 14:20:50 »
Have not tested, yet (or forgotten the result)

105
it is possible but not documented
Code: [Select]
<max-hp value="0" regeneration="-99999..0..99999"/>
<max-ep value="0"  regeneration="-99999..0..99999"/>
-99999..0..99999 = any number

optional parameters  ... could be implemented

106
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 20 December 2012, 12:12:07 »
you mentioned high mountains a lot, how could we put them into a MG map?

In my opinion Ebum is especially important because it does not belong to any faction and could have/ has large amounts of resources so it's worth fighting. It will became very important for campaigns and we can place there a very massive multiplayer-map with tons of resources for 6 or 8 player.

107
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 20 December 2012, 11:38:08 »
Camel archer: accepted - much requested - useful for game-play

Pyramids: discarded as they are not fitting to nomads.

production in main building: maybe produce infantry and worker in main building and cavalry in market or stable.

Attack-boosts: are modifications to nearby units (positive and/or negative / enemy and/or friend)  they can be defined for each skill (so even stop-skill) and multiple boosts means multiple instances of the same boost.

108
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 20 December 2012, 08:31:30 »
Aura that weakens enemies is no problem in MG. Only problem would be to harm only enemy horses.

The mix of ages does not make any problem as long as the visual design of the units fit's together.

As there are so many requesting camel I think I have to discard my restriction. So camel unit could make sense as second buy-able unit with some kind of ranged damage (archer-style or slinger-style) and some kind of movement reduction to nearby enemies.

I'd like to keep the concept of buy-able and produce-able units.

ADDED to GoogleDoc.

109
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 21:26:14 »

110
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 19 December 2012, 21:21:23 »
Ebum ? ... it's near the hot desert and has a lot of water...

111
Maps, tilesets and scenarios / Re: HD Tilesets
« on: 19 December 2012, 21:17:37 »
Wouldn't it be great to have one HD Tileset for each area of the map from refit?

112
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 20:12:35 »
ALL code changes from me will only be submitted to MG. I don't accept a code-forking. Then I have to use dropbox...

113
Mods / Re: MegaGlest Refit - Desert Nomads
« on: 19 December 2012, 19:47:19 »

114
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 19:10:39 »
max-unit-count does not work for limiting 2 units of different types to have only one of them build...

You are mentioning Dropbox a lot... I personally don't like it much for such a project... it is not good enougth in merging changes... why don't we use SVN or Git (Github is free for OpenSource stuff)... which are really made for development and not just for sharing?

115
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 19:05:16 »
no pyramids, because pyramids are for death kings and not for fighting ... maybe for producing heroes

barracks would be ok ... in form of a military camp/tent? 

The garden is not for food, but to boost nearby buildings to produce faster (because the people like their work more, when they see flowers)

116
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 17:07:30 »
In my opinion, MegaGlest should also deal with enriching gameplay experience...
No of-topic discussion!

This Topic is only for the desert faction. Decisions on requesting new features and whether MG should support it should be placed in the general discussion.



Ok, the Poll did not make sense ... "Desert Nomads" are good.
Then I will shift my focus to cavalry.

melee cavalry: the Mameluke are fighting with spears... so it's not too much distance.  Camels where not used very much in ancient times!

117
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 16:28:27 »
I looked at the big civilizations (egypts / persian) but nomads would be ok for me, too but we should decide ....

Omegas techtree looks good so far. A few comments:

If we focus on cavalry we should discard the archer and add some melee cavalry, if not it should stay.

If palace produces the worker/slaves we could mix house (housing is in megapack) and farm (produce cows and/or wheats ) for food

The well was just an idea for repairing buildings (stop burning, something like this is done in Anno)

118
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 16:11:56 »
There are unit limits ... but they are not working for two different unit-types ... which would mean some larger changes in code....

119
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 16:05:46 »
Ok, I can discard the writer.

Names are all working-title ... have some other names myself, but general names need fewer description in development.

Lastly, if this faction is going to be cavalry driven, has anyone here heard of the Mameluke?
I think the focus should be infantry.

120
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 15:59:28 »
I like the Idea of having heroes. So we should generally add at least one hero unit to each faction. To limit heroes we could use a hidden static ressource (e.g. 'legendary soul' ).

Code: [Select]
<resource>
   <image path="images/image.bmp"/>
   <type value="static">
      <recoup-cost value="true" />
   </type>
   <display value="false"/>
</resource>

<recoup-cost value="false" /> to disable resurrection ;-)

121
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 15:28:47 »
The main concepts originally behind this were economy and cavalry. Both camel and horse cavalry.
What are you referring to?

Could Market become the only source of gold for this faction?
This would require a change in code. Unless you trade stone for gold, in which case you still have to get to AI to do it.

No it would be possible... at least when you sell manually ... the only problem would be the AI.
+ It could become a big benefit or disadvantage for the faction depending on the map ... as they usually have more gold than stone....

Techtree (WIP)
Code: [Select]
[img]http://img838.imageshack.us/img838/8091/deserttechtree.jpg[/img]Green = build/produce
Orange = morph
blue = research

122
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 14:35:22 »
Yes many weaker units with low amount of armor but good hp value (not too much).

I have no idea what to do with a market, but it fit in the theme very well.

Slinger is nice. (shorter range than archer but a bit of splash damage).

Momentum/Obelisk is suitable for upgrades.

The Companion is alright.

As my researches were based on history book and Wikipedia I did not have any magic,yet. Magic is ok, but it should not become to dominant.

the Idea of two heroes to choose from is good ... I especially like the concept art ... maybe the good one grants more hp and the bad one reduces hp (regeneration e.g. -5) and increases speed or damage.

for the garden I'd use attack-boost <production-speed value="0" value-percent-multipler="false" />. So it should work...


123
Mods / Re: MegaGlest Refit - Desert People
« on: 19 December 2012, 11:00:14 »
First ideas:

Units should have much hp but less armor.
more stone and gold, less wood.

typical units are:
- slave Concept-Art
- writer Concept-Art
- spearmen Concept-Art, alternative
- archer Concept-Art, alternative
- chariots (with archer) Concept-Art
- houses Concept-Art
- palace Concept-Art, alternative

 for food wheat and/or cows
Code: [Select]
[url=http://s3.amazonaws.com/readers/socyberty/2008/05/25/168520_0.jpg]Concept-Art Wheat[/url], Cows

- well wich grands hp regeneration to nearby buildings (stop burning) Concept-Art
- garden that increases the production-speed of nearby buildings. (people are happy)Concept-Art

NO CAMELS in ancient time there where only horses and cows no camels.

124
Mods / MegaGlest Refit - Desert Nomads
« on: 19 December 2012, 10:21:26 »
Code: [Select]
[img]http://www.muwum-lexicons.de/ds4/titel.php?t=MG%20Refit:%20Desert%20Nomads[/img]This is a thread dedicated to the redevelopment of the MegaGlest "Desert People" faction (replaceing egypt and persian). Feel free to post ideas related to them here.

Google Doc with current status

125
Mods / Re: Generic MG Refit Discussion (renamed)
« on: 19 December 2012, 10:19:05 »
Ok, then I would work on the desert-people.  But still need artists...

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