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Mods / Re: I've been thinking this for a looong time.
« on: 19 December 2012, 08:53:36 »
I would work on (the former) Romans but I'd need some Artists and I wound do concept and/or Gameplay.
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Only problem is the result is in no way team related! Its your personal result and shown as this in the endgame stats too.
You might want to interpret it as a team result, but its not.
Teams normally have members with complementary skills and generate synergy through a coordinated effort which allows each member to maximize his/her strengths and minimize his/her weaknesses. Team members need to learn how to help one another, help other team members realize their true potential, and create an environment that allows everyone to go beyond their limitations
To stay with your example: If every french person and city would have been killed/destroyed noone would call them a winner, because noone would be left to win.But you as player are not killed, its just the units you control ... if in war a general looses his whole army, but stay alive. And the contry wins, he is still part of the winner.
I think there is nothing wrong. If you are dead before end of game you are dead and by this you lost. It doesn't matter which team you belong to.But isn't that the reason to play in teams, that the team as team wins or looses ...
<levels modHP="18" modEP="18" modSight="0" modArmor="4">
<level name="1" kills="30" />
<level name="2" kills="100" />
<level name="3" kills="250" />
</levels>Index: source/glest_game/types/unit_type.cpp
===================================================================
--- source/glest_game/types/unit_type.cpp (revision 3893)
+++ source/glest_game/types/unit_type.cpp (working copy)
@@ -278,6 +278,26 @@
//levels
const XmlNode *levelsNode= parametersNode->getChild("levels");
+ if(levelsNode->hasAttribute("modHP")){
+ levelModHP = levelsNode->getAttribute("modHP")->getIntValue();
+ }else{
+ levelModHP = 50;
+ }
+ if(levelsNode->hasAttribute("modEP")){
+ levelModEP = levelsNode->getAttribute("modEP")->getIntValue();
+ }else{
+ levelModEP = 50;
+ }
+ if(levelsNode->hasAttribute("modSight")){
+ levelModSight = levelsNode->getAttribute("modSight")->getIntValue();
+ }else{
+ levelModSight = 20;
+ }
+ if(levelsNode->hasAttribute("modArmor")){
+ levelModArmor = levelsNode->getAttribute("modArmor")->getIntValue();
+ }else{
+ levelModArmor = 50;
+ }
levels.resize(levelsNode->getChildCount());
for(int i=0; i<levels.size(); ++i){
const XmlNode *levelNode= levelsNode->getChild("level", i);
Index: source/glest_game/types/unit_type.h
===================================================================
--- source/glest_game/types/unit_type.h (revision 3893)
+++ source/glest_game/types/unit_type.h (working copy)
@@ -108,6 +108,10 @@
int maxEp;
int epRegeneration;
int maxUnitCount;
+ int levelModHP;
+ int levelModEP;
+ int levelModSight;
+ int levelModArmor;
///@todo remove fields, multiple fields are not supported by the engine
@@ -169,7 +173,11 @@
UnitCountsInVictoryConditions getCountInVictoryConditions() const { return countInVictoryConditions; }
//get
- inline int getId() const {return id;}
+ inline int getId() const {return id;}
+ inline int getlevelModHP() const {return levelModHP;}
+inline int getlevelModEP() const {return levelModEP;}
+inline int getlevelModSight() const {return levelModSight;}
+inline int getlevelModArmor() const {return levelModArmor;}
inline int getMaxHp() const {return maxHp;}
inline int getHpRegeneration() const {return hpRegeneration;}
inline int getMaxEp() const {return maxEp;}
Index: source/glest_game/types/upgrade_type.cpp
===================================================================
--- source/glest_game/types/upgrade_type.cpp (revision 3893)
+++ source/glest_game/types/upgrade_type.cpp (working copy)
@@ -989,10 +989,10 @@
}
void TotalUpgrade::incLevel(const UnitType *ut) {
- maxHp += ut->getMaxHp()*50/100;
- maxEp += ut->getMaxEp()*50/100;
- sight += ut->getSight()*20/100;
- armor += ut->getArmor()*50/100;
+ maxHp += ut->getMaxHp()*ut->getlevelModHP()/100;
+ maxEp += ut->getMaxEp()*ut->getlevelModEP()/100;
+ sight += ut->getSight()*ut->getlevelModSight()/100;
+ armor += ut->getArmor()*ut->getlevelModArmor()/100;
}
void TotalUpgrade::saveGame(XmlNode *rootNode) const {
or its simply another gfx driver bug which has problems with all the active modes showing videos and 3d applications ...I don't think so as it works when the .dll's are identical + it work's with other mediaplayers (e.g. Flashplayer of YouTube)