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Messages - jammyjamjamman

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126
Me and Tomreyn were playing a 2v3 game with us both on the same team, and 3x cpu ultra on the other team.

I was chatting to tomreyn after the game had well finished, when the screen froze, so I switched to tty1 and back which unfroze the game, but left this error:
http://pastebin.com/ZKsj1GyM

(It should also be noted though that ubuntu 13.10 randomly freezes for me like this under normal usage, without megaglest running and using nvidia-331 drivers)


127
MegaGlest / Re: New team play features coming soon
« on: 29 January 2014, 22:27:42 »
I guess you mean allowing a player to control multiple factions. I will think about it.

Yup, that's exactly what I mean. I had no interest in playing with a cpu, I just wanted a second player to control so that I could defeat both megas.

128
MegaGlest / Re: New team play features coming soon
« on: 29 January 2014, 21:58:48 »
I was testing these features out and I had a cpu easy(1.0) on my team and I was against 2x cpu mega.

It was a very fun and long game, but the cpu kept producing/ building stuff I didn't want and attacking at really bad times.

Would it be possible to replace the cpu with some sort of dummy unit so that I have entire control of the other player?

129
MegaGlest / Re: New team play features coming soon
« on: 28 January 2014, 18:02:40 »
Neat idea, but would it be possible to also see how much resources you have collected? Because, when I play I tend to use up all the resources I currently have as quickly as possible (not by creating immense queues, I would just build more production buildings in that case).
It would really start to bug players if I didn't let them have a cut of the pooled resources :-P (and likewise if they didn't let me have any).


One other thing to note is, the scoring system may have to be re-thought out, as it wouldn't make any sense, for example if a player got the high-score for killing a bunch of soldiers or a high production score using the resources collected by another player. (The scoring may only be sensible if you make a team-score rather than scoring on an individual basis).

Turns out you can see how much resources you have (but you can't see how much other players have unless the option to share units is ticked).

130
According to that the smoke would just stop bees attacking.

I was also thinking this scenario in the 1st person mode may be good? (or at least the option, then again it might make selecting stuff and moving a pain)

131
MegaGlest / Re: Egypt & Roman?
« on: 1 December 2013, 23:32:06 »
Well you have your opinion but when your Persion and Im Tech I win,when your Egypt and Im Tech you win, when your Egypt and Im Romans, you win, when Im Tech and your Romans I win...

This means good player VS good player = Romans never wins. (But it is a pain to take out their base)

Tech doesn't fight well at all against romans, catapults + archers + footsoldiers = death to tech. Egypt can be beaten using roman archers + footsoldiers, tech can beat egypt with archers + footsoldiers (and horses, if you target workers and the other player has no defense which is quite often the case), but egypt does generally do better than tech in a 1v1. Persian is generally the weakest but is a great spamming faction so it gives the user the opportunity for rapid expansion while the other team is busy killing ghosts, women and spiky board people.

Also roman defences can be used to capture gold piles

132
( he said they are final so can I remove the _a2 things for the upload ?):

I'd recommend downloading the latest maps because I embedded info into the maps on the latest releases (and I might have made a few minor improvements).

133
MegaGlest / Re: Egypt & Roman?
« on: 18 November 2013, 16:56:16 »
I haven't tested this recently in the svn, but from my experience norse is able to completely destroy a roman army fairly easily, but not roman defense (even with the weaker crossbows, other units can still be used to destroy the army)

134
Maps, tilesets and scenarios / Re: 5-Map-Pack
« on: 16 November 2013, 17:46:37 »
Final version released. (unless anyone as any suggestions relating to the maps they would like to mention)

135
Yeah, there was a dog, my character killed it (by himself), and then nothing happened..........

136
I reached those co-ordinates, nothing happens.. still tells me to "explore the northwest"

137
For the animal trap maybe monsters can be made invulnerable to the traps, but can destroy them?

Also does the scenario currently only go as far as "explore the northwest"? I've explored all over the northwest (and the rest of the map) and the mission won't continue. (the big field monster looks cool btw :) )

What might be fun, is to turn where the monsters spawn into some kinda monster camp, which when destroyed, the monsters stop spawning.

When I built a fence around the monsters, sometimes the game crashes (just the game being played, not the whole program, and noI cannot reproduce it though now that I want to)

Actually, this mod has also made me thought that wild animals in megaglest would make the game far more interesting, and nice looking, maybe something that can be part of the tileset.

It's my pleasure to give feedback :-)

138
      Very fun scenario! I've had immence quantities of fun playing this mod. :)

      Some problems I noticed:

      • monsters seem to spawn in the same place, so I simply could build a wall around the spawn place and fill it with arrow towers.
      • there's a chimp which seems to spawn in around 2 - 5 places so I could simply place arrow towers at these spawning areas so I ended up creating a chimp food & fur factory
      • not really sure why it's easier to make an arrow tower than a knife, also where are the archers coming from? xD
      • animal traps seem to be limited
      • It might be nice to make a village which your character must find
      • I'm unsure why smelters & animal traps are limited
      • I was running away from monsters at some point, very far away from my camp, and they killed me. But, ages later I went exploring in that same direction they were still there and they all killed me again. Maybe kill all monsters just before the respawn? (maybe even, if the no. of mosters killed before next spawn = a, and the number of monsters to be spawned = n, then spawn n + a monsters)

139
MegaGlest / Re: Preview of the Roman Updates!
« on: 15 November 2013, 00:08:12 »
Very nice changes, the detail in the texture is far better and so are some of the animations. Good job! :) (I still haven't tried playing the faction myself, just watched others play it so I can't really give any improvements/ substantial detail on what's good yet)

140
Feature requests / [Done] Expand minimap when selected in game menu
« on: 15 November 2013, 00:01:57 »
Titi was showing the map "ragor" to Akbar in the game menu with FOV switched off so that Akbar could see where the resources were to be found. But, the minimap was too small for Akbar so see where the resources were. So, what I'm suggesting is that in the menu if you click on the mini-map it expands to fill most/ all of the screen so that it can be seen in more detail. (I believe Akbar actually said he tried to do this :) )

141
Actually, lots of video games tend to have written in great detail what a unit/spell/attack does before you use it, often too much detail to read at the time. I reckon MG could potentially do a better job of showing the important points of a unit/building but without having to read a large paragraph which isn't sensible during a huge battle.

Planning what information should be shown at what times is definitely a good idea, but not too many points at a time because no one will then have the time to read any of the points during a battle.

142
This problem came to my attention when me, tomreyn and titi-son were playing the latest prax game (0.5.9). titi-son started to build a new building that was recently added, and it was only after it was built could he see that it could store gold.

Currently, when you hover over one of the "build a particular building" selections, all you are told is its cost. What I recommend is that when you hover over one of these selections is that it also shows you what you would see if you were to select an already built corresponding building (so hp, storage etc.). Except, you don't want to show information such as "Kills" (arrow towers show this when selected).

143
Bug reports / Re: Misspellings in Megapack
« on: 20 October 2013, 19:56:41 »
Regarding units ending in "_berzerk", I feel it should either be "berserk_*" or "_berserker"

But while we're discussing name changes, I feel that the "Indian" faction is horribly named. I mean, they look nothing like Indians! Could you see Gandhi leading those bunch? They resemble natives. I feel they should be renamed to "natives". Or something else that fits them. I'd rather not name them after a specific type or tribe of native people, however. They're fantasy and do not resemble any one type well.

"Bezerk" is just a misspelling, I would recommend calling the Indians "Native_Americans" since "Natives" is a little too ambiguous.

144
MegaGlest / Re: HTML5 desktop notifications on active network games?
« on: 27 September 2013, 23:42:32 »
Yeah, I think it'd be a lot cleaner if the binary would have native support for this file. Can we make a feature request?

If you were to do this I would also recommend making sure you had the right game loading for the right server (eg. if the server rev=x, start megaglest rev=x. If the server rev=y start megaglest rev=y. if there is no megaglest rev=y report error).

145
Closed bug reports / [outdated] rev 4555 LinuxMint15 -64bit: OOS
« on: 21 September 2013, 02:31:34 »
Tomreyn was the server and I was the client when I went out of sync.

terminal output: http://megaglest.nopaste.dk/p61337

Sadly I have little information on this bug and we couldn't reproduce it after we upgraded to rev 4557 and did a full rebuild.

146
I was the client along with lyra and filux and tomreyn was hosting (everyone I think had linux64), while plaing prax 0.5.8. Filux went OOS so then tomreyn closed the game. I then clicked on the exit button on the scoreboard which is when the error occured.

The terminal output: megaglest.nopaste.dk/p61346

The core file output: http://megaglest.nopaste.dk/p61347

The crcworld.log_client: https://www.dropbox.com/s/mwslf3i6wmlh5re/debugCRCWorld.log_client.7z

Another SegF was produced with the game I had before with just lyra and tomreyn as the host. This occured when just mid game after clicking the "timeout wating for message" button: http://megaglest.nopaste.dk/p61341


147
Maps, tilesets and scenarios / Re: 5-Map-Pack
« on: 13 September 2013, 17:06:50 »
Thanks. updated :)

148
Maps, tilesets and scenarios / Re: 5-Map-Pack
« on: 11 September 2013, 19:50:10 »
Thanks. I have added your suggestions. :)

149
Maps, tilesets and scenarios / 5-Map-Pack
« on: 6 September 2013, 19:02:29 »

FINAL VERSION RELEASED!


as the title suggests, here are 5 new maps:

ravine_crossing: a 2v2 map size 64*64
(click to show/hide)

2_Cities: a 4v4 map size 64*64
(click to show/hide)

Lost_river: a 3v3 map of size 128*128
(click to show/hide)

Mountain_pass: a 3v3 map of size 64*128
(click to show/hide)

Paths_to_War: a 2v2 map of size 64*64
(click to show/hide)
Download the latest pack here.

Older Versions:
5-Map-Pack_a1.7z
5-Map-Pack_a2.7z
5-Map-Pack_a3.7z

All maps available under the CC0

Enjoy!  :)




150
Mods / Re: Tech High Quality
« on: 2 September 2013, 14:05:42 »
Quote
The gameplay in my mod is very different from most Glest mods, it's designed for long epic games with much larger assaults required to topple players. I'm sure you're not changing the fundamental gameplay at all, just the techtree and graphics, which I believe is where we can share.

I find shorter games are useful for online gameplay because it means more people have time to play online. Another difficulty with games with larger assaults is that this causes problems for people with slow computers which cannot handle large numbers of units. But, I also think that long epic games with larger assults are far more fun. This leaves me very torn over whether the gameplay should be changed or not.

Thanks for the artwork also. I'll try and upload what I have when I have it all gathered. :)

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