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Messages - MoLAoS

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151
Feature requests / Re: Megapack Balance
« on: 27 July 2013, 15:02:37 »
I actually wrote part of the special AI for my project to calculate damage on targets. It both picks the optimal move damage wise including mana/energy w/e and which target is best to hit. It doesn't even need strings to handle this, it just plows through the damage resistance list because all damages have a resist and the list is the same for all units.

I think MG uses a different armor damage system though. But its definitely possible to add a lot of this stuff. The most cpu intensive part of attacks is building the list of attackable units I think, so adding priorities shouldn't slow it down too much.

152
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 22 June 2013, 16:27:22 »
Okay, it looks like there is something it doesn't like in find lair, which is weird. The new AI must have some non-standard code that your computer doesn't like.

The XML workaround helped you because it took out the AI for the only active unit that used the new AI. However I suspect that faction will still crash if you played a longer game?

Did you see any tax collecters spawn? They spawn and load into the castle. Did they not crash? It would be really convenient if only the findLair function crashed.

153
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 22 June 2013, 10:53:44 »
Can you report what it says in the error log in the same folder as crash? There might be some data missing or something.

Also try going to provision/factions/humans/units/defender/defender.xml and remove this section:

  <control type="inhuman">
    <personality type="defender"/>
  </control>

154
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 20 June 2013, 16:45:51 »
That is my bad. Some of the content doesn't work.

You should only use the provision tech tree which should only have the humans faction. If you were already doing this there might be a bug.

155
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 20 June 2013, 03:11:10 »
That was my bad. That is a bug on all compilers. I simply never checked those pages. I also fixed another bug in the xml cause of testing that bug. Unless something else weird happens it looks like it should compile on linux. You sure get a lot of warnings though.

Redownload and tell me it works. Honestly I'm shocked i managed to fix any errors because that compiler output was verbose and intense.

156
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 19 June 2013, 13:55:55 »
Okay. After googling it appears that GCC complains about certain things with const that VC++ doesn't care about. I have made a slight change that may solve the problem, although I can't be sure. Basically all the errors appear to be coming from 3 vectors:
UnitReq
ItemReq
UpgradeReq

In element_type.h

For w/e reason the vectors were:
<const thingy> thingies

So I've changed it to:
<thingy> thingies

I won't be able to say whether that was the issue until you recompile. Try and grab the new update from github to see if it works.

157
Mandate Engine / Re: Compiling on Linux (2bdc01f)
« on: 18 June 2013, 20:17:08 »
I wasn't asking for a tester, I just didn't understand why you thought it was windows only.

I don't really know what those errors means. It doesn't look much like the errors from VC++.

Does it say there are two errors?

Did you try compiling the latest version of GAE from GitHub on the same machine? It would be helpful to know if it was a pre existing problem. IIRC john had a problem with both GAE and Mandate when he tried to compile.

It looks like you are having some problem with fpermissive? Presumably because VC++ isn't standards compliance?

158
... said the guy who converted a cross-platform game engine into a Windows-only one. :P

Pretty sure it works in Linux. I don't recall if John ever got it going. It'd be pretty difficult for me to test it on Linux without someone to compile it.

159
I again think hint 43 should be removed. I get it, linux is great and all. I use linux as my primary development environment. I took a class that specialized in linux. That line still sounds elitist, immature, and unprofessional. It even completely misuses the period character (an ellipse is three periods, and represents trailing off thought or momentary pause; two periods is meaningless). Never mind the stupid smiley face on the end.

And to be honest, hints like number 44 are completely fluff. It doesn't help a player new to the game at all.

To be brutally honest, though, I think most of these hints are pretty useless. The global hints is the wrong approach. Hint should be stored with the faction, so advice that is actually relevant to the player's expected play style can be displayed, not useless generic information like "upgrades are important" and various hotkey stuff. Instead, we should be telling players specific ways to use units, specific upgrades, etc. But in order for that to be useful, hints need to be delivered by the faction (ideally overwriting global hints).

Linux bigots are some of the most annoying kind. Even worse than Python programmers. They are never gonna change that hint. It makes them feel so superior.

160
Feature requests / Re: Megapack Balance
« on: 15 June 2013, 08:01:58 »
You can have auras in GAE. They are called Emanations and use the effect_type class. Mandate has that as well. However neither of those engines are suitable for multiplayer and balance is something of a waste of time in single player since the computer will always be too dumb to beat a human. Plus you cannot even play Magitech on Mandate anyways.

Adding the effect_type and emanation classes would take prohibitively long for the MG devs. You might as well just use the Attack Boosts.

I should also note that Magic is probably balanced, its just not the same play style.

161
Feature requests / Re: Megapack Balance
« on: 15 June 2013, 07:18:44 »
I actually had a problem with using EP and other costs multiple times when I was adding skill costs/command costs to mandate. Basically the design of Glest was applying costs in a bad way and the way it uses EP because of attack skills was dumb. If you want costs on multiple commands besides attack you'll either need to separate EP costs based on the skill or just directly rework how costs are applied.

162
Mandate Engine / MEU: Character Creation Again
« on: 9 June 2013, 04:24:56 »
Back from my extensive CK2:TOG inspired break.

After some annoying hacks you can now load the whole tech tree into the character creator to load skills and shit. Necessary for loading traits and skills so that you can see what they do before you decide if you want them on your guy.

Should be able to finish off at least saving the portion of the player/special characters. Still cannot load them in game although traits are currently fully functioning and both traits and upgrades can pass around new skills to units if you use the appropriate model file names.

163
MegaGlest / Re: Screen resize and data in glestuser
« on: 5 June 2013, 21:39:52 »
can't you just search glestuser in the OS search function? that should tell you where it is.

164
Mandate Engine / MEU Technical: Upgrades Grant Skills
« on: 28 May 2013, 01:39:52 »
You can now confer new skills with upgrades. The value here is mostly space saving, previously you could lock skills/commands with upgrades but now you can put those in the upgrades to make the unit less stuffy. Also you can confer the same skill to multiple unit types but only need to write the skill once in the upgrade.

The main value is that this system will allow the conferring of skills with numerous other methods now that some kinks are worked out.

Anyways I'm gonna try to work on some other stuff for a while. Gotta go check my list of stuff that I need to do.

I kinda wanna enable the player characters and customizable characters now but that's a lot of work. You can already create a template for your player character with the character creator, its just not possible to load currently.

165
MegaGlest / Re: signal allies function
« on: 26 May 2013, 15:44:51 »
I am pretty sure the MG devs already added minimap pings to help coordinate with allies. If you check through feature requests you should find a thread on this.

should be this thread:

https://forum.megaglest.org/index.php?topic=8397.msg82883#msg82883

166
Mandate Engine / MEU: Skill Passing(Technical)
« on: 25 May 2013, 22:15:44 »
After a bit of work I've managed to enable a way to pass the same skill to several units with traits and I guess w/e else. It did piss off the checksum though. But anyways ridiculously multi-classed mages are now working great. All sorts of fun shenanigans. Making great progress.

167
Mandate Engine / MEU: Traits(Class/Subclass Implementation)
« on: 22 May 2013, 20:44:15 »
Traits are going to end up serving a much more diverse role in the game than I originally intended. They contain all the necessary functionality to implement a psuedo-class so there is no reason to duplicate code.

As part of the addition of the Character Creator and the major character unit system I came to a point where I wanted to have schools of magic and other class/subclass type functionality and I realized it would be easier to use traits. In theory I could load these as multiple unit types but honestly unit-type has so much stuff that you only need once that its pointless.

Basically a subclass is implemented in a trait in a pretty obvious manner. For the pyromancy school of magic I am adding to the character creator there are a few options.

Pyromancer is a mage subclass which means it requires the mage trait as a prereq.

The Mage class is implemented as follows:
+5 conception since mages are smart
+10 potency so that the spells of a mage are stronger than a melee combat class since there is no strict skill typing
+50 mana because duh mages need mana
--some number of basic spells

The Pyromancer class is implemented on top of that as follows:
+5 conception because of a more intense knowledge focus
+5 potency because a focus in magic improves all spell damage
+25 mana because duh advanced mage
+10 fire damage
+5 fire resistance
--some number of fire based skills

Note that potency is a character stat for major characters that represents a generic increase to spell damage
Note that conception character stat that is a generic increase to knowledge acquisition because mages need to research new powers

Many bonuses are only available by subclass/trait like pyro fire damage. No matter how you spec a fire mage you can't get that bonus. All mage classes/subclasses get a bonus to mana potency and conception so a pyromancer and a hydromancer have a similar power there.

As far as my personal project goes the class system allows you to pick powerups based on experience, so you could spec 3 fire classes or get pyro/hydro/aero. Also speccing in multiple elements allows for special advanced classes. Steam mages from hydro/pyro vs something like pyro/pyro/pyro. Traits have a progress stat that can mean different things. For personality types it may need to hit a value for a one-off trait and for classes its like a level. So to be a just ruler you may need to get x points in justice at which point you get a relations bonus or something.

Aside from hybrid classing I wanted to make it so that it would be worth it to be a pyro/hydro combo without speccing to steam. Still working on various strategies.

You can get skills/spells separate from traits but generally traits/sub classes have rarer skills and good bonuses like the pyromancer's damage bonus.

Traits can be added to upgrades and are therefore usable in regular RTS. I am trying to maintain the ability to play a standard Glest/MG style RTS while putting in all the RPG stuff but I also want you to be able to use any feature you want rather than having a lot of limited game types.

168
Mandate Engine / MEUpdate: RPG Character Creator
« on: 18 May 2013, 19:40:26 »
So I got a lot of work done today while listening to some oldschool punk on youtube. Anyways I'm slowly fixing it so that all the relevant classes of Sovereign, the character class for your player character, will be filled and save into a file that is in the exact format that the ::load function for Sovereign uses. I knocked out EnhancementType, DamageTypes, Resistances just now. I also go some other stuff.

I mostly just need actions, which is the container class for skills and commands, so basically the abilities of your character, and then effectTypes. Actually I was thinking maybe your character doesn't need straight effect types. I am trying to think of any default emanations it would be good to have and I can't really. You probably only need activate emanations. So that means its really just skills.

I'm not sure how that will work really since I would need to standardize animation names so that more than one kind of unit could use a skill if they wanted.

I am trying to decide if I need a class/grouping system that will have some skills and bonuses or if I can just role that into traits since it technically holds the capability to do it.

Then I will be done with this part and only have to deal with mages/leaders/overseers and how to implement traits and dual classes and shit for them. This is somewhat easier since you can implement that in raw XML. A regular player doesn't need to design units so then there doesn't need to be a character creator for those which is good cause its a lot of work to make customizable units like the player character is.

169
Mandate Engine / MEU: Character Creation
« on: 12 May 2013, 09:00:21 »
I am making some decent progress on character creation. I've been able to write valid XML to a file from in game. This will definitely allow me to create an in-game unit editor for people who don't want to mess with XML. I know I don't. So much clutter to deal with. XML is super verbose.

The creator writes formatted perfectly space xml and handles attributes and children and so forth. Which presumably isn't shocking to coders but is possibly useful to modders.

Anyways I'm probably gonna take a break. GUI programming and file writing is hella dull, even with solid libraries.

170
Mandate Engine / MEU: (Done)Secondary Resource
« on: 11 May 2013, 19:35:26 »
You can now specify the secondary resource if you have one at all and you can give any number of extras. All units have Health but whether you have mana or energy or power or rage or stamina is all up to you. Some slight refinements are in order to integrate into later features but I can't do much there now.

Secondary resources are separately functioning so you may be able to combine them for various effects. I am also going to try and add some functionality for them. Although this might just be left to effects. On-hit burn/drain/restore should all be possible with the current effect system. I may still want to add stuff like getting "souls" from kills and then having a statistics/enhancement you can set in unit or item that gives a bonus per soul and some other stuff like that.

Defenses I am still working on though its mostly implemented. Things like shield spells or protoss style perma shield are probable. Shields can be tinkered to only affect a specific damage type and such stuff or absorb half damage or w/e. You could also have a one time shield that can't be restored or similar weird stuff.

171
Mandate Engine / MEU: Arbitrary Energies
« on: 10 May 2013, 00:49:56 »
I've always felt like the current system of energy/mana is just not good enough. And my initial addition of shield points isn't too useful and its confusing. So I've decided to implement two new systems.

You can now arbitrarily define any number of energy systems. I know at first it may seem weird, who needs more than one. But I do. And I assume people will find a use given the capability being built in and easy to use.

Basically you assign a name and some values to the unit and then to their skills. Its possible just to use it for different energy systems per unit, but also for multiple ones on the same unit. For instance a stamina stat may power stronger attacks on melee units. A magic golem may have magic for spells but also electricity for normal operation.

I also added a defenses vector. Instead of having the shield points you can use any number of defensive shields. I already added resistances, but those are per hit. Now you can make a normal shield, or a shield blocking only physical damage or just fire or w/e. You can cast a spell to add a shield and a timer and so forth.

I want to have units that can ignore some kinds of shields. I'm not sure how well it will work out in practice but its not too hard to enable so I'm gonna try it out.

I had considered mediating shields through effects and I might change that around later. The energy system is more important and the shield thing just happens to be easy to build using the same code.

172
Mandate Engine / MEU: Sov Maker
« on: 8 May 2013, 13:20:23 »
So after having to clear out a lot of shit left over from something or other, things like pointers to faction type and tech tree that didn't do anything but were pushed all the way down various ::load functions, I got some work done.

I can now load a specialization into the Sovereign/Character Creator menu and it displays the CharacterStats, an RPG based attribute system. I just need to add a couple things and find a way to format them well for the limited GUI and then you can see all the things the specialization you pick will give you. Then finish up the free allocation section. Anyways its gonna take me longer than I thought cause of weird bugs and other non-sensical coding choices in the engine but I expect to be done by the end of the week if I'm lucky. That will be a pretty good step towards the game being done. Also this will help me get an in-game unit xml editor ready. Although I might shift generic editing to a standalone application. I won't do that editor for a while since I don't need it for the game but eventually it will be there and have all the flexibility of hand edits but with no annoying mistakes.

It wouldn't take so long but I had to do all the work of familiarizing myself with this aspect of the engine that I hadn't used before.

Hopefully I will get these kinds of characters integrated a week after the menu and get the crafting and traits done. Then really all I need is to do events, clean up, and enable the interactions of a couple classes.


173
Mandate Engine / MEU: Sovereign Creator(Update)
« on: 2 May 2013, 11:00:07 »
I am slowly chugging away at the character creation screen. I've added a new folder to techs to hold specialization files. It will probably contain several other files as well. I'm am debating moving this to the faction folder but I am not sure.

I am going to post something I posted to rpg codex here to describe sovereign creation more in depth:
So I'm currently working on the character creator for my project. The game isn't a straight RPG, its more of an RTS/citybuilder with a simulation of important characters used by you to run a fantasy society. You can only directly create your Sovereign, the other characters with individual skills are randomly generated from your educated populace.

I want to divide the game into 5 spheres:
Magic
Military
Economics
History/Linguist/Research
Diplomacy

Currently I plan to set it up this way:
You choose a specialization in one of the 5 spheres, this gives you a significant boost to the skills and abilities and stats of that sphere upon game start.

H/L/R gives a boost to research speed. Researching is done using books gathered by various means. History allows you to find more books generally, linguist allows you to recognize what these books are for, and research allows you to turn their knowledge into knowledge you can use. You will have more options and better ability to make use of them with this specialization.

Diplomacy is pretty much what it says and it applies to be inter and intra society interactions. It lets you make better deals and pacts with other societies. It lets you do better with major characters in your own society as well. They might take pay cuts, offer you books, agree to work together better with other major characters and you, and do various other such things. This is important because you can't do everything yourself. You can't lead all the armies, in so far as armies can be led at all given that most military characters are agents in and of themselves. You cannot organize all the economic stuff yourself. You can't do all the research yourself and so forth.

Economics is concerned with trade and production. As a citybuilder type game you have to gather and process a lot of materials to produce a wide variety of goods both to placate the citizens and raise their education and economic level and to give to heroes and soldiers to defend the kingdom. These are mostly buffs to production rate and various other things.

Military is pretty obvious. Leadership of guards and the ability to lead a group of the AI heroes or at least possibly convince some to follow you. It also gives bonuses to your personal combat skills and stats.

Magic is perhaps more complex. It ties in to several areas. Magic has some bonuses to research. Magic has skills that influence the economy, magical production and also products that are more magical. There is a bit of a trade here as well. You can focus on magical goods or magical power. Basically if you invest in magic and economics properly you can mass produce all sorts of low level magical enchanted military equipment and production facilities. If you focus on magic and H/L/R you can get magical spells for casters that are more powerful and buff magical research in general to be faster and also be able to hold more spells at once and so forth.

Then we get to what I'll call the free allocation. Basically you have a number of points you can assign anywhere, with some prerequisites but those are mostly general. 1 Point in some broad skill compared to having 8 points in specific ones like floggoflopr and 4 in schtupersnock.

I will probably make certain skills only available in the specialization or perhaps it can just be that if you get 10 points in bladesmithing from economics and 5 from military than economics is necessary to max blade smithing and military is better than the other 3 but only second best.

Aside from that you will be able to allocate points in any skills you like, either focusing on your specialization or going down the economics route so that your magic specialization is used for magitech production and not mastery of arcane knowledge.

I'm trying to think of the best way to organize points to meet these goals. For instance if I don't cap the points you can add to a skill in free allocation, and I don't make the number quite small, you could subvert the Specialization to the point of being useless. I'd think its better to cap single skill allocation so that I can still have a ton of points to assign to make really specialized builds. You can of course level your Sovereign's skills during the actual game, possibly even above specialization, presuming you get the proper books and items and choose the right answer in events. But I feel some options should only be viable or available if you specialized right.

I also need to deal with the event system. Different non-default options are available based on your character. I don't want to use % chance too much. I think it just leads to save scumming. I would rather assign static values and then display the choices you qualify for with a 100% chance. Is this a good idea? Your choice in a few events won't decide the outcome of your game, so if I went random you wouldn't lose to a dice roll. But it might be pretty disappointing to see an amazing option and miss it because you got unlucky with a 90% chance.

Part of free allocation is spells/classes. I am wondering how much control to give the player. Should they be able to select individual spells? Should they only be able to spell schools?

So many decisions...

Anyways I am planning to have a text box where you choose a specialization and it displays what you get for that, maybe in a tool tip, not sure. Then you will move on to the free allocation. I decided to go ahead with schools of magic/spells/skills that you can select from. Then you will be able to pick some traits that give unique bonuses. Traits cost more points and may not be exactly as you like them, but you get a lot from a trait so you need to decide if the bonuses are worth it, especially since some may be unique. Then you can add points to various skills/stats individually. I hope to make many many possible combinations viable. We will see how that goes. Personally my first character is going to max out on languages, history, and research stats plus magic and then dump the rest into economics for magitech purposes. I'm probably going to totally ignore military and diplomacy.

Ever since my first academagia character specializing in history and language turned out to be useless cause those skills were only good for later game years I have wanted to be a magical linguist/historian.

Anyways I expect to have some good work done by the end of the weekend, possibly all the engine stuff will be done and only the XML to define the specialization will be left, to be completed later when I move from engine to game work.

174
Mods / Re: Tech High Quality
« on: 30 April 2013, 21:13:43 »
You added a lot of stuff to the castle that is more like fantasy victorian or harry-potter ish that Magitech. For instance the random wooden box window sticking our and the wooden towers and such. I'd hesitate to call it high quality as it is more like alternative art style. High quality Tech would be more like adding extra detail to the tech castle and a better texture rather than radically changing the design. The thing about graphic art is that so much of it is based on style preference rather than technical detail.

If you really want to redo the Tech models maybe call it Alternative Style Tech instead of High Quality Tech.

175
Mandate Engine / Re: Mandate Update Thread
« on: 29 April 2013, 07:38:57 »
I only compiled from my personal laptop, it has 32bit Windows 7. I am not able to compile it for other configurations. However the current source as well as gamedata is at my GitHub repo so you can compile it yourself for your setup. It shouldn't be too confusing but I can probably help you if you have trouble.

I redownloaded the zip archive from my site, although I recommend you use the SourceForge page from now on, and I ran the game with no problems. I'll try to find a way to compile for other Windows versions and for Linux in the future but I probably won't be too successful since I have minimal Linux experience.

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