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Messages - MoLAoS

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26
Feature requests / Re: Rename attack boosts
« on: 28 July 2014, 06:00:28 »
I think "aura" is better than "emanation", just for simplicity.  My issue with "boost" is that the word means an increase specifically, so it makes less sense if it's something that causes harm or weakness.  That may not be that big of a deal.  My favorite alternative would be "influence".

It may be worth noting that in GAE, emanations and effects are separate but related, with emanations just being a passive delivery system for effects.  Effects can also be applied by attacks.  I know there was a "cast-spell" skill in the works that would have worked for actively applying an effect without attacking (so a medic could heal an ally, for example), but I don't know if it was ever implemented.

It was not fully implemented. I looked at that and implemented some basic stuff while working on Mandate.

Aura is a much more common term for what GAE calls emanations in video game development.

27
Feature requests / Re: Tags
« on: 28 July 2014, 03:24:49 »
The one thing about tags is that you need to create the mechanic to utilize the tag. So tags may be of use to modders using scripting, but less valuable to people who can't/don't script.

Tags may be more useful if things are put directly into the engine, such as managing AI and other stuff. I have no idea how far Omega plans to take tags though.

28
Feature requests / Re: Rename attack boosts
« on: 28 July 2014, 03:19:51 »
GAE also has effects. Emanations are effects on a unit rather than a skill. So you would still be using GAE terminology.

Emanation means to spread from a central point or source.

29
Mandate Engine / Re: Mandate Permanent Cancellation
« on: 27 June 2014, 01:53:06 »
It's a pity that you're going to give it up, I liked the idea that there was something *Glest* going next to MegaGlest, and while I never got where you were heading you seemed to have spent a lot of time and made a good progress. So what happened?

As I explained in the OP, I basically had a pretty nasty argument/pm convo with a certain person who happens to run the forum most of my player interest was coming from. This happens to me a lot because my personal opinion on how civil one needs to be on the internet when arguing about video games does not mesh well with most forum moderator/admin/owner types.

Basically if I have a really nasty day in RL, my tolerance for people obsessed with "civility" tends to crash. As for why its in scare quotes, that's a long conversation about the politics of culture we don't need to have here.

30
Mandate Engine / Mandate Permanent Cancellation
« on: 23 June 2014, 00:04:39 »
To put it nice I just burnt the shit out of the bridge that connects to a quite large section of the internet community who would be interested in Mandate. As such, there's no longer any point in continuing development of the game. My motivation pretty much instantly evaporated, as well. Shit could get even nastier in the next few days depending on how certain relevant personalities play things, basically if they disclose private messages or don't, since no one has any reason to take my side over said personalities' version.

Anyways, Omega, feel free to close this forum.

31
Tools / 3D Map Editor Status
« on: 22 June 2014, 06:28:30 »
This is now functioning. Its relatively barebones. You can add new objects to a map, save game, and the objects will be there on game load. This is basically a simple extension of the now functioning save game feature.

I am going to work on adding some new stuff on top of this however. For instance a new modified version of the faction-build menu which will place units in completed form, the ability to spawn units as carried inside a building, ideally being able to place units from the faction/s that is/are not set to player. Some sort of unaligned "nature" type faction that you can place units for. Possibly a removal of the 10 object tileset limitation. This might be more easily resolved by placing natural objects into the "nature" as actual units, this making them destructible as a bonus.

Then ideally you can add in the other map editor stuff like terrain brushes and so forth. Also need to add multi-build to the object build menu.

I will be super busy for the next few days but ideally most of this stuff will be complete and I'll do a demo video by next Sunday.

32
Mandate Engine / Re: Save Games and Success
« on: 20 June 2014, 07:22:08 »
I have done it. Save games are now functioning properly. I still have a couple vectors to add to the save/load code, but that's nothing compared to my odyssey to cause units to appear in the right spot with the correct units loaded into them, with the correct stats and resources and so forth. Took me 12 hours to finish off.

Tomorrow the  3d map editor should be made functional.

33
Mandate Engine / Re: Save Games and 3D Map Editor
« on: 19 June 2014, 02:05:21 »
Alright, as far as I can tell the save function is functioning perfectly for all relevant unit data. Now I must slave away at the load function. Then I can get started on the map editor specific parts. I'm off the next two days so unless EVE interferes with my free time I should be finished then.

34
Mandate Engine / Re: Save Games and 3D Map Editor
« on: 18 June 2014, 01:57:40 »
Okay, according to testing and going through unit files, I currently have a max of 55 items I need to incorporate into the save function. Then I'll be on the load function with slightly more things to deal with. Once that is completed, saves, in scenarios should be mostly done. Certain parts of scenarios may not work correctly, but my projects take place almost purely in scenarios and mostly don't use any Lua stuff.

Once savegames/scenarios function correctly I'll try and see if the map editor has any special issues that need to be worked on in savegames.

Following that stuff should all be working properly and I can push ahead on finishing the actual game content. Still not certain how I'm gonna deal with the need for flower and herb models, but I'll handle that later.

35
Mandate Engine / Save Games and 3D Map Editor
« on: 17 June 2014, 06:01:05 »
Okay, so I've been working on the save function. Just on a whim. I got it to work by commenting out a few functions that caused crashes. Now I'm churning through those problems. Basically the game was not saving some data in the unit save function and then tried to load it, causing a crash. I am attempting to implement the saving and loading of every currently non-processed variable.

I have long shifts at work the next few days, somewhat compensated by being pissed off by and screwed over by EU4, thus causing me to stop playing. I believe I'll have scenarios properly saving including all new game data by the weekend. If it goes reasonably fast I'll be able to put some serious hours into working in the other parts of the map editor that aren't finished. The parts I have work pretty well except they can't save. Honestly the way the map save files themselves are set up I can't see any benefit to messing with the map editor file. The only thing its really good for is the parts you can't do anywhere else and I'm gonna work on that if I can. Basically the starting positions and all that jazz. Maybe mass placing trees and terrain for finer editing later in 3D.

I'll try and put up a video when I'm done of me fuzzing a map.

36
Mandate Engine / Pet And Group Systems
« on: 12 June 2014, 21:01:05 »
crossposted from Bay12:

Well, I decided I wanted to try to get back into this, and in order to maintain motivation I'm going to try and add a large but important and fun feature, pets.

I'm going to utilize the AI behavior system to manage pets, rather than writing a whole new system. It should be simply enough to use a personality, aka a set of ai behaviors, to implement pets. I'm also adding a planned but not yet implemented behavior to facilitate this, the FOLLOW behavior. Most pets will be a combination of FOLLOW and DEFEND. I also want to implement a behavior called FOCUSFIRE which will be used by pets as well. That way pets won't have to wait for their owner to get attacked before being assigned a valid target and hopefully regular units can utilize this behavior also to work together, for the later implementation of "groups" or "parties".

There may be some need to modify the loading units into other units code to accommodate pets if their owners need to enter an Orderhall or a Guildhall or w/e, but otherwise it should all be handled by the MandateAI behavior system.

One major reason to work on this feature is so I can implement the Druid and Necromancer Magic Orders. Although other planned orders can either tech into pets or may have some limited ones already.

37
Well, Since you already had implemented this i was simply asking if there was any secondary effect or you had noticed something about it. Asking for you experience with the implementation is all.

Do you mean bugs? I don't have any problems that I'm aware of, although I could be missing some or not have been in a situation where one would appear. In fact because MegaGlest doesn't implement items or local resources or the vectors for shields/mana type stuff it would be fairly simple in comparison to what I had to do.

Indeed I was thinking of reworking skills/commands in general because of the pain it caused me trying to import a skill from a separate XML file as part of my RPG/multi-classing and traits and shit. My primary goal is to make code that is easily extended. Of course I can't be perfect because I can't model another person's mind well enough to know what avenues to leave open, but I do my best.

Although that last paragraph is a little off topic MG wise.

38
Hm I think some of you did not get the EP idea as it is now. EP is not meant to be a ressource! EP is something that is unit specific and consumed over time. "time" is one command cycle in megaglest. Just take it as a constantly ticking clock. Its used for food consumption too for example. Up to know there was no real need to show this time to the player. Maybe we should think about it, but that has nothing to do with this problem.

As far as I got Maolas idea, I think thats no solution for MegagGlest, as it breaks current behaviour ( for golem for example ).

Why would it break current behavior? You mean for ep cost on movement or something? This wouldn't necessarily be an issue. For instance in the new AI of Mandate, whenever a unit calculates the optimal attacked based on damage and how much mana, or w/e other resource, it resends the attack skill.

That's not how movement works currently but a trivial fix could be implemented to cause the same behavior as the golem currently has.

As far as the purpose of EP, I am not an MG dev but from my perspective the original Glest simply implemented commands in a non optimal way. Also the terminology may be confusing for a non native english speaker. Mana or energy in the case of Glest games is a resource in the general sense. Its not a resource like faction resources like gold and wood and stone are resources, yes, but resource is a pretty general term. Resource stat would probably be the way to be specific in this case. Health and ep in standard Glest derivatives are resource stats. As opposed to armor which is a modifier stat.

The current way of implementing EP is simply not extensible and not conducive to modding in any of the Glest forks, its not just MG.

39
The way I did it was to remove the ep-cost thing and just add a skill cost class. This class can do items, resources, or any stats pretty much. On the start of an attack it uses up the resource-stat costs given in skill-cost. It iterates through the resource pool vector, in case you want to assign energy, mana, heat, willpower and/or any other number of costs. It also separately eats through health, the shields vector, resources carried by a unit, and items possessed by a unit. Anyone making a moba for instance needs to be able to use multiple resource cost types, for instance LOL has mana, energy, rage, etc.

Was there any side effects or negative behavior with doing it this way?.
Sounds like a good way to do this. and it would fix this age old issue. and makes things easier :)

I don't follow, what side effects could there be?

40
The way I did it was to remove the ep-cost thing and just add a skill cost class. This class can do items, resources, or any stats pretty much. On the start of an attack it uses up the resource-stat costs given in skill-cost. It iterates through the resource pool vector, in case you want to assign energy, mana, heat, willpower and/or any other number of costs. It also separately eats through health, the shields vector, resources carried by a unit, and items possessed by a unit. Anyone making a moba for instance needs to be able to use multiple resource cost types, for instance LOL has mana, energy, rage, etc.

41
Mandate Engine / Re: Glester's Mandate Questions
« on: 26 May 2014, 17:16:26 »
when will be released version with working provision tech tree?

Not soon? I'm really busy these days. Stuff happened irl and whatnot.

42
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 26 May 2014, 17:14:59 »
Well, I assume you need to add whatever file is missing, although I'm not sure why its missing. Tomeryn appears to have compiled it properly, perhaps you could ask him if he ran into the error you have and what he did to solve it.

43
Sorry, I'm playing EVE and I had to get a job. Not much time for Mandate. Being an EVE nullsec industrialist takes a lot of time and its only going to get worse as I crack the 1tril isk barrier.

I have some videos demonstrating stuff, although my sound refuses to sync so they are weirdly silent. Also you could grab the source and look at it yourself.

Also, this thread is like, almost 4 months old.

44
I disagree on the expected part.

Fighting with buffed hp and dying when the buff goes off is pretty unique for strategy games. One would rather expect that the hp the unit still has are its base hp and not influenced by the buff.

Should be changed imo

For whatever reason MegaGlest devs like to claim a lot of things that should be bugs are features. I can't understand where they get the idea to makes their mechanics like this one from. Its super bizarre. But I guess, its their game so they can make weird decisions if they want.

45
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 25 May 2014, 23:21:51 »
I did all of them ,still doesn't work.

Its the same error with freetype though? you might just have to download freetype.h or something.

46
Mandate Engine / Re: Glester's Mandate Questions
« on: 25 May 2014, 23:01:20 »
Recently downloaded Mandate Engine. I wanted to add to the tree MAGITECH. but the game crashes when loading. Can it be repaired?

This is super experimental. Does the github repo even have magitech in it? My bad. I changed a crap ton of XML so magitech won't work unless you fix it. Its a lot of work.

47
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 25 May 2014, 22:58:59 »
Im totally lost now.

Here is the GAE compile guide, should be similar to mine:
https://sourceforge.net/apps/trac/glestae/wiki/CompileGuideLinux

48
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 25 May 2014, 22:12:03 »
I never tried to compile glestadv , The procedure that I used to compile , is it ok ?

Presumably. I never compiled on Linux myself. In Tomeryn's thread he posts the things he did to successfully compile for Linux, though not on kubuntu I think.

Anyways, you don't have to compile on GAE if its much trouble, I'm pretty sure you merely lack the correct version of freetype, assuming you have one? You may be able to grab the GAE dependencies from https://sourceforge.net/projects/glestae/?source=directory

Not sure if that's where they are, after all this time.

49
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 25 May 2014, 21:59:32 »
you appear to lack the proper freetype library. can you compile glestadv properly? because there should be no change to the code involving your problem from glestadv to mandate.

50
This is not at all working as intended in my opinion. You should calculate have however much health you have when the boost wears off, and if its too high, cap it to your max. This is how it works in every game and its superior gameplay imo.

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