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Messages - FreshDumbledore

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51
Let me solve this (if im right):
when you open the map editor it will show you an empty map. on this, you can not set players, thats right.
Go to File > New and create a map with the number of players you want.
Or to Edit > Reset Players and enter the number of players you want.
After this steps you can set players on the map :)

52
the game logic is programmed.

however, im doing some more tests right now.
results:
you dont need to have less hp than base-hp to die if you lost more boost-hp than you have base-hp.

in numbers: have a 600 hp unit, boost it by 1000 (= 1600 total)
lose 800 hp = be at 800 hp.
lose buff = drop dead (while having more total hp than you would have unbuffed).
cant imagine people to expect that :)

setting the multiplier to true seems to be broken, may someone else test it plz?
my code:
         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="5" />
            <target value="faction" include-self="true">
            </target>
            <max-hp value="300" value-percent-multipler="true" />
         </attack-boost>

still adds 300 static hp, same for 60, 600 and so on.

53
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

54
loosing the boost without taking damage before is no problem.

so if you buff a unit from 100 hp to 200 hp and do not fight and walk out of the boost range / loose it, the unit goes back to 100 hp and is alive.
but if you buff it from 100 hp to 200 hp, fight until it lost 101 hp and then walk out of boost range / loose it, it dies.

looks for me like damage would first be removed from base-hp and not from boost-hp and when boost-hp is gone too, negative base hp makes the unit die .. or something.
maybe a dev can explain :)

###
also buffing a unit from 100 hp to 300 hp and loosing 150 hp will cause it to die when loosing boost if i remember right

55
Hello,

applied a sight boost seems to have no effect. The increased sight is shown in the units stats (like 15+20) but it still visually 'sees' 15 fields. Also tried with the multiplier=true option, didnt help.

Example xml:

         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="5" />
            <target value="all" include-self="true">
            </target>
            <sight value="20" value-percent-multipler="false" />
         </attack-boost>

Can someone test/confirm this bug so i know its not related to my xml's?

if it matters:
megaglest v3.9.1
Compiled using: GNUC: 40403 [64bit] on: Jan 18 2014 17:44:55 platform: Linux-X64 endianness: little
GIT: [Rev: 4628.11ac54a] - using STREFLOP [SSE] - [no-denormals]

binary installation on gentoo linux with a 3.12 kernel

Regards

56
Hello. Increase a units hp with an attack boost, fight with it, get in a situation the boost is disabled, unit drops dead (without being further damaged).
probably needs to have more hp lost while boosted than it would have unboosted. (like having 600 base, 1500 boosted, lose hp down to 700)
however, xml (put on a worker move skill for demonstration purpose)

      <skill>
         <type value="move"/>
         <name value="move_skill"/>      
         <ep-cost value="0"/>
         <speed value="190"/>
         <anim-speed value="130"/>
         <animation path="models/worker_walking.g3d"/>
         <sound enabled="false"/>
         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="5" />
            <target value="faction" include-self="true">
            </target>
            <max-hp value="9999" />
         </attack-boost>
      </skill>

if it matters:
megaglest v3.9.1
Compiled using: GNUC: 40403 [64bit] on: Jan 18 2014 17:44:55 platform: Linux-X64 endianness: little
GIT: [Rev: 4628.11ac54a] - using STREFLOP [SSE] - [no-denormals]

binary installation on gentoo linux with a 3.12 kernel
regards

57
Mods / question on attack boosts
« on: 23 May 2014, 16:21:09 »
Hi,

i would like to apply an attack boost effect with target value="foe" and a specific unit-type name. this should be possible if i get the documentation right.
im trying to do it in a techtree with 2 factions. to be able to apply target="foe" i copied the unit (to be buffed) over to both factions (would crash trying to find the unit in both factions else). here is what happens and the problem

* setting the target to all w/o unit specified: all units do have the buff
* setting the target to foe w/o unit specified: all foes do have the buff
* setting the target to all with unit specified: only the faction with the buffing unit has the buff on the specified (other) unit
* setting the target to foe with unit specified: only the faction with the buffing unit has the buff on the specified (other) unit

so how can i apply the buff to a foes unit?

regards

58
bump want to trigger a one time effect, could do it setting start-ep to 1, skill req to 1 and regeneration to 0, cant do it as there is no start-ep tag.

59
-- did the improved units xml from scratch (standard worker template). works now building from pyramid. once i redo it with morphing bugged again --

Hi,

in my Tower Defense mod/tree i created an improved worker which can be morphed out of the standard worker.
Works fine with humans but the AI breaks having two units that could build avaible (even if none is in game! the ability to morph to or if it is possible to build it somewhere is enough).

AI will put down 2-3 buildings in the beginning and then just harvest for infinity.

Works fine again if i remove build skill on morphed unit or the morphed unit itself. Or every possibility to create the morphed unit.

Also tried to give the build skill on the morphed another name, no difference.

regards

###
thinking about it, i had no problem mixing thrull and indian worker, both having a build skill. still the behaviour described above occurs just like that :-l

60
Mods / Re: Tower Defense
« on: 21 May 2014, 19:24:21 »
Thanks Jason!
If anyone wants to point out that i missed a unit i should include (good attacker or defender) or has any other improvement idea, speak up
Enjoy :)

61
Mods / Tower Defense
« on: 19 May 2014, 23:18:00 »
Tower Defense is a techtree trying to bring the fun and actionpacked gameplay of Tower Defense to MegaGlest.

I started to work on the mod on 2014/05/13.
The 'Staff' working on it currently is: Jammyjamjamman working on graphics, Magister working in balancing changes and me.

There are two factions, Attackers and Defenders.
Requirements for food or housing are removed on both - you can focus on the battle.

- Defenders
Defenders aim for defending their base with a variety of towers they can build while attackers try to take this towers and the defenders base down.
Defenders can win with extending the area they conquered by towering further, up to the attackers base, or by defending as long until they can afford a huge tower that literally ends the game.
Towers are divided in 4 levels with increasing strength on each. Levels need to be researched (pretty expensive and takes some time for advanced levels, but worth it).

- Attackers
Attackers can build melee units when the game begins and can decide by research which units they want to go on later. The production is simple, the producing buildings got this names:
build melee
build ranged
build nonhuman
build mechanics
build air
build special

Therefore, if you want to do air units you just need to do the required research and build that building.

STATE as of 20140602
We are making good progress; the Mod is being developed on github: https://github.com/FreshDumbledore/MG_TowerDefense/
The latest version can always be found here (for local testing games): https://github.com/FreshDumbledore/MG_TowerDefense/archive/master.zip
If you want to play online make sure all players are up to date / CRC matches.

STATE as of 20140703
Defender System has been reworked to a morph-system that allows greater flexibility (you can morph a tank-tower back to selection and then to damage or splash for example, or morph it up to the next level)
Also some models have been reworked,
the new style for defender base (based on munchy mod):
(click to show/hide)
Towers will also be reworked to a sci fi style.
We could need help for creating icons and editing models and textures.

Some screens:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

LATEST PATCHNOTES (we changed stuff every here and then so its just the most important changes):

* Attackers can reveal the map for 30 seconds with a 'sight' button on castle each 5 minutes / castle (EP cost)
* Towers can be multi-selected and you can target enemies directly
(this causes fancy - unwanted - rotation of most towers. looks a bit silly on some of the models. im afraid it has to stay if we want to keep targeting)

Enjoy

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