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Topics - Golkombie

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MegaGlest / Tech Changes I would like to see
« on: 8 November 2017, 00:55:31 »
Hello guys! Haven't seen in forever, yeah?

Anyways, after reading up on Biel's "Proposed changes to Magic", I decided to make an easy proposal to what I think is the most under-powered faction, tech (https://forum.megaglest.org/index.php?topic=9904.0).

Tech is notoriously for being costly and inefficient early game. For instance, their infantry have similar starting stats as Romans, but Romans can produce every thing faster, cheaper, and eventually stronger. Tech inefficiency is only exacerbated by their slow production of units and construction of buildings. Therefore, the change I would to see is a decrease in the production time of all Barrack units by 25%.

2
Feature requests / Work-to-do-List
« on: 12 April 2017, 04:18:41 »
https://docs.google.com/document/d/1v10Jjkcbq7_dBXMJlfvC8y-Nu7S7vrftIy_tsU5NoVE/edit?usp=sharing

A document that dictates what needs to be changed and so based on my experience. Make comments on the document or reply about the contents.

3
New players download the game and try out multiplayer, then make a lobby instantly. Hosting a lobby is a problem for these players, because they can't see who is active, so they can't notify us to play with them. Often we just sit on our butts and carry on with our lives while people make lobbies wondering why there aren't any players joining. We can solve this issue by making them more active with the community. If we ever want to go mainstream with Steam, we have to build up a pre-steam player base. After all, we cannot have the game's success depend on such an unstable player base of steam players. Just look at the steam reviews! They could tear our reputation to shreds if one asshole thinks the game is mediocre for him. Regardless, it's our obligation as retainers of Megaglest to provide these players with links to our community channels on our website(where new players can see them easily).

Put a giant link next to the download link saying:Freenode IRC Community Chat hosted by Titi, Alket, Filux, Tomreyn and others; Discord Community Chat hosted by Golkombie and Issh(for being the first member)

My Megaglest Discord Channel
https://discord.gg/eEt56WB
A free chat and voice communication advice that supports encryption and free servers. Also, it has desktop and phone text notifications that can be read without maximizing or bringing up the app, so when something happens, people can be notified directly. This is important for our tightly knit community. I suggest everyone to use and enjoy this tool. Currently, it's very popular with League of Legends, Starcraft, Discord, and other mainstream multiplayer games. It's bound to become the mainstream tool for gamers. Why not tag along?

Freenode IRC
http://webchat.freenode.net/?channels=megaglest-lobby,megaglest
The original, classic lobby for all megaglest users. Modders and players can be found here. We are friendly and don't bite. Contact us if you need anything.

Megaglest Forums
https://forum.megaglest.org/index.php
A hub of ideas where people churn their brains to a mess. Besides, who needs them when you have Megaglest? Regardless, this is a place where anyone can drop and say "hi" to introduce themselves and/or throw a party  :bomb: . Modders and Admins crawl around this place often. Just don't necro anything, since it's bad for everyone's health. Thus, if you ever need help slaying bugs or creating machinations of your own, come here and express yourself.

And also.... do the same thing for the in-game lobby!
Players do download MG from other websites, so please implement this. For example, put links above the chat room icon labeled Discord Freenode IRC Forums.

4
Feature requests / My Idea Box
« on: 21 August 2016, 22:46:03 »
Here is a collection of my ideas. All examples are from the Roman faction. Units refer to Buildings and Soldiers. That's really it.

Key Bindings for Army, Buildings, and Research to be produced.
Have each unit be bounded to a key. I'm thinking of an unorthodox method.
First, select a unit that can produce Army, Buildings, or Research.
Use the following key binding to select units. I will use the Training Field as an example.
zxc for the first three units. ex: Spearman(z), Archer(x), Guard(c)
Shift + ZXC for the second three units. ex: Swordsman(Z), Improved Training Field(X)
If MG adds a production tab that includes more than 6 units, then I suggest: Ctrl + ZXC for the last three units.
This applies to any unit that can produce/research/build.

Uniform Select for a Type of Building.
Have multiple buildings of the same type be selected and able to be put under a single hotkey. 10 Training Fields under 1 Hotkeys rather than 10 Training Fields over 10 Hotkeys.
This will allow us to produce armies much faster and also allows us to organize units much easier.

Infinite Resource Production Facilities
Expensive/Time Consuming buildings that produces resources very slowly.
Mineral Mine - A building that produces Stone and Gold. It requires workers to be operated and can hold twenty workers. Each worker produces 1 gold + 1 stone per second. Workers ---> Miners
Market - A building that produces Wood. It requires workers to be operated and can hold fifteen workers. Each worker produces 1 wood per second.
Workers --> Merchants

Tier Flattening
All buildings lose their tech requirements, except for defensive buildings, since none of the later tiers units are over powered. In addition, there is no point to restricting players from choosing their preferred tech path.

Militia
All workers should be able to equip weapons and fight back. Perhaps some factions require research to become a militia. Furthermore, militia strength between factions should vary depending on how weak they are early game. Ex: A worker converts to a militia in 10 seconds. It gains 100 health, 10 armor, and 100 damage. It costs 10 seconds to return the militia to a worker. This allows workers to defend against early rushes.


5
Feature requests / Optimizing Gameplay Suggestions
« on: 21 July 2016, 19:53:05 »
In high level plays, I find it very difficult to manage my production; because, units cannot be built by the push of a button and multiple buildings cannot be hotkey into one control group.

My thoughts:
A)The issue of units not having hotkeys to be build can be easily fixed by giving them hotkeys. I suggest this format: ZXCV for the first row of units(including upgrades). Press tab to select the next row. An outline should form around the second row to inform the player that he is selecting the second row. Once selected, the ZXCV will be used to train units. This should apply to multiple buildings if A is implemented.

B)When you left drag/click/or shift+left click to add/select building(s) I suggest that you should be able to select multiple buildings without also selecting multiple units. Currently, one can only select a building per hotkey and that makes it problematic to use resources efficiently.

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MegaGlest / Megaglest Lore?
« on: 30 June 2016, 18:11:06 »
Megaglest has a decent sized world and existed for many years, so I believe it deserves a lore. Perhaps the following ideas proposed by the community and I could mold what Megaglest could be in the future.

My idea takes place in a library of knowledge where the culmination of myths and history intertwine to form a sci-fi yet fantasy world. This library is called Megaglest. Each world that resides within the Megaglest is called a glest. Within these glests, various myths and people form factions vying for supremacy. The residents of Glests do not have their own conscious. They have one will, which is to fight for supremacy.

There are an infinite amount of factions that can be formed from the lore of the Megaglest. For example, there are heroes, villains, great leaders, monsters, and evil machinations. Despite the discrimination between the good and bad, there are no black and white sides. All commit sins for supremacy.

However, there appear to be higher entities controlling these factions. Their mighty strength and ability to pour life into these soulless beings make them gods of Glest. Yet their desires make them sinners as its soulless puppets. It appears that the lore of Megaglest is simply a playground for these giants.

At the end of the madness, there are rumors of a greater being, a greater goal, a greater prize that all sin for. Perhaps, the existence is merely there as false hope, but one rumor is that it has the ability to make lore a reality.
----------------------------------------------------
I will update this whenever I can.

7
MegaGlest / Megaglest IRC Tweaks
« on: 29 December 2015, 23:56:00 »
I think the Megaglest IRC isn't too noob friendly so a "Contact the players in chat by their full name" by the bot is a good idea since waiting for other players is half the game. You often have AFK players and one active player. The one active player(me) checks on the IRC once in a while but never gets to play, because the noobs don't contact the active players. The noob makes a lobby and expects us to join, which of course does not happen. They don't contact us so we aren't there to interact with them. This causes a loss of player base. Therefore, I suggest a chance in the IRC menu. In addition, a shout button could be implemented in-game. A person contacts another player, the player would be notified by a sound.

8
MegaGlest / Golkombie's Guide
« on: 24 June 2015, 05:00:24 »
Every faction is has their disadvantages and advantages against each other. However, it doesn't mean that any match up is equal at any of the 4 stages: Entrance Play, Early Game, Mid Game, Late Game, End Game.

Based on my experiences, a fair duel should always end mid-game on a 64x64 map and late-game on a 128x128 map. A good map has exposed Natural Expansion, no excessive resources, clear and direct paths to the enemy, and reasonably close gold/stone to HQ.

Lets analyze the 4 stages of the game.
Entrance Play is when players pick their stratagem and follow through. Players on both sides would use their starting forces to scout for "cheese". A cheese is a strategy designed to cripple a player using unorthodox strategies. Rush Builds tend to fall under this category. Next, one of the player would retreat from the engagement and take a more defensive stance. The Defensive Player is B and the Offensive Player A. Player B is currently in a "shell", where he doesn't know what is going on and Player A becomes the "eagle", where he sees all movement. Player A will use this time to expand while Player B will mass units to break the contain.

Early Game is when both armies attempt to stop each other's interests. One player would try to expand and the other would try to stop that from happening. Then, a short series of skirmishes would take place, but no player would sacrifice their entire army in a battle. Players at this stage should pay attention to each other's army composition and devise a plan to counter. For example, if Player A uses Thors against my Spearmen, then I make Catapults to wipe the Thors. However this could backfire if the enemy saw this coming and added Crossbows. Players pick their desired tech path at this stage.

Mid-Game is when both players are combat ready and are preparing for the late-game stage. During this period, armies would clash until one loses their vanguard and retreats. The aggressor would take advantage of this and expand rapidly; thus gaining a huge advantage. Often, players during this stage would suffer severely and lose their natural expansion entirely(expectations are that the player would expand to their natural at least during this stage). In other words, this stage is a tug of war.

Late-Game is when the economy allows both players to throw endless soldiers at each other OR stay in a deadlock with a no mans zone in between. Occasionally, players would twist their army composition or use guerrilla tactics to harass enemy production and resource collection.

End-Game. This is a situation where both player's economy are unable to support its production facilities. Both players resort to early-game army compositions or use unorthodox methods to harass the already exhausted economy.


9
Feature requests / Larger Hit boxes for Larger Units
« on: 17 June 2015, 02:46:51 »
A large unit should be an easier target to hit than a smaller target. However the units within the game does not show this. This causes some balance issues. For example, an elephant would not take any piercing damage until the elephant is in front and attacking the archer. In return, I suggest that larger units get a 10% health increase for having a larger hitbox.

10
MegaGlest / Game Crash
« on: 10 June 2015, 20:18:47 »
The Game crashes the moment I start the game. When I try to skip the intro, the game crashes. Therefore I did not skip the intro, but the game crashes midway. Why & How does this happen? Is there anyway to fix this?

In addition, I don't know which files to upload for the devs to check and see what is wrong.

11
MegaGlest / Strategies + Tips for Megaglest
« on: 3 June 2015, 22:18:08 »
I would like to know some build orders and unit combinations for Megaglest, because I am a new player.

In addition, is there anything I can help graphically to improve the game? Not anything special, just basic contributions.

p.s. I am not 18 or older, so don't take it too seriously.

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anything