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Messages - Golkombie

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26
Thanks for missing me. I'll find a time in the lobby to play with you guys. I'm busy over the summer.

27
Cool. I'll try it out Earth-Breach as soon as I get my new laptop.

28
MegaGlest / Re: MegaGlest UI improvements
« on: 2 July 2016, 02:50:51 »
The main screen looks amazing. That gives me the impression that you can make any megaglest U.I. look good.  8)
I don't have megaglest on my computer, but I'll give feedback as soon as I install it.

29
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.

30
MegaGlest / Re: Megaglest and Steam
« on: 30 June 2016, 17:46:22 »
Oh. I did not realize you were considering the pay-what-you-want method. I thought Titi's suggestion implied a fixed value for steam games, so I suggested exclusive stuff for paid users. I'm just concerned about our potential player base.

In digression, you guys-developers and modders, need to revolutionize the game. At the moment, I believe the game can be pushed to Steam if we improve the graphics and improve the user interface. I believe Archmage is working on revitalizing the Egyptian faction. This will help polish Megaglest.
Just my two cents.

@Alket, Jammy,Titi, and friends: I plan to rejoin the gaming community as soon as I get my new computer(thus explaining my absence in the lobby for months).

31
MegaGlest / Re: Megaglest and Steam
« on: 29 June 2016, 19:04:48 »
I believe what's more dangerous are negative comments on Steam on how we rip them off. We need to provide Steam Users with exclusive items.

32
MegaGlest / Re: Megaglest and Steam
« on: 29 June 2016, 02:36:22 »
Great Idea, but as Archmage said, we need to make the game look good.
In addition, we cannot disappoint players for paying. for a free game. We need to give them virtual items. For examples: Factions, Skins, and/or early access to projects.

I suggest a price tag of $4.99 for the extras. Don't trust me on this since I don't know anything about the market.

Signing out, Golk the Roman

33
MegaGlest / Re: Megaglest IRC Tweaks
« on: 31 December 2015, 21:45:00 »
Sort of. Thanks for replying to the haste response I made. The suggestion would make me a bellboy(gameboy?), not that I mind about being one.  8) :P

34
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.

35
Mods / Re: Terra Centauri: Last Stand BETA 0.5!!
« on: 8 July 2015, 05:37:20 »
I had some game play with Terra Centauri. Only 5 games.

A few suggestions:
-A smaller building(unit(?), like a mobile bunker) that is made to hold units and create housing. I feel like having multiple large sized barracks is awkward(unless I am seriously missing something).
-Buildings can be refitted to build certain units or have some sort of research, because the game has shallow tech depth.

36
MegaGlest / Re: Do People Still Play This Game?
« on: 7 July 2015, 04:54:33 »
I might be able to play during Asian times.

37
MegaGlest / Re: Top 100 MegaGlest Players
« on: 27 June 2015, 03:52:23 »
This needs a register option. Perhaps tie it into the forums and record games as logged in as ranked games. Or perhaps make special games wich count as ranked games perhaps a quick play mode wich set's up 1v1 games in ranked games when you are logged in. Or perhaps just a 1v1 mode that connects 2 clients randomly?.

I am very interested in the register option. Perhaps there could a server dedicated to 1v1 that records the games within.

38
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.


39
Feature requests / Re: Larger Hit boxes for Larger Units
« on: 17 June 2015, 17:16:31 »
It is already easier to hit large units and they get more damage from units attacking with splash attack.
The reason is the size of the unit in cells. A shot has exactly one cell where it hits. Splash damage is calculated based on this cell which is used as damage center.

( btw there is nothing like hitboxes in MG.  Neither for hit-calculation nor for  mouse selection. )

However doesn't it prove my point that larger units are harder to hit with arrows?

40
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.

41
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.

42
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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