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Messages - andy_5995

Pages: 1 ... 4 5 6 7 [8] 9 10 11 12 ... 19
176
MegaGlest / Re: Proposed changes to Magic
« on: 22 December 2017, 01:41:03 »
Jammy and I are working on this. If anyone wants to share an idea or suggestion, let us know here or open a ticket on the GitHub repo

Here are the changes so far:

Code: [Select]
diff --git a/techs/megapack/factions/magic/units/battlemage/battlemage.xml b/techs/megapack/factions/magic/units/battlemage/battlemage.xml
index 4cab871a..6f58bbe9 100644
--- a/techs/megapack/factions/magic/units/battlemage/battlemage.xml
+++ b/techs/megapack/factions/magic/units/battlemage/battlemage.xml
@@ -9,7 +9,7 @@
  <armor value="30"/>
  <armor-type value="leather"/>
  <sight value="12"/>
- <time value="75"/>
+ <time value="50"/>
  <multi-selection value="true"/>
  <cellmap value="false"/>
  <levels>
@@ -24,7 +24,9 @@
  <unit-requirements/>
  <upgrade-requirements/>
  <resource-requirements>
- <resource name="gold" amount="75"/>
+ <resource name="gold" amount="150"/>
+ <resource name="stone" amount="25"/>
+ <resource name="wood" amount="50"/>
  <resource name="energy" amount="1"/>
  </resource-requirements>
  <resources-stored/>
diff --git a/techs/megapack/factions/magic/units/energy_source/energy_source.xml b/techs/megapack/factions/magic/units/energy_source/energy_source.xml
index 497f418d..bd924a45 100644
--- a/techs/megapack/factions/magic/units/energy_source/energy_source.xml
+++ b/techs/megapack/factions/magic/units/energy_source/energy_source.xml
@@ -10,7 +10,8 @@
  <armor-type value="stone"/>
  <sight value="5" />
  <time value="50" />
- <multi-selection value="false"/>
+ <multi-selection value="true"/>
+        <uniform-selection value="true"/>
  <cellmap value="false"/>
  <levels/>
  <fields>
@@ -33,7 +34,7 @@
  <resources-stored/>
  <image path="images/energy_source.bmp"/>
  <image-cancel path="../archmage/images/magic_cancel.bmp"/>
- <meeting-point value="false"/>
+ <meeting-point value="true" image-path="../mage_tower/images/meeting_point.bmp"/>
  <selection-sounds enabled="true">
  <sound path="../archmage_tower/sounds/magic_click.wav"/>
  </selection-sounds>
@@ -60,6 +61,9 @@
  <anim-speed value="100" />
  <animation path="models/energy_source.g3d" />
  <sound enabled="false" />
+            <particles value="true">
+                ‎‎ <particle-file path="particle_beam_idle.xml" />
+            </particles>
  </skill>
  <skill>
  <type value="die" />
@@ -73,6 +77,29 @@
  </sound>
  <fade value="false"/>
  </skill>
+ <skill>
+ <type value="produce" />
+ <name value="produce_skill"/>
+ <ep-cost value="0" />
+ <speed value="300" />
+ <anim-speed value="300" />
+ <animation path="models/energy_source.g3d" />
+ <sound enabled="false" />
+            <particles value="true">
+                ‎‎<particle-file path="particle_beam.xml"/>
+                <particle-file path="particle_ball.xml"/>
+            </particles>
+ </skill>
  </skills>
- <commands/>
+ <commands>
+ <command>
+ <type value="produce"/>
+ <name value="produce_battlemage" />
+ <image path="../battlemage/images/battlemage.bmp"/>
+ <unit-requirements/>
+ <upgrade-requirements/>
+ <produce-skill value="produce_skill"/>
+ <produced-unit name="battlemage"/>
+ </command>
+ </commands>
 </unit>
diff --git a/techs/megapack/factions/magic/units/initiate/initiate.xml b/techs/megapack/factions/magic/units/initiate/initiate.xml
index 7afdec1e..f54ecf38 100644
--- a/techs/megapack/factions/magic/units/initiate/initiate.xml
+++ b/techs/megapack/factions/magic/units/initiate/initiate.xml
@@ -9,7 +9,7 @@
  <armor value="0"/>
  <armor-type value="leather"/>
  <sight value="9"/>
- <time value="40"/>
+ <time value="75"/>
  <multi-selection value="true"/>
  <cellmap value="false"/>
  <levels/>
@@ -79,7 +79,7 @@
  <type value="move"/>
  <name value="move_skill"/>
  <ep-cost value="0"/>
- <speed value="150"/>
+ <speed value="250"/>
  <anim-speed value="130"/>
  <animation path="models/initiate_walking.g3d"/>
  <sound enabled="false"/>
@@ -326,7 +326,7 @@
  <resource name="gold"/>
  <resource name="stone"/>
  </harvested-resources>
- <max-load value="20"/>
+ <max-load value="25"/>
  <hits-per-unit value="1"/>
  </command>
  <command>
@@ -345,15 +345,5 @@
  <max-load value="20"/>
  <hits-per-unit value="1"/>
  </command>
- <command>
- <type value="morph"/>
- <name value="promote_to_battlemage"/>
- <image path="../battlemage/images/battlemage.bmp"/>
- <unit-requirements/>
- <upgrade-requirements/>
- <morph-skill value="morph_skill"/>
- <morph-unit name= "battlemage"/>
- <discount value="0"/>
- </command>
  </commands>
 </unit>
diff --git a/techs/megapack/factions/magic/units/mage_tower/mage_tower.xml b/techs/megapack/factions/magic/units/mage_tower/mage_tower.xml
index b0abb37f..a4d11589 100644
--- a/techs/megapack/factions/magic/units/mage_tower/mage_tower.xml
+++ b/techs/megapack/factions/magic/units/mage_tower/mage_tower.xml
@@ -31,9 +31,9 @@
  <unit-requirements/>
  <upgrade-requirements/>
  <resource-requirements>
- <resource name="gold" amount="150"/>
- <resource name="stone" amount="350"/>
- <resource name="wood" amount="50"/>
+ <resource name="gold" amount="250"/>
+ <resource name="stone" amount="250"/>
+ <resource name="wood" amount="100"/>
  </resource-requirements>
  <resources-stored>
  <resource name= "gold" amount="1800"/>

177
MegaGlest / Re: how to grow MegaGlest
« on: 20 December 2017, 20:26:25 »
I've worked in customer service before, and my sister has worked in sales most of her life. One thing I've learned (and there may be different philosophies about it) is:

A lot of people will not leave feedback. When 1 person does - whether it be negative or positive - assume that 7 more people feel the same way.

Going to the point about reasons why MG doesn't grow, I feel that Coldfusion's has a valid point about IRC, and some users not wanting to be part of the chat community because they either don't like IRC (for varying reasons), or they may have never used it before.

I disagree that IRC is a primary cause for lack of growth. If people don't like the chat system, they could still participate in the forum, or play the game.

 I could think of several reasons why the player base and community does not continue to grow. There is much feedback on the forums that could help answer this question.

178
I don't see that Jammy said anything in his reply that deserved anger and personal attacks against him.

179
Maps, tilesets and scenarios / Re: New Map PvP - Hill in the Front
« on: 16 December 2017, 21:02:19 »
The map is very cool conceptually, but as I found out, there are some guidelines to follow with MG maps so that they'll be playable.

1. Stone. Egypt uses a lot of stone: And because you don't know which players would be playing Egypt, you have to give the same amount of stone to each player.
Filux, one of the developers, suggested a ratio of 4 stone to 5 gold.

2. map objects and resources: The more placed on the map, the more CPU and memory is used.

3. Pathfinding: Just because there is room for the AI units to move, that doesn't mean they won't get stuck.

I made a derivative of the map above. The dropbox link is https://www.dropbox.com/s/xxi5qbf4ek1j6bj/hill_in_the_front_A2.mgm?dl=0 and here are 2 screenshots:




180
I merged a separate related post into this thread.

181
This seems like a good idea, mario. It's been tried before, but not got enough publicity: https://forum.megaglest.org/index.php?topic=9786.0

182
Maps, tilesets and scenarios / Re: Scenario - Egypt has fallen
« on: 22 July 2017, 23:08:40 »
Thanks, Jammy; glad you enjoyed it. Have you played it recently? I think it would be more interesting if Egypt were moved to player slot 3 or 4, because aren't those the slots the AI generally attacks first? imo, it would be more interesting if the allied Egypt AI had to be protected early in the game, when it has no units. What do you think?

183
Mods / Re: how to determine if a unit is movable
« on: 19 July 2017, 17:21:55 »
Cool. Are you working on a scenario?

184
Maps, tilesets and scenarios / Re: Swamp Tileset 2
« on: 23 May 2017, 15:55:22 »
Download is gone, can you fix it?  ( and rename it ? )

I still have a copy:

swamp2.7z

185
Feature requests / Re: [8]Case sensitivity for windows too
« on: 28 March 2017, 07:11:06 »
I certainly don't feel I'm in any position to "bash" an OS, or even to have anything against proprietary software such as MS Windows. I made a living for 7 years because of proprietary software when I worked for a software duplication and packaging company. Many other people have supported themselves and their families because of proprietary software.

I like this quote:

You guys have an awfully one-sided view of freedom. :| I love open source software, but freedom is a principle, not a buzzword to justify your feelings. Liberty also includes the right to release your program and your code however you see fit.

Undoing the thread hijack...

I find that people generally adhere mostly to their principles when it's convenient. MG devs ensure that MG runs on Windows. In a sense, it would be "inconvenient" not to do that, because then MG wouldn't be available to the huge percentage of people who use Windows.

Many current OSS users, myself included, only got into computers because they started using PC's with prop. software. So... I am in really no position to complain about how people choose to distribute their software, how it's developed, or what freedoms they exercise to determine how they want to earn their money.

A father or mother who must support 5 children isn't going to care about the license of software they use, if it's the best method to support and feed his or her family. So.. the debate, as Omega wisely suggested, is best chilled.

186
Maps, tilesets and scenarios / Re: Scenario - Egypt has fallen
« on: 22 March 2017, 21:42:58 »
Thanks @wciow.

187
MegaGlest / Re: My impressions and thoughts
« on: 21 March 2017, 23:45:29 »
If it would be best to move the specific points into separate threads or point to already existing threads I shall do so or feel free to do it yourself.

The main reason it works better to have each request in a separate thread is to make them easier to track the status and discuss them. You may see threads where multiple issues are mentioned, 1 or 2 are discussed but then other good points are missed or forgotten about because everything gets all jumbled into one big thread.

I'll move this into the main MG board, since it's not an actual feature request thread, but contains several points for users to discuss.

188
Closed feature requests / Re: Enhancements to team play
« on: 21 March 2017, 23:38:11 »
x + left-click  already exists.

Closing...


189
Maps, tilesets and scenarios / Re: Scenario - Egypt has fallen
« on: 21 March 2017, 22:50:54 »
This is the last incarnation of the Egypt Has Fallen scenario. Maybe it would be better if it were modified and turned into a single-player scenario.

egypt_has_fallen.xml
Code: [Select]
<?xml version="1.0" standalone="yes" ?>
<scenario>
--Egypt has fallen
--Rev 2016.06.22-01
--A MegaGlest ( https://megaglest.org/ ) network scenario
--Stay alive long enough for your Egyptian ally to reinforce your armies!
--By Andy Alt
--CC-BY-SA
<difficulty value="5"/>
<players>
<player control="network" faction="tech" team="1"/>
<player control="human" faction="indian" team="1"/>
<player control="cpu-mega" faction="egypt" team="1"/>
<player control="network" faction="norsemen" team="1"/>
<player control="cpu-mega" faction="magic" team="2"/>
<player control="cpu-mega" faction="magic" team="2"/>
<player control="cpu-mega" faction="magic" team="2"/>
<player control="cpu-mega" faction="magic" team="2"/>
</players>
<map value="grandezza"/>
<tileset value="autumn"/>
<tech-tree value="megapack"/>
<default-resources value="true"/>
<default-units value="false"/>
<default-victory-conditions value="false"/>
<fog-of-war value="true"/>

<scripts>
<global>

--game constants. Only change them if you change the order or factions above
tech = 0
indian = 1
egypt = 2
norsemen = 3

--other variables. Best to leave them unchanged as well ;)
--These are used in unitCreated and unitDied sections below
slaveCount = 0
pyramidCount = 0
mageTowerCount = 0

battlemage_loop = 0
daemon_loop = 0
timesLooped = 0

rndAttackUnits = { "power_golem", "ghost_armor", "behemoth", "draco_rider", "daemon" }
</global>
<startup>


math.randomseed (os.time())


--Team 1 units

--Main buildings for Team 1
createUnit('castle', tech, startLocation(tech))
createUnit('main_teepee', indian, startLocation(indian))
createUnit('castle', norsemen, startLocation(norsemen))

--create workers
for playerNum=tech, indian do
for i=1, 4 do
createUnit('worker', playerNum, startLocation(playerNum))
end
end

for i=1, 4 do
createUnit('thrall', norsemen, startLocation(norsemen))
end

createUnit ( 'cow', tech, {26,210} )
createUnit ( 'cow', norsemen, {26,210} )

createUnit ( 'stickfighter', indian, startLocation (indian) )
createUnit ( 'stickfighter', indian, startLocation (indian) )
createUnit ( 'axe_thrower', indian, startLocation (indian) )
createUnit ( 'axe_thrower', indian, startLocation (indian) )
createUnit ( 'axe_thrower', indian, startLocation (indian) )

createUnit ( 'swordman', tech, startLocation (tech) )
createUnit ( 'swordman', tech, startLocation (tech) )
createUnit ( 'archer', tech, startLocation (tech) )
createUnit ( 'archer', tech, startLocation (tech) )
createUnit ( 'archer', tech, startLocation (tech) )

createUnit ( 'spearman', norsemen, startLocation (norsemen) )
createUnit ( 'spearman', norsemen, startLocation (norsemen) )
createUnit ( 'archer', norsemen, startLocation (norsemen) )
createUnit ( 'archer', norsemen, startLocation (norsemen) )
createUnit ( 'archer', norsemen, startLocation (norsemen) )



--create AI units (Team 2, Magic)
for playerNum=4, 7 do
createUnit('mage_tower', playerNum, startLocation(playerNum))
createUnit('energy_source',playerNum , startLocation(playerNum))
createUnit('energy_source',playerNum , startLocation(playerNum))
createUnit('battlemage', playerNum, startLocation(playerNum))
createUnit('battlemage', playerNum, startLocation(playerNum))
createUnit('daemon', playerNum, startLocation(playerNum))
createUnit('daemon', playerNum, startLocation(playerNum))
createUnit('daemon', playerNum, startLocation(playerNum))
createUnit('golem', playerNum, startLocation(playerNum))
createUnit('library', playerNum, startLocation(playerNum))

for j=1, 5 do
createUnit('initiate', playerNum, startLocation(playerNum))
end
--create nearby Egypt enemies
createUnit ( 'spearthrower', egypt, startLocation(playerNum) )
createUnit ( 'scarab', egypt, startLocation(playerNum) )
createUnit ( 'mummy', egypt, startLocation(playerNum) )
createUnit ( 'mummy', egypt, startLocation(playerNum) )


end



--Egypt units

createUnit( 'farm', egypt, {26,222} )
createUnit( 'farm', egypt, {26,222} )
createUnit( 'chicken', egypt, {26,210} )
createUnit( 'chicken', egypt, {26,210} )
createUnit('slave', egypt, startLocation(egypt))


--The starting pyramid is located near the enemy's  base
--It's needed to store resources long enough for Egypt to start
--building a new base
createUnit('pyramid', egypt, startLocation(5))


giveResource('gold', egypt, 500)
giveResource('stone', egypt, 500)
giveResource('wood', egypt, 500)

togglePauseGame(1)
showMessage ( 'Intro1', 'Introduction' )
showMessage ( 'Intro2', 'Introduction' );
showMessage ( 'Intro3', 'Introduction' );
showMessage ( 'Intro4', 'Introduction' );
showMessage ( 'Intro5', 'Introduction' );


</startup>


<unitCreated>
if lastCreatedUnitName() == 'slave' then
slaveCount = slaveCount + 1
end

if lastCreatedUnitName() == 'pyramid' then
pyramidCount = pyramidCount + 1
end

if lastCreatedUnitName() == 'mage_tower' then
mageTowerCount = mageTowerCount + 1
end

if lastCreatedUnitName() == 'daemon' then
daemon_loop = daemon_loop + 1
if daemon_loop == 5 then
--givePositionCommand( lastCreatedUnit(), 'attack', startLocation(egypt) )
daemon_loop = 0
end
end

if lastCreatedUnitName() == 'battlemage' then
battlemage_loop = battlemage_loop + 1
if battlemage_loop == 5 then
--givePositionCommand( lastCreatedUnit(), 'attack', startLocation(egypt) )

if timesLooped > 1 then
for AIplayer = 4, 7 do
createUnit ('tower_of_souls', AIplayer, startLocation(AIplayer) )
createUnit ('golem', AIplayer, startLocation (AIplayer) )
end


AttackFrom = math.random(4, 7)
AttackTo = math.random (0, 3)

for i = 1, 4 do
whichUnit = math.random (1, #rndAttackUnits)
createUnit (rndAttackUnits[whichUnit], AttackFrom, startLocation (AttackFrom) )
givePositionCommand ( lastCreatedUnit(), 'attack', startLocation (AttackTo) )
end
end

battlemage_loop = 0
timesLooped = timesLooped + 1
end
end



</unitCreated>

<unitDied>
if lastDeadUnitName() == 'slave' then
slaveCount = slaveCount - 1
end

if lastDeadUnitName() == 'pyramid' then
pyramidCount = pyramidCount - 1

end

if ( slaveCount == 0 and pyramidCount == 0 ) then


showMessage ('failure1', 'Failure')
showMessage ('failure2', 'Failure')
showMessage ('failure3', 'Failure')
--wait (15)
for i = 4, 7 do
setPlayerAsWinner(i)
end
endGame()
end

if lastDeadUnitName() == 'mage_tower' then
--print (lastDeadUnitName())
mageTowerCount = mageTowerCount - 1
if mageTowerCount == 0 then

showMessage ('victory1', 'Victory')
showMessage ('victory2', 'Victory')
showMessage ('victory3', 'Victory')
showMessage ('victory4', 'Victory')
showMessage ('victory5', 'Victory')
--wait (15)


for i = 0, 3 do
setPlayerAsWinner(i)
end
endGame()
end
end



</unitDied>



</scripts>
</scenario>

egypt_has_fallen_english.lng
Code: [Select]
SCENARIO_NAME=egypt has fallen

;message headers
Introduction=Introduction
Victory=Victory
Failure=Failure

;message strings
Intro1=Egypt has fallen!
Intro2=An evil faction, known only as "Magic" has invaded and destroyed most of Egypt's kingdom.
Intro3=In a futile attempt to fight off Magic's army, Egypt has sent her last remaining soldiers to stop them.
Intro4=If they are not successful, you will be Egypt's only chance at survival. You must protect her until she's strong enough to fight back and to assist you in vanquishing the Magic faction.
Intro5=If you are successful, Queen Cleopatra will figure out some way to repay her debt to you...

victory1=You are victorious!
victory2=Egypt is once again a thriving civilization.
victory3=Queen Cleopatra walks across the battlefield to find you.
victory4=She puts her hands on your face, leans in, and kisses you passionately.
victory5=Then she takes your hand and leads you to her bed-chamber and turns out the light.

failure1=Though you tried your best, and lost many good men, you have failed.
failure2=Egypt will never again be restored to her former glory.
failure3=On the other side of the battlefield, you see Queen Cleopatra crying, her tears covering the bodies of many fallen warriors.


190
MegaGlest / Re: New maps in mod center
« on: 21 March 2017, 22:15:20 »
Is there any reason they haven't been added to the regular and dev  headless servers? Do the maps need to be improved so they can be added to the official MegaGlest maps? I see the other maps in the mod center are on the server, but not these 6 that I made.

191
Mods / Re: General Modding Overview
« on: 18 March 2017, 22:21:52 »
The post at the top seems very outdated and probably needs immediate attention; especially if the ease of mod-making is being advertised with the Steam release.

192
MegaGlest / Re: wiki overhaul
« on: 16 March 2017, 22:11:53 »
Is there enough activity for that? I feel like it's easiest to just use one of the existing boards. We don't like to delete stuff, anyway (so the idea of a temporary board kinda runs afoul of that).

Good point. Probably we can wait and determine later if that would help things along.

193
With multi-building select now, it's quite a bit easier to change the meeting points on many barracks quickly, so I see this as less of a problem now.

If my base is under attack, sometimes I want my fire-archers to go behind the round tent before they start attacking.

I'm not sure about this feature anymore, but it's a good discussion.

194
There is a more recent thread about this at https://forum.megaglest.org/index.php?topic=8862.0

Closing...

195
A good suggestion. This was recently implemented by titi, post v3.13.0 release

Closing.,,


196
Maps, tilesets and scenarios / Re: Swamp Tileset 2
« on: 15 March 2017, 18:33:22 »
@wciow, I'm not sure when I'll be playing today, but I put up my headless server with the swamp tileset on it.

I think the mismatch messages we got yesterday were due to the old swamp files in my MG cache. I cleared my cache a few minutes ago.

You can also play your goblins mod from my headless if you download the _A1 pack from the link I left on that  post.

197
Bug reports / Re: [8]trouble with path names
« on: 15 March 2017, 07:08:23 »
I'm bumping this thread, because, as filux noted, it's related to Case sensitivity for windows too, which titi marked with a priority of 8.

I thought about merging it but wasn't sure.

198
MegaGlest / Re: wiki page: Installing/Getting MegaGlest
« on: 15 March 2017, 06:52:42 »
I managed to do some quick and messy edits to take care of the biggest problems, but this page still needs to be reviewed and edited.

199
MegaGlest / wiki page: Installing/Getting MegaGlest
« on: 15 March 2017, 06:42:56 »
I've updated the main page, removing most instances of *Glest. It had a prominent link pointing to a very outdated page about getting and installing *Glest.

There is a link for *MegaGlest at the top, but when I go to that page there is not detailed information about getting and installing *MegaGlest like there is on the Getting *Glest page.

So.. I changed that link, and renamed the page.

https://docs.megaglest.org/Getting_MegaGlest

The page above is in urgent and serious need of updating.

A link to https://docs.megaglest.org/Compiling or https://docs.megaglest.org/MG/Development should be included

200
MegaGlest / Re: game description for steam
« on: 15 March 2017, 05:45:34 »
titi, I've heavily edited the short description (I'm purple).

Quote
MegaGlest is a 3d real time strategy  game that can be played with up to 8 people (4v4, 2v2, 5v3, etc) over
the Internet. In addition to human vs. human games, Co-op games against the CPU are very challenging, and
fun, thanks to the intelligence of the CPU opponents. Those who enjoy single-player games will also find
MegaGlest a very enjoyable game. The default installation contains enough game content to entertain almost
everyone - and modders and map-makers will find it easy to make new content or improve upon existing
content. MegaGlest features a "master server", so any user who chooses to host his own server (and has
configured his firewall properly) will have his game automatically listed in the MegaGlest master server list
(private network games are also an option).

Some may find what I wrote a bit wordy, and perhaps info about the master server isn't desired there.

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