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Messages - andy_5995

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201
MegaGlest / Re: wiki overhaul
« on: 15 March 2017, 05:42:11 »
I added you as an admin on the wiki, allowing you to edit the main page.

Feel free to ask me any questions related to the wiki, its structure, templates, etc. I'm probably the most familiar with them, since I created most of them.

Thanks, Kat. :) Only question so far is.. how do I add the template that indicates something like "This page is in serious need of updating."?

Are you on IRC or you just prefer me to use the forum if I have questions?

Quote
Also, on the topic of duplicate info, I firmly believe that it would be better to have info on the wiki instead of a github wiki. It's just plain easier to modify and mediawiki is vastly more powerful than Github's limited wikis.

You'd probably want to archive the GAE and vanilla glest info. Move their pages to something like "Old/<page name>" and then throw a link to that on an archive page. That way we have this historical data easily accessible. It's just very hard to navigate pages by their history alone, especially when pages have no links to them or get deleted.

Great! I was wondering about that. I'll be sure to archive as you suggest.

I suggest a (temporary) forum board for the wiki discussion. Here's what I see:

An individual page may require discussion.

Individual posts that contain links to 3 or 4 wiki pages. Users may browse these and decide to edit. It's one thing to say, "The wiki needs editing", but another to say... "Hey.. could you have a look-see at these 3 pages and edit them if you see anything wrong?"

With regard to discussing individual wiki pages, I know there's a discussion page for each wiki entry, but I think a bit more visibility is needed at this time.

202
Omega, that sounds pretty good to me.

203
Bug reports / Re: error NULL crash
« on: 14 March 2017, 18:01:00 »
On Git. Ticket #150 was last updated 8 days ago.

204
Mods / Re: Speedglest!
« on: 14 March 2017, 07:43:12 »
I'm interested in checking this out, but the download links don't work. Can I have an updated link?

205
Tartarus has been added to the list of scenarios. If you have played it, please leave feedback for the author.

I have played it 3 times but have not won yet.  ::) It's a bit challenging.

206
Tartarus has been added to the list of scenarios. If you have played it, please leave feedback for the author.

207
Warlock Overlords has been added to the scenarios list.

208
I've added a field for "Difficulty Level" to the list of scenarios on the wiki

209
There is another compelling reason, imo, why the ability to join a running game should be considered.

I mention it in this off-topic, but related post:
change how observer mode works

210
Feature requests / Re: change how observer mode works
« on: 13 March 2017, 19:45:14 »
I get the impression that there are many more people who would like observer than we realize.

When I tried 0 A.D. last year, in over 50% (rough guess) of the games I played, at least 1 or 2 people would request to be spectators.

Also in that game was the option for observers to join after the game had started.

Not realizing Jammy had started this post, I chatted with him and softcoder about this subject recently. They both mentioned the potential for network lag, which I understand is a valid concern.

I don't have much experience with network programming, but I have to ask if there's a way around that.

Observers don't need real-time data because they are not playing. If they have slow or bad connections, couldn't the packets be dropped? or queued, and then sent when their network connectivity reaches a certain acceptable level? And data being sent could likewise be dropped or queued? For observers, only chat messages, if any, really are the only thing that requires priority.

Allowing more opportunities for people to observe, combined with the ability to join games already running may help attract new players.

So often players come to the lobby but a game is already running. Being able to join a running game may provide a "safe" place for new players to find out what it's like to play MegaGlest and how friendly the Coop games are.

211
Mods / Re: Assault Command MOD v2.1
« on: 13 March 2017, 18:48:42 »
@ishmaru and softcoder

I split the post about adding AI tag controls, but I screwed up and didn't leave a "redirection" post.

It's been moved to the Feature requests forum:
additions to AI tag controls

212
Feature requests / Re: record games
« on: 13 March 2017, 04:35:36 »
@titi, I was chatting with softcoder about this a few days ago. If it's a feature addition you would like to prioritize, you may want to check in with him about it. He mentioned something about code that was disabled, needed a lot of testing, but not yet designed for network play. But better to get the story from him! :)

213
Feature requests / Re: Checking for newer version on game start
« on: 13 March 2017, 04:22:55 »
What about simply a feature that checks if there's an update available, and if so, simply notifies the user?

214
This slipped by me, sorry.

Np :)

How often are people going to the megaglest home page? I feel like it's not a place you'd typically go back to when on the forum and wiki.
[/quote]

I don't know often people are doing this; however, I do it frequently when I want to access a link from the home page that isn't on the forum or wiki. :) To me, it makes perfect sense to link all sub-pages of megaglest.org to megaglest.org.

215
Mods / Re: Unit capturing
« on: 13 March 2017, 03:43:29 »
This is a feature I want to use in one of my techtrees, so it would be appreciated if it could please be considered for inclusion. I remembered I made a thread about it long ago, but it seems I never actually have.

I'd like to suggest a simple way of implementing unit capturing: A system to allow specific units to be converted by their attacker instead of being destroyed. This would allow enemy troops to surrender to their attackers and join them when killed, or for enemy buildings of interest to be conquered instead of getting leveled to the ground.

What you describe sounds a lot like what Earth Breach did in the possession obsession scenario.
https://forum.megaglest.org/index.php?topic=9842.0

I tried playing it as a stand-alone tech tree, but the AI gets a bit confused. As titi mentioned, it's not a feature he'll be working on. But the scenario runs fine.

I modified it a bit so the "captured" units appear at the player's start location. I would have preferred they appear near the battle but wasn't quite sure how to do it. I could get their unit position and add or subtract for pos x,y, but there isn't really a way I know of to say how far away to place them, or in which direction, afaik.

https://forum.megaglest.org/index.php?topic=9917.0

Anyways, after reading your post, I thought you may be interested to see how Earth Breach did it.


216
Feature requests / Re: Optimizing Gameplay Suggestions
« on: 13 March 2017, 03:25:32 »
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.

The feature was added to MegaGlest v3.13.0.

217
Hi, I think it would be nice to be able to select multiple buildings of the same type at the same time (and assign them to hotkeys).

For example, if you could select 3 barracks and click on build soldier, and they all start making a soldier in parallel.
Or if you select several town halls and click on build worker once it will make a worker in each town hall.

This feature is now available in the Megapack as of MegaGlest v3.13.0

218
MegaGlest / wiki overhaul
« on: 12 March 2017, 20:35:12 »
Here's a discussion I thought I'd start after  tomreyn approached the subject in an email:

Quote
And then we have this separate wiki which already contains a lot of
information and which we should add more life to (or revive rather?),
namely docs.megaglest.org. We also9 need to clean it up, removing all
instructions for GAE and Glest (or at least move them out of the way -
but even if we just remove them they'll be conserved in the page edit
history still).

I made a ton of edits last year (my username on the wiki is LittleJohn) but I don't think I really even made a dent in what needs to be done.

I was a bit confused on converting the Glest references to MegaGlest. After doing some edits in that direction, and becoming more familiar with the wiki, I got the impression there was information about Glest that was intended to be kept in the wiki.

It seemed to be that a good starting point would be to edit the wiki home page, to which I don't have complete access. And even if I did have access, I'm still a bit confused as to what should be kept or renamed.

I also have some thoughts about removing a lot of pages from the wiki. Ideally, the wiki would be a complete reference, but since there are a lack of users editing and adding to it, I wonder if trying to be more focused wouldn't be a better idea.

For instance, most everything a player needs to know about the Megapack is at https://megaglest.org/techtree/ (btw, filux told me last year that info is out of date, and the docs from git are more current).

With regard to info to help people write scenarios and tech trees, it seems there should be xml source code examples on the wiki. I don't remember seeing any. I usually looked inside the xml files on my computer when I needed to reference how to write scenarios or modify techtrees. I found the LUA guide on the wiki quite helpful also.

I feel like I'm having a difficult time conveying my opinions here in a clear manner. I'll try sum up.

A prioritized list of what should be in the wiki

Figure out if any of that information is duplicated in the github repo. If it is, just link to it rather than having another wiki page that needs to be maintained

As a player, I'd like to see the Strategy Guides expanded upon. Building and production strategy for each faction. For instance, when the game starts, what order to build which buildings, suggestions about how many workers to build them, what's a good point to do upgrades, when's a good time to expand.




219
MegaGlest / Re: New maps in mod center
« on: 12 March 2017, 20:04:29 »
Yippee! I'm glad they are so well-received by other players. You're welcome, and thanks for adding them.

220
MegaGlest / Re: MG on Slackware
« on: 12 March 2017, 20:01:26 »
I see that the Slackbuild has already been updated to 3.13.0.

Thank you, mysterious stranger. :)

221
I suggest adding an option that will allow units spawned by other units to go to a "meeting point"; the same way a meeting point can be selected from a barracks.

Example:
1. click on priest/summoner/shaman
2. click on a "meeting point" icon and select location
3. mummies/daemons/t-birds will move to the selected meeting point

222
MegaGlest / Re: New maps in mod center
« on: 11 March 2017, 03:25:32 »
@titi, Here is the list you asked for.

I updated all the posts with CRC's, and included a screenshot for maps that needed a new one. If you have problems viewing the screenshots, it's because of your ad-blocker. Do you recommend a different site for screenshots in the future?

Devil's Paradise
Pizza Pie Island
Caution Landscape
River Of Tears

I'm not sure whether or not these last 2 have met with your final approval. Strip Mining I've played with several other players, including Derek, David, and Jammy. No complaints. Derek liked the map, and David said it was a good map.

The only time you and I played, we lost early in the game. :(

Teeth of Terror
Strip Mining


223
Maps, tilesets and scenarios / Re: Map - Strip Mining
« on: 11 March 2017, 03:08:37 »
CRC value for map [strip_mining] file [/home/andy/.megaglest/maps/strip_mining.mgm] is [2111492268]

Download link for final: https://www.dropbox.com/s/0o07uw0ho6f4b8l/strip_mining.mgm?dl=0

Description: 2v2 on a 128x32 map, fight on a very narrow strip of land

Updated screenshots above

224
Maps, tilesets and scenarios / Re: new map - Teeth of Terror
« on: 11 March 2017, 03:04:02 »
CRC value for map [teeth_of_terror] file [/home/andy/.megaglest/maps/teeth_of_terror.mgm] is [2887715111]

Download link for final: https://www.dropbox.com/s/77q61in5umo9hqg/teeth_of_terror.mgm?dl=0

Description: 4v4 map, don't let the teeth scare you too much

Screenshots above

225
Maps, tilesets and scenarios / Re: new map river of tears
« on: 11 March 2017, 02:57:21 »
CRC value for map [river_of_tears] file [/home/andy/.megaglest/maps/river_of_tears.mgm] is [3918792242]

Download final: https://www.dropbox.com/s/w2q69b37ycodxvt/river_of_tears.mgm?dl=0

Description: 4v4 8 player map, cross a river that will make you cry

Updated screenshot:




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